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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.20 by elmex, Thu Aug 31 21:09:33 2006 UTC vs.
Revision 1.38 by root, Tue Aug 26 02:20:23 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <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'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <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 133 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. 134 creatures matching 'slow move' will be slower than normal on this spot.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 716 </attribute>
511</default_type> 717</default_type>
512 718
513<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
585 <br><br> 791 <br><br>
586 A particularly nice feature of abilities is that they can hold two 792 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 793 spells: One for short range- and one for long range use.
588 \n\n 794 \n\n
589 You should know that spellcasting monsters receive abilities via 795 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 796 &lt;treasurelist&gt;.]]>
591 </description> 797 </description>
592 <use><![CDATA[ 798 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 799 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 800 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 801 The long/short-range spell feature can make boss-monsters more
597 <br><br> 803 <br><br>
598 You should keep in mind that magic abilities allow players 804 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 805 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 806 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 807 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 808 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 809 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 810 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 811 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 812 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 813 The monster will use the specified &lt;short range spell&gt;
644 </ignore> 850 </ignore>
645 <description><![CDATA[ 851 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 852 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is 853 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once. 854 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears.]]>
650 </description> 856 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 858 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 865 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 869
690 <ignore_list name="non_pickable" /> 895 <ignore_list name="non_pickable" />
691 </ignore> 896 </ignore>
692 <description><![CDATA[ 897 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 898 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 899 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 900 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 901 </description>
697 <use><![CDATA[ 902 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 903 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 904 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 908 </UL>
704 The big advantage over normal altars is the infinite usability 909 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 910 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 911 quite grateful if things work more than once. =)]]>
707 </use> 912 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 920 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 924
756 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
757 </attribute> 961 </attribute>
758</type> 962</type>
759 963
760<!--####################################################################--> 964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
980<!--####################################################################-->
761<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
762 <description><![CDATA[ 982 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 985 </description>
766 <use><![CDATA[ 986 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 987 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 988 important that you keep your artifact in balance with existing maps.]]>
769 </use> 989 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 990 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 991 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 993 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
787 1007
788 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1012 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
824 </attribute> 1044 </attribute>
825<section name="resistance"> 1045 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1046<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
1049 Battleground is very special: In short, players can die on battleground 1138 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1139 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1140 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1141 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1142 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1143 location which is defined in the battleground object.]]>
1055 </description> 1144 </description>
1056 <use><![CDATA[ 1145 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1146 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1147 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1148 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1150 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1151 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1152 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1153 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1154 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1155 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1156 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1158 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1159 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1160 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1077 </attribute> 1166 </attribute>
1078</type> 1167</type>
1079 1168
1080<!--####################################################################--> 1169<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1082 <ignore> 1171 <ignore>
1083 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1084 </ignore> 1173 </ignore>
1085 <description><![CDATA[ 1174 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1178 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1179 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1180 ]]>
1093 </description> 1181 </description>
1094 <use><![CDATA[ 1182 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1184 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1185 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1186 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1187 ]]>
1100 </use> 1188 </use>
1189 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1191</type>
1103 1192
1104<!--####################################################################--> 1193<!--####################################################################-->
1105<type number="8" name="Book"> 1194<type number="8" name="Book">
1106 <description><![CDATA[ 1195 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player.]]>
1108 </description> 1197 </description>
1109 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1110 If this value is set to be greater than zero, the player needs a 1199 If this value is set to be greater than zero, the player needs a
1111 certain literacy level to succeed reading the book. The book can be 1200 certain literacy level to succeed reading the book. The book can be
1112 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1136<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1137 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1138 <description><![CDATA[ 1227 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to 1228 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor 1229 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]> 1230 protection bonus.]]>
1142 </description> 1231 </description>
1143 <use><![CDATA[ 1232 <use><![CDATA[
1144 Feel free to create your own special artifacts. However, it is very 1233 Feel free to create your own special artifacts. However, it is very
1145 important that you keep your artifact in balance with existing maps. ]]> 1234 important that you keep your artifact in balance with existing maps.]]>
1146 </use> 1235 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int"> 1236 <attribute arch="exp" editor="speed bonus" type="int">
1148 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149 while worn. This kind of bonus is quite desirable for players of low- 1238 while worn. This kind of bonus is quite desirable for players of low-
1150 and medium level. High level players usually have fastest possible 1239 and medium level. High level players usually have fastest possible
1166<type number="104" name="Bracers"> 1255<type number="104" name="Bracers">
1167 <import_type name="Amulet" /> 1256 <import_type name="Amulet" />
1168 <description><![CDATA[ 1257 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists. 1258 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to 1259 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]> 1260 the player. Usually enhancing his defense.]]>
1172 </description> 1261 </description>
1173 <use><![CDATA[ 1262 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very 1263 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]> 1264 important that you keep your artifact in balance with existing maps.]]>
1176 </use> 1265 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int"> 1266 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers. 1269 than direct armour-class bonus on the bracers.
1184<!--####################################################################--> 1273<!--####################################################################-->
1185<type number="16" name="Brestplate Armour"> 1274<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" /> 1275 <import_type name="Amulet" />
1187 <description><![CDATA[ 1276 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to 1277 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]> 1278 the player. Usually enhancing his defense.]]>
1190 </description> 1279 </description>
1191 <use><![CDATA[ 1280 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very 1281 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]> 1282 important that you keep your artifact in balance with existing maps.]]>
1194 </use> 1283 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour. 1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse. 1286 The bigger the spellpoint penalty, the worse.
1198 </attribute> 1287 </attribute>
1214 </ignore> 1303 </ignore>
1215 <description><![CDATA[ 1304 <description><![CDATA[
1216 When a predefined amount of weigh is placed on a button, the 1305 When a predefined amount of weigh is placed on a button, the
1217 &lt;connection&gt; value is triggered. In most cases this happens when a 1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1218 player or monster steps on it. When the button is "released", the 1307 player or monster steps on it. When the button is "released", the
1219 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time.]]>
1220 </description> 1309 </description>
1221 &move_on; 1310 &move_on;
1222 &move_off; 1311 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1242 <ignore_list name="non_pickable" /> 1331 <ignore_list name="non_pickable" />
1243 </ignore> 1332 </ignore>
1244 <description><![CDATA[ 1333 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period 1334 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the 1335 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]> 1336 &lt;connection&gt; value is triggered.]]>
1248 </description> 1337 </description>
1249</type> 1338</type>
1250 1339
1251<!--####################################################################--> 1340<!--####################################################################-->
1252<type number="37" name="Class Changer"> 1341<type number="37" name="Class Changer">
1253 <ignore> 1342 <ignore>
1254 <ignore_list name="non_pickable" /> 1343 <ignore_list name="non_pickable" />
1255 </ignore> 1344 </ignore>
1256 <description><![CDATA[ 1345 <description><![CDATA[
1257 Class changer are used while creating a character. ]]> 1346 Class changer are used while creating a character.]]>
1258 </description> 1347 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives. 1349 This entry determines which initial items the character receives.
1261 </attribute> 1350 </attribute>
1262<section name="stats"> 1351<section name="stats">
1295<type number="87" name="Cloak"> 1384<type number="87" name="Cloak">
1296 <import_type name="Amulet" /> 1385 <import_type name="Amulet" />
1297 <description><![CDATA[ 1386 <description><![CDATA[
1298 Wearing a cloak, the object's stats will directly be inherited to 1387 Wearing a cloak, the object's stats will directly be inherited to
1299 the player. Cloaks usually add minor &lt;armour class&gt; and 1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]> 1389 sometimes a bit of resistance.]]>
1301 </description> 1390 </description>
1302 <use><![CDATA[ 1391 <use><![CDATA[
1303 Feel free to create your own special artifacts. However, it is very 1392 Feel free to create your own special artifacts. However, it is very
1304 important that you keep your artifact in balance with existing maps. ]]> 1393 important that you keep your artifact in balance with existing maps.]]>
1305 </use> 1394 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int"> 1395 <attribute arch="magic" editor="magic bonus" type="int">
1307 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309 than direct armour-class bonus on the cloak. 1398 than direct armour-class bonus on the cloak.
1314</type> 1403</type>
1315 1404
1316<!--####################################################################--> 1405<!--####################################################################-->
1317<type number="9" name="Clock"> 1406<type number="9" name="Clock">
1318 <description><![CDATA[ 1407 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]> 1408 Applying a clock, the time is displayed to the player.]]>
1320 </description> 1409 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item 1411 This text may describe the item
1323 </attribute> 1412 </attribute>
1324</type> 1413</type>
1329 A player can put (certain kinds of) items in the container. 1418 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a 1419 The overall weight of items is reduced when put inside a
1331 container, depending on the settings. 1420 container, depending on the settings.
1332 <br><br> 1421 <br><br>
1333 A special feature of containers is the "cauldron", 1422 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]> 1423 capable of mixing alchemical receipes.]]>
1335 </description> 1424 </description>
1336 <use><![CDATA[ 1425 <use><![CDATA[
1337 Note on chests - There are two types of chests: 1426 Note on chests - There are two types of chests:
1338 <UL> 1427 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers 1428 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when 1429 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest". 1430 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers, 1431 <LI> Second there are the permanent chests - Those are containers,
1343 they can be opened and closed again. Archetype name is "chest_2". 1432 they can be opened and closed again. Archetype name is "chest_2".
1344 </UL> ]]> 1433 </UL>]]>
1345 </use> 1434 </use>
1346 <attribute arch="race" editor="container class" type="string"> 1435 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects. 1436 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels", 1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys". 1438 "arrows" and "keys".
1404 <attribute arch="title" /> 1493 <attribute arch="title" />
1405 </ignore> 1494 </ignore>
1406 <description><![CDATA[ 1495 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a 1496 Converters are like "exchange tables". When the player drops a
1408 specific type of items, they get converted into other items, at a 1497 specific type of items, they get converted into other items, at a
1409 predefined exchange-ratio. ]]> 1498 predefined exchange-ratio.]]>
1410 </description> 1499 </description>
1411 <use><![CDATA[ 1500 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the 1501 Converters are better than shopping with doormats, because the
1413 converters never get sold out. For some items like food or jewels 1502 converters never get sold out. For some items like food or jewels
1414 those "exchange tables" are really nice, while for the more important 1503 those "exchange tables" are really nice, while for the more important
1416 <br><br> 1505 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser 1507 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like 1508 value than before! (Except if you are using "rare" items like
1420 dragonscales for payment). The code will not check if your ratio is 1509 dragonscales for payment). The code will not check if your ratio is
1421 sane, so the player could gain infinite wealth by using your converter. ]]> 1510 sane, so the player could gain infinite wealth by using your converter.]]>
1422 </use> 1511 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1512 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string"> 1513 <attribute arch="slaying" editor="cost arch" type="string">
1425 &lt;cost arch&gt; is the name of the archetype the player has to 1514 &lt;cost arch&gt; is the name of the archetype the player has to
1426 put on the converter, as payment. 1515 put on the converter, as payment.
1452 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1453 </ignore> 1542 </ignore>
1454 <description><![CDATA[ 1543 <description><![CDATA[
1455 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things.]]>
1458 </description> 1548 </description>
1459 <use><![CDATA[ 1549 <use><![CDATA[
1460 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1461 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor.]]>
1462 </use> 1552 </use>
1463 <attribute arch="no_pick" value="1" type="fixed" /> 1553 <attribute arch="no_pick" value="1" type="fixed" />
1464 <attribute arch="other_arch" editor="create arch" type="string"> 1554 <attribute arch="other_arch" editor="create arch" type="string">
1465 This string defines the object that will be created. 1555 This string defines the object that will be created.
1466 You can choose any of the existing arches. 1556 You can choose any of the existing arches.
1475 &activate_on; 1565 &activate_on;
1476 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1477 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1478 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1479 </attribute> 1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1574 </attribute>
1480 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1481 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1482 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1483 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1484 </attribute> 1579 </attribute>
1503 finds a specific object, it toggles its connected value. 1598 finds a specific object, it toggles its connected value.
1504 <br><br> 1599 <br><br>
1505 What is "unique" about them, compared to inv. checkers/ pedestals? 1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1506 - First, detectors check their square for a match periodically, not 1601 - First, detectors check their square for a match periodically, not
1507 instantly. Second, detectors check directly for object names. Third, 1602 instantly. Second, detectors check directly for object names. Third,
1508 detectors do not check the inventory of players/monsters. ]]> 1603 detectors do not check the inventory of players/monsters.]]>
1509 </description> 1604 </description>
1510 <use><![CDATA[ 1605 <use><![CDATA[
1511 There is one major speciality about detectors: You can detect spells 1606 There is one major speciality about detectors: You can detect spells
1512 blown over a detector! To detect a lighting bolt for example, set 1607 blown over a detector! To detect a lighting bolt for example, set
1513 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1514 walls, this can be very useful for map-mechanisms. ]]> 1609 walls, this can be very useful for map-mechanisms.]]>
1515 </use> 1610 </use>
1516 <attribute arch="no_pick" value="1" type="fixed" /> 1611 <attribute arch="no_pick" value="1" type="fixed" />
1517 <attribute arch="slaying" editor="match name" type="string"> 1612 <attribute arch="slaying" editor="match name" type="string">
1518 &lt;match name&gt; specifies the name of the object we are looking for. 1613 &lt;match name&gt; specifies the name of the object we are looking for.
1519 Actually it does also check for the &lt;key string&gt; in key-objects, 1614 Actually it does also check for the &lt;key string&gt; in key-objects,
1544 <description><![CDATA[ 1639 <description><![CDATA[
1545 Directors change the direction of spell objects and other projectiles 1640 Directors change the direction of spell objects and other projectiles
1546 that fly past. Unlike spinners, directors always move objects in the 1641 that fly past. Unlike spinners, directors always move objects in the
1547 same direction. It does not make a difference from what angle you 1642 same direction. It does not make a difference from what angle you
1548 shoot into it.<br> 1643 shoot into it.<br>
1549 Directors are visible per default. ]]> 1644 Directors are visible per default.]]>
1550 </description> 1645 </description>
1551 <use><![CDATA[ 1646 <use><![CDATA[
1552 Directors are rarely used in maps. Sometimes they are placed to 1647 Directors are rarely used in maps. Sometimes they are placed to
1553 change the direction of spells coming out of magic walls, 1648 change the direction of spells coming out of magic walls,
1554 "channeling" spell-projectiles in some direction. When doing this, 1649 "channeling" spell-projectiles in some direction. When doing this,
1556 into them!</B> The spell-projectiles bouncing between the directors 1651 into them!</B> The spell-projectiles bouncing between the directors
1557 would accumulate to huge numbers and at some point slow down the 1652 would accumulate to huge numbers and at some point slow down the
1558 server by eating memory- and CPU-time. 1653 server by eating memory- and CPU-time.
1559 <br><br> 1654 <br><br>
1560 You'd better not place directors in monster vs. player combat 1655 You'd better not place directors in monster vs. player combat
1561 areas too much, because that freaks out wizard-type players. ]]> 1656 areas too much, because that freaks out wizard-type players.]]>
1562 </use> 1657 </use>
1563 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1564 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1565 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1566 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1572<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1573 <ignore> 1668 <ignore>
1574 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1575 </ignore> 1670 </ignore>
1576 <description><![CDATA[ 1671 <description><![CDATA[
1577 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1578 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1579 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1580 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible.]]>
1581 </description> 1676 </description>
1582 <use><![CDATA[ 1677 <use><![CDATA[
1583 Diseases are extremely flexible and usable in a many ways. 1678 Diseases are extremely flexible and usable in a many ways.
1584 So far they are mostly used for causing bad, unwanted effects. 1679 So far they are mostly used for causing bad, unwanted effects.
1585 You could just as well create a disease which helps the player 1680 You could just as well create a disease which helps the player
1586 (recharging mana for example). 1681 (recharging mana for example).
1587 Infection with a "positive disease" could even be a quest reward. ]]> 1682 Infection with a "positive disease" could even be a quest reward.]]>
1588 </use> 1683 </use>
1589 <attribute arch="invisible" value="1" type="fixed" /> 1684 <attribute arch="invisible" value="1" type="fixed" />
1590 <attribute arch="level" editor="plaque level" type="int"> 1685 <attribute arch="level" editor="plaque level" type="int">
1591 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1686 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1592 This mainly reflects in the &lt;damage&gt;. It has no effect on 1687 This mainly reflects in the &lt;damage&gt;. It has no effect on
1737 </ignore> 1832 </ignore>
1738 <description><![CDATA[ 1833 <description><![CDATA[
1739 A door can be opened with a normal key. It also can be broken by attacking 1834 A door can be opened with a normal key. It also can be broken by attacking
1740 it, and it can be defeated with the lockpicking skill. If a door is 1835 it, and it can be defeated with the lockpicking skill. If a door is
1741 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1742 removed. ]]> 1837 removed.]]>
1743 </description> 1838 </description>
1744 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1745 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1746 &movement_types_terrain; 1841 &movement_types_terrain;
1747 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1757 defeated. 1852 defeated.
1758 </attribute> 1853 </attribute>
1759 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1760 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1761 </attribute> 1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1860 </attribute>
1762</type> 1861</type>
1763 1862
1764<!--####################################################################--> 1863<!--####################################################################-->
1765<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1766 <ignore> 1865 <ignore>
1770 When activated, a duplicator can duplicate, multiply or destroy a pile of 1869 When activated, a duplicator can duplicate, multiply or destroy a pile of
1771 objects which lies somewhere on top of the duplicator. 1870 objects which lies somewhere on top of the duplicator.
1772 The duplicator has one arch name specified as &lt;target arch&gt;, 1871 The duplicator has one arch name specified as &lt;target arch&gt;,
1773 and only objects of this archetype can be affected.<br> 1872 and only objects of this archetype can be affected.<br>
1774 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1775 If the latter is set to zero, it will destroy objects. ]]> 1874 If the latter is set to zero, it will destroy objects.]]>
1776 </description> 1875 </description>
1777 <use><![CDATA[ 1876 <use><![CDATA[
1778 I hope it is clear that one must be very cautious when inserting a duplicator 1877 I hope it is clear that one must be very cautious when inserting a duplicator
1779 anywhere with &lt;multiply factor&gt; greater than one. 1878 anywhere with &lt;multiply factor&gt; greater than one.
1780 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1781 It is <b>not acceptable</b> to allow duplication of anything other than 1880 It is <b>not acceptable</b> to allow duplication of anything other than
1782 coins, gold and jewels. Besides, it is very important that the chance to 1881 coins, gold and jewels. Besides, it is very important that the chance to
1783 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1784 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1785 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%.]]>
1786 </use> 1885 </use>
1787 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1788 Only objects of matching archtype, lying ontop of the duplicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1789 duplicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1790 </attribute> 1889 </attribute>
1808 </ignore> 1907 </ignore>
1809 <description><![CDATA[ 1908 <description><![CDATA[
1810 When the player applies an exit, he is transferred to a different location. 1909 When the player applies an exit, he is transferred to a different location.
1811 (Monsters cannot use exits.) Depending on how it is set, the player applies 1910 (Monsters cannot use exits.) Depending on how it is set, the player applies
1812 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1813 the exit. ]]> 1912 the exit. ]]>
1814 </description> 1913 </description>
1815 <use><![CDATA[ 1914 <use><![CDATA[
1816 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1817 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1818 detected with the show_invisible spell. 1917 detected with the show_invisible spell.
1819 <br><br> 1918 <br><br>
1820 You can be quite creative with the outlook of secret exits (their "face"). 1919 You can be quite creative with the outlook of secret exits (their "face").
1821 Don't forget to give the player relyable hints about them though. ]]> 1920 Don't forget to give the player relyable hints about them though.]]>
1822 </use> 1921 </use>
1823 <attribute arch="slaying" editor="exit path" type="string"> 1922 <attribute arch="slaying" editor="exit path" type="string">
1824 The exit path defines the map that the player is transferred to. 1923 The exit path defines the map that the player is transferred to.
1825 You can enter an absolute path, beginning with '/' (for example 1924 You can enter an absolute path, beginning with '/' (for example
1826 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1853 If set, this message will be displayed to the player when he applies the exit. 1952 If set, this message will be displayed to the player when he applies the exit.
1854 This is quite useful to throw in some "role-play feeling": "As you enter the 1953 This is quite useful to throw in some "role-play feeling": "As you enter the
1855 dark cave you hear the sound of rustling dragonscales...". Well, my english 1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1856 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1857 </attribute> 1956 </attribute>
1858 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1859 This flag defines the destined map as "personal unique map". If set, 1958 If set, then players using this exit will have their savebed position
1860 there will be a seperate version of that map for every player out there. 1959 set to the destination of the exit when passing through.
1861 This feature is used for the permanent apartments
1862 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1863 than apartments, since Crossfire is a *multi*player game. In such a permanent
1864 apartment don't forget to set the unique-flag for all floor tiles too
1865 (see floors).
1866 An exit pointing outside of a personal unique map must have the
1867 "unique destination"-flag unset.
1868 </attribute> 1960 </attribute>
1869</type> 1961</type>
1870 1962
1871<!--####################################################################--> 1963<!--####################################################################-->
1872<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1875 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1876 For dragon players, flesh plays a very special role though: If the 1968 For dragon players, flesh plays a very special role though: If the
1877 flesh has resistances set, a dragon player has a chance to gain resistance in 1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1878 those categories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1879 Don't forget that flesh items with resistances have to be balanced 1971 Don't forget that flesh items with resistances have to be balanced
1880 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty.]]>
1881 </description> 1973 </description>
1882 <use><![CDATA[ 1974 <use><![CDATA[
1883 For dragon players, flesh items can be highly valuable. Note that many 1975 For dragon players, flesh items can be highly valuable. Note that many
1884 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1885 These flesh items "inherit" resistances and level from the monster they belong to. 1977 These flesh items "inherit" resistances and level from the monster they belong to.
1887 not the case - so you have to set it manually. 1979 not the case - so you have to set it manually.
1888 <br><br> 1980 <br><br>
1889 Generally adding special flesh-treaties for dragon players is a great thing 1981 Generally adding special flesh-treaties for dragon players is a great thing
1890 to do. Always consider that dragon players might really not be interested 1982 to do. Always consider that dragon players might really not be interested
1891 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1892 out on the reward completely. ]]> 1984 out on the reward completely.]]>
1893 </use> 1985 </use>
1894 <attribute arch="food" editor="foodpoints" type="int"> 1986 <attribute arch="food" editor="foodpoints" type="int">
1895 The player's stomache will get filled with this amount of foodpoints. 1987 The player's stomache will get filled with this amount of foodpoints.
1896 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1988 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1897 </attribute> 1989 </attribute>
1904 </attribute> 1996 </attribute>
1905 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1906 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1907 drops it to the ground. 1999 drops it to the ground.
1908 </attribute> 2000 </attribute>
1909<section name="resistance"> 2001 &resistances_flesh_section;
1910 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1911 Resistances on flesh items make them more durable against spellcraft
1912 of the appropriate kind. It also allows dragon players to eventually gain
1913 resistance by eating it. Usually resistance should only be set for flesh
1914 items in a monster's inventory.
1915 </attribute>
1916 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1977 Resistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1995 Resistances on flesh items make them more durable against spellcraft
1996 of the appropriate kind. It also allows dragon players to eventually gain
1997 resistance by eating it. Usually resistance should only be set for flesh
1998 items in a monster's inventory.
1999 </attribute>
2000 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2001 RResistances on flesh items make them more durable against spellcraft
2002 of the appropriate kind. It also allows dragon players to eventually gain
2003 resistance by eating it. Usually resistance should only be set for flesh
2004 items in a monster's inventory.
2005 </attribute>
2006 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2007 Resistances on flesh items make them more durable against spellcraft
2008 of the appropriate kind. It also allows dragon players to eventually gain
2009 resistance by eating it. Usually resistance should only be set for flesh
2010 items in a monster's inventory.
2011 </attribute>
2012 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2013 Resistances on flesh items make them more durable against spellcraft
2014 of the appropriate kind. It also allows dragon players to eventually gain
2015 resistance by eating it. Usually resistance should only be set for flesh
2016 items in a monster's inventory.
2017 </attribute>
2018</section>
2019 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020 This text may describe the item. 2003 This text may describe the item.
2021 </attribute> 2004 </attribute>
2022</type> 2005</type>
2023 2006
2030 <ignore> 2013 <ignore>
2031 <ignore_list name="non_pickable" /> 2014 <ignore_list name="non_pickable" />
2032 </ignore> 2015 </ignore>
2033 <description><![CDATA[ 2016 <description><![CDATA[
2034 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
2035 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it.]]>
2036 </description> 2019 </description>
2037 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
2038 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
2039<section name="terrain"> 2022<section name="terrain">
2040 &movement_types_terrain; 2023 &movement_types_terrain;
2074 Encounter-Floor is pretty much the same as normal floor. 2057 Encounter-Floor is pretty much the same as normal floor.
2075 Most outdoor floor/ground-arches are set to be "encounters". 2058 Most outdoor floor/ground-arches are set to be "encounters".
2076 That is kind of a relict from former code: When walking over 2059 That is kind of a relict from former code: When walking over
2077 encounter-floor, players sometimes got beamed to little maps 2060 encounter-floor, players sometimes got beamed to little maps
2078 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
2079 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor.]]>
2080 </description> 2063 </description>
2081 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
2082 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
2083<section name="terrain"> 2066<section name="terrain">
2084 &movement_types_terrain; 2067 &movement_types_terrain;
2111 2094
2112<!--####################################################################--> 2095<!--####################################################################-->
2113<type number="6" name="Food"> 2096<type number="6" name="Food">
2114 <description><![CDATA[ 2097 <description><![CDATA[
2115 By eating/drinking food-objects, the player can fill his 2098 By eating/drinking food-objects, the player can fill his
2116 stomache and gain a little health. ]]> 2099 stomache and gain a little health.]]>
2117 </description> 2100 </description>
2118 <attribute arch="food" editor="foodpoints" type="int"> 2101 <attribute arch="food" editor="foodpoints" type="int">
2119 The player's stomache will get filled with this amount of foodpoints. 2102 The player's stomache will get filled with this amount of foodpoints.
2120 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2103 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2121 </attribute> 2104 </attribute>
2129<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2130 <ignore> 2113 <ignore>
2131 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2132 </ignore> 2115 </ignore>
2133 <description><![CDATA[ 2116 <description><![CDATA[
2134 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2135 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2136 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2137 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2138 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases.]]>
2139 </description> 2122 </description>
2140 <use><![CDATA[ 2123 <use><![CDATA[
2141 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2142 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2143 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way".]]>
2144 </use> 2127 </use>
2145 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2146 <attribute arch="speed" value="1" type="float"> 2129 <attribute arch="speed" value="1" type="float">
2147 The speed of the gate affects how fast it is closing/opening. 2130 The speed of the gate affects how fast it is closing/opening.
2148 </attribute> 2131 </attribute>
2172<type number="113" name="Girdle"> 2155<type number="113" name="Girdle">
2173 <import_type name="Amulet" /> 2156 <import_type name="Amulet" />
2174 <description><![CDATA[ 2157 <description><![CDATA[
2175 Wearing a girdle, the object's stats will directly be inherited to 2158 Wearing a girdle, the object's stats will directly be inherited to
2176 the player. Girdles usually provide stats- or damage bonuses and no 2159 the player. Girdles usually provide stats- or damage bonuses and no
2177 defense. ]]> 2160 defense.]]>
2178 </description> 2161 </description>
2179 <use><![CDATA[ 2162 <use><![CDATA[
2180 Feel free to create your own special artifacts. However, it is very 2163 Feel free to create your own special artifacts. However, it is very
2181 important that you keep your artifact in balance with existing maps. ]]> 2164 important that you keep your artifact in balance with existing maps.]]>
2182 </use> 2165 </use>
2183 <attribute arch="magic" editor="magic bonus" type="int"> 2166 <attribute arch="magic" editor="magic bonus" type="int">
2184 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2185 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2186 than direct armour-class bonus on the helmet. 2169 than direct armour-class bonus on the helmet.
2194<!--####################################################################--> 2177<!--####################################################################-->
2195<type number="100" name="Gloves"> 2178<type number="100" name="Gloves">
2196 <import_type name="Amulet" /> 2179 <import_type name="Amulet" />
2197 <description><![CDATA[ 2180 <description><![CDATA[
2198 Wearing gloves, the object's stats will directly be inherited to 2181 Wearing gloves, the object's stats will directly be inherited to
2199 the player. Gloves can add defense or damage bonuses. ]]> 2182 the player. Gloves can add defense or damage bonuses.]]>
2200 </description> 2183 </description>
2201 <use><![CDATA[ 2184 <use><![CDATA[
2202 Feel free to create your own special artifacts. However, it is very 2185 Feel free to create your own special artifacts. However, it is very
2203 important that you keep your artifact in balance with existing maps. ]]> 2186 important that you keep your artifact in balance with existing maps.]]>
2204 </use> 2187 </use>
2205 <attribute arch="magic" editor="magic bonus" type="int"> 2188 <attribute arch="magic" editor="magic bonus" type="int">
2206 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2207 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2208 will increase that. 2191 will increase that.
2214 <ignore> 2197 <ignore>
2215 <ignore_list name="non_pickable" /> 2198 <ignore_list name="non_pickable" />
2216 </ignore> 2199 </ignore>
2217 <description><![CDATA[ 2200 <description><![CDATA[
2218 A handle can be applied by players and (certain) monsters. 2201 A handle can be applied by players and (certain) monsters.
2219 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2202 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2220 </description> 2203 </description>
2221 <use><![CDATA[ 2204 <use><![CDATA[
2222 Handles are commonly used to move gates. When placing your lever, 2205 Handles are commonly used to move gates. When placing your lever,
2223 don't forget that some monsters are able to apply it. 2206 don't forget that some monsters are able to apply it.
2224 The ability to apply levers is rare among monsters - 2207 The ability to apply levers is rare among monsters -
2225 but vampires can do it for example. ]]> 2208 but vampires can do it for example.]]>
2226 </use> 2209 </use>
2227 <attribute arch="no_pick" value="1" type="fixed" /> 2210 <attribute arch="no_pick" value="1" type="fixed" />
2228 <attribute arch="connected" editor="connection" type="int"> 2211 <attribute arch="connected" editor="connection" type="int">
2229 Every time the handle is applied, all objects 2212 Every time the handle is applied, all objects
2230 with the same &lt;connection&gt; value are activated. 2213 with the same &lt;connection&gt; value are activated.
2242 <ignore_list name="non_pickable" /> 2225 <ignore_list name="non_pickable" />
2243 </ignore> 2226 </ignore>
2244 <description><![CDATA[ 2227 <description><![CDATA[
2245 Handle triggers are handles which reset after a short period 2228 Handle triggers are handles which reset after a short period
2246 of time. Every time it is either applied or reset, the 2229 of time. Every time it is either applied or reset, the
2247 &lt;connection&gt; value is triggered. ]]> 2230 &lt;connection&gt; value is triggered.]]>
2248 </description> 2231 </description>
2249 <use><![CDATA[ 2232 <use><![CDATA[
2250 When you connect an ordinary handle to a gate, the gate normally remains 2233 When you connect an ordinary handle to a gate, the gate normally remains
2251 opened after the first player passed. If you want to keep the gate shut, 2234 opened after the first player passed. If you want to keep the gate shut,
2252 connecting it to a handle trigger is an easy solution. ]]> 2235 connecting it to a handle trigger is an easy solution. ]]>
2253 </use> 2236 </use>
2254</type> 2237</type>
2255 2238
2256<!--####################################################################--> 2239<!--####################################################################-->
2257<type number="88" name="Hazard Floor"> 2240<type number="88" name="Hazard Floor">
2262 <ignore_list name="non_pickable" /> 2245 <ignore_list name="non_pickable" />
2263 </ignore> 2246 </ignore>
2264 <description><![CDATA[ 2247 <description><![CDATA[
2265 The best example for Hazard Floor is lava. It works like standard 2248 The best example for Hazard Floor is lava. It works like standard
2266 floor, but damages all creatures standing on it. 2249 floor, but damages all creatures standing on it.
2267 Damage is taken in regular time intervals. ]]> 2250 Damage is taken in regular time intervals.]]>
2268 </description> 2251 </description>
2269 <use><![CDATA[ 2252 <use><![CDATA[
2270 The default lava for example does minor damage. But you can turn 2253 The default lava for example does minor damage. But you can turn
2271 it up so that your hazard floor poses a real threat.<br> 2254 it up so that your hazard floor poses a real threat.<br>
2272 Like magic walls, such floors add a permanent thrill to your map. 2255 Like magic walls, such floors add a permanent thrill to your map.
2273 You can use that to safely chase off too-weak players, or just 2256 You can use that to safely chase off too-weak players, or just
2274 to have something different. ]]> 2257 to have something different.]]>
2275 </use> 2258 </use>
2276 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2277 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2278 &move_on; 2261 &move_on;
2279 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2330 <import_type name="Amulet" /> 2313 <import_type name="Amulet" />
2331 <description><![CDATA[ 2314 <description><![CDATA[
2332 Wearing a helmet, the object's stats will directly be inherited to 2315 Wearing a helmet, the object's stats will directly be inherited to
2333 the player. Normal helmets usually increase defense, while crowns 2316 the player. Normal helmets usually increase defense, while crowns
2334 add more special bonuses like stats/resistances paired with 2317 add more special bonuses like stats/resistances paired with
2335 low defense. ]]> 2318 low defense.]]>
2336 </description> 2319 </description>
2337 <use><![CDATA[ 2320 <use><![CDATA[
2338 Feel free to create your own special artifacts. However, it is very 2321 Feel free to create your own special artifacts. However, it is very
2339 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2340 </use> 2323 </use>
2341 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2342 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2343 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2344 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2355 <ignore_list name="non_pickable" /> 2338 <ignore_list name="non_pickable" />
2356 </ignore> 2339 </ignore>
2357 <description><![CDATA[ 2340 <description><![CDATA[
2358 Holy_altars are altars for the various religions. Praying 2341 Holy_altars are altars for the various religions. Praying
2359 at a Holy_altar will make you a follower of that god, and 2342 at a Holy_altar will make you a follower of that god, and
2360 if you already follow that god, you may get some extra bonus. ]]> 2343 if you already follow that god, you may get some extra bonus.]]>
2361 </description> 2344 </description>
2362 <attribute arch="no_pick" value="1" type="fixed" /> 2345 <attribute arch="no_pick" value="1" type="fixed" />
2363 <attribute arch="other_arch" editor="god name" type="string"> 2346 <attribute arch="other_arch" editor="god name" type="string">
2364 The altar belongs to the god of the given name. Possible options for 2347 The altar belongs to the god of the given name. Possible options for
2365 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2388 Horns are very similar to rods. The difference is that horns regenerate 2371 Horns are very similar to rods. The difference is that horns regenerate
2389 spellpoints faster and thus are more valuable than rods. 2372 spellpoints faster and thus are more valuable than rods.
2390 <br><br> 2373 <br><br>
2391 A horn contains a spell. The player can use this spell by applying and 2374 A horn contains a spell. The player can use this spell by applying and
2392 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2393 used endlessly. ]]> 2376 used endlessly.]]>
2394 </description> 2377 </description>
2395 <use><![CDATA[ 2378 <use><![CDATA[
2396 Horns are powerful due to their fast recharge rate. They should 2379 Horns are powerful due to their fast recharge rate. They should
2397 never contain high level attacking spells. Even curing/healing spells 2380 never contain high level attacking spells. Even curing/healing spells
2398 are almost too good on a horn. ]]> 2381 are almost too good on a horn.]]>
2399 </use> 2382 </use>
2400 <attribute arch="sp" editor="spell" type="spell"> 2383 <attribute arch="sp" editor="spell" type="spell">
2401 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2402 horns to players, since they can be used endlessly without any mana cost! 2385 horns to players, since they can be used endlessly without any mana cost!
2403 Horns with heal/ restoration/ protection spells, IF available, MUST be 2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2429<!--####################################################################--> 2412<!--####################################################################-->
2430<type number="73" name="Inorganic"> 2413<type number="73" name="Inorganic">
2431 <description><![CDATA[ 2414 <description><![CDATA[
2432 Inorganic materials are generally used as ingredients for 2415 Inorganic materials are generally used as ingredients for
2433 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2434 functionalities. ]]> 2417 functionalities.]]>
2435 </description> 2418 </description>
2436 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2437 </attribute> 2420 </attribute>
2438<section name="resistance"> 2421 &resistances_basic;
2439 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2440 </attribute>
2441 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2442 </attribute>
2443 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2444 </attribute>
2445 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2462 </attribute>
2463</section>
2464</type> 2422</type>
2465 2423
2466<!--####################################################################--> 2424<!--####################################################################-->
2467<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2468 <ignore> 2426 <ignore>
2477 <br><br> 2435 <br><br>
2478 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2479 that do/don't carry the matching object. 2437 that do/don't carry the matching object.
2480 <br><br> 2438 <br><br>
2481 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2482 great variety of possibilities. ]]> 2440 great variety of possibilities.]]>
2483 </description> 2441 </description>
2484 <use><![CDATA[ 2442 <use><![CDATA[
2485 Putting a check_inventory space in front of a gate (one below) and 2443 Putting a check_inventory space in front of a gate (one below) and
2486 one on the opposite side works reasonably well as a control mechanism. 2444 one on the opposite side works reasonably well as a control mechanism.
2487 Unlike the key/door-combo, this one works infinite since it is 2445 Unlike the key/door-combo, this one works infinite since it is
2488 independant from map reset. Use it to put a "structure" into your 2446 independant from map reset. Use it to put a "structure" into your
2489 maps: Player must solve area A to gain access to area B. This concept 2447 maps: Player must solve area A to gain access to area B. This concept
2490 can be found in nearly every RPG - simple but effective. ]]> 2448 can be found in nearly every RPG - simple but effective.]]>
2491 </use> 2449 </use>
2492 <attribute arch="no_pick" value="1" type="fixed" /> 2450 <attribute arch="no_pick" value="1" type="fixed" />
2493 <attribute arch="slaying" editor="match key string" type="string"> 2451 <attribute arch="slaying" editor="match key string" type="string">
2494 This string specifies the object we are looking for: We have a match 2452 This string specifies the object we are looking for: We have a match
2495 if the player does/don't carry a key object or a mark with identical 2453 if the player does/don't carry a key object or a mark with identical
2571<!--####################################################################--> 2529<!--####################################################################-->
2572<type number="60" name="Jewel"> 2530<type number="60" name="Jewel">
2573 <description><![CDATA[ 2531 <description><![CDATA[
2574 Items of the type Gold &amp; Jewels are handled like a currency. 2532 Items of the type Gold &amp; Jewels are handled like a currency.
2575 Unlike for any other type of item, in shops, the buy- and selling 2533 Unlike for any other type of item, in shops, the buy- and selling
2576 prices differ only marginally. ]]> 2534 prices differ only marginally.]]>
2577 </description> 2535 </description>
2578 <attribute arch="race" value="gold and jewels" type="fixed" /> 2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2579 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580 This text may describe the object. 2538 This text may describe the object.
2581 </attribute> 2539 </attribute>
2583 2541
2584<!--####################################################################--> 2542<!--####################################################################-->
2585<type number="24" name="Key"> 2543<type number="24" name="Key">
2586 <description><![CDATA[ 2544 <description><![CDATA[
2587 When carrying a key, a normal door can be opened. The key will 2545 When carrying a key, a normal door can be opened. The key will
2588 disappear. ]]> 2546 disappear.]]>
2589 </description> 2547 </description>
2590 <attribute arch="startequip" editor="godgiven item" type="bool"> 2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2591 A godgiven item vanishes as soon as the player 2549 A godgiven item vanishes as soon as the player
2592 drops it to the ground. 2550 drops it to the ground.
2593 </attribute> 2551 </attribute>
2598 <ignore> 2556 <ignore>
2599 <ignore_list name="non_pickable" /> 2557 <ignore_list name="non_pickable" />
2600 </ignore> 2558 </ignore>
2601 <description><![CDATA[ 2559 <description><![CDATA[
2602 A locked door can be opened only when carrying 2560 A locked door can be opened only when carrying
2603 the appropriate special key. ]]> 2561 the appropriate special key.]]>
2604 </description> 2562 </description>
2605 <use><![CDATA[ 2563 <use><![CDATA[
2606 If you want to create a locked door that cannot be opened (no key), 2564 If you want to create a locked door that cannot be opened (no key),
2607 set a &lt;key string&gt; like "no_key_available". This will clearify things 2565 set a &lt;key string&gt; like "no_key_available". This will clearify things
2608 and only a fool would create a key matching that string. 2566 and only a fool would create a key matching that string.
2610 Door-objects can not only be used for "doors". In many maps these 2568 Door-objects can not only be used for "doors". In many maps these
2611 are used with all kinds of faces/names, especially often as 2569 are used with all kinds of faces/names, especially often as
2612 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2613 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2614 items. To get your hands on the artifacts, you need to bring up the 2572 items. To get your hands on the artifacts, you need to bring up the
2615 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects).]]>
2616 </use> 2574 </use>
2617 <attribute arch="move_type" value="0" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2618 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2619 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2620 The &lt;key string&gt; in the door must be identical with the 2578 The &lt;key string&gt; in the door must be identical with the
2621 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2622 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2623 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2624 2582
2625 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2626 </attribute> 2584 </attribute>
2627 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2628 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2647 <ignore> 2605 <ignore>
2648 <ignore_list name="system_object" /> 2606 <ignore_list name="system_object" />
2649 </ignore> 2607 </ignore>
2650 <description><![CDATA[ 2608 <description><![CDATA[
2651 Magic_ears trigger a connected value 2609 Magic_ears trigger a connected value
2652 when the player speaks a specific keyword. ]]> 2610 when the player speaks a specific keyword.]]>
2653 </description> 2611 </description>
2654 <use><![CDATA[ 2612 <use><![CDATA[
2655 Whenever you put magic_ears on your maps, make sure there are 2613 Whenever you put magic_ears on your maps, make sure there are
2656 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2657 something like a gate that is opened by speaking "open" or 2615 something like a gate that is opened by speaking "open" or
2659 <br><br> 2617 <br><br>
2660 Magic_ears are typically used for interaction with NPCs. You 2618 Magic_ears are typically used for interaction with NPCs. You
2661 can create the impression that the NPC actually *does* something 2619 can create the impression that the NPC actually *does* something
2662 according to his conversation with a player. Mostly this means 2620 according to his conversation with a player. Mostly this means
2663 opening a gate or handing out some item, but you could be quite 2621 opening a gate or handing out some item, but you could be quite
2664 creative here. ]]> 2622 creative here.]]>
2665 </use> 2623 </use>
2666 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2667 <attribute arch="connected" editor="connection" type="int"> 2625 <attribute arch="connected" editor="connection" type="int">
2668 The Magic_ear will trigger all objects with the 2626 The Magic_ear will trigger all objects with the
2669 same connection value, every time it is activated. 2627 same connection value, every time it is activated.
2691 Magic walls can contain any spell. However, some spells do not 2649 Magic walls can contain any spell. However, some spells do not
2692 operate very successfully in them. The only way to know is to test 2650 operate very successfully in them. The only way to know is to test
2693 the spell you want to use with a wall. 2651 the spell you want to use with a wall.
2694 <br><br> 2652 <br><br>
2695 Several types of magical walls are predefined for you in the 2653 Several types of magical walls are predefined for you in the
2696 archetypes, and can be found on the "connected" Pickmap. ]]> 2654 archetypes, and can be found on the "connected" Pickmap.]]>
2697 </description> 2655 </description>
2698 <use><![CDATA[ 2656 <use><![CDATA[
2699 Spellcasting walls pose an interesting alternative to monsters. 2657 Spellcasting walls pose an interesting alternative to monsters.
2700 Usually they are set to be undestroyable. Thus, while monsters 2658 Usually they are set to be undestroyable. Thus, while monsters
2701 in a map can be cleared out, the magic walls remain. Low level 2659 in a map can be cleared out, the magic walls remain. Low level
2712 walls' spell(s). 2670 walls' spell(s).
2713 <br><br> 2671 <br><br>
2714 It is possible to make walls rotate when triggered. But that is so 2672 It is possible to make walls rotate when triggered. But that is so
2715 confusing (and useless IMHO) that I did not mention it above. You 2673 confusing (and useless IMHO) that I did not mention it above. You
2716 can find a working example on the map 2674 can find a working example on the map
2717 "/pup_land/castle_eureca/castle_eureca8". ]]> 2675 "/pup_land/castle_eureca/castle_eureca8".]]>
2718 </use> 2676 </use>
2719 <attribute arch="dam" editor="spell" type="spell"> 2677 <attribute arch="dam" editor="spell" type="spell">
2720 The magic wall will cast this &lt;spell&gt;. 2678 The magic wall will cast this &lt;spell&gt;.
2721 </attribute> 2679 </attribute>
2722 <attribute arch="level" editor="spell level" type="int"> 2680 <attribute arch="level" editor="spell level" type="int">
2762 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2720 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2763 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2764 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2765 </attribute> 2723 </attribute>
2766</section> 2724</section>
2767<section name="resistance"> 2725&resistances_basic;
2768 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2773 </attribute>
2774 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2809 </attribute>
2810</section>
2811</type> 2726</type>
2812 2727
2813<!--####################################################################--> 2728<!--####################################################################-->
2814<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2815 <ignore> 2730 <ignore>
2820 player stepping on it. This force does nothing except containing a 2735 player stepping on it. This force does nothing except containing a
2821 &lt;key string&gt; which can be discovered by detectors or inventory 2736 &lt;key string&gt; which can be discovered by detectors or inventory
2822 checkers. It is also possible to use markers for removing marks again. 2737 checkers. It is also possible to use markers for removing marks again.
2823 <br><br> 2738 <br><br>
2824 Note that the player has no possibility to "see" his own marks, 2739 Note that the player has no possibility to "see" his own marks,
2825 except by the effect that they cause on the maps. ]]> 2740 except by the effect that they cause on the maps.]]>
2826 </description> 2741 </description>
2827 <use><![CDATA[ 2742 <use><![CDATA[
2828 Markers hold real cool possibilities for map-making. I encourage 2743 Markers hold real cool possibilities for map-making. I encourage
2829 you to use them frequently. However there is one negative point 2744 you to use them frequently. However there is one negative point
2830 about markers: Players don't "see" what's going on with them. It is 2745 about markers: Players don't "see" what's going on with them. It is
2831 your task, as map-creator, to make sure the player is always well 2746 your task, as map-creator, to make sure the player is always well
2832 informed and never confused. 2747 informed and never confused.
2833 <br><br> 2748 <br><br>
2834 Please avoid infinite markers when they aren't needed. They're 2749 Please avoid infinite markers when they aren't needed. They're
2835 using a little space in the player file after all, so if there 2750 using a little space in the player file after all, so if there
2836 is no real purpose, set an expire time. ]]> 2751 is no real purpose, set an expire time.]]>
2837 </use> 2752 </use>
2838 <attribute arch="no_pick" value="1" type="fixed" /> 2753 <attribute arch="no_pick" value="1" type="fixed" />
2839 <attribute arch="slaying" editor="key string" type="string"> 2754 <attribute arch="slaying" editor="key string" type="string">
2840 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2755 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2841 If the player already has a force with that &lt;key string&gt;, 2756 If the player already has a force with that &lt;key string&gt;,
2887 When a player picks an item from a shop and attempts to 2802 When a player picks an item from a shop and attempts to
2888 walk over the shop mat, the item's selling-price is automatically 2803 walk over the shop mat, the item's selling-price is automatically
2889 subtracted from the player's money. 2804 subtracted from the player's money.
2890 <br><br> 2805 <br><br>
2891 For money, always use the default arches. 2806 For money, always use the default arches.
2892 Don't modify them. ]]> 2807 Don't modify them.]]>
2893 </description> 2808 </description>
2894 <attribute arch="race" value="gold and jewels" type="fixed" /> 2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2895</type> 2810</type>
2896 2811
2897<!--####################################################################--> 2812<!--####################################################################-->
2912 Monsters can behave in various kinds of ways. 2827 Monsters can behave in various kinds of ways.
2913 They can be aggressive, attacking the player. Or peaceful, 2828 They can be aggressive, attacking the player. Or peaceful,
2914 helping the player - maybe joining him as pet. 2829 helping the player - maybe joining him as pet.
2915 The unagressive creatures who communicate with players are 2830 The unagressive creatures who communicate with players are
2916 usually called "NPCs" (Non Player Character), a well-known 2831 usually called "NPCs" (Non Player Character), a well-known
2917 term in role-play environments. ]]> 2832 term in role-play environments.]]>
2918 </description> 2833 </description>
2919 <use><![CDATA[ 2834 <use><![CDATA[
2920 Monsters play a central role in most maps. Choosing the right 2835 Monsters play a central role in most maps. Choosing the right
2921 combination of monsters for your map is vital: 2836 combination of monsters for your map is vital:
2922 <UL> 2837 <UL>
2947 can use. 2862 can use.
2948 </UL> 2863 </UL>
2949 I know it's impossible to make the perfectly balanced map. There's always 2864 I know it's impossible to make the perfectly balanced map. There's always
2950 some part which is found too easy or too hard for a certain kind of player. 2865 some part which is found too easy or too hard for a certain kind of player.
2951 Just give it your best shot. And listen to feedback from players if you 2866 Just give it your best shot. And listen to feedback from players if you
2952 receive some. :-) ]]> 2867 receive some. :-)]]>
2953 </use> 2868 </use>
2954 <attribute arch="alive" value="1" type="fixed" /> 2869 <attribute arch="alive" value="1" type="fixed" />
2955 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2956 When the monster is killed, items from the treasurelist will 2871 When the monster is killed, items from the treasurelist will
2957 drop to the ground. This is a common way to reward players 2872 drop to the ground. This is a common way to reward players
2958 for killing (masses of) monsters. 2873 for killing (masses of) monsters.
2959 2874
2960 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2961 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2962 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2963 </attribute> 2882 </attribute>
2964 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2965 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2966 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2967 </attribute> 2886 </attribute>
3014 </attribute> 2933 </attribute>
3015 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
3016 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
3017 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
3018 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
3019 </attribute> 2944 </attribute>
3020 2945
3021<section name="melee"> 2946<section name="melee">
3022 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3023 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3195 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3196 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3197 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3198 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3199 3124
3200 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3201 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3202 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3203 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3204 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3205 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3241 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3242 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3243 attacker. 3168 attacker.
3244 </attribute> 3169 </attribute>
3245</section> 3170</section>
3246 3171 &resistances_basic;
3247<section name="resistance">
3248 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3253 </attribute>
3254 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3289 </attribute>
3290</section>
3291 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3292 </attribute> 3173 </attribute>
3293</type> 3174</type>
3294 3175
3295<!--####################################################################--> 3176<!--####################################################################-->
3300 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3301 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3302 <attribute arch="value" /> 3183 <attribute arch="value" />
3303 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3304 </ignore> 3185 </ignore>
3305 <description><![CDATA[ 3186 <description>
3306 A grimreaper is a monster that vanishes after it did some number of 3187 A grimreaper is a monster that vanishes after it did some number of
3307 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3308 </description> 3189 </description>
3309<section name="grimreaper"> 3190<section name="grimreaper">
3310 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3311 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3312 </attribute> 3193 </attribute>
3320 </ignore> 3201 </ignore>
3321 <description><![CDATA[ 3202 <description><![CDATA[
3322 As the name implies, mood floors can change the "mood" of 3203 As the name implies, mood floors can change the "mood" of
3323 a monsters/NPC. For example, an unagressive monster could be 3204 a monsters/NPC. For example, an unagressive monster could be
3324 turned mad to start attacking. Similar, an agressive monster 3205 turned mad to start attacking. Similar, an agressive monster
3325 could be calmed. ]]> 3206 could be calmed.]]>
3326 </description> 3207 </description>
3327 <use><![CDATA[ 3208 <use><![CDATA[
3328 Mood floors are absolutely cool for NPC interaction. To make an 3209 Mood floors are absolutely cool for NPC interaction. To make an
3329 unaggressive monster/NPC attack, put a creator with "other_arch 3210 unaggressive monster/NPC attack, put a creator with "other_arch
3330 furious_floor" under it. Connect the creator to a magic_ear, so the 3211 furious_floor" under it. Connect the creator to a magic_ear, so the
3334 it directly to a magic_ear. Then the player speaks a keyword like 3215 it directly to a magic_ear. Then the player speaks a keyword like
3335 "help me" - and the NPC joins him as pet. 3216 "help me" - and the NPC joins him as pet.
3336 <br><br> 3217 <br><br>
3337 (Of course you must always give clear hints about keywords! 3218 (Of course you must always give clear hints about keywords!
3338 And there is no reason why you couldn't use a button/lever/pedestal 3219 And there is no reason why you couldn't use a button/lever/pedestal
3339 etc. instead of a magic_ear.) ]]> 3220 etc. instead of a magic_ear.)]]>
3340 </use> 3221 </use>
3341 <attribute arch="no_pick" value="1" type="fixed" /> 3222 <attribute arch="no_pick" value="1" type="fixed" />
3342 <attribute arch="last_sp" editor="mood" type="list_mood"> 3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3343 &lt;mood&gt; is used to determine what will happen to the 3224 &lt;mood&gt; is used to determine what will happen to the
3344 monster when affected by the mood floor: 3225 monster when affected by the mood floor:
3388 can monsters. Motion is involuntary. Additionally, players or 3269 can monsters. Motion is involuntary. Additionally, players or
3389 monsters can be "frozen" while ontop of movers so that they MUST 3270 monsters can be "frozen" while ontop of movers so that they MUST
3390 move along a chain of them. 3271 move along a chain of them.
3391 <br><br> 3272 <br><br>
3392 Multisquare monsters can be moved as well, given 3273 Multisquare monsters can be moved as well, given
3393 enough space. Movers are usually invisible. ]]> 3274 enough space. Movers are usually invisible.]]>
3394 </description> 3275 </description>
3395 <use><![CDATA[ 3276 <use><![CDATA[
3396 NEVER EVER consider a mover being unpassable in the backwards 3277 NEVER EVER consider a mover being unpassable in the backwards
3397 direction. Setting "forced movement" makes it seemingly impossible 3278 direction. Setting "forced movement" makes it seemingly impossible
3398 but there is still a trick: One player can push a second player 3279 but there is still a trick: One player can push a second player
3405 cannot be discovered with the show_invisible spell. 3286 cannot be discovered with the show_invisible spell.
3406 <br><br> 3287 <br><br>
3407 Note that Movers and Directors are seperate objects, even though 3288 Note that Movers and Directors are seperate objects, even though
3408 they look and act similar. Directors only do spells/missiles, 3289 they look and act similar. Directors only do spells/missiles,
3409 while movers only do living creatures (depending on how it 3290 while movers only do living creatures (depending on how it
3410 is set: monsters and players). ]]> 3291 is set: monsters and players).]]>
3411 </use> 3292 </use>
3412 <attribute arch="attacktype" editor="forced movement" type="bool"> 3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3413 If forced movement is enabled, the mover "freezes" anyone it 3294 If forced movement is enabled, the mover "freezes" anyone it
3414 moves (so they are forced to move along a chain). 3295 moves (so they are forced to move along a chain).
3415 For players there is no way to escape this forced movement, 3296 For players there is no way to escape this forced movement,
3467 <ignore_list name="non_pickable" /> 3348 <ignore_list name="non_pickable" />
3468 </ignore> 3349 </ignore>
3469 <description><![CDATA[ 3350 <description><![CDATA[
3470 Pedestals are designed to detect certain types of living objects. 3351 Pedestals are designed to detect certain types of living objects.
3471 When a predefined type of living creature steps on the pedestal, the 3352 When a predefined type of living creature steps on the pedestal, the
3472 connected value is triggered. ]]> 3353 connected value is triggered.]]>
3473 </description> 3354 </description>
3474 <use><![CDATA[ 3355 <use><![CDATA[
3475 If you want to create a place where only players of a certain race 3356 If you want to create a place where only players of a certain race
3476 can enter, put a teleporter over your pedestal. So the teleporter is 3357 can enter, put a teleporter over your pedestal. So the teleporter is
3477 only activated for players of the matching race. Do not use gates, 3358 only activated for players of the matching race. Do not use gates,
3478 because many other players could sneak in. If you put powerful 3359 because many other players could sneak in. If you put powerful
3479 artifacts into such places, generally set "startequip 1", so that 3360 artifacts into such places, generally set "startequip 1", so that
3480 they are preserved for that one race and can't be traded to others. ]]> 3361 they are preserved for that one race and can't be traded to others.]]>
3481 </use> 3362 </use>
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3363 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="slaying" editor="match race" type="string"> 3364 <attribute arch="slaying" editor="match race" type="string">
3484 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3485 matches the monster's or the player's race, we have a match. 3366 matches the monster's or the player's race, we have a match.
3503 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3504 </ignore> 3385 </ignore>
3505 <description><![CDATA[ 3386 <description><![CDATA[
3506 Pits are holes, transporting the player when he walks (and falls) into them. 3387 Pits are holes, transporting the player when he walks (and falls) into them.
3507 A speciality about pits is that they don't transport the player to 3388 A speciality about pits is that they don't transport the player to
3508 the exact destination, but within a two-square radius of the destination 3389 the exact destination, but within a configurable radius of the destination
3509 (never on blocked squares).<br> 3390 (never on blocked squares).<br>
3510 Optionally, pits can get closed and opened, similar to gates.<br><br> 3391 Optionally, pits can get closed and opened, similar to gates.<br><br>
3511 Monsters and items are affected by pits just as well as players. 3392 Monsters and items are affected by pits just as well as players.
3512 Even multipart monsters can fall through them, given enough space. ]]> 3393 Even multipart monsters can fall through them, given enough space.]]>
3513 </description> 3394 </description>
3514 <use><![CDATA[ 3395 <use><![CDATA[
3515 Pits can add interesting effects to your map. When using them, make 3396 Pits can add interesting effects to your map. When using them, make
3516 sure to use them in a "logical way": Pits should always drop the 3397 sure to use them in a "logical way": Pits should always drop the
3517 player to some kind of lower level. They should not be used to 3398 player to some kind of lower level. They should not be used to
3518 randomly interconnect maps like teleporters do. ]]> 3399 randomly interconnect maps like teleporters do.]]>
3519 </use> 3400 </use>
3520 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into (0 to 3).
3404 </attribute>
3521 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3522 When a &lt;connection&gt; value is set, the pit can be opened/closed 3406 When a &lt;connection&gt; value is set, the pit can be opened/closed
3523 by activating the connection. 3407 by activating the connection.
3524 </attribute> 3408 </attribute>
3525 &activate_on; 3409 &activate_on;
3546 3430
3547<!--####################################################################--> 3431<!--####################################################################-->
3548<type number="7" name="Poison Food"> 3432<type number="7" name="Poison Food">
3549 <description><![CDATA[ 3433 <description><![CDATA[
3550 When eating, the player's stomache is drained by 1/4 of food. 3434 When eating, the player's stomache is drained by 1/4 of food.
3551 If his food drops to zero, the player might even die. ]]> 3435 If his food drops to zero, the player might even die.]]>
3552 </description> 3436 </description>
3553</type> 3437</type>
3554 3438
3555<!--####################################################################--> 3439<!--####################################################################-->
3556<type number="5" name="Potion"> 3440<type number="5" name="Potion">
3557 <description><![CDATA[ 3441 <description><![CDATA[
3558 The player can drink these and gain various kinds of benefits 3442 The player can drink these and gain various kinds of benefits
3559 (/penalties) by doing so. ]]> 3443 (/penalties) by doing so.]]>
3560 </description> 3444 </description>
3561 <use><![CDATA[ 3445 <use><![CDATA[
3562 One potion should never give multiple benefits at once. ]]> 3446 One potion should never give multiple benefits at once.]]>
3563 </use> 3447 </use>
3564 <attribute arch="level" editor="potion level" type="int"> 3448 <attribute arch="level" editor="potion level" type="int">
3565 If the potion contains a spell, the spell is cast at this level. 3449 If the potion contains a spell, the spell is cast at this level.
3566 For other potions it should be set at least to 1. 3450 For other potions it should be set at least to 1.
3567 </attribute> 3451 </attribute>
3585 </attribute> 3469 </attribute>
3586 <attribute arch="startequip" editor="godgiven item" type="bool"> 3470 <attribute arch="startequip" editor="godgiven item" type="bool">
3587 A godgiven item vanishes as soon as the player 3471 A godgiven item vanishes as soon as the player
3588 drops it to the ground. 3472 drops it to the ground.
3589 </attribute> 3473 </attribute>
3590<section name="stats"> 3474 &player_stat_resist_sections;
3591 <attribute arch="Str" editor="strength" type="int">
3592 The player's strentgh will rise/fall by the given value for permanent
3593 (of course there is an upper limit). Generally there shouldn't be stat
3594 potions granting more than one stat. Cursed potions will subtract the
3595 stats if positive.
3596 </attribute>
3597 <attribute arch="Dex" editor="dexterity" type="int">
3598 The player's dexterity will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Con" editor="constitution" type="int">
3604 The player's constitution will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 <attribute arch="Int" editor="intelligence" type="int">
3610 The player's intelligence will rise/fall by the given value for permanent
3611 (of course there is an upper limit). Generally there shouldn't be stat
3612 potions granting more than one stat. Cursed potions will subtract the
3613 stats if positive.
3614 </attribute>
3615 <attribute arch="Pow" editor="power" type="int">
3616 The player's power will rise/fall by the given value for permanent
3617 (of course there is an upper limit). Generally there shouldn't be stat
3618 potions granting more than one stat. Cursed potions will subtract the
3619 stats if positive.
3620 </attribute>
3621 <attribute arch="Wis" editor="wisdom" type="int">
3622 The player's wisdom will rise/fall by the given value for permanent
3623 (of course there is an upper limit). Generally there shouldn't be stat
3624 potions granting more than one stat. Cursed potions will subtract the
3625 stats if positive.
3626 </attribute>
3627 <attribute arch="Cha" editor="charisma" type="int">
3628 The player's charisma will rise/fall by the given value for permanent
3629 (of course there is an upper limit). Generally there shouldn't be stat
3630 potions granting more than one stat. Cursed potions will subtract the
3631 stats if positive.
3632 </attribute>
3633</section>
3634<section name="resistance">
3635 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3636 The player's resistance to physical will rise by this value in percent
3637 (range -100 till +100). The effect is only temporare, and it does NOT
3638 add on the values from the player's equipment.
3639 Cursed potions will make negative resistance.. very nasty in combat!
3640 </attribute>
3641 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3642 The player's resistance to magic will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3648 The player's resistance to fire will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3654 The player's resistance to electricity will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3660 The player's resistance to cold will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3666 The player's resistance to acid will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3672 The player's resistance to confusion will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3678 The player's resistance to weaponmagic will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3684 The player's resistance to paralyze will rise by this value in percent
3685 (range -100 till +100). The effect is only temporare, and it does NOT
3686 add on the values from the player's equipment.
3687 Cursed potions will make negative resistance.. very nasty in combat!
3688 </attribute>
3689 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3690 The player's resistance to draining will rise by this value in percent
3691 (range -100 till +100). The effect is only temporare, and it does NOT
3692 add on the values from the player's equipment.
3693 Cursed potions will make negative resistance.. very nasty in combat!
3694 </attribute>
3695 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3696 The player's resistance to depletion will rise by this value in percent
3697 (range -100 till +100). The effect is only temporare, and it does NOT
3698 add on the values from the player's equipment.
3699 Cursed potions will make negative resistance.. very nasty in combat!
3700 </attribute>
3701 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3702 The player's resistance to poison will rise by this value in percent
3703 (range -100 till +100). The effect is only temporare, and it does NOT
3704 add on the values from the player's equipment.
3705 Cursed potions will make negative resistance.. very nasty in combat!
3706 </attribute>
3707</section>
3708</type> 3475</type>
3709 3476
3710<!--####################################################################--> 3477<!--####################################################################-->
3711<type number="156" name="Power Crystal"> 3478<type number="156" name="Power Crystal">
3712 <description><![CDATA[ 3479 <description><![CDATA[
3713 Power crystals can store a player's mana: 3480 Power crystals can store a player's mana:
3714 When the player applies the crystal with full mana, half of 3481 When the player applies the crystal with full mana, half of
3715 it flows into the crystal. When the player applies it with 3482 it flows into the crystal. When the player applies it with
3716 lacking mana, the crystal replenishes the player's mana. ]]> 3483 lacking mana, the crystal replenishes the player's mana.]]>
3717 </description> 3484 </description>
3718 <attribute arch="sp" editor="initial mana" type="int"> 3485 <attribute arch="sp" editor="initial mana" type="int">
3719 &lt;initial mana&gt; is the amount of spellpoints that the 3486 &lt;initial mana&gt; is the amount of spellpoints that the
3720 crystal holds when the map is loaded. 3487 crystal holds when the map is loaded.
3721 </attribute> 3488 </attribute>
3733 Projectiles like arrows/crossbow bolts are used as ammunition 3500 Projectiles like arrows/crossbow bolts are used as ammunition
3734 for shooting weapons. 3501 for shooting weapons.
3735 <br><br> 3502 <br><br>
3736 It's very easy to add new pairs of weapons &amp; projectiles. 3503 It's very easy to add new pairs of weapons &amp; projectiles.
3737 Just set matching &lt;ammunition class&gt; both for shooting 3504 Just set matching &lt;ammunition class&gt; both for shooting
3738 weapon and projectile. ]]> 3505 weapon and projectile.]]>
3739 </description> 3506 </description>
3740 <use><![CDATA[ 3507 <use><![CDATA[
3741 If you want to create new kinds of projectiles, you could 3508 If you want to create new kinds of projectiles, you could
3742 add an alchemical receipe to create these. 3509 add an alchemical receipe to create these.
3743 3510
3744 Don't create new pairs of weapons &amp; projectiles unless 3511 Don't create new pairs of weapons &amp; projectiles unless
3745 they really fullfill a useful purpose. In fact, even bows 3512 they really fullfill a useful purpose. In fact, even bows
3746 and crossbows are rarely ever used. ]]> 3513 and crossbows are rarely ever used.]]>
3747 </use> 3514 </use>
3748 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3515 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3749 This number is a bitmask, specifying the projectile's attacktypes. 3516 This number is a bitmask, specifying the projectile's attacktypes.
3750 Attacktypes are: physical, magical, fire, cold.. etc. 3517 Attacktypes are: physical, magical, fire, cold.. etc.
3751 This works identical to melee weapons. Note that shooting 3518 This works identical to melee weapons. Note that shooting
3813<type number="70" name="Ring"> 3580<type number="70" name="Ring">
3814 <import_type name="Amulet" /> 3581 <import_type name="Amulet" />
3815 <description><![CDATA[ 3582 <description><![CDATA[
3816 Rings are worn on the hands - one ring each. 3583 Rings are worn on the hands - one ring each.
3817 Wearing rings, the object's stats will directly be inherited to 3584 Wearing rings, the object's stats will directly be inherited to
3818 the player. Usually enhancing his spellcasting potential. ]]> 3585 the player. Usually enhancing his spellcasting potential.]]>
3819 </description> 3586 </description>
3820 <use><![CDATA[ 3587 <use><![CDATA[
3821 When you create an artifact ring, never forget that players can 3588 When you create an artifact ring, never forget that players can
3822 wear <B>two</B> rings! Due to that it is extremely important to 3589 wear <B>two</B> rings! Due to that it is extremely important to
3823 keep rings in balance with the game. 3590 keep rings in balance with the game.
3824 <br><br> 3591 <br><br>
3825 Also keep in mind that rings are generally the wizard's tools. 3592 Also keep in mind that rings are generally the wizard's tools.
3826 They should primarily grant bonuses to spellcasting abilities 3593 They should primarily grant bonuses to spellcasting abilities
3827 and non-physical resistances. ]]> 3594 and non-physical resistances.]]>
3828 </use> 3595 </use>
3829</type> 3596</type>
3830 3597
3831<!--####################################################################--> 3598<!--####################################################################-->
3832<type number="3" name="Rod"> 3599<type number="3" name="Rod">
3835 </ignore> 3602 </ignore>
3836 <description><![CDATA[ 3603 <description><![CDATA[
3837 A rod contains a spell. The player can use this spell by applying and 3604 A rod contains a spell. The player can use this spell by applying and
3838 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3605 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3839 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3606 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3840 used endlessly. ]]> 3607 used endlessly.]]>
3841 </description> 3608 </description>
3842 <use><![CDATA[ 3609 <use><![CDATA[
3843 Rods with healing/curing spells are extremely powerful. Usually, potions have 3610 Rods with healing/curing spells are extremely powerful. Usually, potions have
3844 to be used for that purpose. Though, potions are expensive and only good for 3611 to be used for that purpose. Though, potions are expensive and only good for
3845 one-time-use.<br> ]]> 3612 one-time-use.<br>]]>
3846 </use> 3613 </use>
3847 <attribute arch="sp" editor="spell" type="spell"> 3614 <attribute arch="sp" editor="spell" type="spell">
3848 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3615 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3849 rods to players, since they can be used endlessly without any mana cost! 3616 rods to players, since they can be used endlessly without any mana cost!
3850 Rods with heal/ restoration/ protection spells, IF available, MUST be 3617 Rods with heal/ restoration/ protection spells, IF available, MUST be
3890 Runes hit any monster or person who steps on them for 'dam' damage in 3657 Runes hit any monster or person who steps on them for 'dam' damage in
3891 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3658 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3892 and will cast this spell when it detonates. Yet another kind is the 3659 and will cast this spell when it detonates. Yet another kind is the
3893 "summoning rune", summoning predefined monsters of any kind, at detonation. 3660 "summoning rune", summoning predefined monsters of any kind, at detonation.
3894 <br><br> 3661 <br><br>
3895 Many runes are already defined in the archetypes. ]]> 3662 Many runes are already defined in the archetypes.]]>
3896 </description> 3663 </description>
3897 <use><![CDATA[ 3664 <use><![CDATA[
3898 Avoid monsters stepping on your runes. For example, summoning runes 3665 Avoid monsters stepping on your runes. For example, summoning runes
3899 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3666 together with spellcasting- and attack-runes is usually a bad idea.]]>
3900 </use> 3667 </use>
3901 <attribute arch="no_pick" value="1" type="fixed" /> 3668 <attribute arch="no_pick" value="1" type="fixed" />
3902 &move_on; 3669 &move_on;
3903 <attribute arch="level" editor="rune level" type="int"> 3670 <attribute arch="level" editor="rune level" type="int">
3904 This value sets the level the rune will cast the spell it contains at, 3671 This value sets the level the rune will cast the spell it contains at,
3972 <ignore_list name="non_pickable" /> 3739 <ignore_list name="non_pickable" />
3973 </ignore> 3740 </ignore>
3974 <description><![CDATA[ 3741 <description><![CDATA[
3975 When the player applies a savebed, he is not only saved. Both his 3742 When the player applies a savebed, he is not only saved. Both his
3976 respawn-after-death and his word-of-recall positions are pointing 3743 respawn-after-death and his word-of-recall positions are pointing
3977 to the last-applied savebed. ]]> 3744 to the last-applied savebed.]]>
3978 </description> 3745 </description>
3979 <use><![CDATA[ 3746 <use><![CDATA[
3980 Put savebed locations in towns, do not put them into dungeons. 3747 Put savebed locations in towns, do not put them into dungeons.
3981 It is absolutely neccessary that a place with savebeds is 100% secure. 3748 It is absolutely neccessary that a place with savebeds is 100% secure.
3982 That means: 3749 That means:
3983 <UL> 3750 <UL>
3984 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3751 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3985 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3752 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3986 <LI> Insert a relyable exit! Make sure there is no possibility that 3753 <LI> Insert a reliable exit! Make sure there is no possibility that
3987 players get trapped in a savebed location. 3754 players get trapped in a savebed location.
3988 <LI> If possible, mark the whole site as no-spell area (Insert this 3755 <LI> If possible, mark the whole site as no-spell area (Insert this
3989 arch called "dungeon_magic" everywhere). This is not required, 3756 arch called "dungeon_magic" everywhere). This is not required,
3990 but it makes the place much more safe. 3757 but it makes the place much more safe.
3991 </UL> ]]> 3758 </UL>]]>
3992 </use> 3759 </use>
3993 <attribute arch="no_pick" value="1" type="fixed" /> 3760 <attribute arch="no_pick" value="1" type="fixed" />
3994 <attribute arch="no_magic" value="1" type="fixed" /> 3761 <attribute arch="no_magic" value="1" type="fixed" />
3995 <attribute arch="damned" value="1" type="fixed" /> 3762 <attribute arch="damned" value="1" type="fixed" />
3996</type> 3763</type>
4003 <description><![CDATA[ 3770 <description><![CDATA[
4004 Scrolls contain spells (similar to spell-potions). Unlike potions, 3771 Scrolls contain spells (similar to spell-potions). Unlike potions,
4005 scrolls require a certain literacy skill to read successfully. 3772 scrolls require a certain literacy skill to read successfully.
4006 Accordingly, for a successful reading, a small amount of 3773 Accordingly, for a successful reading, a small amount of
4007 experience is gained. Scrolls allow only one time usage, but 3774 experience is gained. Scrolls allow only one time usage, but
4008 usually they are sold in bulks. ]]> 3775 usually they are sold in bulks.]]>
4009 </description> 3776 </description>
4010 <use><![CDATA[ 3777 <use><![CDATA[
4011 For low level quests, scrolls of healing/curing-spells 3778 For low level quests, scrolls of healing/curing-spells
4012 can be a nice reward. At higher levels, scrolls become less 3779 can be a nice reward. At higher levels, scrolls become less
4013 and less useful. ]]> 3780 and less useful.]]>
4014 </use> 3781 </use>
4015 <attribute arch="level" editor="casting level" type="int"> 3782 <attribute arch="level" editor="casting level" type="int">
4016 The spell of the scroll will be casted at this level. 3783 The spell of the scroll will be casted at this level.
4017 This value should always be set, at least to 1. 3784 This value should always be set, at least to 1.
4018 </attribute> 3785 </attribute>
4030<type number="33" name="Shield"> 3797<type number="33" name="Shield">
4031 <import_type name="Amulet" /> 3798 <import_type name="Amulet" />
4032 <description><![CDATA[ 3799 <description><![CDATA[
4033 Wearing a shield, the object's stats will directly be inherited to 3800 Wearing a shield, the object's stats will directly be inherited to
4034 the player. Shields usually provide good defense, only surpassed 3801 the player. Shields usually provide good defense, only surpassed
4035 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3802 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4036 </description> 3803 </description>
4037 <use><![CDATA[ 3804 <use><![CDATA[
4038 Feel free to create your own special artifacts. However, it is very 3805 Feel free to create your own special artifacts. However, it is very
4039 important that you keep your artifact in balance with existing maps. ]]> 3806 important that you keep your artifact in balance with existing maps.]]>
4040 </use> 3807 </use>
4041 <attribute arch="magic" editor="magic bonus" type="int"> 3808 <attribute arch="magic" editor="magic bonus" type="int">
4042 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3809 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4043 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3810 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4044 than direct armour-class bonus on the shield. 3811 than direct armour-class bonus on the shield.
4053 wielded both at the same time. Like with any other equipment, 3820 wielded both at the same time. Like with any other equipment,
4054 stats/bonuses from shooting weapons are directly inherited to the player. 3821 stats/bonuses from shooting weapons are directly inherited to the player.
4055 <br><br> 3822 <br><br>
4056 It's very easy to add new pairs of weapons &amp; projectiles. 3823 It's very easy to add new pairs of weapons &amp; projectiles.
4057 Just set matching &lt;ammunition class&gt; both for shooting 3824 Just set matching &lt;ammunition class&gt; both for shooting
4058 weapon and projectile. ]]> 3825 weapon and projectile.]]>
4059 </description> 3826 </description>
4060 <use><![CDATA[ 3827 <use><![CDATA[
4061 Shooting weapons should not add bonuses in general. There's already 3828 Shooting weapons should not add bonuses in general. There's already
4062 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3829 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4063 Shooting weapons should especially not add bonuses to the player 3830 Shooting weapons should especially not add bonuses to the player
4064 that have nothing to do with schooting. A Wisdom bonus on a bow 3831 that have nothing to do with schooting. A Wisdom bonus on a bow
4065 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3832 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4066 - still crap. ]]> 3833 - still crap.]]>
4067 </use> 3834 </use>
4068 <attribute arch="race" editor="ammunition class" type="string"> 3835 <attribute arch="race" editor="ammunition class" type="string">
4069 Only projectiles with matching &lt;ammunition class&gt; can be fired 3836 Only projectiles with matching &lt;ammunition class&gt; can be fired
4070 with this weapon. For normal bows set "arrows", for normal 3837 with this weapon. For normal bows set "arrows", for normal
4071 crossbows set "crossbow bolts". 3838 crossbows set "crossbow bolts".
4100 amount of &lt;item power&gt;, depending on their own level. This is the 3867 amount of &lt;item power&gt;, depending on their own level. This is the
4101 only way to prevent low level players to wear "undeserved" equipment 3868 only way to prevent low level players to wear "undeserved" equipment
4102 (like gifts from other players or cheated items). 3869 (like gifts from other players or cheated items).
4103 3870
4104 It is very important to adjust the &lt;item power&gt; value carefully 3871 It is very important to adjust the &lt;item power&gt; value carefully
4105 for every artifact you create! If zero/unset, the CF server will 3872 for every artifact you create! If zero/unset, the Deliantra server will
4106 calculate a provisional value at runtime, but this is never 3873 calculate a provisional value at runtime, but this is never
4107 going to be an accurate measurement of &lt;item power&gt;. 3874 going to be an accurate measurement of &lt;item power&gt;.
4108 </attribute> 3875 </attribute>
4109 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3876 <attribute arch="no_strength" editor="ignore strength" type="bool">
4110 Usually the player's strentgh takes effect on the damage 3877 Usually the player's strentgh takes effect on the damage
4192 These items are all flagged as unpaid. 3959 These items are all flagged as unpaid.
4193 When a player drops an item onto shop floor, the item becomes 3960 When a player drops an item onto shop floor, the item becomes
4194 unpaid and the player receives payment according to the item's 3961 unpaid and the player receives payment according to the item's
4195 selling-value. 3962 selling-value.
4196 Shopfloor always prevents magic (To hinder players from burning 3963 Shopfloor always prevents magic (To hinder players from burning
4197 or freezing the goods). ]]> 3964 or freezing the goods).]]>
4198 </description> 3965 </description>
4199 <use><![CDATA[ 3966 <use><![CDATA[
4200 Tile your whole shop-interior space which shop floor. 3967 Tile your whole shop-interior space which shop floor.
4201 (That assures players receive payment for dropping items). 3968 (That assures players receive payment for dropping items).
4202 Place shop mats to enter/leave the shop, and make sure 3969 Place shop mats to enter/leave the shop, and make sure
4203 there is no other exit than the shop mat. ]]> 3970 there is no other exit than the shop mat.]]>
4204 </use> 3971 </use>
4205 <attribute arch="is_floor" value="1" type="fixed" /> 3972 <attribute arch="is_floor" value="1" type="fixed" />
4206 <attribute arch="no_pick" value="1" type="fixed" /> 3973 <attribute arch="no_pick" value="1" type="fixed" />
4207 <attribute arch="no_magic" value="1" type="fixed" /> 3974 <attribute arch="no_magic" value="1" type="fixed" />
4208 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3975 <attribute arch="auto_apply" editor="generate goods" type="bool">
4242 "shopping-area" and one outside. Shop mats don't use exit paths/ 4009 "shopping-area" and one outside. Shop mats don't use exit paths/
4243 or -destinations. When stepping onto a shopmat the player gets beamed 4010 or -destinations. When stepping onto a shopmat the player gets beamed
4244 to the nearest other mat. If the player has unpaid items in his 4011 to the nearest other mat. If the player has unpaid items in his
4245 inventory, the price gets charged from his coins automatically. 4012 inventory, the price gets charged from his coins automatically.
4246 If the player has insufficient coins to buy his unpaid items, he 4013 If the player has insufficient coins to buy his unpaid items, he
4247 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4014 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4248 </description> 4015 </description>
4249 <use><![CDATA[ 4016 <use><![CDATA[
4250 As stated above, always place TWO shop mats into your shop. 4017 As stated above, always place TWO shop mats into your shop.
4251 Not more and not less than that. ]]> 4018 Not more and not less than that.]]>
4252 </use> 4019 </use>
4253 <attribute arch="no_pick" value="1" type="fixed" /> 4020 <attribute arch="no_pick" value="1" type="fixed" />
4254 &move_on; 4021 &move_on;
4255</type> 4022</type>
4256 4023
4261 </ignore> 4028 </ignore>
4262 <description><![CDATA[ 4029 <description><![CDATA[
4263 The purpose of a sign or magic_mouth is to display a certain message to 4030 The purpose of a sign or magic_mouth is to display a certain message to
4264 the player. There are three ways to have the player get this message: 4031 the player. There are three ways to have the player get this message:
4265 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4032 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4266 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4033 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4267 </description> 4034 </description>
4268 <use><![CDATA[ 4035 <use><![CDATA[
4269 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4270 some true roleplay feeling to your maps, support your storyline or give 4037 some true roleplay feeling to your maps, support your storyline or give
4271 hints about hidden secrets/dangers. Place signs to provide the player 4038 hints about hidden secrets/dangers. Place signs to provide the player
4272 with all kinds of useful information for getting along in your maps. ]]> 4039 with all kinds of useful information for getting along in your maps.]]>
4273 </use> 4040 </use>
4274 <attribute arch="connected" editor="connection" type="int"> 4041 <attribute arch="connected" editor="connection" type="int">
4275 When a connection value is set, the message will be printed whenever 4042 When a connection value is set, the message will be printed whenever
4276 the connection is triggered. This should be used in combination with 4043 the connection is triggered. This should be used in combination with
4277 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4296 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4063 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4297 This text will be displayed to the player. 4064 This text will be displayed to the player.
4298 </attribute> 4065 </attribute>
4299</type> 4066</type>
4300 4067
4068<type number="150" name="Shop Inventory">
4069 <ignore>
4070 <ignore_list name="non_pickable" />
4071 </ignore>
4072 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4073 </description>
4074 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4075 </use>
4076 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4077 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4078 the map that will be searched for unpaid items.
4079 </attribute>
4080</type>
4081
4301<!--####################################################################--> 4082<!--####################################################################-->
4302<type number="43" name="Skill"> 4083<type number="43" name="Skill">
4303 <ignore> 4084 <ignore>
4304 <ignore_list name="system_object" /> 4085 <ignore_list name="system_object" />
4305 </ignore> 4086 </ignore>
4306 <description><![CDATA[ 4087 <description><![CDATA[
4307 Skills are objects which exist in the player/monster inventory. 4088 Skills are objects which exist in the player/monster inventory.
4308 Both NPC/monsters and players use the same skill archetypes. Not all skills 4089 Both NPC/monsters and players use the same skill archetypes. Not all skills
4309 are enabled for monster use however. ]]> 4090 are enabled for monster use however.]]>
4310 </description> 4091 </description>
4311 <use><![CDATA[ 4092 <use><![CDATA[
4312 For mapmaking, Skill objects serve two purposes: 4093 For mapmaking, Skill objects serve two purposes:
4313 <p>First, the predefined skill archtypes (in the 'skills' directory) 4094 <p>First, the predefined skill archtypes (in the 'skills' directory)
4314 can be seen as the global skill definitions. A skill which doesn't 4095 can be seen as the global skill definitions. A skill which doesn't
4319 </p><p> 4100 </p><p>
4320 Secondly, in order to enable monsters to use skills, you will need to 4101 Secondly, in order to enable monsters to use skills, you will need to
4321 copy default skill archtypes into the monsters' inventories. 4102 copy default skill archtypes into the monsters' inventories.
4322 You can even customize the skills by changing stats. It is not 4103 You can even customize the skills by changing stats. It is not
4323 recommended however, to use skills in your maps which are totally 4104 recommended however, to use skills in your maps which are totally
4324 unrelated to any predefined skill archtype.</p> ]]> 4105 unrelated to any predefined skill archtype.</p>]]>
4325 </use> 4106 </use>
4326 <attribute arch="invisible" value="1" type="fixed" /> 4107 <attribute arch="invisible" value="1" type="fixed" />
4327 <attribute arch="no_drop" value="1" type="fixed" /> 4108 <attribute arch="no_drop" value="1" type="fixed" />
4328 <attribute arch="skill" editor="skill name" type="string"> 4109 <attribute arch="skill" editor="skill name" type="string">
4329 The &lt;skill name&gt; is used for matchings. When a usable 4110 The &lt;skill name&gt; is used for matchings. When a usable
4339 expmul is 1, the player will get 500 added to that skill as well as 4120 expmul is 1, the player will get 500 added to that skill as well as
4340 500 to their total. 4121 500 to their total.
4341 </attribute> 4122 </attribute>
4342 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4123 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4343 The &lt;skill type&gt; defines the base functionality of the skill. 4124 The &lt;skill type&gt; defines the base functionality of the skill.
4344 Skill types are hardcoded in the Crossfire server. It isn't hard to 4125 Skill types are hardcoded in the Deliantra server. It isn't hard to
4345 create new skill types, but it requires a bit of server-coding. 4126 create new skill types, but it requires a bit of server-coding.
4346 </attribute> 4127 </attribute>
4347 <attribute arch="level" editor="level" type="int"> 4128 <attribute arch="level" editor="level" type="int">
4348 </attribute> 4129 </attribute>
4349 <attribute arch="exp" editor="experience" type="int"> 4130 <attribute arch="exp" editor="experience" type="int">
4358 4139
4359<!--####################################################################--> 4140<!--####################################################################-->
4360<type number="130" name="Skill Scroll"> 4141<type number="130" name="Skill Scroll">
4361 <description><![CDATA[ 4142 <description><![CDATA[
4362 By reading a skill scroll, a player has a chance to learn the 4143 By reading a skill scroll, a player has a chance to learn the
4363 contained skill. ]]> 4144 contained skill.]]>
4364 </description> 4145 </description>
4365 <use><![CDATA[ 4146 <use><![CDATA[
4366 Skill scrolls are very much sought for by players. Currently, 4147 Skill scrolls are very much sought for by players. Currently,
4367 all skill scrolls are sold in shops randomly, which is in fact not 4148 all skill scrolls are sold in shops randomly, which is in fact not
4368 a good system. It would be nice to have some cool quests with 4149 a good system. It would be nice to have some cool quests with
4369 skill scrolls rewarded at the end. ]]> 4150 skill scrolls rewarded at the end.]]>
4370 </use> 4151 </use>
4371 <attribute arch="race" value="scrolls" type="fixed" /> 4152 <attribute arch="race" value="scrolls" type="fixed" />
4372 <attribute arch="skill" editor="skill name" type="string"> 4153 <attribute arch="skill" editor="skill name" type="string">
4373 The &lt;skill name&gt; matches the skill object that can 4154 The &lt;skill name&gt; matches the skill object that can
4374 be learned from this scroll. 4155 be learned from this scroll.
4384 When carrying the appropriate special key, a locked door can 4165 When carrying the appropriate special key, a locked door can
4385 be opened. The key will dissapear. 4166 be opened. The key will dissapear.
4386 <br><br> 4167 <br><br>
4387 This object-type can also be used for "passport"-like items: 4168 This object-type can also be used for "passport"-like items:
4388 When walking onto an invetory checker, a gate for example might 4169 When walking onto an invetory checker, a gate for example might
4389 get opened. The "passport" will stay in the player's inventory. ]]> 4170 get opened. The "passport" will stay in the player's inventory.]]>
4390 </description> 4171 </description>
4391 <use><![CDATA[ 4172 <use><![CDATA[
4392 How to make a "passport": You take the special key arch 4173 How to make a "passport": You take the special key arch
4393 (archetype name is "key2"), set the face to something like 4174 (archetype name is "key2"), set the face to something like
4394 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4175 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4395 certainly must match with the appropiate inventory checker. 4176 certainly must match with the appropiate inventory checker.
4396 <br><br> 4177 <br><br>
4397 Of course you can be creative with names and faces of 4178 Of course you can be creative with names and faces of
4398 key-objects. A "mysterious crystal" or a "big dragon claw" 4179 key-objects. A "mysterious crystal" or a "big dragon claw"
4399 (with appropriate faces) appear more interesting than just 4180 (with appropriate faces) appear more interesting than just
4400 a "strange key", or "passport". ]]> 4181 a "strange key", or "passport".]]>
4401 </use> 4182 </use>
4402 <attribute arch="slaying" editor="key string" type="string"> 4183 <attribute arch="slaying" editor="key string" type="string">
4403 This string must be identical with the &lt;key string&gt; in the 4184 This string must be identical with the &lt;key string&gt; in the
4404 locked door, then it can be unlocked. It can also be used 4185 locked door, then it can be unlocked. It can also be used
4405 to trigger inventory checkers. 4186 to trigger inventory checkers.
4440 players can learn it by reading the book. Once learned, players 4221 players can learn it by reading the book. Once learned, players
4441 can use the spell as often as they like. With increasing skill level 4222 can use the spell as often as they like. With increasing skill level
4442 of the player, spells may gain power but also increase cost.<br> 4223 of the player, spells may gain power but also increase cost.<br>
4443 Monsters can use spells which are put in their inventory (provided 4224 Monsters can use spells which are put in their inventory (provided
4444 that certain "enabling" settings are correct). The monster's 4225 that certain "enabling" settings are correct). The monster's
4445 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4226 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4446 </description> 4227 </description>
4447 <use><![CDATA[ 4228 <use><![CDATA[
4448 A lot of the spells' settings can be tuned and customized. 4229 A lot of the spells' settings can be tuned and customized.
4449 When creating new spells which are accessible to players, it is 4230 When creating new spells which are accessible to players, it is
4450 important to think about balance. A single spell which is too 4231 important to think about balance. A single spell which is too
4451 powerful and/or too easy to use can eventually toss the whole skill 4232 powerful and/or too easy to use can eventually toss the whole skill
4452 and magic school system out of whack. Testing new spells is 4233 and magic school system out of whack. Testing new spells is
4453 quite important therefore. ]]> 4234 quite important therefore.]]>
4454 </use> 4235 </use>
4455 <attribute arch="no_drop" value="1" type="fixed" /> 4236 <attribute arch="no_drop" value="1" type="fixed" />
4456 <attribute arch="invisible" value="1" type="fixed" /> 4237 <attribute arch="invisible" value="1" type="fixed" />
4457 <attribute arch="skill" editor="skill name" type="string"> 4238 <attribute arch="skill" editor="skill name" type="string">
4458 The &lt;skill name&gt; matches the skill which is needed 4239 The &lt;skill name&gt; matches the skill which is needed
4490 to read.<br><br> 4271 to read.<br><br>
4491 You can create widely customized spells only by adjusting the 4272 You can create widely customized spells only by adjusting the
4492 spell object in the spellbooks inventory. Refer to the description 4273 spell object in the spellbooks inventory. Refer to the description
4493 of spell objects for detailed information how to customize spells.<br> 4274 of spell objects for detailed information how to customize spells.<br>
4494 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4275 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4495 with a compilation of spells that the book may contain. ]]> 4276 with a compilation of spells that the book may contain.]]>
4496 </description> 4277 </description>
4497 <use><![CDATA[ 4278 <use><![CDATA[
4498 Don't put any of the godgiven spells into a spellbook! These are 4279 Don't put any of the godgiven spells into a spellbook! These are
4499 reserved for the followers of the appropriate cults. Handing them 4280 reserved for the followers of the appropriate cults. Handing them
4500 out in a spellbook would violate the balance between different religions. 4281 out in a spellbook would violate the balance between different religions.
4501 <br><br> 4282 <br><br>
4502 Note that there is no fundamental difference between the spellbooks 4283 Note that there is no fundamental difference between the spellbooks
4503 of varying schools (pyromancy, sorcery, evocation, summoning, and 4284 of varying schools (pyromancy, sorcery, evocation, summoning, and
4504 even praying). The difference lies only in the spells they contain. 4285 even praying). The difference lies only in the spells they contain.
4505 It is up to you, the mapmaker, to pick the right type of book 4286 It is up to you, the mapmaker, to pick the right type of book
4506 for your spells. ]]> 4287 for your spells.]]>
4507 </use> 4288 </use>
4508 <attribute arch="skill" value="literacy" type="fixed" /> 4289 <attribute arch="skill" value="literacy" type="fixed" />
4509 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4290 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4510 There are two ways to put spells into a spellbook: 4291 There are two ways to put spells into a spellbook:
4511 1. Put a spell object in the books inventory. In this case, 4292 1. Put a spell object in the books inventory. In this case,
4530 </ignore> 4311 </ignore>
4531 <description><![CDATA[ 4312 <description><![CDATA[
4532 Spinners change the direction of spell objects and other projectiles 4313 Spinners change the direction of spell objects and other projectiles
4533 that fly past. Unlike directors, it does make a difference from what 4314 that fly past. Unlike directors, it does make a difference from what
4534 angle you shoot into the spinner. The direction of objects flying past 4315 angle you shoot into the spinner. The direction of objects flying past
4535 is always changed by a certain degree. ]]> 4316 is always changed by a certain degree.]]>
4536 </description> 4317 </description>
4537 <use><![CDATA[ 4318 <use><![CDATA[
4538 Spinners are very rarely used. I believe they are quite 4319 Spinners are very rarely used. I believe they are quite
4539 confusing and pointless. The only use I can think of is building 4320 confusing and pointless. The only use I can think of is building
4540 some puzzle about where to shoot into spinners to shoot somewhere you 4321 some puzzle about where to shoot into spinners to shoot somewhere you
4541 otherwise couldn't. 4322 otherwise couldn't.
4542 4323
4543 When placing spinners on a map with magic walls, make sure the spell- 4324 When placing spinners on a map with magic walls, make sure the spell-
4544 projectiles from magic walls don't get to fly in loops. ]]> 4325 projectiles from magic walls don't get to fly in loops.]]>
4545 </use> 4326 </use>
4546 <attribute arch="sp" editor="direction number" type="int"> 4327 <attribute arch="sp" editor="direction number" type="int">
4547 The spinner will change the direction of flying objects by 4328 The spinner will change the direction of flying objects by
4548 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4329 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4549 positive values counter clockwise. 4330 positive values counter clockwise.
4562 Swamp areas show a special behaviour: 4343 Swamp areas show a special behaviour:
4563 When a player stands still on a swamp-square for too long, 4344 When a player stands still on a swamp-square for too long,
4564 he will start to sink in and eventually drown and die. 4345 he will start to sink in and eventually drown and die.
4565 Items dropped on the swamp sink in and dissapear. 4346 Items dropped on the swamp sink in and dissapear.
4566 Players with knowledge of the woodsman skill are a lot less likely 4347 Players with knowledge of the woodsman skill are a lot less likely
4567 to die in the swamp. ]]> 4348 to die in the swamp.]]>
4568 </description> 4349 </description>
4569 <attribute arch="is_floor" value="1" type="fixed" /> 4350 <attribute arch="is_floor" value="1" type="fixed" />
4570 <attribute arch="is_wooded" value="1" type="fixed" /> 4351 <attribute arch="is_wooded" value="1" type="fixed" />
4571 <attribute arch="speed" editor="drowning speed" type="float"> 4352 <attribute arch="speed" editor="drowning speed" type="float">
4572 The higher the &lt;drowning speed&gt;, the faster will players and items 4353 The higher the &lt;drowning speed&gt;, the faster will players and items
4596 different location. The main difference to the object-type exit 4377 different location. The main difference to the object-type exit
4597 is the possibility to have teleporters connected to levers/buttons/etc. 4378 is the possibility to have teleporters connected to levers/buttons/etc.
4598 Sometimes teleporters are activated even against the players will. 4379 Sometimes teleporters are activated even against the players will.
4599 <br><br> 4380 <br><br>
4600 Unlike exits, teleporters can also transfer items and 4381 Unlike exits, teleporters can also transfer items and
4601 monsters to different locations on the same map. ]]> 4382 monsters to different locations on the same map.]]>
4602 </description> 4383 </description>
4603 <use><![CDATA[ 4384 <use><![CDATA[
4604 When creating maps, I guess sooner or later you'll want to have 4385 When creating maps, I guess sooner or later you'll want to have
4605 an invisible teleporter. If using "invisible 1", the teleporter 4386 an invisible teleporter. If using "invisible 1", the teleporter
4606 can still be discovered with the show_invisible spell. And in 4387 can still be discovered with the show_invisible spell. And in
4607 some cases you can't place it under the floor to prevent this. 4388 some cases you can't place it under the floor to prevent this.
4608 <br><br> 4389 <br><br>
4609 Fortunately, there is a cool trick to make a perfectly invisible 4390 Fortunately, there is a cool trick to make a perfectly invisible
4610 teleporter: You simply add teleporter functionality to the floor 4391 teleporter: You simply add teleporter functionality to the floor
4611 itself. That means: You take the floor arch (e.g. "flagstone"), 4392 itself. That means: You take the floor arch (e.g. "flagstone"),
4612 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4393 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4613 </use> 4394 </use>
4614 <attribute arch="slaying" editor="exit path" type="string"> 4395 <attribute arch="slaying" editor="exit path" type="string">
4615 The exit path specifies the map that the player is transferred to. 4396 The exit path specifies the map that the player is transferred to.
4616 &lt;exit path&gt; can be an absolute path, beginning with '/' 4397 &lt;exit path&gt; can be an absolute path, beginning with '/'
4617 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4398 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4678<type number="26" name="Timed Gate"> 4459<type number="26" name="Timed Gate">
4679 <ignore> 4460 <ignore>
4680 <ignore_list name="non_pickable" /> 4461 <ignore_list name="non_pickable" />
4681 </ignore> 4462 </ignore>
4682 <description><![CDATA[ 4463 <description><![CDATA[
4683 Gates play an important role in Crossfire. Gates can be opened 4464 Gates play an important role in Deliantra. Gates can be opened
4684 by activating a button/trigger, by speaking passwords (-> magic_ear) 4465 by activating a button/trigger, by speaking passwords (-> magic_ear)
4685 or carrying special key-objects (-> inventory checker). 4466 or carrying special key-objects (-> inventory checker).
4686 Unlike locked doors, gates can get shut again after a player has 4467 Unlike locked doors, gates can get shut again after a player has
4687 passed, which makes them more practical in many cases. Unlike normal 4468 passed, which makes them more practical in many cases. Unlike normal
4688 gates, timed gates open when triggered but automatically close again 4469 gates, timed gates open when triggered but automatically close again
4689 after some time.]]> 4470 after some time.]]>
4690 </description> 4471 </description>
4691 <use><![CDATA[ 4472 <use><![CDATA[
4692 Use gates to divide your maps into separated areas. After solving 4473 Use gates to divide your maps into separated areas. After solving
4693 area A, the player gains access to area B, and so on. Make your 4474 area A, the player gains access to area B, and so on. Make your
4694 maps more complex than "one-way". ]]> 4475 maps more complex than "one-way".]]>
4695 </use> 4476 </use>
4696 <attribute arch="no_pick" value="1" type="fixed" /> 4477 <attribute arch="no_pick" value="1" type="fixed" />
4697 <attribute arch="connected" editor="connection" type="int"> 4478 <attribute arch="connected" editor="connection" type="int">
4698 Whenever the inventory checker is triggered, all objects with identical 4479 Whenever the inventory checker is triggered, all objects with identical
4699 &lt;connection&gt; value get activated. This only makes sense together with 4480 &lt;connection&gt; value get activated. This only makes sense together with
4739 and generally have either a physical attack or trigger a reaction. 4520 and generally have either a physical attack or trigger a reaction.
4740 <br><br> 4521 <br><br>
4741 Traps hit any monster or person who steps on them for 'dam' damage in 4522 Traps hit any monster or person who steps on them for 'dam' damage in
4742 'attacktype' attacktype and/or trigger a reaction. 4523 'attacktype' attacktype and/or trigger a reaction.
4743 <br><br> 4524 <br><br>
4744 Many traps are already defined in the archetypes. ]]> 4525 Many traps are already defined in the archetypes.]]>
4745 </description> 4526 </description>
4746 <use><![CDATA[ 4527 <use><![CDATA[
4747 Avoid monsters stepping on your traps. For example, a party of orcs setting 4528 Avoid monsters stepping on your traps. For example, a party of orcs setting
4748off your lightning wall and pit trap is usually a bad idea. ]]> 4529 off your lightning wall and pit trap is usually a bad idea.]]>
4749 </use> 4530 </use>
4750 <attribute arch="no_pick" value="1" type="fixed" /> 4531 <attribute arch="no_pick" value="1" type="fixed" />
4751 &move_on; 4532 &move_on;
4752 <attribute arch="level" editor="trap level" type="int"> 4533 <attribute arch="level" editor="trap level" type="int">
4753 Level effects how easily a trap may be found and disarmed, and 4534 Level effects how easily a trap may be found and disarmed, and
4791 Trapdoors are very similar to pits. The difference is that they 4572 Trapdoors are very similar to pits. The difference is that they
4792 can not be closed. Instead, the weight of the object on the 4573 can not be closed. Instead, the weight of the object on the
4793 trapdoor determines weither it slams the trapdoor open and falls through 4574 trapdoor determines weither it slams the trapdoor open and falls through
4794 or not.<br> 4575 or not.<br>
4795 Once a trapdoor has been opened (by a creature or items of sufficient 4576 Once a trapdoor has been opened (by a creature or items of sufficient
4796 weight,) it remains open, acting like an opened pit. ]]> 4577 weight,) it remains open, acting like an opened pit.]]>
4797 </description> 4578 </description>
4798 <use><![CDATA[ 4579 <use><![CDATA[
4799 Trapdoors should be used in the same fashion as pits: 4580 Trapdoors should be used in the same fashion as pits:
4800 They should always drop the victims to some kind of lower level. They 4581 They should always drop the victims to some kind of lower level. They
4801 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4582 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4802 </use> 4583 </use>
4803 <attribute arch="no_pick" value="1" type="fixed" /> 4584 <attribute arch="no_pick" value="1" type="fixed" />
4804 &move_on; 4585 &move_on;
4805 <attribute arch="weight" editor="hold weight" type="int"> 4586 <attribute arch="weight" editor="hold weight" type="int">
4806 This value defines how much weight the trapdoor can hold. 4587 This value defines how much weight the trapdoor can hold.
4832 <attribute arch="value" /> 4613 <attribute arch="value" />
4833 <attribute arch="material" /> 4614 <attribute arch="material" />
4834 </ignore> 4615 </ignore>
4835 <description><![CDATA[ 4616 <description><![CDATA[
4836 A treasure-object turns into certain randomitems when the map is loaded 4617 A treasure-object turns into certain randomitems when the map is loaded
4837 into the game. ]]> 4618 into the game.]]>
4838 </description> 4619 </description>
4839 <use><![CDATA[ 4620 <use><![CDATA[
4840 About usage of the "random-artifact" treasurelist: 4621 About usage of the "random-artifact" treasurelist:
4841 This will generate powerful stuff like girdles, xray helmets, special 4622 This will generate powerful stuff like girdles, xray helmets, special
4842 swords etc. If you put this as reward to your quest, players might be 4623 swords etc. If you put this as reward to your quest, players might be
4843 motivated to do it more than once. BUT, by doing so they will get a huge 4624 motivated to do it more than once. BUT, by doing so they will get a huge
4844 number of different artifacts! Besides, players will always seek the place 4625 number of different artifacts! Besides, players will always seek the place
4845 with the most easy-to-get random artifact and ignore all others. 4626 with the most easy-to-get random artifact and ignore all others.
4846 My advice: Don't use it! Attract players with good fighting experience 4627 My advice: Don't use it! Attract players with good fighting experience
4847 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4628 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4848 </use> 4629 </use>
4849 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4630 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4850 This entry determines what kind of treasure will appear. Look into 4631 This entry determines what kind of treasure will appear. Look into
4851 /crossfire/share/crossfire/treasures for details about existing 4632 /crossfire/share/crossfire/treasures for details about existing
4852 treasurelists. 4633 treasurelists.
4883 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4884 &lt;key string&gt; which can be discovered by detectors or inventory 4665 &lt;key string&gt; which can be discovered by detectors or inventory
4885 checkers. It is also possible to use markers for removing marks again. 4666 checkers. It is also possible to use markers for removing marks again.
4886 <br><br> 4667 <br><br>
4887 Note that the player has no possibility to "see" his own marks, 4668 Note that the player has no possibility to "see" his own marks,
4888 except by the effect that they cause on the maps. ]]> 4669 except by the effect that they cause on the maps.]]>
4889 </description> 4670 </description>
4890 <use><![CDATA[ 4671 <use><![CDATA[
4891 Markers hold real cool possibilities for map-making. I encourage 4672 Markers hold real cool possibilities for map-making. I encourage
4892 you to use them frequently. However there is one negative point 4673 you to use them frequently. However there is one negative point
4893 about markers: Players don't "see" what's going on with them. It is 4674 about markers: Players don't "see" what's going on with them. It is
4894 your task, as map-creator, to make sure the player is always well 4675 your task, as map-creator, to make sure the player is always well
4895 informed and never confused. 4676 informed and never confused.
4896 <br><br> 4677 <br><br>
4897 Please avoid infinite markers when they aren't needed. They're 4678 Please avoid infinite markers when they aren't needed. They're
4898 using a little space in the player file after all, so if there 4679 using a little space in the player file after all, so if there
4899 is no real purpose, set an expire time. ]]> 4680 is no real purpose, set an expire time.]]>
4900 </use> 4681 </use>
4901 <attribute arch="no_pick" value="1" type="fixed" /> 4682 <attribute arch="no_pick" value="1" type="fixed" />
4902 <attribute arch="slaying" editor="key string" type="string"> 4683 <attribute arch="slaying" editor="key string" type="string">
4903 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4684 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4904 If the player already has a force with that &lt;key string&gt;, 4685 If the player already has a force with that &lt;key string&gt;,
4943 <attribute arch="name_pl" /> 4724 <attribute arch="name_pl" />
4944 <attribute arch="value" /> 4725 <attribute arch="value" />
4945 <attribute arch="unpaid" /> 4726 <attribute arch="unpaid" />
4946 </ignore> 4727 </ignore>
4947 <description><![CDATA[ 4728 <description><![CDATA[
4948 Walls usually block passage and sight. ]]> 4729 Walls usually block passage and sight.]]>
4949 </description> 4730 </description>
4950 &movement_types_terrain; 4731 &movement_types_terrain;
4951 <attribute arch="can_roll" editor="moveable" type="bool"> 4732 <attribute arch="can_roll" editor="moveable" type="bool">
4952 If set, the object is able to "roll", so it can be pushed around. 4733 If set, the object is able to "roll", so it can be pushed around.
4953 This setting is used for boulders and barrels. 4734 This setting is used for boulders and barrels.
4966<type number="109" name="Wand &amp; Staff"> 4747<type number="109" name="Wand &amp; Staff">
4967 <description><![CDATA[ 4748 <description><![CDATA[
4968 Wands contain a certain spell. The player can apply (ready) and 4749 Wands contain a certain spell. The player can apply (ready) and
4969 fire the wand. After a defined number of casts, the wand is 4750 fire the wand. After a defined number of casts, the wand is
4970 "used up". It is possible to recharge a wand with scrolls of 4751 "used up". It is possible to recharge a wand with scrolls of
4971 charging, but usually that isn't worth the cost. ]]> 4752 charging, but usually that isn't worth the cost.]]>
4972 </description> 4753 </description>
4973 <use><![CDATA[ 4754 <use><![CDATA[
4974 Wands are quite seldomly used. The reason prolly is that they're 4755 Wands are quite seldomly used. The reason prolly is that they're
4975 generally not cost-efficient. Handing out high-level wands with 4756 generally not cost-efficient. Handing out high-level wands with
4976 powerful special spells isn't a good idea either, because of 4757 powerful special spells isn't a good idea either, because of
4977 the recharge ability. 4758 the recharge ability.
4978 <br><br> 4759 <br><br>
4979 For low levels, staffs of healing/cure and word of recall are 4760 For low levels, staffs of healing/cure and word of recall are
4980 quite desirable though. Ideal rewards for low level quests. ]]> 4761 quite desirable though. Ideal rewards for low level quests.]]>
4981 </use> 4762 </use>
4982 <attribute arch="sp" editor="spell" type="spell"> 4763 <attribute arch="sp" editor="spell" type="spell">
4983 The &lt;spell&gt; specifies the contained spell. 4764 The &lt;spell&gt; specifies the contained spell.
4984 </attribute> 4765 </attribute>
4985 <attribute arch="level" editor="casting level" type="int"> 4766 <attribute arch="level" editor="casting level" type="int">
5010 <ignore_list name="non_pickable" /> 4791 <ignore_list name="non_pickable" />
5011 </ignore> 4792 </ignore>
5012 <description><![CDATA[ 4793 <description><![CDATA[
5013 A weak wall is a breakable spot amidsts a solid wall. Typically 4794 A weak wall is a breakable spot amidsts a solid wall. Typically
5014 these weak walls look similar to their solid "relatives" except 4795 these weak walls look similar to their solid "relatives" except
5015 for a small crack or little chunks of wall on the ground. ]]> 4796 for a small crack or little chunks of wall on the ground.]]>
5016 </description> 4797 </description>
5017 <use><![CDATA[ 4798 <use><![CDATA[
5018 If you want to create hidden rooms, using weak walls is alot 4799 If you want to create hidden rooms, using weak walls is alot
5019 better than completely indiscernible passages in a wall.<br> 4800 better than completely indiscernible passages in a wall.<br>
5020 Anyways, there can be a lot more to weak walls than just finding 4801 Anyways, there can be a lot more to weak walls than just finding
5021 them: Rising their defensive stats, weak walls can become a 4802 them: Rising their defensive stats, weak walls can become a
5022 serious obstacle. An ice wall might only be torn down by a fire 4803 serious obstacle. An ice wall might only be torn down by a fire
5023 attack for example. A granite wall for instance might be very 4804 attack for example. A granite wall for instance might be very
5024 hard to destroy. ]]> 4805 hard to destroy.]]>
5025 </use> 4806 </use>
5026 <attribute arch="alive" value="1" type="fixed" /> 4807 <attribute arch="alive" value="1" type="fixed" />
5027 <attribute arch="no_pick" value="1" type="fixed" /> 4808 <attribute arch="no_pick" value="1" type="fixed" />
5028 <attribute arch="tear_down" value="1" type="fixed" /> 4809 <attribute arch="tear_down" value="1" type="fixed" />
5029 <attribute arch="race" editor="race" type="string"> 4810 <attribute arch="race" editor="race" type="string">
5050 </attribute> 4831 </attribute>
5051 <attribute arch="ac" editor="armour class" type="int"> 4832 <attribute arch="ac" editor="armour class" type="int">
5052 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4833 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5053 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4834 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5054 </attribute> 4835 </attribute>
5055<section name="resistance"> 4836 &resistances_basic;
5056 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5057 </attribute>
5058 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5059 </attribute>
5060 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5061 </attribute>
5062 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5073 </attribute>
5074 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5075 </attribute>
5076 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5097 </attribute>
5098</section>
5099</type> 4837</type>
5100 4838
5101<!--####################################################################--> 4839<!--####################################################################-->
5102<type number="15" name="Weapon"> 4840<type number="15" name="Weapon">
5103 <description><![CDATA[ 4841 <description><![CDATA[
5104 Wielding a weapon, the object's stats will directly be inherited to the 4842 Wielding a weapon, the object's stats will directly be inherited to the
5105 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4843 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5106 be improved with scrolls. ]]> 4844 be improved with scrolls.]]>
5107 </description> 4845 </description>
5108 <use><![CDATA[ 4846 <use><![CDATA[
5109 If you create artifacts (equipment) with stats- or resistance-bonus: 4847 If you create artifacts (equipment) with stats- or resistance-bonus:
5110 Keep playbalance in mind! Such items mustn't be reachable without hard 4848 Keep playbalance in mind! Such items mustn't be reachable without hard
5111 fighting AND questing. ]]> 4849 fighting AND questing.]]>
5112 </use> 4850 </use>
5113 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4851 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5114 This number is a bitmask, specifying the weapon's attacktypes. 4852 This number is a bitmask, specifying the weapon's attacktypes.
5115 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4853 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5116 have no more than one or two attacktypes. Keep in mind that all weapons 4854 have no more than one or two attacktypes. Keep in mind that all weapons
5171 amount of &lt;item power&gt;, depending on their own level. This is the 4909 amount of &lt;item power&gt;, depending on their own level. This is the
5172 only way to prevent low level players to wear "undeserved" equipment 4910 only way to prevent low level players to wear "undeserved" equipment
5173 (like gifts from other players or cheated items). 4911 (like gifts from other players or cheated items).
5174 4912
5175 It is very important to adjust the &lt;item power&gt; value carefully 4913 It is very important to adjust the &lt;item power&gt; value carefully
5176 for every artifact you create! If zero/unset, the CF server will 4914 for every artifact you create! If zero/unset, the Deliantra server will
5177 calculate a provisional value at runtime, but this is never 4915 calculate a provisional value at runtime, but this is never
5178 going to be an accurate measurement of &lt;item power&gt;. 4916 going to be an accurate measurement of &lt;item power&gt;.
5179 </attribute> 4917 </attribute>
5180 <attribute arch="damned" editor="damnation" type="bool"> 4918 <attribute arch="damned" editor="damnation" type="bool">
5181 A damned weapon cannot be unwielded unless 4919 A damned weapon cannot be unwielded unless
5201 </attribute> 4939 </attribute>
5202 <attribute arch="startequip" editor="godgiven item" type="bool"> 4940 <attribute arch="startequip" editor="godgiven item" type="bool">
5203 A godgiven item vanishes as soon as the player 4941 A godgiven item vanishes as soon as the player
5204 drops it to the ground. 4942 drops it to the ground.
5205 </attribute> 4943 </attribute>
5206<section name="resistance"> 4944 &player_stat_resist_sections;
5207 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5208 This adds physical resistance to the weapon (= armour value). The number is
5209 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5210 and what they require to do for getting this-and-that artifact.
5211 </attribute>
5212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5213 This adds magic resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Treat this with CARE. Look at other maps and what they
5215 require to do for getting this-and-that artifact.
5216 </attribute>
5217 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5218 This adds fire resistance to the weapon. The number is a percent-value in
5219 the range 0-100. Treat this with CARE. Look at other maps and what they
5220 require to do for getting this-and-that artifact.
5221 </attribute>
5222 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5223 This adds electricity resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Treat this with CARE. Look at other maps and what they
5225 require to do for getting this-and-that artifact.
5226 </attribute>
5227 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5228 This adds fire resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Treat this with CARE. Look at other maps and what they
5230 require to do for getting this-and-that artifact.
5231 </attribute>
5232 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5233 This adds confusion resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Confusion resistance is not very effective
5235 unless the value comes close to 100 (= perfect immunity).
5236 </attribute>
5237 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5238 This adds acid resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Treat this with CARE. Look at other maps and what they
5240 require to do for getting this-and-that artifact.
5241 </attribute>
5242 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5243 This adds draining resistance to the weapon. The number is a percent-value
5244 in the range 0-100. Draining resistance is little effective
5245 unless the value is 100 (= perfect immunity).
5246 </attribute>
5247 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5248 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Weaponmagic resistance generally should not exist on
5250 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5251 are not meant to be easily resisted.
5252 </attribute>
5253 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5254 This adds ghosthit 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_poison" editor="resist poison %" length="15" type="int">
5259 This adds poison resistance to the weapon. The number is a percent-value in
5260 the range 0-100. Treat this with CARE. Look at other maps and what they
5261 require to do for getting this-and-that artifact.
5262 </attribute>
5263 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5264 This adds fear resistance to the weapon. The number is a percent-value in
5265 the range 0-100. Resistance to fear is pretty useless.
5266 </attribute>
5267 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5268 This adds paralyze resistance to the weapon. The number is a percent-value in
5269 the range 0-100. Paralyze resistance is little effective
5270 unless the value is 100 (= perfect immunity).
5271 </attribute>
5272 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5273 This adds fear resistance to the weapon. The number is a percent-value in
5274 the range 0-100. Resistance to fear is pretty useless.
5275 </attribute>
5276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5277 This adds depletion resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Depletion resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5282 This adds death-attack resistance to the weapon. The number is a
5283 percent-value in the range 0-100. Death-attack resistance is little
5284 effective unless the value is 100 (= perfect immunity).
5285 Generally, resistance to death-attack is not supposed to be
5286 available to players!
5287 </attribute>
5288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5289 This adds chaos resistance to the weapon. The number is a percent-value in
5290 the range 0-100. Treat this with CARE. Look at other maps and what they
5291 require to do for getting this-and-that artifact.
5292 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5293 combination of other attacktypes.
5294 </attribute>
5295 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5296 This adds blinding resistance to the weapon. The number is a percent-value
5297 in the range 0-100. Treat this with CARE. Look at other maps and what they
5298 require to do for getting this-and-that artifact.
5299 </attribute>
5300 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5301 This adds holy power resistance to the weapon. The number is a percent-value
5302 in the range 0-100. Holy power is the attacktype that holyword-type spells
5303 use to hurt undead creatures. This kind of resistance is only reasonable
5304 for undead players (wraith or devourer cult).
5305 Generally, resistance to holy word should not be available for players.
5306 </attribute>
5307</section>
5308<section name="stats">
5309 <attribute arch="Str" editor="strength" type="int">
5310 The player's strentgh will rise/fall by the given value
5311 while wearing this weapon.
5312 </attribute>
5313 <attribute arch="Dex" editor="dexterity" type="int">
5314 The player's dexterity will rise/fall by the given value
5315 while wearing this weapon.
5316 </attribute>
5317 <attribute arch="Con" editor="constitution" type="int">
5318 The player's constitution will rise/fall by the given value
5319 while wearing this weapon.
5320 </attribute>
5321 <attribute arch="Int" editor="intelligence" type="int">
5322 The player's intelligence will rise/fall by the given value
5323 while wearing this weapon.
5324 </attribute>
5325 <attribute arch="Pow" editor="power" type="int">
5326 The player's power will rise/fall by the given value
5327 while wearing this weapon.
5328 </attribute>
5329 <attribute arch="Wis" editor="wisdom" type="int">
5330 The player's wisdom will rise/fall by the given value while
5331 wearing this weapon.
5332 </attribute>
5333 <attribute arch="Cha" editor="charisma" type="int">
5334 The player's charisma will rise/fall by the given value
5335 while wearing this weapon.
5336 </attribute>
5337</section>
5338<section name="misc"> 4945<section name="misc">
5339 <attribute arch="luck" editor="luck bonus" type="int"> 4946 <attribute arch="luck" editor="luck bonus" type="int">
5340 With positive luck bonus, the player is more likely to 4947 With positive luck bonus, the player is more likely to
5341 succeed in all sorts of things (spellcasting, praying,...). 4948 succeed in all sorts of things (spellcasting, praying,...).
5342 Unless the &lt;luck bonus&gt; is very high, the effect will be 4949 Unless the &lt;luck bonus&gt; is very high, the effect will be
5421</type> 5028</type>
5422 5029
5423<type number="116" name="Event Connector"> 5030<type number="116" name="Event Connector">
5424 <description><![CDATA[ 5031 <description><![CDATA[
5425 Event connectors link specific events that happen to objects to 5032 Event connectors link specific events that happen to objects to
5426 a crossfire plug-in. ]]> 5033 a crossfire plug-in. They are not used at all in Deliantra.]]>
5427 </description> 5034 </description>
5428 <attribute arch="subtype" editor="event type" type="list_event_type">
5429 The type of event that triggers a notify to the plug-in.
5430 </attribute>
5431 <attribute arch="title" editor="plug-in" type="string">
5432 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5433 for python and "perl" for the Crossfire-Perl plug-in.
5434 </attribute>
5435 <attribute arch="slaying" editor="extension" type="string">
5436 The name of the extension to invoke (for python, this is the path to a script,
5437 for perl this is the name of a extension package without the ".ext" extension.
5438 </attribute>
5439 <attribute arch="name" editor="options" type="string">
5440 A string that is passed unaltered to the extension above. Often used to pass
5441 options to the extension that alter its behaviour.
5442 </attribute>
5443</type> 5035</type>
5444 5036
5445</types> 5037</types>

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