--- 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 @@