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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.23 by elmex, Sun Apr 15 19:11:02 2007 UTC vs.
Revision 1.34 by elmex, Thu Apr 10 06:42:21 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# #
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. -->
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
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
755 This text will be displayed to the player 959 This text will be displayed to the player
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
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>
760<!--####################################################################--> 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. ]]>
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
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">
1578<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1579 <ignore> 1668 <ignore>
1580 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1581 </ignore> 1670 </ignore>
1582 <description><![CDATA[ 1671 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1584 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
1585 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1587 </description> 1676 </description>
1588 <use><![CDATA[ 1677 <use><![CDATA[
1762 This string defines the object that will be created when the door was 1851 This string defines the object that will be created when the door was
1763 defeated. 1852 defeated.
1764 </attribute> 1853 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 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.
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.
1767 </attribute> 1860 </attribute>
1768</type> 1861</type>
1769 1862
1770<!--####################################################################--> 1863<!--####################################################################-->
1771<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1859 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.
1860 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
1861 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
1862 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1863 </attribute> 1956 </attribute>
1864 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1865 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
1866 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.
1867 This feature is used for the permanent apartments
1868 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1869 than apartments, since Crossfire is a *multi*player game. In such a permanent
1870 apartment don't forget to set the unique-flag for all floor tiles too
1871 (see floors).
1872 An exit pointing outside of a personal unique map must have the
1873 "unique destination"-flag unset.
1874 </attribute> 1960 </attribute>
1875</type> 1961</type>
1876 1962
1877<!--####################################################################--> 1963<!--####################################################################-->
1878<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1910 </attribute> 1996 </attribute>
1911 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1912 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1913 drops it to the ground. 1999 drops it to the ground.
1914 </attribute> 2000 </attribute>
1915<section name="resistance"> 2001 &resistances_flesh_section;
1916 <attribute arch="resist_physical" editor="resist physical %" 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_magic" editor="resist magic %" 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" 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_cold" editor="resist cold %" 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_confusion" editor="resist confusion %" 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_acid" editor="resist acid %" 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_drain" editor="resist draining %" 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_weaponmagic" editor="resist weaponmagic %" 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_ghosthit" editor="resist ghosthit %" 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_poison" editor="resist poison %" 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_slow" editor="resist slow %" 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_paralyze" editor="resist paralyze %" 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_fear" editor="resist fear %" 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_deplete" editor="resist depletion %" length="15" type="int">
2001 Resistances 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_death" editor="resist death-attack %" length="15" type="int">
2007 RResistances 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_chaos" editor="resist chaos %" 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 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2019 Resistances on flesh items make them more durable against spellcraft
2020 of the appropriate kind. It also allows dragon players to eventually gain
2021 resistance by eating it. Usually resistance should only be set for flesh
2022 items in a monster's inventory.
2023 </attribute>
2024</section>
2025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2026 This text may describe the item. 2003 This text may describe the item.
2027 </attribute> 2004 </attribute>
2028</type> 2005</type>
2029 2006
2135<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2136 <ignore> 2113 <ignore>
2137 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2138 </ignore> 2115 </ignore>
2139 <description><![CDATA[ 2116 <description><![CDATA[
2140 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2141 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2142 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2143 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
2144 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2145 </description> 2122 </description>
2439 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2440 functionalities. ]]> 2417 functionalities. ]]>
2441 </description> 2418 </description>
2442 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2443 </attribute> 2420 </attribute>
2444<section name="resistance"> 2421 &resistances_basic;
2445 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2468 </attribute>
2469</section>
2470</type> 2422</type>
2471 2423
2472<!--####################################################################--> 2424<!--####################################################################-->
2473<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2474 <ignore> 2426 <ignore>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2626 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
2627 &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.
2628 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
2629 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2630 2582
2631 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2632 </attribute> 2584 </attribute>
2633 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2634 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2768 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
2769 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2770 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2771 </attribute> 2723 </attribute>
2772</section> 2724</section>
2773<section name="resistance"> 2725&resistances_basic;
2774 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2815 </attribute>
2816</section>
2817</type> 2726</type>
2818 2727
2819<!--####################################################################--> 2728<!--####################################################################-->
2820<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2821 <ignore> 2730 <ignore>
2965 2874
2966 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2967 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2968 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2969 </attribute> 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.
2882 </attribute>
2970 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2971 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2972 &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.
2973 </attribute> 2886 </attribute>
2974 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
3020 </attribute> 2933 </attribute>
3021 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
3022 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
3023 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
3024 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.
3025 </attribute> 2944 </attribute>
3026 2945
3027<section name="melee"> 2946<section name="melee">
3028 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3029 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3201 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3202 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.
3203 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3204 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3205 3124
3206 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3207 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.
3208 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3209 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
3210 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3211 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3247 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3248 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3249 attacker. 3168 attacker.
3250 </attribute> 3169 </attribute>
3251</section> 3170</section>
3252 3171 &resistances_basic;
3253<section name="resistance">
3254 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3295 </attribute>
3296</section>
3297 <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">
3298 </attribute> 3173 </attribute>
3299</type> 3174</type>
3300 3175
3301<!--####################################################################--> 3176<!--####################################################################-->
3306 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3307 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3308 <attribute arch="value" /> 3183 <attribute arch="value" />
3309 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3310 </ignore> 3185 </ignore>
3311 <description><![CDATA[ 3186 <description>
3312 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
3313 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3314 </description> 3189 </description>
3315<section name="grimreaper"> 3190<section name="grimreaper">
3316 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3317 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3318 </attribute> 3193 </attribute>
3591 </attribute> 3466 </attribute>
3592 <attribute arch="startequip" editor="godgiven item" type="bool"> 3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3593 A godgiven item vanishes as soon as the player 3468 A godgiven item vanishes as soon as the player
3594 drops it to the ground. 3469 drops it to the ground.
3595 </attribute> 3470 </attribute>
3596<section name="stats"> 3471 &player_stat_resist_sections;
3597 <attribute arch="Str" editor="strength" type="int">
3598 The player's strentgh 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="Dex" editor="dexterity" type="int">
3604 The player's dexterity 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="Con" editor="constitution" type="int">
3610 The player's constitution 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="Int" editor="intelligence" type="int">
3616 The player's intelligence 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="Pow" editor="power" type="int">
3622 The player's power 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="Wis" editor="wisdom" type="int">
3628 The player's wisdom 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 <attribute arch="Cha" editor="charisma" type="int">
3634 The player's charisma will rise/fall by the given value for permanent
3635 (of course there is an upper limit). Generally there shouldn't be stat
3636 potions granting more than one stat. Cursed potions will subtract the
3637 stats if positive.
3638 </attribute>
3639</section>
3640<section name="resistance">
3641 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3642 The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3648 The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3654 The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3660 The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3666 The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3672 The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3678 The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3684 The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3690 The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3696 The player's resistance to draining 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_deplete" editor="resist depletion %" length="15" type="int">
3702 The player's resistance to depletion 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 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3708 The player's resistance to poison will rise by this value in percent
3709 (range -100 till +100). The effect is only temporare, and it does NOT
3710 add on the values from the player's equipment.
3711 Cursed potions will make negative resistance.. very nasty in combat!
3712 </attribute>
3713</section>
3714</type> 3472</type>
3715 3473
3716<!--####################################################################--> 3474<!--####################################################################-->
3717<type number="156" name="Power Crystal"> 3475<type number="156" name="Power Crystal">
3718 <description><![CDATA[ 3476 <description><![CDATA[
3987 It is absolutely neccessary that a place with savebeds is 100% secure. 3745 It is absolutely neccessary that a place with savebeds is 100% secure.
3988 That means: 3746 That means:
3989 <UL> 3747 <UL>
3990 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3748 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3991 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3749 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3992 <LI> Insert a relyable exit! Make sure there is no possibility that 3750 <LI> Insert a reliable exit! Make sure there is no possibility that
3993 players get trapped in a savebed location. 3751 players get trapped in a savebed location.
3994 <LI> If possible, mark the whole site as no-spell area (Insert this 3752 <LI> If possible, mark the whole site as no-spell area (Insert this
3995 arch called "dungeon_magic" everywhere). This is not required, 3753 arch called "dungeon_magic" everywhere). This is not required,
3996 but it makes the place much more safe. 3754 but it makes the place much more safe.
3997 </UL> ]]> 3755 </UL> ]]>
4106 amount of &lt;item power&gt;, depending on their own level. This is the 3864 amount of &lt;item power&gt;, depending on their own level. This is the
4107 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
4108 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
4109 3867
4110 It is very important to adjust the &lt;item power&gt; value carefully 3868 It is very important to adjust the &lt;item power&gt; value carefully
4111 for every artifact you create! If zero/unset, the CF server will 3869 for every artifact you create! If zero/unset, the Deliantra server will
4112 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
4113 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
4114 </attribute> 3872 </attribute>
4115 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
4116 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4359 expmul is 1, the player will get 500 added to that skill as well as 4117 expmul is 1, the player will get 500 added to that skill as well as
4360 500 to their total. 4118 500 to their total.
4361 </attribute> 4119 </attribute>
4362 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4363 The &lt;skill type&gt; defines the base functionality of the skill. 4121 The &lt;skill type&gt; defines the base functionality of the skill.
4364 Skill types are hardcoded in the Crossfire server. It isn't hard to 4122 Skill types are hardcoded in the Deliantra server. It isn't hard to
4365 create new skill types, but it requires a bit of server-coding. 4123 create new skill types, but it requires a bit of server-coding.
4366 </attribute> 4124 </attribute>
4367 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4368 </attribute> 4126 </attribute>
4369 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4698<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4699 <ignore> 4457 <ignore>
4700 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4701 </ignore> 4459 </ignore>
4702 <description><![CDATA[ 4460 <description><![CDATA[
4703 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4704 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4705 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4706 Unlike locked doors, gates can get shut again after a player has 4464 Unlike locked doors, gates can get shut again after a player has
4707 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4708 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
4759 and generally have either a physical attack or trigger a reaction. 4517 and generally have either a physical attack or trigger a reaction.
4760 <br><br> 4518 <br><br>
4761 Traps hit any monster or person who steps on them for 'dam' damage in 4519 Traps hit any monster or person who steps on them for 'dam' damage in
4762 'attacktype' attacktype and/or trigger a reaction. 4520 'attacktype' attacktype and/or trigger a reaction.
4763 <br><br> 4521 <br><br>
4764 Many traps are already defined in the archetypes. ]]> 4522 Many traps are already defined in the archetypes.]]>
4765 </description> 4523 </description>
4766 <use><![CDATA[ 4524 <use><![CDATA[
4767 Avoid monsters stepping on your traps. For example, a party of orcs setting 4525 Avoid monsters stepping on your traps. For example, a party of orcs setting
4768off your lightning wall and pit trap is usually a bad idea. ]]> 4526 off your lightning wall and pit trap is usually a bad idea.]]>
4769 </use> 4527 </use>
4770 <attribute arch="no_pick" value="1" type="fixed" /> 4528 <attribute arch="no_pick" value="1" type="fixed" />
4771 &move_on; 4529 &move_on;
4772 <attribute arch="level" editor="trap level" type="int"> 4530 <attribute arch="level" editor="trap level" type="int">
4773 Level effects how easily a trap may be found and disarmed, and 4531 Level effects how easily a trap may be found and disarmed, and
5070 </attribute> 4828 </attribute>
5071 <attribute arch="ac" editor="armour class" type="int"> 4829 <attribute arch="ac" editor="armour class" type="int">
5072 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4830 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5073 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4831 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5074 </attribute> 4832 </attribute>
5075<section name="resistance"> 4833 &resistances_basic;
5076 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5103 </attribute>
5104 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5105 </attribute>
5106 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5107 </attribute>
5108 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5109 </attribute>
5110 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5111 </attribute>
5112 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5113 </attribute>
5114 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5115 </attribute>
5116 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5117 </attribute>
5118</section>
5119</type> 4834</type>
5120 4835
5121<!--####################################################################--> 4836<!--####################################################################-->
5122<type number="15" name="Weapon"> 4837<type number="15" name="Weapon">
5123 <description><![CDATA[ 4838 <description><![CDATA[
5191 amount of &lt;item power&gt;, depending on their own level. This is the 4906 amount of &lt;item power&gt;, depending on their own level. This is the
5192 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
5193 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
5194 4909
5195 It is very important to adjust the &lt;item power&gt; value carefully 4910 It is very important to adjust the &lt;item power&gt; value carefully
5196 for every artifact you create! If zero/unset, the CF server will 4911 for every artifact you create! If zero/unset, the Deliantra server will
5197 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
5198 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
5199 </attribute> 4914 </attribute>
5200 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
5201 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5221 </attribute> 4936 </attribute>
5222 <attribute arch="startequip" editor="godgiven item" type="bool"> 4937 <attribute arch="startequip" editor="godgiven item" type="bool">
5223 A godgiven item vanishes as soon as the player 4938 A godgiven item vanishes as soon as the player
5224 drops it to the ground. 4939 drops it to the ground.
5225 </attribute> 4940 </attribute>
5226<section name="resistance"> 4941 &player_stat_resist_sections;
5227 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5228 This adds physical resistance to the weapon (= armour value). The number is
5229 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5230 and what they require to do for getting this-and-that artifact.
5231 </attribute>
5232 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5233 This adds magic resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Treat this with CARE. Look at other maps and what they
5235 require to do for getting this-and-that artifact.
5236 </attribute>
5237 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5238 This adds fire 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_electricity" editor="resist electricity %" length="15" type="int">
5243 This adds electricity resistance to the weapon. The number is a percent-value in
5244 the range 0-100. Treat this with CARE. Look at other maps and what they
5245 require to do for getting this-and-that artifact.
5246 </attribute>
5247 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5248 This adds fire resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Treat this with CARE. Look at other maps and what they
5250 require to do for getting this-and-that artifact.
5251 </attribute>
5252 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5253 This adds confusion resistance to the weapon. The number is a percent-value in
5254 the range 0-100. Confusion resistance is not very effective
5255 unless the value comes close to 100 (= perfect immunity).
5256 </attribute>
5257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5258 This adds acid resistance to the weapon. The number is a percent-value in
5259 the range 0-100. Treat this with CARE. Look at other maps and what they
5260 require to do for getting this-and-that artifact.
5261 </attribute>
5262 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5263 This adds draining resistance to the weapon. The number is a percent-value
5264 in the range 0-100. Draining resistance is little effective
5265 unless the value is 100 (= perfect immunity).
5266 </attribute>
5267 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5268 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5269 the range 0-100. Weaponmagic resistance generally should not exist on
5270 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5271 are not meant to be easily resisted.
5272 </attribute>
5273 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5274 This adds ghosthit resistance to the weapon. The number is a percent-value
5275 in the range 0-100. Treat this with CARE. Look at other maps and what they
5276 require to do for getting this-and-that artifact.
5277 </attribute>
5278 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5279 This adds poison resistance to the weapon. The number is a percent-value in
5280 the range 0-100. Treat this with CARE. Look at other maps and what they
5281 require to do for getting this-and-that artifact.
5282 </attribute>
5283 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5284 This adds fear resistance to the weapon. The number is a percent-value in
5285 the range 0-100. Resistance to fear is pretty useless.
5286 </attribute>
5287 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5288 This adds paralyze resistance to the weapon. The number is a percent-value in
5289 the range 0-100. Paralyze resistance is little effective
5290 unless the value is 100 (= perfect immunity).
5291 </attribute>
5292 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5293 This adds fear resistance to the weapon. The number is a percent-value in
5294 the range 0-100. Resistance to fear is pretty useless.
5295 </attribute>
5296 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5297 This adds depletion resistance to the weapon. The number is a percent-value
5298 in the range 0-100. Depletion resistance is little effective
5299 unless the value is 100 (= perfect immunity).
5300 </attribute>
5301 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5302 This adds death-attack resistance to the weapon. The number is a
5303 percent-value in the range 0-100. Death-attack resistance is little
5304 effective unless the value is 100 (= perfect immunity).
5305 Generally, resistance to death-attack is not supposed to be
5306 available to players!
5307 </attribute>
5308 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5309 This adds chaos resistance to the weapon. The number is a percent-value in
5310 the range 0-100. Treat this with CARE. Look at other maps and what they
5311 require to do for getting this-and-that artifact.
5312 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5313 combination of other attacktypes.
5314 </attribute>
5315 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5316 This adds blinding resistance to the weapon. The number is a percent-value
5317 in the range 0-100. Treat this with CARE. Look at other maps and what they
5318 require to do for getting this-and-that artifact.
5319 </attribute>
5320 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5321 This adds holy power resistance to the weapon. The number is a percent-value
5322 in the range 0-100. Holy power is the attacktype that holyword-type spells
5323 use to hurt undead creatures. This kind of resistance is only reasonable
5324 for undead players (wraith or devourer cult).
5325 Generally, resistance to holy word should not be available for players.
5326 </attribute>
5327</section>
5328<section name="stats">
5329 <attribute arch="Str" editor="strength" type="int">
5330 The player's strentgh will rise/fall by the given value
5331 while wearing this weapon.
5332 </attribute>
5333 <attribute arch="Dex" editor="dexterity" type="int">
5334 The player's dexterity will rise/fall by the given value
5335 while wearing this weapon.
5336 </attribute>
5337 <attribute arch="Con" editor="constitution" type="int">
5338 The player's constitution will rise/fall by the given value
5339 while wearing this weapon.
5340 </attribute>
5341 <attribute arch="Int" editor="intelligence" type="int">
5342 The player's intelligence will rise/fall by the given value
5343 while wearing this weapon.
5344 </attribute>
5345 <attribute arch="Pow" editor="power" type="int">
5346 The player's power will rise/fall by the given value
5347 while wearing this weapon.
5348 </attribute>
5349 <attribute arch="Wis" editor="wisdom" type="int">
5350 The player's wisdom will rise/fall by the given value while
5351 wearing this weapon.
5352 </attribute>
5353 <attribute arch="Cha" editor="charisma" type="int">
5354 The player's charisma will rise/fall by the given value
5355 while wearing this weapon.
5356 </attribute>
5357</section>
5358<section name="misc"> 4942<section name="misc">
5359 <attribute arch="luck" editor="luck bonus" type="int"> 4943 <attribute arch="luck" editor="luck bonus" type="int">
5360 With positive luck bonus, the player is more likely to 4944 With positive luck bonus, the player is more likely to
5361 succeed in all sorts of things (spellcasting, praying,...). 4945 succeed in all sorts of things (spellcasting, praying,...).
5362 Unless the &lt;luck bonus&gt; is very high, the effect will be 4946 Unless the &lt;luck bonus&gt; is very high, the effect will be
5441</type> 5025</type>
5442 5026
5443<type number="116" name="Event Connector"> 5027<type number="116" name="Event Connector">
5444 <description><![CDATA[ 5028 <description><![CDATA[
5445 Event connectors link specific events that happen to objects to 5029 Event connectors link specific events that happen to objects to
5446 a crossfire plug-in. ]]> 5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5447 </description> 5031 </description>
5448 <attribute arch="subtype" editor="event type" type="list_event_type">
5449 The type of event that triggers a notify to the plug-in.
5450 </attribute>
5451 <attribute arch="title" editor="plug-in" type="string">
5452 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5453 for python and "perl" for the Crossfire-Perl plug-in.
5454 </attribute>
5455 <attribute arch="slaying" editor="extension" type="string">
5456 The name of the extension to invoke (for python, this is the path to a script,
5457 for perl this is the name of a extension package without the ".ext" extension.
5458 </attribute>
5459 <attribute arch="name" editor="options" type="string">
5460 A string that is passed unaltered to the extension above. Often used to pass
5461 options to the extension that alter its behaviour.
5462 </attribute>
5463</type> 5032</type>
5464 5033
5465</types> 5034</types>

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