--- deliantra/Deliantra/res/types.xml 2007/08/19 09:18:41 1.28
+++ deliantra/Deliantra/res/types.xml 2008/04/10 06:42:21 1.34
@@ -2,24 +2,15 @@
+
+
+
+
+
+ This field describes which skill the player will be able to use wearing this item.
+
+ &player_stat_resist_sections;
+
+
@@ -832,138 +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
@@ -1088,7 +1167,7 @@
-
+
@@ -1098,7 +1177,6 @@
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;
@@ -1590,7 +1669,7 @@
@@ -1919,116 +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.
@@ -2144,7 +2114,7 @@
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
@@ -2448,32 +2418,7 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -2633,7 +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".
@@ -2777,50 +2722,7 @@
to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+&resistances_basic;
@@ -3220,7 +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
@@ -3266,51 +3168,7 @@
attacker.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -3610,124 +3468,7 @@
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;
@@ -4006,7 +3747,7 @@
- Monsters must not be able to reach the savebeds under any circumstances!
- If there are NPCs around, make sure they have the friendly-flag set.
-
- Insert a relyable exit! Make sure there is no possibility that
+
- Insert a reliable exit! Make sure there is no possibility that
players get trapped in a savebed location.
- If possible, mark the whole site as no-spell area (Insert this
arch called "dungeon_magic" everywhere). This is not required,
@@ -4125,7 +3866,7 @@
(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>.
@@ -4378,7 +4119,7 @@
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.
@@ -4717,7 +4458,7 @@
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
@@ -5089,50 +4830,7 @@
Weak walls of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -5210,7 +4908,7 @@
(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>.
@@ -5240,138 +4938,7 @@
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
@@ -5460,23 +5027,8 @@
+ 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.
-