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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.12 by root, Sun Mar 26 07:20:24 2006 UTC vs.
Revision 1.31 by root, Mon Sep 17 17:23:16 2007 UTC

110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113 113
114 <!ENTITY move_on " 114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 117 </attribute>
118 "> 118 ">
119 <!ENTITY move_off " 119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 121 Which movement types deactivate this object (e.g. button).
122 </attribute> 122 </attribute>
123 "> 123 ">
124 <!ENTITY move_type " 124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 127 or grants (e.g. for amulets).
128 </attribute> 128 </attribute>
129 "> 129 ">
130 <!ENTITY movement_types_terrain " 130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 132 Objects using these movement types cannot move over this space.
133 </attribute> 133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 136 precedence over 'blocked movements'.
137 </attribute> 137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 143 creatures matching 'slow move' will be slower than normal on this spot.
156 than 0, the object acts/triggers/moves etc. and the value gets 156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 158 every tick.
159 </attribute> 159 </attribute>
160 "> 160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
161]> 363]>
162 364
163<types> 365<types>
164 366
165<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 602 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 603 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 604 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 605 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
405</list> 608</list>
406 609
407<list name="attack_movement_bits_0_3"> 610<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 611 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 612 <entry value="1" name="attack from distance" />
449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 </attribute> 653 </attribute>
451 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
452 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game.
453 </attribute> 656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by
660 their name.
661 </attribute>
454 <attribute arch="nrof" editor="number" type="int"> 662 <attribute arch="nrof" editor="number" type="int">
455 This value determines the number of objects in one stack (for example: 663 This value determines the number of objects in one stack (for example:
456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457 any pickable object - otherwise it won't be mergeable into a stack. 665 any pickable object - otherwise it won't be mergeable into a stack.
458 </attribute> 666 </attribute>
461 zero weight are not pickable for players. Still, set the "non-pickable"-flag 669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
462 for explicitly non-pickable objects (hey, this is opensource.. you 670 for explicitly non-pickable objects (hey, this is opensource.. you
463 never know ;) ). 671 never know ;) ).
464 </attribute> 672 </attribute>
465 <attribute arch="value" editor="value" type="int"> 673 <attribute arch="value" editor="value" type="int">
466 Adds a certain value to the object: It will be worth that many times the 674 Determines the value of the object, in units of silver coins (one
467 default value from it's archetype (E.g. "value = 3" means three times 675 platinum coin == 50 silver coins). Value for buying/selling will be
468 worth the default value). Value for buying/selling will be
469 further modified by various factors. Hence, testing values in-game is 676 further modified by various factors. Hence, testing values in-game is
470 usually inevitable. 677 usually inevitable.
471 </attribute> 678 </attribute>
472 <attribute arch="glow_radius" editor="glow radius" type="int"> 679 <attribute arch="glow_radius" editor="glow radius" type="int">
473 If &lt;glow radius&gt; is set to a value greater zero, the object 680 If &lt;glow radius&gt; is set to a value greater zero, the object
497 </attribute> 704 </attribute>
498 <attribute arch="unpaid" editor="unpaid" type="bool"> 705 <attribute arch="unpaid" editor="unpaid" type="bool">
499 An &lt;unpaid&gt; item cannot be used unless a player carried it over 706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
500 a shop mat, paying the demanded price. Setting this flag makes sense 707 a shop mat, paying the demanded price. Setting this flag makes sense
501 only for pickable items inside shops. 708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext
502 </attribute> 719 </attribute>
503</default_type> 720</default_type>
504 721
505<!-- This ignorelist is for all system objects which are non pickable 722<!-- This ignorelist is for all system objects which are non pickable
506 and invisible. They don't interact with players at all. --> 723 and invisible. They don't interact with players at all. -->
748 in the exact moment when the altar is activated. 965 in the exact moment when the altar is activated.
749 </attribute> 966 </attribute>
750</type> 967</type>
751 968
752<!--####################################################################--> 969<!--####################################################################-->
970<type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984</type>
985<!--####################################################################-->
753<type number="39" name="Amulet"> 986<type number="39" name="Amulet">
754 <description><![CDATA[ 987 <description><![CDATA[
755 Wearing an amulet, the object's stats will directly be inherited to 988 Wearing an amulet, the object's stats will directly be inherited to
756 the player. Amulets are usually meant for protection and defense. ]]> 989 the player. Amulets are usually meant for protection and defense. ]]>
757 </description> 990 </description>
812 you want the monster to use/wear the item - you must set 1045 you want the monster to use/wear the item - you must set
813 &lt;is applied&gt;. 1046 &lt;is applied&gt;.
814 Enabling this flag doesn't make any sense if the item 1047 Enabling this flag doesn't make any sense if the item
815 is NOT in a monster's inventory. 1048 is NOT in a monster's inventory.
816 </attribute> 1049 </attribute>
817<section name="resistance"> 1050 &player_stat_resist_sections;
818 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
819 This adds physical resistance to the item (= armour value). The number is
820 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
821 and what they require to do for getting this-and-that artifact.
822 </attribute>
823 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
824 This adds magic resistance to the item. The number is a percent-value in
825 the range 0-100. Treat this with CARE. Look at other maps and what they
826 require to do for getting this-and-that artifact.
827 </attribute>
828 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
829 This adds fire resistance to the item. The number is a percent-value in
830 the range 0-100. Treat this with CARE. Look at other maps and what they
831 require to do for getting this-and-that artifact.
832 </attribute>
833 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
834 This adds electricity resistance to the item. The number is a percent-value in
835 the range 0-100. Treat this with CARE. Look at other maps and what they
836 require to do for getting this-and-that artifact.
837 </attribute>
838 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
839 This adds fire resistance to the item. The number is a percent-value in
840 the range 0-100. Treat this with CARE. Look at other maps and what they
841 require to do for getting this-and-that artifact.
842 </attribute>
843 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
844 This adds confusion resistance to the item. The number is a percent-value in
845 the range 0-100. Confusion resistance is not very effective
846 unless the value comes close to 100 (= perfect immunity).
847 </attribute>
848 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
849 This adds acid resistance to the item. The number is a percent-value in
850 the range 0-100. Treat this with CARE. Look at other maps and what they
851 require to do for getting this-and-that artifact.
852 </attribute>
853 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
854 This adds draining resistance to the item. The number is a percent-value
855 in the range 0-100. Draining resistance is little effective
856 unless the value is 100 (= perfect immunity).
857 </attribute>
858 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
859 This adds weaponmagic resistance to the item. The number is a percent-value in
860 the range 0-100. Weaponmagic resistance generally should not exist on
861 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
862 are not meant to be easily resisted.
863 </attribute>
864 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
865 This adds ghosthit resistance to the item. The number is a percent-value
866 in the range 0-100. Treat this with CARE. Look at other maps and what they
867 require to do for getting this-and-that artifact.
868 </attribute>
869 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
870 This adds poison resistance to the item. The number is a percent-value in
871 the range 0-100. Treat this with CARE. Look at other maps and what they
872 require to do for getting this-and-that artifact.
873 </attribute>
874 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
875 This adds fear resistance to the item. The number is a percent-value in
876 the range 0-100. Resistance to fear is pretty useless.
877 </attribute>
878 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
879 This adds paralyze resistance to the item. The number is a percent-value in
880 the range 0-100. Paralyze resistance is little effective
881 unless the value is 100 (= perfect immunity).
882 </attribute>
883 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
884 This adds fear resistance to the item. The number is a percent-value in
885 the range 0-100. Resistance to fear is pretty useless.
886 </attribute>
887 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
888 This adds depletion resistance to the item. The number is a percent-value
889 in the range 0-100. Depletion resistance is little effective
890 unless the value is 100 (= perfect immunity).
891 </attribute>
892 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
893 This adds death-attack resistance to the item. The number is a
894 percent-value in the range 0-100. Death-attack resistance is little
895 effective unless the value is 100 (= perfect immunity).
896 Generally, resistance to death-attack is not supposed to be
897 available to players!
898 </attribute>
899 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
900 This adds chaos resistance to the item. The number is a percent-value in
901 the range 0-100. Treat this with CARE. Look at other maps and what they
902 require to do for getting this-and-that artifact.
903 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
904 combination of other attacktypes.
905 </attribute>
906 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
907 This adds blinding resistance to the item. The number is a percent-value
908 in the range 0-100. Treat this with CARE. Look at other maps and what they
909 require to do for getting this-and-that artifact.
910 </attribute>
911 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
912 This adds holy power resistance to the item. The number is a percent-value
913 in the range 0-100. Holy power is the attacktype that holyword-type spells
914 use to hurt undead creatures. This kind of resistance is only reasonable
915 for undead players (wraith or devourer cult).
916 Generally, resistance to holy word should not be available for players.
917 </attribute>
918</section>
919<section name="stats">
920 <attribute arch="Str" editor="strength" type="int">
921 The player's strentgh will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Dex" editor="dexterity" type="int">
925 The player's dexterity will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Con" editor="constitution" type="int">
929 The player's constitution will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Int" editor="intelligence" type="int">
933 The player's intelligence will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Pow" editor="power" type="int">
937 The player's power will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Wis" editor="wisdom" type="int">
941 The player's wisdom will rise/fall by the given value while
942 wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Cha" editor="charisma" type="int">
945 The player's charisma will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948</section>
949<section name="misc"> 1051<section name="misc">
950 <attribute arch="luck" editor="luck bonus" type="int"> 1052 <attribute arch="luck" editor="luck bonus" type="int">
951 With positive luck bonus, the player is more likely to 1053 With positive luck bonus, the player is more likely to
952 succeed in all sorts of things (spellcasting, praying,...). 1054 succeed in all sorts of things (spellcasting, praying,...).
953 Unless the &lt;luck bonus&gt; is very high, the effect will be 1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
1068 get teleported after they died on this battleground. 1170 get teleported after they died on this battleground.
1069 </attribute> 1171 </attribute>
1070</type> 1172</type>
1071 1173
1072<!--####################################################################--> 1174<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player.
1193 ]]>
1194 </use>
1195 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" />
1197</type>
1198
1199<!--####################################################################-->
1073<type number="8" name="Book"> 1200<type number="8" name="Book">
1074 <description><![CDATA[ 1201 <description><![CDATA[
1075 Applying a book, the containing message is displayed to the player. ]]> 1202 Applying a book, the containing message is displayed to the player. ]]>
1076 </description> 1203 </description>
1077 <attribute arch="level" editor="literacy level" type="int"> 1204 <attribute arch="level" editor="literacy level" type="int">
1420 <ignore_list name="system_object" /> 1547 <ignore_list name="system_object" />
1421 </ignore> 1548 </ignore>
1422 <description><![CDATA[ 1549 <description><![CDATA[
1423 A creator is an object which creates another object when it 1550 A creator is an object which creates another object when it
1424 is triggered. The child object can be anything. Creators are 1551 is triggered. The child object can be anything. Creators are
1425 VERY useful for all kinds of map-mechanisms. ]]> 1552 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]>
1426 </description> 1554 </description>
1427 <use><![CDATA[ 1555 <use><![CDATA[
1428 Don't hesitate to hide your creators under the floor. 1556 Don't hesitate to hide your creators under the floor.
1429 The created items will still always appear ontop of the floor. ]]> 1557 The created items will still always appear ontop of the floor. ]]>
1430 </use> 1558 </use>
1438 </attribute> 1566 </attribute>
1439 <attribute arch="connected" editor="connection" type="int"> 1567 <attribute arch="connected" editor="connection" type="int">
1440 Whenever the connection value is activated, 1568 Whenever the connection value is activated,
1441 the creator gets triggered. 1569 the creator gets triggered.
1442 </attribute> 1570 </attribute>
1571 &activate_on;
1443 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1572 <attribute arch="lifesave" editor="infinit uses" type="bool">
1444 If &lt;infinit uses&gt; is set, the creator will work 1573 If &lt;infinit uses&gt; is set, the creator will work
1445 infinitely, regardless of the value in &lt;number of uses&gt;. 1574 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 </attribute>
1576 <attribute arch="speed" editor="speed" type="float">
1577 When this field is set the creator will periodically create stuff
1578 (and will still do so when the connection is triggered).
1579 A value of 1 means roughly 8 times a second.
1446 </attribute> 1580 </attribute>
1447 <attribute arch="hp" editor="number of uses" type="int"> 1581 <attribute arch="hp" editor="number of uses" type="int">
1448 The creator can be triggered &lt;number of uses&gt; times, thus 1582 The creator can be triggered &lt;number of uses&gt; times, thus
1449 creating that many objects, before it dissappears. 1583 creating that many objects, before it dissappears.
1450 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1584 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1724 defeated. 1858 defeated.
1725 </attribute> 1859 </attribute>
1726 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1727 This entry determines what kind of traps will appear in the door. 1861 This entry determines what kind of traps will appear in the door.
1728 </attribute> 1862 </attribute>
1863 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1864 Set this flag to move treasure items created into the environment (map)
1865 instead of putting them into the object.
1866 </attribute>
1729</type> 1867</type>
1730 1868
1731<!--####################################################################--> 1869<!--####################################################################-->
1732<type number="83" name="Duplicator"> 1870<type number="83" name="Duplicator">
1733 <ignore> 1871 <ignore>
1750 loose the input matches the chance to earn winnings.<br> 1888 loose the input matches the chance to earn winnings.<br>
1751 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752 loosing rate of 2/3 = 67%. ]]> 1890 loosing rate of 2/3 = 67%. ]]>
1753 </use> 1891 </use>
1754 <attribute arch="other_arch" editor="target arch" type="string"> 1892 <attribute arch="other_arch" editor="target arch" type="string">
1755 Only objects of matching archtype, lying ontop of the dublicator will be 1893 Only objects of matching archtype, lying ontop of the duplicator will be
1756 dublicated, multiplied or removed. All other objects will be ignored. 1894 duplicated, multiplied or removed. All other objects will be ignored.
1757 </attribute> 1895 </attribute>
1758 <attribute arch="level" editor="multiply factor" type="int"> 1896 <attribute arch="level" editor="multiply factor" type="int">
1759 The number of items in the target pile will be multiplied by the 1897 The number of items in the target pile will be multiplied by the
1760 &lt;multiply factor&gt;. If it is set to zero, all target objects 1898 &lt;multiply factor&gt;. If it is set to zero, all target objects
1761 will be destroyed. 1899 will be destroyed.
1763 <attribute arch="connected" editor="connection" type="int"> 1901 <attribute arch="connected" editor="connection" type="int">
1764 An activator (lever, altar, button, etc) with matching connection value 1902 An activator (lever, altar, button, etc) with matching connection value
1765 is able to trigger this duplicator. Be very careful that players cannot 1903 is able to trigger this duplicator. Be very careful that players cannot
1766 abuse it to create endless amounts of money or other valuable stuff! 1904 abuse it to create endless amounts of money or other valuable stuff!
1767 </attribute> 1905 </attribute>
1906 &activate_on;
1768</type> 1907</type>
1769 1908
1770<!--####################################################################--> 1909<!--####################################################################-->
1771<type number="66" name="Exit"> 1910<type number="66" name="Exit">
1772 <ignore> 1911 <ignore>
1819 If set, this message will be displayed to the player when he applies the exit. 1958 If set, this message will be displayed to the player when he applies the exit.
1820 This is quite useful to throw in some "role-play feeling": "As you enter the 1959 This is quite useful to throw in some "role-play feeling": "As you enter the
1821 dark cave you hear the sound of rustling dragonscales...". Well, my english 1960 dark cave you hear the sound of rustling dragonscales...". Well, my english
1822 is poor, but you get the point. =) 1961 is poor, but you get the point. =)
1823 </attribute> 1962 </attribute>
1824 <attribute arch="unique" editor="unique destination" type="bool"> 1963 <attribute arch="damned" editor="set savebed" type="bool">
1825 This flag defines the destined map as "personal unique map". If set, 1964 If set, then players using this exit will have their savebed position
1826 there will be a seperate version of that map for every player out there. 1965 set to the destination of the exit when passing through.
1827 This feature is used for the permanent apartments
1828 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1829 than apartments, since Crossfire is a *multi*player game. In such a permanent
1830 apartment don't forget to set the unique-flag for all floor tiles too
1831 (see floors).
1832 An exit pointing outside of a personal unique map must have the
1833 "unique destination"-flag unset.
1834 </attribute> 1966 </attribute>
1835</type> 1967</type>
1836 1968
1837<!--####################################################################--> 1969<!--####################################################################-->
1838<type number="72" name="Flesh"> 1970<type number="72" name="Flesh">
1870 </attribute> 2002 </attribute>
1871 <attribute arch="startequip" editor="godgiven item" type="bool"> 2003 <attribute arch="startequip" editor="godgiven item" type="bool">
1872 A godgiven item vanishes as soon as the player 2004 A godgiven item vanishes as soon as the player
1873 drops it to the ground. 2005 drops it to the ground.
1874 </attribute> 2006 </attribute>
1875<section name="resistance"> 2007 &resistances_flesh_section;
1876 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1877 Resistances on flesh items make them more durable against spellcraft
1878 of the appropriate kind. It also allows dragon players to eventually gain
1879 resistance by eating it. Usually resistance should only be set for flesh
1880 items in a monster's inventory.
1881 </attribute>
1882 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1883 Resistances on flesh items make them more durable against spellcraft
1884 of the appropriate kind. It also allows dragon players to eventually gain
1885 resistance by eating it. Usually resistance should only be set for flesh
1886 items in a monster's inventory.
1887 </attribute>
1888 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1889 Resistances on flesh items make them more durable against spellcraft
1890 of the appropriate kind. It also allows dragon players to eventually gain
1891 resistance by eating it. Usually resistance should only be set for flesh
1892 items in a monster's inventory.
1893 </attribute>
1894 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1895 Resistances on flesh items make them more durable against spellcraft
1896 of the appropriate kind. It also allows dragon players to eventually gain
1897 resistance by eating it. Usually resistance should only be set for flesh
1898 items in a monster's inventory.
1899 </attribute>
1900 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1901 Resistances on flesh items make them more durable against spellcraft
1902 of the appropriate kind. It also allows dragon players to eventually gain
1903 resistance by eating it. Usually resistance should only be set for flesh
1904 items in a monster's inventory.
1905 </attribute>
1906 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1907 Resistances on flesh items make them more durable against spellcraft
1908 of the appropriate kind. It also allows dragon players to eventually gain
1909 resistance by eating it. Usually resistance should only be set for flesh
1910 items in a monster's inventory.
1911 </attribute>
1912 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1913 Resistances on flesh items make them more durable against spellcraft
1914 of the appropriate kind. It also allows dragon players to eventually gain
1915 resistance by eating it. Usually resistance should only be set for flesh
1916 items in a monster's inventory.
1917 </attribute>
1918 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1919 Resistances on flesh items make them more durable against spellcraft
1920 of the appropriate kind. It also allows dragon players to eventually gain
1921 resistance by eating it. Usually resistance should only be set for flesh
1922 items in a monster's inventory.
1923 </attribute>
1924 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1925 Resistances on flesh items make them more durable against spellcraft
1926 of the appropriate kind. It also allows dragon players to eventually gain
1927 resistance by eating it. Usually resistance should only be set for flesh
1928 items in a monster's inventory.
1929 </attribute>
1930 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1931 Resistances on flesh items make them more durable against spellcraft
1932 of the appropriate kind. It also allows dragon players to eventually gain
1933 resistance by eating it. Usually resistance should only be set for flesh
1934 items in a monster's inventory.
1935 </attribute>
1936 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1937 Resistances on flesh items make them more durable against spellcraft
1938 of the appropriate kind. It also allows dragon players to eventually gain
1939 resistance by eating it. Usually resistance should only be set for flesh
1940 items in a monster's inventory.
1941 </attribute>
1942 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1943 Resistances on flesh items make them more durable against spellcraft
1944 of the appropriate kind. It also allows dragon players to eventually gain
1945 resistance by eating it. Usually resistance should only be set for flesh
1946 items in a monster's inventory.
1947 </attribute>
1948 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1949 Resistances on flesh items make them more durable against spellcraft
1950 of the appropriate kind. It also allows dragon players to eventually gain
1951 resistance by eating it. Usually resistance should only be set for flesh
1952 items in a monster's inventory.
1953 </attribute>
1954 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1955 Resistances on flesh items make them more durable against spellcraft
1956 of the appropriate kind. It also allows dragon players to eventually gain
1957 resistance by eating it. Usually resistance should only be set for flesh
1958 items in a monster's inventory.
1959 </attribute>
1960 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1961 Resistances on flesh items make them more durable against spellcraft
1962 of the appropriate kind. It also allows dragon players to eventually gain
1963 resistance by eating it. Usually resistance should only be set for flesh
1964 items in a monster's inventory.
1965 </attribute>
1966 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1967 RResistances on flesh items make them more durable against spellcraft
1968 of the appropriate kind. It also allows dragon players to eventually gain
1969 resistance by eating it. Usually resistance should only be set for flesh
1970 items in a monster's inventory.
1971 </attribute>
1972 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1973 Resistances on flesh items make them more durable against spellcraft
1974 of the appropriate kind. It also allows dragon players to eventually gain
1975 resistance by eating it. Usually resistance should only be set for flesh
1976 items in a monster's inventory.
1977 </attribute>
1978 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1979 Resistances on flesh items make them more durable against spellcraft
1980 of the appropriate kind. It also allows dragon players to eventually gain
1981 resistance by eating it. Usually resistance should only be set for flesh
1982 items in a monster's inventory.
1983 </attribute>
1984</section>
1985 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2008 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1986 This text may describe the item. 2009 This text may describe the item.
1987 </attribute> 2010 </attribute>
1988</type> 2011</type>
1989 2012
2107 Use gates to divide your maps into seperated areas. After solving 2130 Use gates to divide your maps into seperated areas. After solving
2108 area A, the player gains access to area B, and so on. Make your 2131 area A, the player gains access to area B, and so on. Make your
2109 maps more complex than "one-way". ]]> 2132 maps more complex than "one-way". ]]>
2110 </use> 2133 </use>
2111 <attribute arch="no_pick" value="1" type="fixed" /> 2134 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening.
2137 </attribute>
2112 <attribute arch="connected" editor="connection" type="int"> 2138 <attribute arch="connected" editor="connection" type="int">
2113 Whenever the inventory checker is triggered, all objects with identical 2139 Whenever the inventory checker is triggered, all objects with identical
2114 &lt;connection&gt; value get activated. This only makes sense together with 2140 &lt;connection&gt; value get activated. This only makes sense together with
2115 &lt;blocking passage&gt; disabled. 2141 &lt;blocking passage&gt; disabled.
2116 </attribute> 2142 </attribute>
2334 <attribute arch="level" editor="reconsecrate level" type="int"> 2360 <attribute arch="level" editor="reconsecrate level" type="int">
2335 To re-consecrate an altar, the player's wisdom level must be as 2361 To re-consecrate an altar, the player's wisdom level must be as
2336 high or higher than this value. In that way, some altars can not 2362 high or higher than this value. In that way, some altars can not
2337 be re-consecrated, while other altars, like those in dungeons, could be. 2363 be re-consecrated, while other altars, like those in dungeons, could be.
2338 2364
2339 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2365 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2340 Some characters might need those altars, they would be very unhappy to 2366 Some characters might need those altars, they would be very unhappy to
2341 see them re-consecrated to another cult. 2367 see them re-consecrated to another cult.
2342 </attribute> 2368 </attribute>
2343</type> 2369</type>
2344 2370
2396 alchemical receipes. By themselves, they have no special 2422 alchemical receipes. By themselves, they have no special
2397 functionalities. ]]> 2423 functionalities. ]]>
2398 </description> 2424 </description>
2399 <attribute arch="is_dust" editor="is dust" type="bool"> 2425 <attribute arch="is_dust" editor="is dust" type="bool">
2400 </attribute> 2426 </attribute>
2401<section name="resistance"> 2427 &resistances_basic;
2402 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2403 </attribute>
2404 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2425 </attribute>
2426</section>
2427</type> 2428</type>
2428 2429
2429<!--####################################################################--> 2430<!--####################################################################-->
2430<type number="64" name="Inventory Checker"> 2431<type number="64" name="Inventory Checker">
2431 <ignore> 2432 <ignore>
2691 <attribute arch="connected" editor="connection" type="int"> 2692 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast 2693 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2694 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect. 2695 have much visible effect.
2695 </attribute> 2696 </attribute>
2697 &activate_on;
2696 <attribute arch="speed" editor="casting speed" type="float"> 2698 <attribute arch="speed" editor="casting speed" type="float">
2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698 You can fine-tune how long the duration between two casts shall 2700 You can fine-tune how long the duration between two casts shall
2699 be. If you want to create a wall that can be activated (cast per 2701 be. If you want to create a wall that can be activated (cast per
2700 trigger) via connected lever/button/etc, you must set "speed 0". 2702 trigger) via connected lever/button/etc, you must set "speed 0".
2724 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2726 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2725 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2726 to &lt;weapon class&gt;. 2728 to &lt;weapon class&gt;.
2727 </attribute> 2729 </attribute>
2728</section> 2730</section>
2729<section name="resistance"> 2731&resistances_basic;
2730 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2771 </attribute>
2772</section>
2773</type> 2732</type>
2774 2733
2775<!--####################################################################--> 2734<!--####################################################################-->
2776<type number="55" name="Marker"> 2735<type number="55" name="Marker">
2777 <ignore> 2736 <ignore>
2921 2880
2922 Note that you can always put items into the monster's 2881 Note that you can always put items into the monster's
2923 inventory. Those will drop-at-kill just like the stuff 2882 inventory. Those will drop-at-kill just like the stuff
2924 from the &lt;treasurelist&gt;. 2883 from the &lt;treasurelist&gt;.
2925 </attribute> 2884 </attribute>
2885 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2886 Set this flag to move treasure items created into the environment (map)
2887 instead of putting them into the object.
2888 </attribute>
2926 <attribute arch="level" editor="level" type="int"> 2889 <attribute arch="level" editor="level" type="int">
2927 A monster's &lt;level&gt; is the most important attribute. 2890 A monster's &lt;level&gt; is the most important attribute.
2928 &lt;level&gt; affects the power of a monster in various ways. 2891 &lt;level&gt; affects the power of a monster in various ways.
2929 </attribute> 2892 </attribute>
2930 <attribute arch="race" editor="race" type="string"> 2893 <attribute arch="race" editor="race" type="string">
2976 </attribute> 2939 </attribute>
2977 <attribute arch="carrying" editor="carries weight" type="int"> 2940 <attribute arch="carrying" editor="carries weight" type="int">
2978 If a monster has something in the inventory, this 2941 If a monster has something in the inventory, this
2979 value can be set to reflect the slowdown due to 2942 value can be set to reflect the slowdown due to
2980 the carried weight. 2943 the carried weight.
2944 </attribute>
2945 <attribute arch="precious" editor="precious" type="bool">
2946 Set this flag to indicate that this monster is precious, i.e.
2947 it should not be lightly destroyed. This is most useful on pets and
2948 keeps the server from destroying them on destroy_pets/monster floors
2949 and will try to save them when the player logs out.
2981 </attribute> 2950 </attribute>
2982 2951
2983<section name="melee"> 2952<section name="melee">
2984 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2953 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2985 This number is a bitmask, specifying the monster's attacktypes 2954 This number is a bitmask, specifying the monster's attacktypes
3203 When the monster's health points drop below this percentage 3172 When the monster's health points drop below this percentage
3204 (relative to max health), it attempts to run away from the 3173 (relative to max health), it attempts to run away from the
3205 attacker. 3174 attacker.
3206 </attribute> 3175 </attribute>
3207</section> 3176</section>
3208 3177 &resistances_basic;
3209<section name="resistance">
3210 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3251 </attribute>
3252</section>
3253 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3178 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3254 </attribute> 3179 </attribute>
3255</type> 3180</type>
3256 3181
3257<!--####################################################################--> 3182<!--####################################################################-->
3262 <attribute arch="name_pl" /> 3187 <attribute arch="name_pl" />
3263 <attribute arch="nrof" /> 3188 <attribute arch="nrof" />
3264 <attribute arch="value" /> 3189 <attribute arch="value" />
3265 <attribute arch="unpaid" /> 3190 <attribute arch="unpaid" />
3266 </ignore> 3191 </ignore>
3267 <description><![CDATA[ 3192 <description>
3268 A grimreaper is a monster that vanishes after it did some number of 3193 A grimreaper is a monster that vanishes after it did some number of
3269 draining attacks. ]]> <!-- XXX: is this ok? --> 3194 draining attacks.
3270 </description> 3195 </description>
3271<section name="grimreaper"> 3196<section name="grimreaper">
3272 <attribute arch="value" editor="attacks" type="int"> 3197 <attribute arch="value" editor="attacks" type="int">
3273 The object vanishes after this number of draining attacks. 3198 The object vanishes after this number of draining attacks.
3274 </attribute> 3199 </attribute>
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3407 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="connected" editor="connection" type="int"> 3408 <attribute arch="connected" editor="connection" type="int">
3484 When a &lt;connection&gt; value is set, the pit can be opened/closed 3409 When a &lt;connection&gt; value is set, the pit can be opened/closed
3485 by activating the connection. 3410 by activating the connection.
3486 </attribute> 3411 </attribute>
3412 &activate_on;
3487 <attribute arch="hp" editor="destination X" type="int"> 3413 <attribute arch="hp" editor="destination X" type="int">
3488 The pit will transport creatures (and items) randomly into a two-square 3414 The pit will transport creatures (and items) randomly into a two-square
3489 radius of the destination coordinates. 3415 radius of the destination coordinates.
3490 If the destination square becomes blocked, the pit will act like 3416 If the destination square becomes blocked, the pit will act like
3491 being filled up and not work anymore! 3417 being filled up and not work anymore!
3546 </attribute> 3472 </attribute>
3547 <attribute arch="startequip" editor="godgiven item" type="bool"> 3473 <attribute arch="startequip" editor="godgiven item" type="bool">
3548 A godgiven item vanishes as soon as the player 3474 A godgiven item vanishes as soon as the player
3549 drops it to the ground. 3475 drops it to the ground.
3550 </attribute> 3476 </attribute>
3551<section name="stats"> 3477 &player_stat_resist_sections;
3552 <attribute arch="Str" editor="strength" type="int">
3553 The player's strentgh will rise/fall by the given value for permanent
3554 (of course there is an upper limit). Generally there shouldn't be stat
3555 potions granting more than one stat. Cursed potions will subtract the
3556 stats if positive.
3557 </attribute>
3558 <attribute arch="Dex" editor="dexterity" type="int">
3559 The player's dexterity will rise/fall by the given value for permanent
3560 (of course there is an upper limit). Generally there shouldn't be stat
3561 potions granting more than one stat. Cursed potions will subtract the
3562 stats if positive.
3563 </attribute>
3564 <attribute arch="Con" editor="constitution" type="int">
3565 The player's constitution will rise/fall by the given value for permanent
3566 (of course there is an upper limit). Generally there shouldn't be stat
3567 potions granting more than one stat. Cursed potions will subtract the
3568 stats if positive.
3569 </attribute>
3570 <attribute arch="Int" editor="intelligence" type="int">
3571 The player's intelligence will rise/fall by the given value for permanent
3572 (of course there is an upper limit). Generally there shouldn't be stat
3573 potions granting more than one stat. Cursed potions will subtract the
3574 stats if positive.
3575 </attribute>
3576 <attribute arch="Pow" editor="power" type="int">
3577 The player's power will rise/fall by the given value for permanent
3578 (of course there is an upper limit). Generally there shouldn't be stat
3579 potions granting more than one stat. Cursed potions will subtract the
3580 stats if positive.
3581 </attribute>
3582 <attribute arch="Wis" editor="wisdom" type="int">
3583 The player's wisdom will rise/fall by the given value for permanent
3584 (of course there is an upper limit). Generally there shouldn't be stat
3585 potions granting more than one stat. Cursed potions will subtract the
3586 stats if positive.
3587 </attribute>
3588 <attribute arch="Cha" editor="charisma" type="int">
3589 The player's charisma will rise/fall by the given value for permanent
3590 (of course there is an upper limit). Generally there shouldn't be stat
3591 potions granting more than one stat. Cursed potions will subtract the
3592 stats if positive.
3593 </attribute>
3594</section>
3595<section name="resistance">
3596 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3597 The player's resistance to physical will rise by this value in percent
3598 (range -100 till +100). The effect is only temporare, and it does NOT
3599 add on the values from the player's equipment.
3600 Cursed potions will make negative resistance.. very nasty in combat!
3601 </attribute>
3602 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3603 The player's resistance to magic will rise by this value in percent
3604 (range -100 till +100). The effect is only temporare, and it does NOT
3605 add on the values from the player's equipment.
3606 Cursed potions will make negative resistance.. very nasty in combat!
3607 </attribute>
3608 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3609 The player's resistance to fire will rise by this value in percent
3610 (range -100 till +100). The effect is only temporare, and it does NOT
3611 add on the values from the player's equipment.
3612 Cursed potions will make negative resistance.. very nasty in combat!
3613 </attribute>
3614 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3615 The player's resistance to electricity will rise by this value in percent
3616 (range -100 till +100). The effect is only temporare, and it does NOT
3617 add on the values from the player's equipment.
3618 Cursed potions will make negative resistance.. very nasty in combat!
3619 </attribute>
3620 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3621 The player's resistance to cold will rise by this value in percent
3622 (range -100 till +100). The effect is only temporare, and it does NOT
3623 add on the values from the player's equipment.
3624 Cursed potions will make negative resistance.. very nasty in combat!
3625 </attribute>
3626 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3627 The player's resistance to acid will rise by this value in percent
3628 (range -100 till +100). The effect is only temporare, and it does NOT
3629 add on the values from the player's equipment.
3630 Cursed potions will make negative resistance.. very nasty in combat!
3631 </attribute>
3632 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3633 The player's resistance to confusion will rise by this value in percent
3634 (range -100 till +100). The effect is only temporare, and it does NOT
3635 add on the values from the player's equipment.
3636 Cursed potions will make negative resistance.. very nasty in combat!
3637 </attribute>
3638 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3639 The player's resistance to weaponmagic will rise by this value in percent
3640 (range -100 till +100). The effect is only temporare, and it does NOT
3641 add on the values from the player's equipment.
3642 Cursed potions will make negative resistance.. very nasty in combat!
3643 </attribute>
3644 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3645 The player's resistance to paralyze will rise by this value in percent
3646 (range -100 till +100). The effect is only temporare, and it does NOT
3647 add on the values from the player's equipment.
3648 Cursed potions will make negative resistance.. very nasty in combat!
3649 </attribute>
3650 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3651 The player's resistance to draining will rise by this value in percent
3652 (range -100 till +100). The effect is only temporare, and it does NOT
3653 add on the values from the player's equipment.
3654 Cursed potions will make negative resistance.. very nasty in combat!
3655 </attribute>
3656 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3657 The player's resistance to depletion will rise by this value in percent
3658 (range -100 till +100). The effect is only temporare, and it does NOT
3659 add on the values from the player's equipment.
3660 Cursed potions will make negative resistance.. very nasty in combat!
3661 </attribute>
3662 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3663 The player's resistance to poison will rise by this value in percent
3664 (range -100 till +100). The effect is only temporare, and it does NOT
3665 add on the values from the player's equipment.
3666 Cursed potions will make negative resistance.. very nasty in combat!
3667 </attribute>
3668</section>
3669</type> 3478</type>
3670 3479
3671<!--####################################################################--> 3480<!--####################################################################-->
3672<type number="156" name="Power Crystal"> 3481<type number="156" name="Power Crystal">
3673 <description><![CDATA[ 3482 <description><![CDATA[
3942 It is absolutely neccessary that a place with savebeds is 100% secure. 3751 It is absolutely neccessary that a place with savebeds is 100% secure.
3943 That means: 3752 That means:
3944 <UL> 3753 <UL>
3945 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3754 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3946 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3755 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3947 <LI> Insert a relyable exit! Make sure there is no possibility that 3756 <LI> Insert a reliable exit! Make sure there is no possibility that
3948 players get trapped in a savebed location. 3757 players get trapped in a savebed location.
3949 <LI> If possible, mark the whole site as no-spell area (Insert this 3758 <LI> If possible, mark the whole site as no-spell area (Insert this
3950 arch called "dungeon_magic" everywhere). This is not required, 3759 arch called "dungeon_magic" everywhere). This is not required,
3951 but it makes the place much more safe. 3760 but it makes the place much more safe.
3952 </UL> ]]> 3761 </UL> ]]>
4007</type> 3816</type>
4008 3817
4009<!--####################################################################--> 3818<!--####################################################################-->
4010<type number="14" name="Shooting Weapon"> 3819<type number="14" name="Shooting Weapon">
4011 <description><![CDATA[ 3820 <description><![CDATA[
4012 Schooting weapons like bows/crossbows are used to shoot projectiles 3821 Shooting weapons like bows/crossbows are used to shoot projectiles
4013 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3822 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014 wielded both at the same time. Like with any other equipment, 3823 wielded both at the same time. Like with any other equipment,
4015 stats/bonuses from shooting weapons are directly inherited to the player. 3824 stats/bonuses from shooting weapons are directly inherited to the player.
4016 <br><br> 3825 <br><br>
4017 It's very easy to add new pairs of weapons &amp; projectiles. 3826 It's very easy to add new pairs of weapons &amp; projectiles.
4019 weapon and projectile. ]]> 3828 weapon and projectile. ]]>
4020 </description> 3829 </description>
4021 <use><![CDATA[ 3830 <use><![CDATA[
4022 Shooting weapons should not add bonuses in general. There's already 3831 Shooting weapons should not add bonuses in general. There's already
4023 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024 Schooting weapons should especially not add bonuses to the player 3833 Shooting weapons should especially not add bonuses to the player
4025 that have nothing to do with schooting. A Wisdom bonus on a bow 3834 that have nothing to do with schooting. A Wisdom bonus on a bow
4026 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3835 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027 - still crap. ]]> 3836 - still crap. ]]>
4028 </use> 3837 </use>
4029 <attribute arch="race" editor="ammunition class" type="string"> 3838 <attribute arch="race" editor="ammunition class" type="string">
4237 the connection is triggered. This should be used in combination with 4046 the connection is triggered. This should be used in combination with
4238 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239 If activating your magic_mouth this way, the message will not only be 4048 If activating your magic_mouth this way, the message will not only be
4240 printed to one player, but all players on the current map. 4049 printed to one player, but all players on the current map.
4241 </attribute> 4050 </attribute>
4051 &activate_on;
4242 &move_on; 4052 &move_on;
4243 <attribute arch="food" editor="counter" type="int"> 4053 <attribute arch="food" editor="counter" type="int">
4244 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4054 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245 (printing the message) only that many times. For signs this really shouldn't 4055 (printing the message) only that many times. For signs this really shouldn't
4246 be used, while for magic_mouths it is extremely helpful. 4056 be used, while for magic_mouths it is extremely helpful.
4253 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4063 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4254 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4064 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4255 </attribute> 4065 </attribute>
4256 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4066 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4257 This text will be displayed to the player. 4067 This text will be displayed to the player.
4068 </attribute>
4069</type>
4070
4071<type number="150" name="Shop Inventory">
4072 <ignore>
4073 <ignore_list name="non_pickable" />
4074 </ignore>
4075 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4076 </description>
4077 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4078 </use>
4079 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4080 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4081 the map that will be searched for unpaid items.
4258 </attribute> 4082 </attribute>
4259</type> 4083</type>
4260 4084
4261<!--####################################################################--> 4085<!--####################################################################-->
4262<type number="43" name="Skill"> 4086<type number="43" name="Skill">
4618 <attribute arch="connected" editor="connection" type="int"> 4442 <attribute arch="connected" editor="connection" type="int">
4619 If a connection value is set, the teleporter will be activated 4443 If a connection value is set, the teleporter will be activated
4620 whenever the connection is triggered. To use this properly, 4444 whenever the connection is triggered. To use this properly,
4621 &lt;activation speed&gt; must be zero. 4445 &lt;activation speed&gt; must be zero.
4622 </attribute> 4446 </attribute>
4447 &activate_on;
4623 <attribute arch="speed" editor="activation speed" type="float"> 4448 <attribute arch="speed" editor="activation speed" type="float">
4624 If the &lt;activation speed&gt; is nonzero, the teleporter will 4449 If the &lt;activation speed&gt; is nonzero, the teleporter will
4625 automatically be activated in regular time-intervals. Hence, the 4450 automatically be activated in regular time-intervals. Hence, the
4626 player can just step on it and gets teleported sooner or later. 4451 player can just step on it and gets teleported sooner or later.
4627 The duration between two activates depends on the given value. 4452 The duration between two activates depends on the given value.
4657 Whenever the inventory checker is triggered, all objects with identical 4482 Whenever the inventory checker is triggered, all objects with identical
4658 &lt;connection&gt; value get activated. This only makes sense together with 4483 &lt;connection&gt; value get activated. This only makes sense together with
4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4484 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660 after some time. 4485 after some time.
4661 </attribute> 4486 </attribute>
4487 &activate_on;
4662 <attribute arch="wc" editor="position state" type="int"> 4488 <attribute arch="wc" editor="position state" type="int">
4663 The &lt;position state&gt; defines the position of the gate: 4489 The &lt;position state&gt; defines the position of the gate:
4664 Zero means completely open/down, the "number of animation-steps" (usually 4490 Zero means completely open/down, the "number of animation-steps" (usually
4665 about 6 or 7) means completely closed/up state. I suggest you don't 4491 about 6 or 7) means completely closed/up state. I suggest you don't
4666 mess with this value - Leave the default in place. 4492 mess with this value - Leave the default in place.
4697 and generally have either a physical attack or trigger a reaction. 4523 and generally have either a physical attack or trigger a reaction.
4698 <br><br> 4524 <br><br>
4699 Traps hit any monster or person who steps on them for 'dam' damage in 4525 Traps hit any monster or person who steps on them for 'dam' damage in
4700 'attacktype' attacktype and/or trigger a reaction. 4526 'attacktype' attacktype and/or trigger a reaction.
4701 <br><br> 4527 <br><br>
4702 Many traps are already defined in the archetypes. ]]> 4528 Many traps are already defined in the archetypes.]]>
4703 </description> 4529 </description>
4704 <use><![CDATA[ 4530 <use><![CDATA[
4705 Avoid monsters stepping on your traps. For example, a party of orcs setting 4531 Avoid monsters stepping on your traps. For example, a party of orcs setting
4706off your lightning wall and pit trap is usually a bad idea. ]]> 4532 off your lightning wall and pit trap is usually a bad idea.]]>
4707 </use> 4533 </use>
4708 <attribute arch="no_pick" value="1" type="fixed" /> 4534 <attribute arch="no_pick" value="1" type="fixed" />
4709 &move_on; 4535 &move_on;
4710 <attribute arch="level" editor="trap level" type="int"> 4536 <attribute arch="level" editor="trap level" type="int">
4711 Level effects how easily a trap may be found and disarmed, and 4537 Level effects how easily a trap may be found and disarmed, and
4891<!--####################################################################--> 4717<!--####################################################################-->
4892<type number="0" name="Wall"> 4718<type number="0" name="Wall">
4893 <required> 4719 <required>
4894 <attribute arch="is_floor" value="0" /> 4720 <attribute arch="is_floor" value="0" />
4895 <attribute arch="alive" value="0" /> 4721 <attribute arch="alive" value="0" />
4896 <attribute arch="move_block" value="255" /> 4722 <attribute arch="no_pass" value="1" />
4897 </required> 4723 </required>
4898 <ignore> 4724 <ignore>
4899 <attribute arch="nrof" /> 4725 <attribute arch="nrof" />
4900 <attribute arch="title" /> 4726 <attribute arch="title" />
4901 <attribute arch="name_pl" /> 4727 <attribute arch="name_pl" />
5008 </attribute> 4834 </attribute>
5009 <attribute arch="ac" editor="armour class" type="int"> 4835 <attribute arch="ac" editor="armour class" type="int">
5010 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4836 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5011 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4837 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5012 </attribute> 4838 </attribute>
5013<section name="resistance"> 4839 &resistances_basic;
5014 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5055 </attribute>
5056</section>
5057</type> 4840</type>
5058 4841
5059<!--####################################################################--> 4842<!--####################################################################-->
5060<type number="15" name="Weapon"> 4843<type number="15" name="Weapon">
5061 <description><![CDATA[ 4844 <description><![CDATA[
5159 </attribute> 4942 </attribute>
5160 <attribute arch="startequip" editor="godgiven item" type="bool"> 4943 <attribute arch="startequip" editor="godgiven item" type="bool">
5161 A godgiven item vanishes as soon as the player 4944 A godgiven item vanishes as soon as the player
5162 drops it to the ground. 4945 drops it to the ground.
5163 </attribute> 4946 </attribute>
5164<section name="resistance"> 4947 &player_stat_resist_sections;
5165 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5166 This adds physical resistance to the weapon (= armour value). The number is
5167 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5168 and what they require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5171 This adds magic resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Treat this with CARE. Look at other maps and what they
5173 require to do for getting this-and-that artifact.
5174 </attribute>
5175 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5176 This adds fire resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5181 This adds electricity resistance to the weapon. The number is a percent-value in
5182 the range 0-100. Treat this with CARE. Look at other maps and what they
5183 require to do for getting this-and-that artifact.
5184 </attribute>
5185 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5186 This adds fire resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Treat this with CARE. Look at other maps and what they
5188 require to do for getting this-and-that artifact.
5189 </attribute>
5190 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5191 This adds confusion resistance to the weapon. The number is a percent-value in
5192 the range 0-100. Confusion resistance is not very effective
5193 unless the value comes close to 100 (= perfect immunity).
5194 </attribute>
5195 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5196 This adds acid resistance to the weapon. The number is a percent-value in
5197 the range 0-100. Treat this with CARE. Look at other maps and what they
5198 require to do for getting this-and-that artifact.
5199 </attribute>
5200 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5201 This adds draining resistance to the weapon. The number is a percent-value
5202 in the range 0-100. Draining resistance is little effective
5203 unless the value is 100 (= perfect immunity).
5204 </attribute>
5205 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5206 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Weaponmagic resistance generally should not exist on
5208 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5209 are not meant to be easily resisted.
5210 </attribute>
5211 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5212 This adds ghosthit resistance to the weapon. The number is a percent-value
5213 in the range 0-100. Treat this with CARE. Look at other maps and what they
5214 require to do for getting this-and-that artifact.
5215 </attribute>
5216 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5217 This adds poison resistance to the weapon. The number is a percent-value in
5218 the range 0-100. Treat this with CARE. Look at other maps and what they
5219 require to do for getting this-and-that artifact.
5220 </attribute>
5221 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5222 This adds fear resistance to the weapon. The number is a percent-value in
5223 the range 0-100. Resistance to fear is pretty useless.
5224 </attribute>
5225 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5226 This adds paralyze resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Paralyze resistance is little effective
5228 unless the value is 100 (= perfect immunity).
5229 </attribute>
5230 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5231 This adds fear resistance to the weapon. The number is a percent-value in
5232 the range 0-100. Resistance to fear is pretty useless.
5233 </attribute>
5234 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5235 This adds depletion resistance to the weapon. The number is a percent-value
5236 in the range 0-100. Depletion resistance is little effective
5237 unless the value is 100 (= perfect immunity).
5238 </attribute>
5239 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5240 This adds death-attack resistance to the weapon. The number is a
5241 percent-value in the range 0-100. Death-attack resistance is little
5242 effective unless the value is 100 (= perfect immunity).
5243 Generally, resistance to death-attack is not supposed to be
5244 available to players!
5245 </attribute>
5246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5247 This adds chaos resistance to the weapon. The number is a percent-value in
5248 the range 0-100. Treat this with CARE. Look at other maps and what they
5249 require to do for getting this-and-that artifact.
5250 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5251 combination of other attacktypes.
5252 </attribute>
5253 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5254 This adds blinding resistance to the weapon. The number is a percent-value
5255 in the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 </attribute>
5258 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5259 This adds holy power resistance to the weapon. The number is a percent-value
5260 in the range 0-100. Holy power is the attacktype that holyword-type spells
5261 use to hurt undead creatures. This kind of resistance is only reasonable
5262 for undead players (wraith or devourer cult).
5263 Generally, resistance to holy word should not be available for players.
5264 </attribute>
5265</section>
5266<section name="stats">
5267 <attribute arch="Str" editor="strength" type="int">
5268 The player's strentgh will rise/fall by the given value
5269 while wearing this weapon.
5270 </attribute>
5271 <attribute arch="Dex" editor="dexterity" type="int">
5272 The player's dexterity will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275 <attribute arch="Con" editor="constitution" type="int">
5276 The player's constitution will rise/fall by the given value
5277 while wearing this weapon.
5278 </attribute>
5279 <attribute arch="Int" editor="intelligence" type="int">
5280 The player's intelligence will rise/fall by the given value
5281 while wearing this weapon.
5282 </attribute>
5283 <attribute arch="Pow" editor="power" type="int">
5284 The player's power will rise/fall by the given value
5285 while wearing this weapon.
5286 </attribute>
5287 <attribute arch="Wis" editor="wisdom" type="int">
5288 The player's wisdom will rise/fall by the given value while
5289 wearing this weapon.
5290 </attribute>
5291 <attribute arch="Cha" editor="charisma" type="int">
5292 The player's charisma will rise/fall by the given value
5293 while wearing this weapon.
5294 </attribute>
5295</section>
5296<section name="misc"> 4948<section name="misc">
5297 <attribute arch="luck" editor="luck bonus" type="int"> 4949 <attribute arch="luck" editor="luck bonus" type="int">
5298 With positive luck bonus, the player is more likely to 4950 With positive luck bonus, the player is more likely to
5299 succeed in all sorts of things (spellcasting, praying,...). 4951 succeed in all sorts of things (spellcasting, praying,...).
5300 Unless the &lt;luck bonus&gt; is very high, the effect will be 4952 Unless the &lt;luck bonus&gt; is very high, the effect will be

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