--- deliantra/Deliantra/res/types.xml 2006/08/31 21:09:33 1.20
+++ deliantra/Deliantra/res/types.xml 2008/08/26 02:20:23 1.38
@@ -2,24 +2,15 @@
+
+
+
+
+
+ This field describes which skill the player will be able to use wearing this item.
+
+ &player_stat_resist_sections;
+
+
+ the player. Amulets are usually meant for protection and defense.]]>
This value defines the amount of armour-class bonus for wearing
@@ -786,7 +1006,7 @@
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
- for every artifact you create! If zero/unset, the CF server will
+ for every artifact you create! If zero/unset, the Deliantra server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
@@ -822,138 +1042,7 @@
Enabling this flag doesn't make any sense if the item
is NOT in a monster's inventory.
-
-
- This adds physical resistance to the item (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the item. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the item. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the item. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the item. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the item. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the item. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the item. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's power will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this piece of equipment.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this piece of equipment.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to
@@ -1051,7 +1140,7 @@
while on battleground. Acid, draining and depletion effects don't
work either.
When a player dies on battleground, he gets teleported to an exit
- location which is defined in the battleground object. ]]>
+ location which is defined in the battleground object.]]>
@@ -1078,7 +1167,7 @@
-
+
@@ -1088,23 +1177,23 @@
It blocks all magic and prayers, usage of alchemy, prevents potions
from being used and blocks bombs from exploding. Note that altars that
do cast spells still work.
- (This is a Crossfire+ feature, and might not work elsewhere)
- ]]>
+ ]]>
+ &movement_types_terrain;
+ Applying a book, the containing message is displayed to the player.]]>
If this value is set to be greater than zero, the player needs a
@@ -1138,11 +1227,11 @@
+ protection bonus.]]>
Boots with <speed bonus> will increase the player's walking speed
@@ -1168,11 +1257,11 @@
+ the player. Usually enhancing his defense.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -1186,11 +1275,11 @@
+ the player. Usually enhancing his defense.]]>
This poses a penalty to spell regeneration speed, for wearing the armour.
@@ -1216,7 +1305,7 @@
When a predefined amount of weigh is placed on a button, the
<connection> value is triggered. In most cases this happens when a
player or monster steps on it. When the button is "released", the
- <connection> value get's triggered a second time. ]]>
+ <connection> value get's triggered a second time.]]>
&move_on;
&move_off;
@@ -1244,7 +1333,7 @@
+ <connection> value is triggered.]]>
@@ -1254,7 +1343,7 @@
+ Class changer are used while creating a character.]]>
This entry determines which initial items the character receives.
@@ -1297,11 +1386,11 @@
+ sometimes a bit of resistance.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -1316,7 +1405,7 @@
+ Applying a clock, the time is displayed to the player.]]>
This text may describe the item
@@ -1331,7 +1420,7 @@
container, depending on the settings.
A special feature of containers is the "cauldron",
- capable of mixing alchemical receipes. ]]>
+ capable of mixing alchemical receipes.]]>
If set, the container will hold only certain types of objects.
@@ -1406,7 +1495,7 @@
+ predefined exchange-ratio.]]>
@@ -1454,11 +1543,12 @@
+ VERY useful for all kinds of map-mechanisms. They can even
+ periodically create things.]]>
@@ -1477,6 +1567,11 @@
If <infinit uses> is set, the creator will work
infinitely, regardless of the value in <number of uses>.
+
+ When this field is set the creator will periodically create stuff
+ (and will still do so when the connection is triggered).
+ A value of 1 means roughly 8 times a second.
+
The creator can be triggered <number of uses> times, thus
creating that many objects, before it dissappears.
@@ -1505,13 +1600,13 @@
What is "unique" about them, compared to inv. checkers/ pedestals?
- First, detectors check their square for a match periodically, not
instantly. Second, detectors check directly for object names. Third,
- detectors do not check the inventory of players/monsters. ]]>
+ detectors do not check the inventory of players/monsters.]]>
@@ -1546,7 +1641,7 @@
that fly past. Unlike spinners, directors always move objects in the
same direction. It does not make a difference from what angle you
shoot into it.
- Directors are visible per default. ]]>
+ Directors are visible per default.]]>
Projectiles will leave the director flying in the selected <direction>.
@@ -1574,17 +1669,17 @@
+ to horrible damage - almost everything is possible.]]>
@@ -1739,7 +1834,7 @@
A door can be opened with a normal key. It also can be broken by attacking
it, and it can be defeated with the lockpicking skill. If a door is
defeated, horizontally and vertically adjacent doors are automatically
- removed. ]]>
+ removed.]]>
@@ -1759,6 +1854,10 @@
This entry determines what kind of traps will appear in the door.
+
+ Set this flag to move treasure items created into the environment (map)
+ instead of putting them into the object.
+
@@ -1772,7 +1871,7 @@
The duplicator has one arch name specified as <target arch>,
and only objects of this archetype can be affected.
It will multiply the number of items in the pile, by the <multiply factor>.
- If the latter is set to zero, it will destroy objects. ]]>
+ If the latter is set to zero, it will destroy objects.]]>
Only objects of matching archtype, lying ontop of the duplicator will be
@@ -1810,7 +1909,7 @@
When the player applies an exit, he is transferred to a different location.
(Monsters cannot use exits.) Depending on how it is set, the player applies
the exit just by walking into it, or by pressing <a>pply when standing on
- the exit. ]]>
+ the exit. ]]>
The exit path defines the map that the player is transferred to.
@@ -1855,16 +1954,9 @@
dark cave you hear the sound of rustling dragonscales...". Well, my english
is poor, but you get the point. =)
-
- This flag defines the destined map as "personal unique map". If set,
- there will be a seperate version of that map for every player out there.
- This feature is used for the permanent apartments
- (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
- than apartments, since Crossfire is a *multi*player game. In such a permanent
- apartment don't forget to set the unique-flag for all floor tiles too
- (see floors).
- An exit pointing outside of a personal unique map must have the
- "unique destination"-flag unset.
+
+ If set, then players using this exit will have their savebed position
+ set to the destination of the exit when passing through.
@@ -1877,7 +1969,7 @@
flesh has resistances set, a dragon player has a chance to gain resistance in
those categories. The only constraint to this process is the <flesh level>.
Don't forget that flesh items with resistances have to be balanced
- according to map/monster difficulty. ]]>
+ according to map/monster difficulty.]]>
The player's stomache will get filled with this amount of foodpoints.
@@ -1906,116 +1998,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- RResistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
- Resistances on flesh items make them more durable against spellcraft
- of the appropriate kind. It also allows dragon players to eventually gain
- resistance by eating it. Usually resistance should only be set for flesh
- items in a monster's inventory.
-
-
+ &resistances_flesh_section;
This text may describe the item.
@@ -2032,7 +2015,7 @@
+ functionality. It's a floor - you stand on it.]]>
@@ -2076,7 +2059,7 @@
That is kind of a relict from former code: When walking over
encounter-floor, players sometimes got beamed to little maps
with monsters on them. Nowadays this feature is disabled -
- Hence encounter floor is not different from normal floor. ]]>
+ Hence encounter floor is not different from normal floor.]]>
@@ -2113,7 +2096,7 @@
+ stomache and gain a little health.]]>
The player's stomache will get filled with this amount of foodpoints.
@@ -2131,16 +2114,16 @@
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
- passed, which makes them more practical in many cases. ]]>
+ passed, which makes them more practical in many cases.]]>
@@ -2174,11 +2157,11 @@
+ defense.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -2196,11 +2179,11 @@
+ the player. Gloves can add defense or damage bonuses.]]>
If the gloves provide <armour class>, <magic bonus> will increase it.
@@ -2216,13 +2199,13 @@
+ Every time it is applied, the <connection> value is triggered.]]>
@@ -2244,12 +2227,12 @@
+ <connection> value is triggered.]]>
@@ -2264,14 +2247,14 @@
+ Damage is taken in regular time intervals.]]>
@@ -2332,11 +2315,11 @@
Wearing a helmet, the object's stats will directly be inherited to
the player. Normal helmets usually increase defense, while crowns
add more special bonuses like stats/resistances paired with
- low defense. ]]>
+ low defense.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -2357,7 +2340,7 @@
+ if you already follow that god, you may get some extra bonus.]]>
@@ -2390,12 +2373,12 @@
A horn contains a spell. The player can use this spell by applying and
"fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
- used endlessly. ]]>
+ used endlessly.]]>
Sets the <spell> of the horn. Consider twice before handing out any
@@ -2431,36 +2414,11 @@
+ functionalities.]]>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -2479,7 +2437,7 @@
that do/don't carry the matching object.
As you can see, inv. checkers are quite powerful, holding a
- great variety of possibilities. ]]>
+ great variety of possibilities.]]>
@@ -2573,7 +2531,7 @@
+ prices differ only marginally.]]>
@@ -2585,7 +2543,7 @@
+ disappear.]]>
A godgiven item vanishes as soon as the player
@@ -2600,7 +2558,7 @@
+ the appropriate special key.]]>
@@ -2620,7 +2578,7 @@
The <key string> in the door must be identical with the
<key string> in the special key, then the door is unlocked.
It is VERY important to set the <key string> to something that
- is unique among the CF mapset.
+ is unique among the Deliantra mapset.
DONT EVER USE the default string "set_individual_value".
@@ -2649,7 +2607,7 @@
+ when the player speaks a specific keyword.]]>
@@ -2693,7 +2651,7 @@
the spell you want to use with a wall.
Several types of magical walls are predefined for you in the
- archetypes, and can be found on the "connected" Pickmap. ]]>
+ archetypes, and can be found on the "connected" Pickmap.]]>
The magic wall will cast this <spell>.
@@ -2764,50 +2722,7 @@
to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+&resistances_basic;
@@ -2822,7 +2737,7 @@
checkers. It is also possible to use markers for removing marks again.
Note that the player has no possibility to "see" his own marks,
- except by the effect that they cause on the maps. ]]>
+ except by the effect that they cause on the maps.]]>
@@ -2889,7 +2804,7 @@
subtracted from the player's money.
For money, always use the default arches.
- Don't modify them. ]]>
+ Don't modify them.]]>
@@ -2914,7 +2829,7 @@
helping the player - maybe joining him as pet.
The unagressive creatures who communicate with players are
usually called "NPCs" (Non Player Character), a well-known
- term in role-play environments. ]]>
+ term in role-play environments.]]>
@@ -2961,6 +2876,10 @@
inventory. Those will drop-at-kill just like the stuff
from the <treasurelist>.
+
+ Set this flag to move treasure items created into the environment (map)
+ instead of putting them into the object.
+
A monster's <level> is the most important attribute.
<level> affects the power of a monster in various ways.
@@ -3017,6 +2936,12 @@
value can be set to reflect the slowdown due to
the carried weight.
+
+ Set this flag to indicate that this monster is precious, i.e.
+ it should not be lightly destroyed. This is most useful on pets and
+ keeps the server from destroying them on destroy_pets/monster floors
+ and will try to save them when the player logs out.
+
@@ -3197,7 +3122,7 @@
When agressive, they will attack all enemies who get close to
them. This behaviour is commonly known from castle guards.
- In older versions of Crossfire it was possible to eventually
+ In older versions of Deliantra it was possible to eventually
push a <stand still>-monster out of position by force.
I believe this is no longer possible. Neverthless, you should
still be cautious when lining up <stand still>-monster in order
@@ -3243,51 +3168,7 @@
attacker.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -3302,9 +3183,9 @@
-
A grimreaper is a monster that vanishes after it did some number of
- draining attacks. ]]>
+ draining attacks.
@@ -3322,7 +3203,7 @@
As the name implies, mood floors can change the "mood" of
a monsters/NPC. For example, an unagressive monster could be
turned mad to start attacking. Similar, an agressive monster
- could be calmed. ]]>
+ could be calmed.]]>
@@ -3390,7 +3271,7 @@
move along a chain of them.
Multisquare monsters can be moved as well, given
- enough space. Movers are usually invisible. ]]>
+ enough space. Movers are usually invisible.]]>
If forced movement is enabled, the mover "freezes" anyone it
@@ -3469,7 +3350,7 @@
+ connected value is triggered.]]>
@@ -3505,19 +3386,22 @@
Optionally, pits can get closed and opened, similar to gates.
Monsters and items are affected by pits just as well as players.
- Even multipart monsters can fall through them, given enough space. ]]>
+ Even multipart monsters can fall through them, given enough space.]]>
+
+ The radius of the square area that the pit will randomly put the player into (0 to 3).
+
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
@@ -3548,7 +3432,7 @@
+ If his food drops to zero, the player might even die.]]>
@@ -3556,10 +3440,10 @@
+ (/penalties) by doing so.]]>
If the potion contains a spell, the spell is cast at this level.
@@ -3587,124 +3471,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- The player's strentgh will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's dexterity will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's constitution will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's intelligence will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's power will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's wisdom will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
- The player's charisma will rise/fall by the given value for permanent
- (of course there is an upper limit). Generally there shouldn't be stat
- potions granting more than one stat. Cursed potions will subtract the
- stats if positive.
-
-
-
-
- The player's resistance to physical will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to magic will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to fire will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to electricity will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to cold will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to acid will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to confusion will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to weaponmagic will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to paralyze will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to draining will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to depletion will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
- The player's resistance to poison will rise by this value in percent
- (range -100 till +100). The effect is only temporare, and it does NOT
- add on the values from the player's equipment.
- Cursed potions will make negative resistance.. very nasty in combat!
-
-
+ &player_stat_resist_sections;
@@ -3713,7 +3480,7 @@
Power crystals can store a player's mana:
When the player applies the crystal with full mana, half of
it flows into the crystal. When the player applies it with
- lacking mana, the crystal replenishes the player's mana. ]]>
+ lacking mana, the crystal replenishes the player's mana.]]>
<initial mana> is the amount of spellpoints that the
@@ -3735,7 +3502,7 @@
It's very easy to add new pairs of weapons & projectiles.
Just set matching <ammunition class> both for shooting
- weapon and projectile. ]]>
+ weapon and projectile.]]>
This number is a bitmask, specifying the projectile's attacktypes.
@@ -3815,7 +3582,7 @@
+ the player. Usually enhancing his spellcasting potential.]]>
@@ -3837,12 +3604,12 @@
A rod contains a spell. The player can use this spell by applying and
fireing the rod. Rods need time to regenerate their "internal" spellpoints,
lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
- used endlessly. ]]>
+ used endlessly.]]>
Sets the <spell> of the rod. Consider twice before handing out special
@@ -3892,11 +3659,11 @@
and will cast this spell when it detonates. Yet another kind is the
"summoning rune", summoning predefined monsters of any kind, at detonation.
- Many runes are already defined in the archetypes. ]]>
+ Many runes are already defined in the archetypes.]]>
&move_on;
@@ -3974,7 +3741,7 @@
+ to the last-applied savebed.]]>
@@ -4005,12 +3772,12 @@
scrolls require a certain literacy skill to read successfully.
Accordingly, for a successful reading, a small amount of
experience is gained. Scrolls allow only one time usage, but
- usually they are sold in bulks. ]]>
+ usually they are sold in bulks.]]>
The spell of the scroll will be casted at this level.
@@ -4032,11 +3799,11 @@
+ by brestplate armour. Resistances on shields aren't uncommon either.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -4055,7 +3822,7 @@
It's very easy to add new pairs of weapons & projectiles.
Just set matching <ammunition class> both for shooting
- weapon and projectile. ]]>
+ weapon and projectile.]]>
Only projectiles with matching <ammunition class> can be fired
@@ -4102,7 +3869,7 @@
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
- for every artifact you create! If zero/unset, the CF server will
+ for every artifact you create! If zero/unset, the Deliantra server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
@@ -4194,13 +3961,13 @@
unpaid and the player receives payment according to the item's
selling-value.
Shopfloor always prevents magic (To hinder players from burning
- or freezing the goods). ]]>
+ or freezing the goods).]]>
@@ -4244,11 +4011,11 @@
to the nearest other mat. If the player has unpaid items in his
inventory, the price gets charged from his coins automatically.
If the player has insufficient coins to buy his unpaid items, he
- is unable to pass any shopmat (So he has to drop unpaid items). ]]>
+ is unable to pass any shopmat (So he has to drop unpaid items).]]>
&move_on;
@@ -4263,13 +4030,13 @@
The purpose of a sign or magic_mouth is to display a certain message to
the player. There are three ways to have the player get this message:
The player walking onto it (-> magic_mouth), the player pressing <a>pply
- (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]>
+ (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]>
When a connection value is set, the message will be printed whenever
@@ -4298,6 +4065,20 @@
+
+
+
+
+
+
+
+
+ The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
+ the map that will be searched for unpaid items.
+
+
+
@@ -4306,7 +4087,7 @@
+ are enabled for monster use however.]]>
]]>
@@ -4341,7 +4122,7 @@
The <skill type> defines the base functionality of the skill.
- Skill types are hardcoded in the Crossfire server. It isn't hard to
+ Skill types are hardcoded in the Deliantra server. It isn't hard to
create new skill types, but it requires a bit of server-coding.
@@ -4360,13 +4141,13 @@
+ contained skill.]]>
@@ -4386,7 +4167,7 @@
This object-type can also be used for "passport"-like items:
When walking onto an invetory checker, a gate for example might
- get opened. The "passport" will stay in the player's inventory. ]]>
+ get opened. The "passport" will stay in the player's inventory.]]>
This string must be identical with the <key string> in the
@@ -4442,7 +4223,7 @@
of the player, spells may gain power but also increase cost.
Monsters can use spells which are put in their inventory (provided
that certain "enabling" settings are correct). The monster's
- <treasurelist> can also be used to provide it with spells. ]]>
+ <treasurelist> can also be used to provide it with spells.]]>
@@ -4492,7 +4273,7 @@
spell object in the spellbooks inventory. Refer to the description
of spell objects for detailed information how to customize spells.
If you want to have a random spellbook instead, choose a <treasurelist>
- with a compilation of spells that the book may contain. ]]>
+ with a compilation of spells that the book may contain.]]>
@@ -4532,7 +4313,7 @@
Spinners change the direction of spell objects and other projectiles
that fly past. Unlike directors, it does make a difference from what
angle you shoot into the spinner. The direction of objects flying past
- is always changed by a certain degree. ]]>
+ is always changed by a certain degree.]]>
The spinner will change the direction of flying objects by
@@ -4564,7 +4345,7 @@
he will start to sink in and eventually drown and die.
Items dropped on the swamp sink in and dissapear.
Players with knowledge of the woodsman skill are a lot less likely
- to die in the swamp. ]]>
+ to die in the swamp.]]>
@@ -4598,7 +4379,7 @@
Sometimes teleporters are activated even against the players will.
Unlike exits, teleporters can also transfer items and
- monsters to different locations on the same map. ]]>
+ monsters to different locations on the same map.]]>
The exit path specifies the map that the player is transferred to.
@@ -4680,7 +4461,7 @@
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
@@ -4691,7 +4472,7 @@
@@ -4741,11 +4522,11 @@
Traps hit any monster or person who steps on them for 'dam' damage in
'attacktype' attacktype and/or trigger a reaction.
- Many traps are already defined in the archetypes. ]]>
+ Many traps are already defined in the archetypes.]]>
&move_on;
@@ -4793,12 +4574,12 @@
trapdoor determines weither it slams the trapdoor open and falls through
or not.
Once a trapdoor has been opened (by a creature or items of sufficient
- weight,) it remains open, acting like an opened pit. ]]>
+ weight,) it remains open, acting like an opened pit.]]>
&move_on;
@@ -4834,7 +4615,7 @@
+ into the game.]]>
This entry determines what kind of treasure will appear. Look into
@@ -4885,7 +4666,7 @@
checkers. It is also possible to use markers for removing marks again.
Note that the player has no possibility to "see" his own marks,
- except by the effect that they cause on the maps. ]]>
+ except by the effect that they cause on the maps.]]>
@@ -4945,7 +4726,7 @@
+ Walls usually block passage and sight.]]>
&movement_types_terrain;
@@ -4968,7 +4749,7 @@
Wands contain a certain spell. The player can apply (ready) and
fire the wand. After a defined number of casts, the wand is
"used up". It is possible to recharge a wand with scrolls of
- charging, but usually that isn't worth the cost. ]]>
+ charging, but usually that isn't worth the cost.]]>
The <spell> specifies the contained spell.
@@ -5012,7 +4793,7 @@
+ for a small crack or little chunks of wall on the ground.]]>
@@ -5052,50 +4833,7 @@
Weak walls of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -5103,12 +4841,12 @@
+ be improved with scrolls.]]>
This number is a bitmask, specifying the weapon's attacktypes.
@@ -5173,7 +4911,7 @@
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
- for every artifact you create! If zero/unset, the CF server will
+ for every artifact you create! If zero/unset, the Deliantra server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
@@ -5203,138 +4941,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- This adds physical resistance to the weapon (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the weapon. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the weapon. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the weapon. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the weapon. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the weapon. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the weapon. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the weapon. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's power will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this weapon.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this weapon.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to
@@ -5423,23 +5030,8 @@
+ a crossfire plug-in. They are not used at all in Deliantra.]]>
-
- The type of event that triggers a notify to the plug-in.
-
-
- The name of the plug-in that should be notified of the event, e.g. "cfpython"
- for python and "perl" for the Crossfire-Perl plug-in.
-
-
- The name of the extension to invoke (for python, this is the path to a script,
- for perl this is the name of a extension package without the ".ext" extension.
-
-
- A string that is passed unaltered to the extension above. Often used to pass
- options to the extension that alter its behaviour.
-