--- deliantra/Deliantra/res/types.xml 2006/03/26 07:20:24 1.12
+++ deliantra/Deliantra/res/types.xml 2007/09/17 17:23:16 1.31
@@ -112,30 +112,30 @@
false CDATA #IMPLIED>
+
Which movement types automatically (as opposed to manually) activate this object.
">
+
Which movement types deactivate this object (e.g. button).
">
+
Determines which kinds of movement this object can use (e.g. for monsters)
or grants (e.g. for amulets).
">
+
Objects using these movement types cannot move over this space.
-
+
Objects using these movement types are allowed to move over this space. Takes
precedence over 'blocked movements'.
-
+
The types of movement that should by slowed down by the 'slow movement penalty'.
@@ -158,6 +158,208 @@
every tick.
">
+
+ Whether the teleporter should only be activated on push.
+
+
+ Whether the teleporter should only be activated on release.
+
+ ">
+
+
+
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ &resistances_flesh_desc;
+
+
+ ">
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ">
+
+
+
+
+
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+ &player_stat_desc;
+
+
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ &player_res_desc;
+
+
+ ">
+
]>
@@ -402,6 +604,7 @@
+
@@ -451,6 +654,11 @@
The image-name defines what image is displayed for this object in-game.
+
+ You can tag objects with an identifier. Tagged objects can be found quickly
+ from their tag, which makes them useful to tag exits and refer to those by
+ their name.
+
This value determines the number of objects in one stack (for example:
100 goldcoins => "number = 100"). You should set this at least to one, for
@@ -463,9 +671,8 @@
never know ;) ).
- Adds a certain value to the object: It will be worth that many times the
- default value from it's archetype (E.g. "value = 3" means three times
- worth the default value). Value for buying/selling will be
+ Determines the value of the object, in units of silver coins (one
+ platinum coin == 50 silver coins). Value for buying/selling will be
further modified by various factors. Hence, testing values in-game is
usually inevitable.
@@ -500,6 +707,16 @@
a shop mat, paying the demanded price. Setting this flag makes sense
only for pickable items inside shops.
+
+ The sound this objects makes on a map. Enter either a sound alias from
+ arch/res/sound.conf.res or a path. If you enter <path> in this
+ field it will point to sound/<path>.ext
+
+
+ The sound this objects makes when it is destroyed. Enter either a sound alias from
+ arch/res/sound.conf.res or a path. If you enter <path> in this
+ field it will point to sound/<path>.ext
+
+
+
+
+
+
+ This field describes which skill the player will be able to use wearing this item.
+
+ &player_stat_resist_sections;
+
+
-
-
- This adds physical resistance to the item (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the item. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the item. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the item. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the item. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the item. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the item. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the item. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's power will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this piece of equipment.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this piece of equipment.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to
@@ -1070,6 +1172,31 @@
+
+
+
+
+
+
+
+ &movement_types_terrain;
+
+
+
+
@@ -1422,7 +1549,8 @@
+ VERY useful for all kinds of map-mechanisms. They can even
+ periodically create things. ]]>
@@ -1752,8 +1890,8 @@
loosing rate of 2/3 = 67%. ]]>
- Only objects of matching archtype, lying ontop of the dublicator will be
- dublicated, multiplied or removed. All other objects will be ignored.
+ Only objects of matching archtype, lying ontop of the duplicator will be
+ duplicated, multiplied or removed. All other objects will be ignored.
The number of items in the target pile will be multiplied by the
@@ -1765,6 +1903,7 @@
is able to trigger this duplicator. Be very careful that players cannot
abuse it to create endless amounts of money or other valuable stuff!
+ &activate_on;
@@ -1821,16 +1960,9 @@
dark cave you hear the sound of rustling dragonscales...". Well, my english
is poor, but you get the point. =)
-
- This flag defines the destined map as "personal unique map". If set,
- there will be a seperate version of that map for every player out there.
- This feature is used for the permanent apartments
- (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
- than apartments, since Crossfire is a *multi*player game. In such a permanent
- apartment don't forget to set the unique-flag for all floor tiles too
- (see floors).
- An exit pointing outside of a personal unique map must have the
- "unique destination"-flag unset.
+
+ If set, then players using this exit will have their savebed position
+ set to the destination of the exit when passing through.
@@ -1872,116 +2004,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- RResistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
+ &resistances_flesh_section;
This text may describe the item.
@@ -2109,6 +2132,9 @@
maps more complex than "one-way". ]]>
+
+ The speed of the gate affects how fast it is closing/opening.
+
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
@@ -2336,7 +2362,7 @@
high or higher than this value. In that way, some altars can not
be re-consecrated, while other altars, like those in dungeons, could be.
- Altars located in temples should have at least <reconsecrate level> 100.
+ Altars located in temples should have at least <reconsecrate level> 120.
Some characters might need those altars, they would be very unhappy to
see them re-consecrated to another cult.
@@ -2398,32 +2424,7 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -2693,6 +2694,7 @@
it's spell. You should set <casting speed> to zero, or this won't
have much visible effect.
+ &activate_on;
The <casting speed> defines the spellcasting speed of the wall.
You can fine-tune how long the duration between two casts shall
@@ -2726,50 +2728,7 @@
to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+&resistances_basic;
@@ -2923,6 +2882,10 @@
inventory. Those will drop-at-kill just like the stuff
from the <treasurelist>.
+
+ Set this flag to move treasure items created into the environment (map)
+ instead of putting them into the object.
+
A monster's <level> is the most important attribute.
<level> affects the power of a monster in various ways.
@@ -2979,6 +2942,12 @@
value can be set to reflect the slowdown due to
the carried weight.
+
+ Set this flag to indicate that this monster is precious, i.e.
+ it should not be lightly destroyed. This is most useful on pets and
+ keeps the server from destroying them on destroy_pets/monster floors
+ and will try to save them when the player logs out.
+
@@ -3205,51 +3174,7 @@
attacker.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -3264,9 +3189,9 @@
-
A grimreaper is a monster that vanishes after it did some number of
- draining attacks. ]]>
+ draining attacks.
@@ -3484,6 +3409,7 @@
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
+ &activate_on;
The pit will transport creatures (and items) randomly into a two-square
radius of the destination coordinates.
@@ -3548,124 +3474,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- The player's strentgh will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's dexterity will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's constitution will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's intelligence will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's power will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's wisdom will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's charisma will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
-
-
- The player's resistance to physical will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to magic will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to fire will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to electricity will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to cold will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to acid will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to confusion will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to weaponmagic will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to paralyze will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to draining will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to depletion will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to poison will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
+ &player_stat_resist_sections;
@@ -3944,7 +3753,7 @@
- Monsters must not be able to reach the savebeds under any circumstances!
- If there are NPCs around, make sure they have the friendly-flag set.
-
- Insert a relyable exit! Make sure there is no possibility that
+
- Insert a reliable exit! Make sure there is no possibility that
players get trapped in a savebed location.
- If possible, mark the whole site as no-spell area (Insert this
arch called "dungeon_magic" everywhere). This is not required,
@@ -4009,7 +3818,7 @@
@@ -4239,6 +4048,7 @@
If activating your magic_mouth this way, the message will not only be
printed to one player, but all players on the current map.
+ &activate_on;
&move_on;
If a counter-value is set (greater zero), the sign/magic_mouth can be applied
@@ -4258,6 +4068,20 @@
+
+
+
+
+
+
+
+
+ The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
+ the map that will be searched for unpaid items.
+
+
+
@@ -4620,6 +4444,7 @@
whenever the connection is triggered. To use this properly,
<activation speed> must be zero.
+ &activate_on;
If the <activation speed> is nonzero, the teleporter will
automatically be activated in regular time-intervals. Hence, the
@@ -4659,6 +4484,7 @@
<blocking passage> disabled. If unset, the gate opens automatically
after some time.
+ &activate_on;
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually
@@ -4699,11 +4525,11 @@
Traps hit any monster or person who steps on them for 'dam' damage in
'attacktype' attacktype and/or trigger a reaction.
- Many traps are already defined in the archetypes. ]]>
+ Many traps are already defined in the archetypes.]]>
&move_on;
@@ -4893,7 +4719,7 @@
-
+
@@ -5010,50 +4836,7 @@
Weak walls of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -5161,138 +4944,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- This adds physical resistance to the weapon (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the weapon. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the weapon. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the weapon. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the weapon. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the weapon. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the weapon. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the weapon. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's power will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this weapon.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this weapon.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to