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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.30 by root, Mon Sep 10 18:30:30 2007 UTC vs.
Revision 1.40 by root, Thu Sep 11 23:09:29 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
169 160
170 <!ENTITY resistances_flesh_desc " 161 <!ENTITY resistances_flesh_desc "
650 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
651 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
652 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.
653 </attribute> 644 </attribute>
654 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
655 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.
656 </attribute> 653 </attribute>
657 <attribute arch="tag" editor="tag" type="string"> 654 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly 655 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by 656 from their tag, which makes them useful to tag exits and refer to those by
660 their name. 657 their name.
781 This text may describe the object. 778 This text may describe the object.
782 </attribute> 779 </attribute>
783</type> 780</type>
784 781
785<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
786<type number="110" name="Ability"> 784<type number="999" name="Ability">
787 <ignore> 785 <ignore>
788 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
789 </ignore> 787 </ignore>
790 <description><![CDATA[ 788 <description><![CDATA[
791 Abilities are to be put in a monster's inventory. They grant monsters the 789 Abilities are to be put in a monster's inventory. They grant monsters the
792 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
793 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
794 <br><br> 792 <br><br>
795 A particularly nice feature of abilities is that they can hold two 793 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
797 \n\n 795 \n\n
798 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]> 797 &lt;treasurelist&gt;.]]>
800 </description> 798 </description>
801 <use><![CDATA[ 799 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you 800 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something). 801 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more 802 The long/short-range spell feature can make boss-monsters more
806 <br><br> 804 <br><br>
807 You should keep in mind that magic abilities allow players 805 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to 806 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't 807 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps. 808 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]> 809 And what fun is a magic resistance cloak when it has no effect?]]>
812 </use> 810 </use>
813 <attribute arch="invisible" value="1" type="fixed" /> 811 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" /> 812 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell"> 813 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt; 814 The monster will use the specified &lt;short range spell&gt;
853 </ignore> 851 </ignore>
854 <description><![CDATA[ 852 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar, 853 When a player puts a defined number of certain items on the altar,
856 then either a spell is casted (on the player) or a connector is 854 then either a spell is casted (on the player) or a connector is
857 triggered. If the latter is the case, the altar works only once. 855 triggered. If the latter is the case, the altar works only once.
858 Either way, the sacrificed item disappears. ]]> 856 Either way, the sacrificed item disappears.]]>
859 </description> 857 </description>
860 <attribute arch="no_pick" value="1" type="fixed" /> 858 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on; 859 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string"> 860 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to 861 This string specifies the item that must be put on the altar to
864 activate it. It can either be the name of an archetype, or directly 862 activate it. It can either be the name of an archetype, or directly
865 the name of an object. Yet, titles are not recognized by altars. 863 the name of an object. Yet, titles are not recognized by altars.
866 Remember to put a note somewhere, telling the player what he is 864 If you want the player to have to drop a specific amount of money use "money".
867 expected to drop on the altar. (Often this is put in the altar's 865 See also the "drop amount" attribute.
868 name: E.g. "drop 100 platinums")
869 </attribute> 866 </attribute>
870 <attribute arch="food" editor="drop amount" type="int"> 867 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified 868 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar. 869 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 870
899 <ignore_list name="non_pickable" /> 896 <ignore_list name="non_pickable" />
900 </ignore> 897 </ignore>
901 <description><![CDATA[ 898 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars 899 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that 900 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
905 </description> 902 </description>
906 <use><![CDATA[ 903 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for... 904 Altar_triggers are very useful if you want to charge a price for...
908 <UL> 905 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL> 909 </UL>
913 The big advantage over normal altars is the infinite usability 910 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're 911 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]> 912 quite grateful if things work more than once. =)]]>
916 </use> 913 </use>
917 <attribute arch="no_pick" value="1" type="fixed" /> 914 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string"> 915 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to 916 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly 917 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars. 918 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is 919 If you want the player to have to drop a specific amount of money use "money".
923 expected to drop on the altar. (Often this is put in the altar's 920 See also the "drop amount" attribute.
924 name: E.g. "drop 100 platinums")
925 </attribute> 921 </attribute>
926 <attribute arch="food" editor="drop amount" type="int"> 922 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified 923 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar. 924 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 925
968 964
969<!--####################################################################--> 965<!--####################################################################-->
970<type number="74" name="Skill Tool"> 966<type number="74" name="Skill Tool">
971 <description><![CDATA[ 967 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill. 968 Wearing a skill tool will give the player the ability to use a skill.
973 ]]> 969 ]]>
974 </description> 970 </description>
975 <use><![CDATA[ 971 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change 972 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given. 973 the skill that is given.
978 ]]> 974 ]]>
979 </use> 975 </use>
980 <attribute arch="skill" editor="skill name" type="string"> 976 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item. 977 This field describes which skill the player will be able to use wearing this item.
982 </attribute> 978 </attribute>
983 &player_stat_resist_sections; 979 &player_stat_resist_sections;
984</type> 980</type>
985<!--####################################################################--> 981<!--####################################################################-->
986<type number="39" name="Amulet"> 982<type number="39" name="Amulet">
987 <description><![CDATA[ 983 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to 984 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]> 985 the player. Amulets are usually meant for protection and defense.]]>
990 </description> 986 </description>
991 <use><![CDATA[ 987 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very 988 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]> 989 important that you keep your artifact in balance with existing maps.]]>
994 </use> 990 </use>
995 <attribute arch="ac" editor="armour class" type="int"> 991 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing 992 This value defines the amount of armour-class bonus for wearing
997 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
998 values are better. It should usually be set only for armour-like equipment. 994 values are better. It should usually be set only for armour-like equipment.
1009 amount of &lt;item power&gt;, depending on their own level. This is the 1005 amount of &lt;item power&gt;, depending on their own level. This is the
1010 only way to prevent low level players to wear "undeserved" equipment 1006 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items). 1007 (like gifts from other players or cheated items).
1012 1008
1013 It is very important to adjust the &lt;item power&gt; value carefully 1009 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will 1010 for every artifact you create! If zero/unset, the Deliantra server will
1015 calculate a provisional value at runtime, but this is never 1011 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;. 1012 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute> 1013 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool"> 1014 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse 1015 A damned piece of equipment cannot be unwielded unless the curse
1143 Battleground is very special: In short, players can die on battleground 1139 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience 1140 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't 1141 while on battleground. Acid, draining and depletion effects don't
1146 work either. 1142 work either.
1147 When a player dies on battleground, he gets teleported to an exit 1143 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]> 1144 location which is defined in the battleground object.]]>
1149 </description> 1145 </description>
1150 <use><![CDATA[ 1146 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can 1147 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br> 1148 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in 1149 What should NEVER be done is placing battleground tiles in
1155 It must not be possible to gain significant treasure for fighting 1151 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br> 1152 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed, 1153 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile. 1154 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing 1155 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]> 1156 "hidden" battleground tiles anywhere.)]]>
1161 </use> 1157 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" /> 1158 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" /> 1159 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int"> 1160 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players 1161 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground. 1166 get teleported after they died on this battleground.
1171 </attribute> 1167 </attribute>
1172</type> 1168</type>
1173 1169
1174<!--####################################################################--> 1170<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)"> 1171<type number="165" name="Safe ground">
1176 <ignore> 1172 <ignore>
1177 <ignore_list name="non_pickable" /> 1173 <ignore_list name="non_pickable" />
1178 </ignore> 1174 </ignore>
1179 <description><![CDATA[ 1175 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might 1176 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map. 1177 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions 1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that 1179 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work. 1180 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]> 1181 ]]>
1187 </description> 1182 </description>
1188 <use><![CDATA[ 1183 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning 1184 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles 1185 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making 1186 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player. 1187 areas where really no kind of spell should be invoked by a player.
1193 ]]> 1188 ]]>
1194 </use> 1189 </use>
1190 &movement_types_terrain;
1195 <attribute arch="no_pick" value="1" type="fixed" /> 1191 <attribute arch="no_pick" value="1" type="fixed" />
1196</type> 1192</type>
1197 1193
1198<!--####################################################################--> 1194<!--####################################################################-->
1199<type number="8" name="Book"> 1195<type number="8" name="Book">
1200 <description><![CDATA[ 1196 <description><![CDATA[
1201 Applying a book, the containing message is displayed to the player. ]]> 1197 Applying a book, the containing message is displayed to the player.]]>
1202 </description> 1198 </description>
1203 <attribute arch="level" editor="literacy level" type="int"> 1199 <attribute arch="level" editor="literacy level" type="int">
1204 If this value is set to be greater than zero, the player needs a 1200 If this value is set to be greater than zero, the player needs a
1205 certain literacy level to succeed reading the book. The book can be 1201 certain literacy level to succeed reading the book. The book can be
1206 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1202 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1230<type number="99" name="Boots"> 1226<type number="99" name="Boots">
1231 <import_type name="Amulet" /> 1227 <import_type name="Amulet" />
1232 <description><![CDATA[ 1228 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to 1229 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor 1230 the player. Usually enhancing his speed, or granting some minor
1235 protection bonus. ]]> 1231 protection bonus.]]>
1236 </description> 1232 </description>
1237 <use><![CDATA[ 1233 <use><![CDATA[
1238 Feel free to create your own special artifacts. However, it is very 1234 Feel free to create your own special artifacts. However, it is very
1239 important that you keep your artifact in balance with existing maps. ]]> 1235 important that you keep your artifact in balance with existing maps.]]>
1240 </use> 1236 </use>
1241 <attribute arch="exp" editor="speed bonus" type="int"> 1237 <attribute arch="exp" editor="speed bonus" type="int">
1242 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1238 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243 while worn. This kind of bonus is quite desirable for players of low- 1239 while worn. This kind of bonus is quite desirable for players of low-
1244 and medium level. High level players usually have fastest possible 1240 and medium level. High level players usually have fastest possible
1260<type number="104" name="Bracers"> 1256<type number="104" name="Bracers">
1261 <import_type name="Amulet" /> 1257 <import_type name="Amulet" />
1262 <description><![CDATA[ 1258 <description><![CDATA[
1263 Bracers are armour-plates worn around the wrists. 1259 Bracers are armour-plates worn around the wrists.
1264 Wearing bracer, the object's stats will directly be inherited to 1260 Wearing bracer, the object's stats will directly be inherited to
1265 the player. Usually enhancing his defense. ]]> 1261 the player. Usually enhancing his defense.]]>
1266 </description> 1262 </description>
1267 <use><![CDATA[ 1263 <use><![CDATA[
1268 Feel free to create your own special artifacts. However, it is very 1264 Feel free to create your own special artifacts. However, it is very
1269 important that you keep your artifact in balance with existing maps. ]]> 1265 important that you keep your artifact in balance with existing maps.]]>
1270 </use> 1266 </use>
1271 <attribute arch="magic" editor="magic bonus" type="int"> 1267 <attribute arch="magic" editor="magic bonus" type="int">
1272 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1268 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1269 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274 than direct armour-class bonus on the bracers. 1270 than direct armour-class bonus on the bracers.
1278<!--####################################################################--> 1274<!--####################################################################-->
1279<type number="16" name="Brestplate Armour"> 1275<type number="16" name="Brestplate Armour">
1280 <import_type name="Amulet" /> 1276 <import_type name="Amulet" />
1281 <description><![CDATA[ 1277 <description><![CDATA[
1282 Wearing an armour, the object's stats will directly be inherited to 1278 Wearing an armour, the object's stats will directly be inherited to
1283 the player. Usually enhancing his defense. ]]> 1279 the player. Usually enhancing his defense.]]>
1284 </description> 1280 </description>
1285 <use><![CDATA[ 1281 <use><![CDATA[
1286 Feel free to create your own special artifacts. However, it is very 1282 Feel free to create your own special artifacts. However, it is very
1287 important that you keep your artifact in balance with existing maps. ]]> 1283 important that you keep your artifact in balance with existing maps.]]>
1288 </use> 1284 </use>
1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1285 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290 This poses a penalty to spell regeneration speed, for wearing the armour. 1286 This poses a penalty to spell regeneration speed, for wearing the armour.
1291 The bigger the spellpoint penalty, the worse. 1287 The bigger the spellpoint penalty, the worse.
1292 </attribute> 1288 </attribute>
1308 </ignore> 1304 </ignore>
1309 <description><![CDATA[ 1305 <description><![CDATA[
1310 When a predefined amount of weigh is placed on a button, the 1306 When a predefined amount of weigh is placed on a button, the
1311 &lt;connection&gt; value is triggered. In most cases this happens when a 1307 &lt;connection&gt; value is triggered. In most cases this happens when a
1312 player or monster steps on it. When the button is "released", the 1308 player or monster steps on it. When the button is "released", the
1313 &lt;connection&gt; value get's triggered a second time. ]]> 1309 &lt;connection&gt; value get's triggered a second time.]]>
1314 </description> 1310 </description>
1315 &move_on; 1311 &move_on;
1316 &move_off; 1312 &move_off;
1317 <attribute arch="no_pick" value="1" type="fixed" /> 1313 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int"> 1314 <attribute arch="weight" editor="press weight" type="int">
1336 <ignore_list name="non_pickable" /> 1332 <ignore_list name="non_pickable" />
1337 </ignore> 1333 </ignore>
1338 <description><![CDATA[ 1334 <description><![CDATA[
1339 Handle buttons are buttons which reset after a short period 1335 Handle buttons are buttons which reset after a short period
1340 of time. Every time it is either applied or reset, the 1336 of time. Every time it is either applied or reset, the
1341 &lt;connection&gt; value is triggered. ]]> 1337 &lt;connection&gt; value is triggered.]]>
1342 </description> 1338 </description>
1343</type> 1339</type>
1344 1340
1345<!--####################################################################--> 1341<!--####################################################################-->
1346<type number="37" name="Class Changer"> 1342<type number="37" name="Class Changer">
1347 <ignore> 1343 <ignore>
1348 <ignore_list name="non_pickable" /> 1344 <ignore_list name="non_pickable" />
1349 </ignore> 1345 </ignore>
1350 <description><![CDATA[ 1346 <description><![CDATA[
1351 Class changer are used while creating a character. ]]> 1347 Class changer are used while creating a character.]]>
1352 </description> 1348 </description>
1353 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1349 <attribute arch="randomitems" editor="class items" type="treasurelist">
1354 This entry determines which initial items the character receives. 1350 This entry determines which initial items the character receives.
1355 </attribute> 1351 </attribute>
1356<section name="stats"> 1352<section name="stats">
1389<type number="87" name="Cloak"> 1385<type number="87" name="Cloak">
1390 <import_type name="Amulet" /> 1386 <import_type name="Amulet" />
1391 <description><![CDATA[ 1387 <description><![CDATA[
1392 Wearing a cloak, the object's stats will directly be inherited to 1388 Wearing a cloak, the object's stats will directly be inherited to
1393 the player. Cloaks usually add minor &lt;armour class&gt; and 1389 the player. Cloaks usually add minor &lt;armour class&gt; and
1394 sometimes a bit of resistance. ]]> 1390 sometimes a bit of resistance.]]>
1395 </description> 1391 </description>
1396 <use><![CDATA[ 1392 <use><![CDATA[
1397 Feel free to create your own special artifacts. However, it is very 1393 Feel free to create your own special artifacts. However, it is very
1398 important that you keep your artifact in balance with existing maps. ]]> 1394 important that you keep your artifact in balance with existing maps.]]>
1399 </use> 1395 </use>
1400 <attribute arch="magic" editor="magic bonus" type="int"> 1396 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1397 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1398 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the cloak. 1399 than direct armour-class bonus on the cloak.
1408</type> 1404</type>
1409 1405
1410<!--####################################################################--> 1406<!--####################################################################-->
1411<type number="9" name="Clock"> 1407<type number="9" name="Clock">
1412 <description><![CDATA[ 1408 <description><![CDATA[
1413 Applying a clock, the time is displayed to the player. ]]> 1409 Applying a clock, the time is displayed to the player.]]>
1414 </description> 1410 </description>
1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1411 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416 This text may describe the item 1412 This text may describe the item
1417 </attribute> 1413 </attribute>
1418</type> 1414</type>
1423 A player can put (certain kinds of) items in the container. 1419 A player can put (certain kinds of) items in the container.
1424 The overall weight of items is reduced when put inside a 1420 The overall weight of items is reduced when put inside a
1425 container, depending on the settings. 1421 container, depending on the settings.
1426 <br><br> 1422 <br><br>
1427 A special feature of containers is the "cauldron", 1423 A special feature of containers is the "cauldron",
1428 capable of mixing alchemical receipes. ]]> 1424 capable of mixing alchemical receipes.]]>
1429 </description> 1425 </description>
1430 <use><![CDATA[ 1426 <use><![CDATA[
1431 Note on chests - There are two types of chests: 1427 Note on chests - There are two types of chests:
1432 <UL> 1428 <UL>
1433 <LI> First the random treasure chests - Those are NOT containers 1429 <LI> First the random treasure chests - Those are NOT containers
1434 (but object type Treasure), they create random treasures when 1430 (but object type Treasure), they create random treasures when
1435 applied. Archetype name is "chest". 1431 applied. Archetype name is "chest".
1436 <LI> Second there are the permanent chests - Those are containers, 1432 <LI> Second there are the permanent chests - Those are containers,
1437 they can be opened and closed again. Archetype name is "chest_2". 1433 they can be opened and closed again. Archetype name is "chest_2".
1438 </UL> ]]> 1434 </UL>]]>
1439 </use> 1435 </use>
1440 <attribute arch="race" editor="container class" type="string"> 1436 <attribute arch="race" editor="container class" type="string">
1441 If set, the container will hold only certain types of objects. 1437 If set, the container will hold only certain types of objects.
1442 Possible choices for &lt;container class&gt; are: "gold and jewels", 1438 Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 "arrows" and "keys". 1439 "arrows" and "keys".
1498 <attribute arch="title" /> 1494 <attribute arch="title" />
1499 </ignore> 1495 </ignore>
1500 <description><![CDATA[ 1496 <description><![CDATA[
1501 Converters are like "exchange tables". When the player drops a 1497 Converters are like "exchange tables". When the player drops a
1502 specific type of items, they get converted into other items, at a 1498 specific type of items, they get converted into other items, at a
1503 predefined exchange-ratio. ]]> 1499 predefined exchange-ratio.]]>
1504 </description> 1500 </description>
1505 <use><![CDATA[ 1501 <use><![CDATA[
1506 Converters are better than shopping with doormats, because the 1502 Converters are better than shopping with doormats, because the
1507 converters never get sold out. For some items like food or jewels 1503 converters never get sold out. For some items like food or jewels
1508 those "exchange tables" are really nice, while for the more important 1504 those "exchange tables" are really nice, while for the more important
1510 <br><br> 1506 <br><br>
1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1507 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512 items on a converter, the stuff you get must be of equal or lesser 1508 items on a converter, the stuff you get must be of equal or lesser
1513 value than before! (Except if you are using "rare" items like 1509 value than before! (Except if you are using "rare" items like
1514 dragonscales for payment). The code will not check if your ratio is 1510 dragonscales for payment). The code will not check if your ratio is
1515 sane, so the player could gain infinite wealth by using your converter. ]]> 1511 sane, so the player could gain infinite wealth by using your converter.]]>
1516 </use> 1512 </use>
1517 <attribute arch="no_pick" value="1" type="fixed" /> 1513 <attribute arch="no_pick" value="1" type="fixed" />
1518 <attribute arch="slaying" editor="cost arch" type="string"> 1514 <attribute arch="slaying" editor="cost arch" type="string">
1519 &lt;cost arch&gt; is the name of the archetype the player has to 1515 &lt;cost arch&gt; is the name of the archetype the player has to
1520 put on the converter, as payment. 1516 put on the converter, as payment.
1547 </ignore> 1543 </ignore>
1548 <description><![CDATA[ 1544 <description><![CDATA[
1549 A creator is an object which creates another object when it 1545 A creator is an object which creates another object when it
1550 is triggered. The child object can be anything. Creators are 1546 is triggered. The child object can be anything. Creators are
1551 VERY useful for all kinds of map-mechanisms. They can even 1547 VERY useful for all kinds of map-mechanisms. They can even
1552 periodically create things. ]]> 1548 periodically create things.]]>
1553 </description> 1549 </description>
1554 <use><![CDATA[ 1550 <use><![CDATA[
1555 Don't hesitate to hide your creators under the floor. 1551 Don't hesitate to hide your creators under the floor.
1556 The created items will still always appear ontop of the floor. ]]> 1552 The created items will still always appear ontop of the floor.]]>
1557 </use> 1553 </use>
1558 <attribute arch="no_pick" value="1" type="fixed" /> 1554 <attribute arch="no_pick" value="1" type="fixed" />
1559 <attribute arch="other_arch" editor="create arch" type="string"> 1555 <attribute arch="other_arch" editor="create arch" type="string">
1560 This string defines the object that will be created. 1556 This string defines the object that will be created.
1561 You can choose any of the existing arches. 1557 You can choose any of the existing arches.
1603 finds a specific object, it toggles its connected value. 1599 finds a specific object, it toggles its connected value.
1604 <br><br> 1600 <br><br>
1605 What is "unique" about them, compared to inv. checkers/ pedestals? 1601 What is "unique" about them, compared to inv. checkers/ pedestals?
1606 - First, detectors check their square for a match periodically, not 1602 - First, detectors check their square for a match periodically, not
1607 instantly. Second, detectors check directly for object names. Third, 1603 instantly. Second, detectors check directly for object names. Third,
1608 detectors do not check the inventory of players/monsters. ]]> 1604 detectors do not check the inventory of players/monsters.]]>
1609 </description> 1605 </description>
1610 <use><![CDATA[ 1606 <use><![CDATA[
1611 There is one major speciality about detectors: You can detect spells 1607 There is one major speciality about detectors: You can detect spells
1612 blown over a detector! To detect a lighting bolt for example, set 1608 blown over a detector! To detect a lighting bolt for example, set
1613 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1609 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1614 walls, this can be very useful for map-mechanisms. ]]> 1610 walls, this can be very useful for map-mechanisms.]]>
1615 </use> 1611 </use>
1616 <attribute arch="no_pick" value="1" type="fixed" /> 1612 <attribute arch="no_pick" value="1" type="fixed" />
1617 <attribute arch="slaying" editor="match name" type="string"> 1613 <attribute arch="slaying" editor="match name" type="string">
1618 &lt;match name&gt; specifies the name of the object we are looking for. 1614 &lt;match name&gt; specifies the name of the object we are looking for.
1619 Actually it does also check for the &lt;key string&gt; in key-objects, 1615 Actually it does also check for the &lt;key string&gt; in key-objects,
1644 <description><![CDATA[ 1640 <description><![CDATA[
1645 Directors change the direction of spell objects and other projectiles 1641 Directors change the direction of spell objects and other projectiles
1646 that fly past. Unlike spinners, directors always move objects in the 1642 that fly past. Unlike spinners, directors always move objects in the
1647 same direction. It does not make a difference from what angle you 1643 same direction. It does not make a difference from what angle you
1648 shoot into it.<br> 1644 shoot into it.<br>
1649 Directors are visible per default. ]]> 1645 Directors are visible per default.]]>
1650 </description> 1646 </description>
1651 <use><![CDATA[ 1647 <use><![CDATA[
1652 Directors are rarely used in maps. Sometimes they are placed to 1648 Directors are rarely used in maps. Sometimes they are placed to
1653 change the direction of spells coming out of magic walls, 1649 change the direction of spells coming out of magic walls,
1654 "channeling" spell-projectiles in some direction. When doing this, 1650 "channeling" spell-projectiles in some direction. When doing this,
1656 into them!</B> The spell-projectiles bouncing between the directors 1652 into them!</B> The spell-projectiles bouncing between the directors
1657 would accumulate to huge numbers and at some point slow down the 1653 would accumulate to huge numbers and at some point slow down the
1658 server by eating memory- and CPU-time. 1654 server by eating memory- and CPU-time.
1659 <br><br> 1655 <br><br>
1660 You'd better not place directors in monster vs. player combat 1656 You'd better not place directors in monster vs. player combat
1661 areas too much, because that freaks out wizard-type players. ]]> 1657 areas too much, because that freaks out wizard-type players.]]>
1662 </use> 1658 </use>
1663 <attribute arch="sp" editor="direction" type="list_direction"> 1659 <attribute arch="sp" editor="direction" type="list_direction">
1664 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1660 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1665 A director with direction &lt;none&gt; simply stops projectiles. 1661 A director with direction &lt;none&gt; simply stops projectiles.
1666 (The latter works out a bit strange for some spells). 1662 (The latter works out a bit strange for some spells).
1672<type number="158" name="Disease"> 1668<type number="158" name="Disease">
1673 <ignore> 1669 <ignore>
1674 <ignore_list name="system_object" /> 1670 <ignore_list name="system_object" />
1675 </ignore> 1671 </ignore>
1676 <description><![CDATA[ 1672 <description><![CDATA[
1677 Diseases are an intersting form of spellcraft in Crossfire. 1673 Diseases are an intersting form of spellcraft in Deliantra.
1678 Once casted, they can spread out and infect creatures in a large 1674 Once casted, they can spread out and infect creatures in a large
1679 area. Being infected can have various effects, from amusing farts 1675 area. Being infected can have various effects, from amusing farts
1680 to horrible damage - almost everything is possible. ]]> 1676 to horrible damage - almost everything is possible.]]>
1681 </description> 1677 </description>
1682 <use><![CDATA[ 1678 <use><![CDATA[
1683 Diseases are extremely flexible and usable in a many ways. 1679 Diseases are extremely flexible and usable in a many ways.
1684 So far they are mostly used for causing bad, unwanted effects. 1680 So far they are mostly used for causing bad, unwanted effects.
1685 You could just as well create a disease which helps the player 1681 You could just as well create a disease which helps the player
1686 (recharging mana for example). 1682 (recharging mana for example).
1687 Infection with a "positive disease" could even be a quest reward. ]]> 1683 Infection with a "positive disease" could even be a quest reward.]]>
1688 </use> 1684 </use>
1689 <attribute arch="invisible" value="1" type="fixed" /> 1685 <attribute arch="invisible" value="1" type="fixed" />
1690 <attribute arch="level" editor="plaque level" type="int"> 1686 <attribute arch="level" editor="plaque level" type="int">
1691 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1687 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1692 This mainly reflects in the &lt;damage&gt;. It has no effect on 1688 This mainly reflects in the &lt;damage&gt;. It has no effect on
1837 </ignore> 1833 </ignore>
1838 <description><![CDATA[ 1834 <description><![CDATA[
1839 A door can be opened with a normal key. It also can be broken by attacking 1835 A door can be opened with a normal key. It also can be broken by attacking
1840 it, and it can be defeated with the lockpicking skill. If a door is 1836 it, and it can be defeated with the lockpicking skill. If a door is
1841 defeated, horizontally and vertically adjacent doors are automatically 1837 defeated, horizontally and vertically adjacent doors are automatically
1842 removed. ]]> 1838 removed.]]>
1843 </description> 1839 </description>
1844 <attribute arch="no_pick" value="1" type="fixed" /> 1840 <attribute arch="no_pick" value="1" type="fixed" />
1845 <attribute arch="alive" value="1" type="fixed" /> 1841 <attribute arch="alive" value="1" type="fixed" />
1846 &movement_types_terrain; 1842 &movement_types_terrain;
1847 <attribute arch="hp" editor="hitpoints" type="int"> 1843 <attribute arch="hp" editor="hitpoints" type="int">
1874 When activated, a duplicator can duplicate, multiply or destroy a pile of 1870 When activated, a duplicator can duplicate, multiply or destroy a pile of
1875 objects which lies somewhere on top of the duplicator. 1871 objects which lies somewhere on top of the duplicator.
1876 The duplicator has one arch name specified as &lt;target arch&gt;, 1872 The duplicator has one arch name specified as &lt;target arch&gt;,
1877 and only objects of this archetype can be affected.<br> 1873 and only objects of this archetype can be affected.<br>
1878 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1874 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1879 If the latter is set to zero, it will destroy objects. ]]> 1875 If the latter is set to zero, it will destroy objects.]]>
1880 </description> 1876 </description>
1881 <use><![CDATA[ 1877 <use><![CDATA[
1882 I hope it is clear that one must be very cautious when inserting a duplicator 1878 I hope it is clear that one must be very cautious when inserting a duplicator
1883 anywhere with &lt;multiply factor&gt; greater than one. 1879 anywhere with &lt;multiply factor&gt; greater than one.
1884 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1880 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1885 It is <b>not acceptable</b> to allow duplication of anything other than 1881 It is <b>not acceptable</b> to allow duplication of anything other than
1886 coins, gold and jewels. Besides, it is very important that the chance to 1882 coins, gold and jewels. Besides, it is very important that the chance to
1887 loose the input matches the chance to earn winnings.<br> 1883 loose the input matches the chance to earn winnings.<br>
1888 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1884 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1889 loosing rate of 2/3 = 67%. ]]> 1885 loosing rate of 2/3 = 67%.]]>
1890 </use> 1886 </use>
1891 <attribute arch="other_arch" editor="target arch" type="string"> 1887 <attribute arch="other_arch" editor="target arch" type="string">
1892 Only objects of matching archtype, lying ontop of the duplicator will be 1888 Only objects of matching archtype, lying ontop of the duplicator will be
1893 duplicated, multiplied or removed. All other objects will be ignored. 1889 duplicated, multiplied or removed. All other objects will be ignored.
1894 </attribute> 1890 </attribute>
1912 </ignore> 1908 </ignore>
1913 <description><![CDATA[ 1909 <description><![CDATA[
1914 When the player applies an exit, he is transferred to a different location. 1910 When the player applies an exit, he is transferred to a different location.
1915 (Monsters cannot use exits.) Depending on how it is set, the player applies 1911 (Monsters cannot use exits.) Depending on how it is set, the player applies
1916 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1912 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1917 the exit. ]]> 1913 the exit. ]]>
1918 </description> 1914 </description>
1919 <use><![CDATA[ 1915 <use><![CDATA[
1920 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1916 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1921 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1917 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1922 detected with the show_invisible spell. 1918 detected with the show_invisible spell.
1923 <br><br> 1919 <br><br>
1924 You can be quite creative with the outlook of secret exits (their "face"). 1920 You can be quite creative with the outlook of secret exits (their "face").
1925 Don't forget to give the player relyable hints about them though. ]]> 1921 Don't forget to give the player relyable hints about them though.]]>
1926 </use> 1922 </use>
1927 <attribute arch="slaying" editor="exit path" type="string"> 1923 <attribute arch="slaying" editor="exit path" type="string">
1928 The exit path defines the map that the player is transferred to. 1924 The exit path defines the map that the player is transferred to.
1929 You can enter an absolute path, beginning with '/' (for example 1925 You can enter an absolute path, beginning with '/' (for example
1930 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1926 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1972 little health by eating flesh-objects. <br> 1968 little health by eating flesh-objects. <br>
1973 For dragon players, flesh plays a very special role though: If the 1969 For dragon players, flesh plays a very special role though: If the
1974 flesh has resistances set, a dragon player has a chance to gain resistance in 1970 flesh has resistances set, a dragon player has a chance to gain resistance in
1975 those categories. The only constraint to this process is the &lt;flesh level&gt;. 1971 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1976 Don't forget that flesh items with resistances have to be balanced 1972 Don't forget that flesh items with resistances have to be balanced
1977 according to map/monster difficulty. ]]> 1973 according to map/monster difficulty.]]>
1978 </description> 1974 </description>
1979 <use><![CDATA[ 1975 <use><![CDATA[
1980 For dragon players, flesh items can be highly valuable. Note that many 1976 For dragon players, flesh items can be highly valuable. Note that many
1981 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1977 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1982 These flesh items "inherit" resistances and level from the monster they belong to. 1978 These flesh items "inherit" resistances and level from the monster they belong to.
1984 not the case - so you have to set it manually. 1980 not the case - so you have to set it manually.
1985 <br><br> 1981 <br><br>
1986 Generally adding special flesh-treaties for dragon players is a great thing 1982 Generally adding special flesh-treaties for dragon players is a great thing
1987 to do. Always consider that dragon players might really not be interested 1983 to do. Always consider that dragon players might really not be interested
1988 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1984 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1989 out on the reward completely. ]]> 1985 out on the reward completely.]]>
1990 </use> 1986 </use>
1991 <attribute arch="food" editor="foodpoints" type="int"> 1987 <attribute arch="food" editor="foodpoints" type="int">
1992 The player's stomache will get filled with this amount of foodpoints. 1988 The player's stomache will get filled with this amount of foodpoints.
1993 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1989 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1994 </attribute> 1990 </attribute>
2018 <ignore> 2014 <ignore>
2019 <ignore_list name="non_pickable" /> 2015 <ignore_list name="non_pickable" />
2020 </ignore> 2016 </ignore>
2021 <description><![CDATA[ 2017 <description><![CDATA[
2022 Floor is a very basic thing whithout too much 2018 Floor is a very basic thing whithout too much
2023 functionality. It's a floor - you stand on it. ]]> 2019 functionality. It's a floor - you stand on it.]]>
2024 </description> 2020 </description>
2025 <attribute arch="is_floor" value="1" type="fixed" /> 2021 <attribute arch="is_floor" value="1" type="fixed" />
2026 <attribute arch="no_pick" value="1" type="fixed" /> 2022 <attribute arch="no_pick" value="1" type="fixed" />
2027<section name="terrain"> 2023<section name="terrain">
2028 &movement_types_terrain; 2024 &movement_types_terrain;
2062 Encounter-Floor is pretty much the same as normal floor. 2058 Encounter-Floor is pretty much the same as normal floor.
2063 Most outdoor floor/ground-arches are set to be "encounters". 2059 Most outdoor floor/ground-arches are set to be "encounters".
2064 That is kind of a relict from former code: When walking over 2060 That is kind of a relict from former code: When walking over
2065 encounter-floor, players sometimes got beamed to little maps 2061 encounter-floor, players sometimes got beamed to little maps
2066 with monsters on them. Nowadays this feature is disabled - 2062 with monsters on them. Nowadays this feature is disabled -
2067 Hence encounter floor is not different from normal floor. ]]> 2063 Hence encounter floor is not different from normal floor.]]>
2068 </description> 2064 </description>
2069 <attribute arch="is_floor" value="1" type="fixed" /> 2065 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="no_pick" value="1" type="fixed" /> 2066 <attribute arch="no_pick" value="1" type="fixed" />
2071<section name="terrain"> 2067<section name="terrain">
2072 &movement_types_terrain; 2068 &movement_types_terrain;
2099 2095
2100<!--####################################################################--> 2096<!--####################################################################-->
2101<type number="6" name="Food"> 2097<type number="6" name="Food">
2102 <description><![CDATA[ 2098 <description><![CDATA[
2103 By eating/drinking food-objects, the player can fill his 2099 By eating/drinking food-objects, the player can fill his
2104 stomache and gain a little health. ]]> 2100 stomache and gain a little health.]]>
2105 </description> 2101 </description>
2106 <attribute arch="food" editor="foodpoints" type="int"> 2102 <attribute arch="food" editor="foodpoints" type="int">
2107 The player's stomache will get filled with this amount of foodpoints. 2103 The player's stomache will get filled with this amount of foodpoints.
2108 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2104 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2109 </attribute> 2105 </attribute>
2117<type number="91" name="Gate"> 2113<type number="91" name="Gate">
2118 <ignore> 2114 <ignore>
2119 <ignore_list name="non_pickable" /> 2115 <ignore_list name="non_pickable" />
2120 </ignore> 2116 </ignore>
2121 <description><![CDATA[ 2117 <description><![CDATA[
2122 Gates play an important role in Crossfire. Gates can be opened 2118 Gates play an important role in Deliantra. Gates can be opened
2123 by activating a button/trigger, by speaking passwords (-> magic_ear) 2119 by activating a button/trigger, by speaking passwords (-> magic_ear)
2124 or carrying special key-objects (-> inventory checker). 2120 or carrying special key-objects (-> inventory checker).
2125 Unlike locked doors, gates can get shut again after a player has 2121 Unlike locked doors, gates can get shut again after a player has
2126 passed, which makes them more practical in many cases. ]]> 2122 passed, which makes them more practical in many cases.]]>
2127 </description> 2123 </description>
2128 <use><![CDATA[ 2124 <use><![CDATA[
2129 Use gates to divide your maps into seperated areas. After solving 2125 Use gates to divide your maps into seperated areas. After solving
2130 area A, the player gains access to area B, and so on. Make your 2126 area A, the player gains access to area B, and so on. Make your
2131 maps more complex than "one-way". ]]> 2127 maps more complex than "one-way".]]>
2132 </use> 2128 </use>
2133 <attribute arch="no_pick" value="1" type="fixed" /> 2129 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="speed" value="1" type="float"> 2130 <attribute arch="speed" value="1" type="float">
2135 The speed of the gate affects how fast it is closing/opening. 2131 The speed of the gate affects how fast it is closing/opening.
2136 </attribute> 2132 </attribute>
2160<type number="113" name="Girdle"> 2156<type number="113" name="Girdle">
2161 <import_type name="Amulet" /> 2157 <import_type name="Amulet" />
2162 <description><![CDATA[ 2158 <description><![CDATA[
2163 Wearing a girdle, the object's stats will directly be inherited to 2159 Wearing a girdle, the object's stats will directly be inherited to
2164 the player. Girdles usually provide stats- or damage bonuses and no 2160 the player. Girdles usually provide stats- or damage bonuses and no
2165 defense. ]]> 2161 defense.]]>
2166 </description> 2162 </description>
2167 <use><![CDATA[ 2163 <use><![CDATA[
2168 Feel free to create your own special artifacts. However, it is very 2164 Feel free to create your own special artifacts. However, it is very
2169 important that you keep your artifact in balance with existing maps. ]]> 2165 important that you keep your artifact in balance with existing maps.]]>
2170 </use> 2166 </use>
2171 <attribute arch="magic" editor="magic bonus" type="int"> 2167 <attribute arch="magic" editor="magic bonus" type="int">
2172 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2168 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2173 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2169 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2174 than direct armour-class bonus on the helmet. 2170 than direct armour-class bonus on the helmet.
2182<!--####################################################################--> 2178<!--####################################################################-->
2183<type number="100" name="Gloves"> 2179<type number="100" name="Gloves">
2184 <import_type name="Amulet" /> 2180 <import_type name="Amulet" />
2185 <description><![CDATA[ 2181 <description><![CDATA[
2186 Wearing gloves, the object's stats will directly be inherited to 2182 Wearing gloves, the object's stats will directly be inherited to
2187 the player. Gloves can add defense or damage bonuses. ]]> 2183 the player. Gloves can add defense or damage bonuses.]]>
2188 </description> 2184 </description>
2189 <use><![CDATA[ 2185 <use><![CDATA[
2190 Feel free to create your own special artifacts. However, it is very 2186 Feel free to create your own special artifacts. However, it is very
2191 important that you keep your artifact in balance with existing maps. ]]> 2187 important that you keep your artifact in balance with existing maps.]]>
2192 </use> 2188 </use>
2193 <attribute arch="magic" editor="magic bonus" type="int"> 2189 <attribute arch="magic" editor="magic bonus" type="int">
2194 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2190 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2195 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2191 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2196 will increase that. 2192 will increase that.
2202 <ignore> 2198 <ignore>
2203 <ignore_list name="non_pickable" /> 2199 <ignore_list name="non_pickable" />
2204 </ignore> 2200 </ignore>
2205 <description><![CDATA[ 2201 <description><![CDATA[
2206 A handle can be applied by players and (certain) monsters. 2202 A handle can be applied by players and (certain) monsters.
2207 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2203 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2208 </description> 2204 </description>
2209 <use><![CDATA[ 2205 <use><![CDATA[
2210 Handles are commonly used to move gates. When placing your lever, 2206 Handles are commonly used to move gates. When placing your lever,
2211 don't forget that some monsters are able to apply it. 2207 don't forget that some monsters are able to apply it.
2212 The ability to apply levers is rare among monsters - 2208 The ability to apply levers is rare among monsters -
2213 but vampires can do it for example. ]]> 2209 but vampires can do it for example.]]>
2214 </use> 2210 </use>
2215 <attribute arch="no_pick" value="1" type="fixed" /> 2211 <attribute arch="no_pick" value="1" type="fixed" />
2216 <attribute arch="connected" editor="connection" type="int"> 2212 <attribute arch="connected" editor="connection" type="int">
2217 Every time the handle is applied, all objects 2213 Every time the handle is applied, all objects
2218 with the same &lt;connection&gt; value are activated. 2214 with the same &lt;connection&gt; value are activated.
2230 <ignore_list name="non_pickable" /> 2226 <ignore_list name="non_pickable" />
2231 </ignore> 2227 </ignore>
2232 <description><![CDATA[ 2228 <description><![CDATA[
2233 Handle triggers are handles which reset after a short period 2229 Handle triggers are handles which reset after a short period
2234 of time. Every time it is either applied or reset, the 2230 of time. Every time it is either applied or reset, the
2235 &lt;connection&gt; value is triggered. ]]> 2231 &lt;connection&gt; value is triggered.]]>
2236 </description> 2232 </description>
2237 <use><![CDATA[ 2233 <use><![CDATA[
2238 When you connect an ordinary handle to a gate, the gate normally remains 2234 When you connect an ordinary handle to a gate, the gate normally remains
2239 opened after the first player passed. If you want to keep the gate shut, 2235 opened after the first player passed. If you want to keep the gate shut,
2240 connecting it to a handle trigger is an easy solution. ]]> 2236 connecting it to a handle trigger is an easy solution. ]]>
2241 </use> 2237 </use>
2242</type> 2238</type>
2243 2239
2244<!--####################################################################--> 2240<!--####################################################################-->
2245<type number="88" name="Hazard Floor"> 2241<type number="88" name="Hazard Floor">
2250 <ignore_list name="non_pickable" /> 2246 <ignore_list name="non_pickable" />
2251 </ignore> 2247 </ignore>
2252 <description><![CDATA[ 2248 <description><![CDATA[
2253 The best example for Hazard Floor is lava. It works like standard 2249 The best example for Hazard Floor is lava. It works like standard
2254 floor, but damages all creatures standing on it. 2250 floor, but damages all creatures standing on it.
2255 Damage is taken in regular time intervals. ]]> 2251 Damage is taken in regular time intervals.]]>
2256 </description> 2252 </description>
2257 <use><![CDATA[ 2253 <use><![CDATA[
2258 The default lava for example does minor damage. But you can turn 2254 The default lava for example does minor damage. But you can turn
2259 it up so that your hazard floor poses a real threat.<br> 2255 it up so that your hazard floor poses a real threat.<br>
2260 Like magic walls, such floors add a permanent thrill to your map. 2256 Like magic walls, such floors add a permanent thrill to your map.
2261 You can use that to safely chase off too-weak players, or just 2257 You can use that to safely chase off too-weak players, or just
2262 to have something different. ]]> 2258 to have something different.]]>
2263 </use> 2259 </use>
2264 <attribute arch="is_floor" value="1" type="fixed" /> 2260 <attribute arch="is_floor" value="1" type="fixed" />
2265 <attribute arch="lifesave" value="1" type="fixed" /> 2261 <attribute arch="lifesave" value="1" type="fixed" />
2266 &move_on; 2262 &move_on;
2267 <attribute arch="no_pick" value="1" type="fixed" /> 2263 <attribute arch="no_pick" value="1" type="fixed" />
2318 <import_type name="Amulet" /> 2314 <import_type name="Amulet" />
2319 <description><![CDATA[ 2315 <description><![CDATA[
2320 Wearing a helmet, the object's stats will directly be inherited to 2316 Wearing a helmet, the object's stats will directly be inherited to
2321 the player. Normal helmets usually increase defense, while crowns 2317 the player. Normal helmets usually increase defense, while crowns
2322 add more special bonuses like stats/resistances paired with 2318 add more special bonuses like stats/resistances paired with
2323 low defense. ]]> 2319 low defense.]]>
2324 </description> 2320 </description>
2325 <use><![CDATA[ 2321 <use><![CDATA[
2326 Feel free to create your own special artifacts. However, it is very 2322 Feel free to create your own special artifacts. However, it is very
2327 important that you keep your artifact in balance with existing maps. ]]> 2323 important that you keep your artifact in balance with existing maps.]]>
2328 </use> 2324 </use>
2329 <attribute arch="magic" editor="magic bonus" type="int"> 2325 <attribute arch="magic" editor="magic bonus" type="int">
2330 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2326 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2331 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2327 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2332 than direct armour-class bonus on the helmet. 2328 than direct armour-class bonus on the helmet.
2343 <ignore_list name="non_pickable" /> 2339 <ignore_list name="non_pickable" />
2344 </ignore> 2340 </ignore>
2345 <description><![CDATA[ 2341 <description><![CDATA[
2346 Holy_altars are altars for the various religions. Praying 2342 Holy_altars are altars for the various religions. Praying
2347 at a Holy_altar will make you a follower of that god, and 2343 at a Holy_altar will make you a follower of that god, and
2348 if you already follow that god, you may get some extra bonus. ]]> 2344 if you already follow that god, you may get some extra bonus.]]>
2349 </description> 2345 </description>
2350 <attribute arch="no_pick" value="1" type="fixed" /> 2346 <attribute arch="no_pick" value="1" type="fixed" />
2351 <attribute arch="other_arch" editor="god name" type="string"> 2347 <attribute arch="other_arch" editor="god name" type="string">
2352 The altar belongs to the god of the given name. Possible options for 2348 The altar belongs to the god of the given name. Possible options for
2353 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2349 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2376 Horns are very similar to rods. The difference is that horns regenerate 2372 Horns are very similar to rods. The difference is that horns regenerate
2377 spellpoints faster and thus are more valuable than rods. 2373 spellpoints faster and thus are more valuable than rods.
2378 <br><br> 2374 <br><br>
2379 A horn contains a spell. The player can use this spell by applying and 2375 A horn contains a spell. The player can use this spell by applying and
2380 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2376 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2381 used endlessly. ]]> 2377 used endlessly.]]>
2382 </description> 2378 </description>
2383 <use><![CDATA[ 2379 <use><![CDATA[
2384 Horns are powerful due to their fast recharge rate. They should 2380 Horns are powerful due to their fast recharge rate. They should
2385 never contain high level attacking spells. Even curing/healing spells 2381 never contain high level attacking spells. Even curing/healing spells
2386 are almost too good on a horn. ]]> 2382 are almost too good on a horn.]]>
2387 </use> 2383 </use>
2388 <attribute arch="sp" editor="spell" type="spell"> 2384 <attribute arch="sp" editor="spell" type="spell">
2389 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2385 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2390 horns to players, since they can be used endlessly without any mana cost! 2386 horns to players, since they can be used endlessly without any mana cost!
2391 Horns with heal/ restoration/ protection spells, IF available, MUST be 2387 Horns with heal/ restoration/ protection spells, IF available, MUST be
2417<!--####################################################################--> 2413<!--####################################################################-->
2418<type number="73" name="Inorganic"> 2414<type number="73" name="Inorganic">
2419 <description><![CDATA[ 2415 <description><![CDATA[
2420 Inorganic materials are generally used as ingredients for 2416 Inorganic materials are generally used as ingredients for
2421 alchemical receipes. By themselves, they have no special 2417 alchemical receipes. By themselves, they have no special
2422 functionalities. ]]> 2418 functionalities.]]>
2423 </description> 2419 </description>
2424 <attribute arch="is_dust" editor="is dust" type="bool"> 2420 <attribute arch="is_dust" editor="is dust" type="bool">
2425 </attribute> 2421 </attribute>
2426 &resistances_basic; 2422 &resistances_basic;
2427</type> 2423</type>
2440 <br><br> 2436 <br><br>
2441 Alternatively, you can set your inv. checker to block all players 2437 Alternatively, you can set your inv. checker to block all players
2442 that do/don't carry the matching object. 2438 that do/don't carry the matching object.
2443 <br><br> 2439 <br><br>
2444 As you can see, inv. checkers are quite powerful, holding a 2440 As you can see, inv. checkers are quite powerful, holding a
2445 great variety of possibilities. ]]> 2441 great variety of possibilities.]]>
2446 </description> 2442 </description>
2447 <use><![CDATA[ 2443 <use><![CDATA[
2448 Putting a check_inventory space in front of a gate (one below) and 2444 Putting a check_inventory space in front of a gate (one below) and
2449 one on the opposite side works reasonably well as a control mechanism. 2445 one on the opposite side works reasonably well as a control mechanism.
2450 Unlike the key/door-combo, this one works infinite since it is 2446 Unlike the key/door-combo, this one works infinite since it is
2451 independant from map reset. Use it to put a "structure" into your 2447 independant from map reset. Use it to put a "structure" into your
2452 maps: Player must solve area A to gain access to area B. This concept 2448 maps: Player must solve area A to gain access to area B. This concept
2453 can be found in nearly every RPG - simple but effective. ]]> 2449 can be found in nearly every RPG - simple but effective.]]>
2454 </use> 2450 </use>
2455 <attribute arch="no_pick" value="1" type="fixed" /> 2451 <attribute arch="no_pick" value="1" type="fixed" />
2456 <attribute arch="slaying" editor="match key string" type="string"> 2452 <attribute arch="slaying" editor="match key string" type="string">
2457 This string specifies the object we are looking for: We have a match 2453 This string specifies the object we are looking for: We have a match
2458 if the player does/don't carry a key object or a mark with identical 2454 if the player does/don't carry a key object or a mark with identical
2534<!--####################################################################--> 2530<!--####################################################################-->
2535<type number="60" name="Jewel"> 2531<type number="60" name="Jewel">
2536 <description><![CDATA[ 2532 <description><![CDATA[
2537 Items of the type Gold &amp; Jewels are handled like a currency. 2533 Items of the type Gold &amp; Jewels are handled like a currency.
2538 Unlike for any other type of item, in shops, the buy- and selling 2534 Unlike for any other type of item, in shops, the buy- and selling
2539 prices differ only marginally. ]]> 2535 prices differ only marginally.]]>
2540 </description> 2536 </description>
2541 <attribute arch="race" value="gold and jewels" type="fixed" /> 2537 <attribute arch="race" value="gold and jewels" type="fixed" />
2542 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543 This text may describe the object. 2539 This text may describe the object.
2544 </attribute> 2540 </attribute>
2546 2542
2547<!--####################################################################--> 2543<!--####################################################################-->
2548<type number="24" name="Key"> 2544<type number="24" name="Key">
2549 <description><![CDATA[ 2545 <description><![CDATA[
2550 When carrying a key, a normal door can be opened. The key will 2546 When carrying a key, a normal door can be opened. The key will
2551 disappear. ]]> 2547 disappear.]]>
2552 </description> 2548 </description>
2553 <attribute arch="startequip" editor="godgiven item" type="bool"> 2549 <attribute arch="startequip" editor="godgiven item" type="bool">
2554 A godgiven item vanishes as soon as the player 2550 A godgiven item vanishes as soon as the player
2555 drops it to the ground. 2551 drops it to the ground.
2556 </attribute> 2552 </attribute>
2561 <ignore> 2557 <ignore>
2562 <ignore_list name="non_pickable" /> 2558 <ignore_list name="non_pickable" />
2563 </ignore> 2559 </ignore>
2564 <description><![CDATA[ 2560 <description><![CDATA[
2565 A locked door can be opened only when carrying 2561 A locked door can be opened only when carrying
2566 the appropriate special key. ]]> 2562 the appropriate special key.]]>
2567 </description> 2563 </description>
2568 <use><![CDATA[ 2564 <use><![CDATA[
2569 If you want to create a locked door that cannot be opened (no key), 2565 If you want to create a locked door that cannot be opened (no key),
2570 set a &lt;key string&gt; like "no_key_available". This will clearify things 2566 set a &lt;key string&gt; like "no_key_available". This will clearify things
2571 and only a fool would create a key matching that string. 2567 and only a fool would create a key matching that string.
2573 Door-objects can not only be used for "doors". In many maps these 2569 Door-objects can not only be used for "doors". In many maps these
2574 are used with all kinds of faces/names, especially often as 2570 are used with all kinds of faces/names, especially often as
2575 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2571 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2576 There you have magic forces (door objects) put under certain artifact 2572 There you have magic forces (door objects) put under certain artifact
2577 items. To get your hands on the artifacts, you need to bring up the 2573 items. To get your hands on the artifacts, you need to bring up the
2578 appropriate quest items (key objects). ]]> 2574 appropriate quest items (key objects).]]>
2579 </use> 2575 </use>
2580 <attribute arch="move_type" value="0" type="fixed" /> 2576 <attribute arch="move_type" value="0" type="fixed" />
2581 <attribute arch="no_pick" value="1" type="fixed" /> 2577 <attribute arch="no_pick" value="1" type="fixed" />
2582 <attribute arch="slaying" editor="key string" type="string"> 2578 <attribute arch="slaying" editor="key string" type="string">
2583 The &lt;key string&gt; in the door must be identical with the 2579 The &lt;key string&gt; in the door must be identical with the
2584 &lt;key string&gt; in the special key, then the door is unlocked. 2580 &lt;key string&gt; in the special key, then the door is unlocked.
2585 It is VERY important to set the &lt;key string&gt; to something that 2581 It is VERY important to set the &lt;key string&gt; to something that
2586 is unique among the CF mapset. 2582 is unique among the Deliantra mapset.
2587 2583
2588 DONT EVER USE the default string "set_individual_value". 2584 DONT EVER USE the default string "set_individual_value".
2589 </attribute> 2585 </attribute>
2590 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2586 <attribute arch="no_magic" editor="restrict spells" type="bool">
2591 Restricting the use of spells to pass this door. 2587 Restricting the use of spells to pass this door.
2610 <ignore> 2606 <ignore>
2611 <ignore_list name="system_object" /> 2607 <ignore_list name="system_object" />
2612 </ignore> 2608 </ignore>
2613 <description><![CDATA[ 2609 <description><![CDATA[
2614 Magic_ears trigger a connected value 2610 Magic_ears trigger a connected value
2615 when the player speaks a specific keyword. ]]> 2611 when the player speaks a specific keyword.]]>
2616 </description> 2612 </description>
2617 <use><![CDATA[ 2613 <use><![CDATA[
2618 Whenever you put magic_ears on your maps, make sure there are 2614 Whenever you put magic_ears on your maps, make sure there are
2619 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2615 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2620 something like a gate that is opened by speaking "open" or 2616 something like a gate that is opened by speaking "open" or
2622 <br><br> 2618 <br><br>
2623 Magic_ears are typically used for interaction with NPCs. You 2619 Magic_ears are typically used for interaction with NPCs. You
2624 can create the impression that the NPC actually *does* something 2620 can create the impression that the NPC actually *does* something
2625 according to his conversation with a player. Mostly this means 2621 according to his conversation with a player. Mostly this means
2626 opening a gate or handing out some item, but you could be quite 2622 opening a gate or handing out some item, but you could be quite
2627 creative here. ]]> 2623 creative here.]]>
2628 </use> 2624 </use>
2629 <attribute arch="no_pick" value="1" type="fixed" /> 2625 <attribute arch="no_pick" value="1" type="fixed" />
2630 <attribute arch="connected" editor="connection" type="int"> 2626 <attribute arch="connected" editor="connection" type="int">
2631 The Magic_ear will trigger all objects with the 2627 The Magic_ear will trigger all objects with the
2632 same connection value, every time it is activated. 2628 same connection value, every time it is activated.
2654 Magic walls can contain any spell. However, some spells do not 2650 Magic walls can contain any spell. However, some spells do not
2655 operate very successfully in them. The only way to know is to test 2651 operate very successfully in them. The only way to know is to test
2656 the spell you want to use with a wall. 2652 the spell you want to use with a wall.
2657 <br><br> 2653 <br><br>
2658 Several types of magical walls are predefined for you in the 2654 Several types of magical walls are predefined for you in the
2659 archetypes, and can be found on the "connected" Pickmap. ]]> 2655 archetypes, and can be found on the "connected" Pickmap.]]>
2660 </description> 2656 </description>
2661 <use><![CDATA[ 2657 <use><![CDATA[
2662 Spellcasting walls pose an interesting alternative to monsters. 2658 Spellcasting walls pose an interesting alternative to monsters.
2663 Usually they are set to be undestroyable. Thus, while monsters 2659 Usually they are set to be undestroyable. Thus, while monsters
2664 in a map can be cleared out, the magic walls remain. Low level 2660 in a map can be cleared out, the magic walls remain. Low level
2675 walls' spell(s). 2671 walls' spell(s).
2676 <br><br> 2672 <br><br>
2677 It is possible to make walls rotate when triggered. But that is so 2673 It is possible to make walls rotate when triggered. But that is so
2678 confusing (and useless IMHO) that I did not mention it above. You 2674 confusing (and useless IMHO) that I did not mention it above. You
2679 can find a working example on the map 2675 can find a working example on the map
2680 "/pup_land/castle_eureca/castle_eureca8". ]]> 2676 "/pup_land/castle_eureca/castle_eureca8".]]>
2681 </use> 2677 </use>
2682 <attribute arch="dam" editor="spell" type="spell"> 2678 <attribute arch="dam" editor="spell" type="spell">
2683 The magic wall will cast this &lt;spell&gt;. 2679 The magic wall will cast this &lt;spell&gt;.
2684 </attribute> 2680 </attribute>
2685 <attribute arch="level" editor="spell level" type="int"> 2681 <attribute arch="level" editor="spell level" type="int">
2740 player stepping on it. This force does nothing except containing a 2736 player stepping on it. This force does nothing except containing a
2741 &lt;key string&gt; which can be discovered by detectors or inventory 2737 &lt;key string&gt; which can be discovered by detectors or inventory
2742 checkers. It is also possible to use markers for removing marks again. 2738 checkers. It is also possible to use markers for removing marks again.
2743 <br><br> 2739 <br><br>
2744 Note that the player has no possibility to "see" his own marks, 2740 Note that the player has no possibility to "see" his own marks,
2745 except by the effect that they cause on the maps. ]]> 2741 except by the effect that they cause on the maps.]]>
2746 </description> 2742 </description>
2747 <use><![CDATA[ 2743 <use><![CDATA[
2748 Markers hold real cool possibilities for map-making. I encourage 2744 Markers hold real cool possibilities for map-making. I encourage
2749 you to use them frequently. However there is one negative point 2745 you to use them frequently. However there is one negative point
2750 about markers: Players don't "see" what's going on with them. It is 2746 about markers: Players don't "see" what's going on with them. It is
2751 your task, as map-creator, to make sure the player is always well 2747 your task, as map-creator, to make sure the player is always well
2752 informed and never confused. 2748 informed and never confused.
2753 <br><br> 2749 <br><br>
2754 Please avoid infinite markers when they aren't needed. They're 2750 Please avoid infinite markers when they aren't needed. They're
2755 using a little space in the player file after all, so if there 2751 using a little space in the player file after all, so if there
2756 is no real purpose, set an expire time. ]]> 2752 is no real purpose, set an expire time.]]>
2757 </use> 2753 </use>
2758 <attribute arch="no_pick" value="1" type="fixed" /> 2754 <attribute arch="no_pick" value="1" type="fixed" />
2759 <attribute arch="slaying" editor="key string" type="string"> 2755 <attribute arch="slaying" editor="key string" type="string">
2760 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2756 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2761 If the player already has a force with that &lt;key string&gt;, 2757 If the player already has a force with that &lt;key string&gt;,
2807 When a player picks an item from a shop and attempts to 2803 When a player picks an item from a shop and attempts to
2808 walk over the shop mat, the item's selling-price is automatically 2804 walk over the shop mat, the item's selling-price is automatically
2809 subtracted from the player's money. 2805 subtracted from the player's money.
2810 <br><br> 2806 <br><br>
2811 For money, always use the default arches. 2807 For money, always use the default arches.
2812 Don't modify them. ]]> 2808 Don't modify them.]]>
2813 </description> 2809 </description>
2814 <attribute arch="race" value="gold and jewels" type="fixed" /> 2810 <attribute arch="race" value="gold and jewels" type="fixed" />
2815</type> 2811</type>
2816 2812
2817<!--####################################################################--> 2813<!--####################################################################-->
2832 Monsters can behave in various kinds of ways. 2828 Monsters can behave in various kinds of ways.
2833 They can be aggressive, attacking the player. Or peaceful, 2829 They can be aggressive, attacking the player. Or peaceful,
2834 helping the player - maybe joining him as pet. 2830 helping the player - maybe joining him as pet.
2835 The unagressive creatures who communicate with players are 2831 The unagressive creatures who communicate with players are
2836 usually called "NPCs" (Non Player Character), a well-known 2832 usually called "NPCs" (Non Player Character), a well-known
2837 term in role-play environments. ]]> 2833 term in role-play environments.]]>
2838 </description> 2834 </description>
2839 <use><![CDATA[ 2835 <use><![CDATA[
2840 Monsters play a central role in most maps. Choosing the right 2836 Monsters play a central role in most maps. Choosing the right
2841 combination of monsters for your map is vital: 2837 combination of monsters for your map is vital:
2842 <UL> 2838 <UL>
2867 can use. 2863 can use.
2868 </UL> 2864 </UL>
2869 I know it's impossible to make the perfectly balanced map. There's always 2865 I know it's impossible to make the perfectly balanced map. There's always
2870 some part which is found too easy or too hard for a certain kind of player. 2866 some part which is found too easy or too hard for a certain kind of player.
2871 Just give it your best shot. And listen to feedback from players if you 2867 Just give it your best shot. And listen to feedback from players if you
2872 receive some. :-) ]]> 2868 receive some. :-)]]>
2873 </use> 2869 </use>
2874 <attribute arch="alive" value="1" type="fixed" /> 2870 <attribute arch="alive" value="1" type="fixed" />
2875 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2871 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2876 When the monster is killed, items from the treasurelist will 2872 When the monster is killed, items from the treasurelist will
2877 drop to the ground. This is a common way to reward players 2873 drop to the ground. This is a common way to reward players
3125 <attribute arch="stand_still" editor="stand still" type="bool"> 3121 <attribute arch="stand_still" editor="stand still" type="bool">
3126 Monsters which &lt;stand still&gt; won't move to leave their position. 3122 Monsters which &lt;stand still&gt; won't move to leave their position.
3127 When agressive, they will attack all enemies who get close to 3123 When agressive, they will attack all enemies who get close to
3128 them. This behaviour is commonly known from castle guards. 3124 them. This behaviour is commonly known from castle guards.
3129 3125
3130 In older versions of Crossfire it was possible to eventually 3126 In older versions of Deliantra it was possible to eventually
3131 push a &lt;stand still&gt;-monster out of position by force. 3127 push a &lt;stand still&gt;-monster out of position by force.
3132 I believe this is no longer possible. Neverthless, you should 3128 I believe this is no longer possible. Neverthless, you should
3133 still be cautious when lining up &lt;stand still&gt;-monster in order 3129 still be cautious when lining up &lt;stand still&gt;-monster in order
3134 to "defend" something: Such monsters are rather easy to kill. 3130 to "defend" something: Such monsters are rather easy to kill.
3135 It's good for low level maps, but not much more. 3131 It's good for low level maps, but not much more.
3206 </ignore> 3202 </ignore>
3207 <description><![CDATA[ 3203 <description><![CDATA[
3208 As the name implies, mood floors can change the "mood" of 3204 As the name implies, mood floors can change the "mood" of
3209 a monsters/NPC. For example, an unagressive monster could be 3205 a monsters/NPC. For example, an unagressive monster could be
3210 turned mad to start attacking. Similar, an agressive monster 3206 turned mad to start attacking. Similar, an agressive monster
3211 could be calmed. ]]> 3207 could be calmed.]]>
3212 </description> 3208 </description>
3213 <use><![CDATA[ 3209 <use><![CDATA[
3214 Mood floors are absolutely cool for NPC interaction. To make an 3210 Mood floors are absolutely cool for NPC interaction. To make an
3215 unaggressive monster/NPC attack, put a creator with "other_arch 3211 unaggressive monster/NPC attack, put a creator with "other_arch
3216 furious_floor" under it. Connect the creator to a magic_ear, so the 3212 furious_floor" under it. Connect the creator to a magic_ear, so the
3220 it directly to a magic_ear. Then the player speaks a keyword like 3216 it directly to a magic_ear. Then the player speaks a keyword like
3221 "help me" - and the NPC joins him as pet. 3217 "help me" - and the NPC joins him as pet.
3222 <br><br> 3218 <br><br>
3223 (Of course you must always give clear hints about keywords! 3219 (Of course you must always give clear hints about keywords!
3224 And there is no reason why you couldn't use a button/lever/pedestal 3220 And there is no reason why you couldn't use a button/lever/pedestal
3225 etc. instead of a magic_ear.) ]]> 3221 etc. instead of a magic_ear.)]]>
3226 </use> 3222 </use>
3227 <attribute arch="no_pick" value="1" type="fixed" /> 3223 <attribute arch="no_pick" value="1" type="fixed" />
3228 <attribute arch="last_sp" editor="mood" type="list_mood"> 3224 <attribute arch="last_sp" editor="mood" type="list_mood">
3229 &lt;mood&gt; is used to determine what will happen to the 3225 &lt;mood&gt; is used to determine what will happen to the
3230 monster when affected by the mood floor: 3226 monster when affected by the mood floor:
3274 can monsters. Motion is involuntary. Additionally, players or 3270 can monsters. Motion is involuntary. Additionally, players or
3275 monsters can be "frozen" while ontop of movers so that they MUST 3271 monsters can be "frozen" while ontop of movers so that they MUST
3276 move along a chain of them. 3272 move along a chain of them.
3277 <br><br> 3273 <br><br>
3278 Multisquare monsters can be moved as well, given 3274 Multisquare monsters can be moved as well, given
3279 enough space. Movers are usually invisible. ]]> 3275 enough space. Movers are usually invisible.]]>
3280 </description> 3276 </description>
3281 <use><![CDATA[ 3277 <use><![CDATA[
3282 NEVER EVER consider a mover being unpassable in the backwards 3278 NEVER EVER consider a mover being unpassable in the backwards
3283 direction. Setting "forced movement" makes it seemingly impossible 3279 direction. Setting "forced movement" makes it seemingly impossible
3284 but there is still a trick: One player can push a second player 3280 but there is still a trick: One player can push a second player
3291 cannot be discovered with the show_invisible spell. 3287 cannot be discovered with the show_invisible spell.
3292 <br><br> 3288 <br><br>
3293 Note that Movers and Directors are seperate objects, even though 3289 Note that Movers and Directors are seperate objects, even though
3294 they look and act similar. Directors only do spells/missiles, 3290 they look and act similar. Directors only do spells/missiles,
3295 while movers only do living creatures (depending on how it 3291 while movers only do living creatures (depending on how it
3296 is set: monsters and players). ]]> 3292 is set: monsters and players).]]>
3297 </use> 3293 </use>
3298 <attribute arch="attacktype" editor="forced movement" type="bool"> 3294 <attribute arch="attacktype" editor="forced movement" type="bool">
3299 If forced movement is enabled, the mover "freezes" anyone it 3295 If forced movement is enabled, the mover "freezes" anyone it
3300 moves (so they are forced to move along a chain). 3296 moves (so they are forced to move along a chain).
3301 For players there is no way to escape this forced movement, 3297 For players there is no way to escape this forced movement,
3353 <ignore_list name="non_pickable" /> 3349 <ignore_list name="non_pickable" />
3354 </ignore> 3350 </ignore>
3355 <description><![CDATA[ 3351 <description><![CDATA[
3356 Pedestals are designed to detect certain types of living objects. 3352 Pedestals are designed to detect certain types of living objects.
3357 When a predefined type of living creature steps on the pedestal, the 3353 When a predefined type of living creature steps on the pedestal, the
3358 connected value is triggered. ]]> 3354 connected value is triggered.]]>
3359 </description> 3355 </description>
3360 <use><![CDATA[ 3356 <use><![CDATA[
3361 If you want to create a place where only players of a certain race 3357 If you want to create a place where only players of a certain race
3362 can enter, put a teleporter over your pedestal. So the teleporter is 3358 can enter, put a teleporter over your pedestal. So the teleporter is
3363 only activated for players of the matching race. Do not use gates, 3359 only activated for players of the matching race. Do not use gates,
3364 because many other players could sneak in. If you put powerful 3360 because many other players could sneak in. If you put powerful
3365 artifacts into such places, generally set "startequip 1", so that 3361 artifacts into such places, generally set "startequip 1", so that
3366 they are preserved for that one race and can't be traded to others. ]]> 3362 they are preserved for that one race and can't be traded to others.]]>
3367 </use> 3363 </use>
3368 <attribute arch="no_pick" value="1" type="fixed" /> 3364 <attribute arch="no_pick" value="1" type="fixed" />
3369 <attribute arch="slaying" editor="match race" type="string"> 3365 <attribute arch="slaying" editor="match race" type="string">
3370 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3366 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3371 matches the monster's or the player's race, we have a match. 3367 matches the monster's or the player's race, we have a match.
3389 <ignore_list name="non_pickable" /> 3385 <ignore_list name="non_pickable" />
3390 </ignore> 3386 </ignore>
3391 <description><![CDATA[ 3387 <description><![CDATA[
3392 Pits are holes, transporting the player when he walks (and falls) into them. 3388 Pits are holes, transporting the player when he walks (and falls) into them.
3393 A speciality about pits is that they don't transport the player to 3389 A speciality about pits is that they don't transport the player to
3394 the exact destination, but within a two-square radius of the destination 3390 the exact destination, but within a configurable radius of the destination
3395 (never on blocked squares).<br> 3391 (never on blocked squares).<br>
3396 Optionally, pits can get closed and opened, similar to gates.<br><br> 3392 Optionally, pits can get closed and opened, similar to gates.<br><br>
3397 Monsters and items are affected by pits just as well as players. 3393 Monsters and items are affected by pits just as well as players.
3398 Even multipart monsters can fall through them, given enough space. ]]> 3394 Even multipart monsters can fall through them, given enough space.]]>
3399 </description> 3395 </description>
3400 <use><![CDATA[ 3396 <use><![CDATA[
3401 Pits can add interesting effects to your map. When using them, make 3397 Pits can add interesting effects to your map. When using them, make
3402 sure to use them in a "logical way": Pits should always drop the 3398 sure to use them in a "logical way": Pits should always drop the
3403 player to some kind of lower level. They should not be used to 3399 player to some kind of lower level. They should not be used to
3404 randomly interconnect maps like teleporters do. ]]> 3400 randomly interconnect maps like teleporters do.]]>
3405 </use> 3401 </use>
3406 <attribute arch="no_pick" value="1" type="fixed" /> 3402 <attribute arch="no_pick" value="1" type="fixed" />
3403 <attribute arch="range" editor="spread radius" type="int">
3404 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3405 </attribute>
3407 <attribute arch="connected" editor="connection" type="int"> 3406 <attribute arch="connected" editor="connection" type="int">
3408 When a &lt;connection&gt; value is set, the pit can be opened/closed 3407 When a &lt;connection&gt; value is set, the pit can be opened/closed
3409 by activating the connection. 3408 by activating the connection.
3410 </attribute> 3409 </attribute>
3411 &activate_on; 3410 &activate_on;
3432 3431
3433<!--####################################################################--> 3432<!--####################################################################-->
3434<type number="7" name="Poison Food"> 3433<type number="7" name="Poison Food">
3435 <description><![CDATA[ 3434 <description><![CDATA[
3436 When eating, the player's stomache is drained by 1/4 of food. 3435 When eating, the player's stomache is drained by 1/4 of food.
3437 If his food drops to zero, the player might even die. ]]> 3436 If his food drops to zero, the player might even die.]]>
3438 </description> 3437 </description>
3439</type> 3438</type>
3440 3439
3441<!--####################################################################--> 3440<!--####################################################################-->
3442<type number="5" name="Potion"> 3441<type number="5" name="Potion">
3443 <description><![CDATA[ 3442 <description><![CDATA[
3444 The player can drink these and gain various kinds of benefits 3443 The player can drink these and gain various kinds of benefits
3445 (/penalties) by doing so. ]]> 3444 (/penalties) by doing so.]]>
3446 </description> 3445 </description>
3447 <use><![CDATA[ 3446 <use><![CDATA[
3448 One potion should never give multiple benefits at once. ]]> 3447 One potion should never give multiple benefits at once.]]>
3449 </use> 3448 </use>
3450 <attribute arch="level" editor="potion level" type="int"> 3449 <attribute arch="level" editor="potion level" type="int">
3451 If the potion contains a spell, the spell is cast at this level. 3450 If the potion contains a spell, the spell is cast at this level.
3452 For other potions it should be set at least to 1. 3451 For other potions it should be set at least to 1.
3453 </attribute> 3452 </attribute>
3480<type number="156" name="Power Crystal"> 3479<type number="156" name="Power Crystal">
3481 <description><![CDATA[ 3480 <description><![CDATA[
3482 Power crystals can store a player's mana: 3481 Power crystals can store a player's mana:
3483 When the player applies the crystal with full mana, half of 3482 When the player applies the crystal with full mana, half of
3484 it flows into the crystal. When the player applies it with 3483 it flows into the crystal. When the player applies it with
3485 lacking mana, the crystal replenishes the player's mana. ]]> 3484 lacking mana, the crystal replenishes the player's mana.]]>
3486 </description> 3485 </description>
3487 <attribute arch="sp" editor="initial mana" type="int"> 3486 <attribute arch="sp" editor="initial mana" type="int">
3488 &lt;initial mana&gt; is the amount of spellpoints that the 3487 &lt;initial mana&gt; is the amount of spellpoints that the
3489 crystal holds when the map is loaded. 3488 crystal holds when the map is loaded.
3490 </attribute> 3489 </attribute>
3502 Projectiles like arrows/crossbow bolts are used as ammunition 3501 Projectiles like arrows/crossbow bolts are used as ammunition
3503 for shooting weapons. 3502 for shooting weapons.
3504 <br><br> 3503 <br><br>
3505 It's very easy to add new pairs of weapons &amp; projectiles. 3504 It's very easy to add new pairs of weapons &amp; projectiles.
3506 Just set matching &lt;ammunition class&gt; both for shooting 3505 Just set matching &lt;ammunition class&gt; both for shooting
3507 weapon and projectile. ]]> 3506 weapon and projectile.]]>
3508 </description> 3507 </description>
3509 <use><![CDATA[ 3508 <use><![CDATA[
3510 If you want to create new kinds of projectiles, you could 3509 If you want to create new kinds of projectiles, you could
3511 add an alchemical receipe to create these. 3510 add an alchemical receipe to create these.
3512 3511
3513 Don't create new pairs of weapons &amp; projectiles unless 3512 Don't create new pairs of weapons &amp; projectiles unless
3514 they really fullfill a useful purpose. In fact, even bows 3513 they really fullfill a useful purpose. In fact, even bows
3515 and crossbows are rarely ever used. ]]> 3514 and crossbows are rarely ever used.]]>
3516 </use> 3515 </use>
3517 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3516 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3518 This number is a bitmask, specifying the projectile's attacktypes. 3517 This number is a bitmask, specifying the projectile's attacktypes.
3519 Attacktypes are: physical, magical, fire, cold.. etc. 3518 Attacktypes are: physical, magical, fire, cold.. etc.
3520 This works identical to melee weapons. Note that shooting 3519 This works identical to melee weapons. Note that shooting
3582<type number="70" name="Ring"> 3581<type number="70" name="Ring">
3583 <import_type name="Amulet" /> 3582 <import_type name="Amulet" />
3584 <description><![CDATA[ 3583 <description><![CDATA[
3585 Rings are worn on the hands - one ring each. 3584 Rings are worn on the hands - one ring each.
3586 Wearing rings, the object's stats will directly be inherited to 3585 Wearing rings, the object's stats will directly be inherited to
3587 the player. Usually enhancing his spellcasting potential. ]]> 3586 the player. Usually enhancing his spellcasting potential.]]>
3588 </description> 3587 </description>
3589 <use><![CDATA[ 3588 <use><![CDATA[
3590 When you create an artifact ring, never forget that players can 3589 When you create an artifact ring, never forget that players can
3591 wear <B>two</B> rings! Due to that it is extremely important to 3590 wear <B>two</B> rings! Due to that it is extremely important to
3592 keep rings in balance with the game. 3591 keep rings in balance with the game.
3593 <br><br> 3592 <br><br>
3594 Also keep in mind that rings are generally the wizard's tools. 3593 Also keep in mind that rings are generally the wizard's tools.
3595 They should primarily grant bonuses to spellcasting abilities 3594 They should primarily grant bonuses to spellcasting abilities
3596 and non-physical resistances. ]]> 3595 and non-physical resistances.]]>
3597 </use> 3596 </use>
3598</type> 3597</type>
3599 3598
3600<!--####################################################################--> 3599<!--####################################################################-->
3601<type number="3" name="Rod"> 3600<type number="3" name="Rod">
3604 </ignore> 3603 </ignore>
3605 <description><![CDATA[ 3604 <description><![CDATA[
3606 A rod contains a spell. The player can use this spell by applying and 3605 A rod contains a spell. The player can use this spell by applying and
3607 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3606 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3608 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3607 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3609 used endlessly. ]]> 3608 used endlessly.]]>
3610 </description> 3609 </description>
3611 <use><![CDATA[ 3610 <use><![CDATA[
3612 Rods with healing/curing spells are extremely powerful. Usually, potions have 3611 Rods with healing/curing spells are extremely powerful. Usually, potions have
3613 to be used for that purpose. Though, potions are expensive and only good for 3612 to be used for that purpose. Though, potions are expensive and only good for
3614 one-time-use.<br> ]]> 3613 one-time-use.<br>]]>
3615 </use> 3614 </use>
3616 <attribute arch="sp" editor="spell" type="spell"> 3615 <attribute arch="sp" editor="spell" type="spell">
3617 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3616 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3618 rods to players, since they can be used endlessly without any mana cost! 3617 rods to players, since they can be used endlessly without any mana cost!
3619 Rods with heal/ restoration/ protection spells, IF available, MUST be 3618 Rods with heal/ restoration/ protection spells, IF available, MUST be
3659 Runes hit any monster or person who steps on them for 'dam' damage in 3658 Runes hit any monster or person who steps on them for 'dam' damage in
3660 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3659 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3661 and will cast this spell when it detonates. Yet another kind is the 3660 and will cast this spell when it detonates. Yet another kind is the
3662 "summoning rune", summoning predefined monsters of any kind, at detonation. 3661 "summoning rune", summoning predefined monsters of any kind, at detonation.
3663 <br><br> 3662 <br><br>
3664 Many runes are already defined in the archetypes. ]]> 3663 Many runes are already defined in the archetypes.]]>
3665 </description> 3664 </description>
3666 <use><![CDATA[ 3665 <use><![CDATA[
3667 Avoid monsters stepping on your runes. For example, summoning runes 3666 Avoid monsters stepping on your runes. For example, summoning runes
3668 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3667 together with spellcasting- and attack-runes is usually a bad idea.]]>
3669 </use> 3668 </use>
3670 <attribute arch="no_pick" value="1" type="fixed" /> 3669 <attribute arch="no_pick" value="1" type="fixed" />
3671 &move_on; 3670 &move_on;
3672 <attribute arch="level" editor="rune level" type="int"> 3671 <attribute arch="level" editor="rune level" type="int">
3673 This value sets the level the rune will cast the spell it contains at, 3672 This value sets the level the rune will cast the spell it contains at,
3741 <ignore_list name="non_pickable" /> 3740 <ignore_list name="non_pickable" />
3742 </ignore> 3741 </ignore>
3743 <description><![CDATA[ 3742 <description><![CDATA[
3744 When the player applies a savebed, he is not only saved. Both his 3743 When the player applies a savebed, he is not only saved. Both his
3745 respawn-after-death and his word-of-recall positions are pointing 3744 respawn-after-death and his word-of-recall positions are pointing
3746 to the last-applied savebed. ]]> 3745 to the last-applied savebed.]]>
3747 </description> 3746 </description>
3748 <use><![CDATA[ 3747 <use><![CDATA[
3749 Put savebed locations in towns, do not put them into dungeons. 3748 Put savebed locations in towns, do not put them into dungeons.
3750 It is absolutely neccessary that a place with savebeds is 100% secure. 3749 It is absolutely neccessary that a place with savebeds is 100% secure.
3751 That means: 3750 That means:
3752 <UL> 3751 <UL>
3753 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3752 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3754 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3753 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3755 <LI> Insert a relyable exit! Make sure there is no possibility that 3754 <LI> Insert a reliable exit! Make sure there is no possibility that
3756 players get trapped in a savebed location. 3755 players get trapped in a savebed location.
3757 <LI> If possible, mark the whole site as no-spell area (Insert this 3756 <LI> If possible, mark the whole site as no-spell area (Insert this
3758 arch called "dungeon_magic" everywhere). This is not required, 3757 arch called "dungeon_magic" everywhere). This is not required,
3759 but it makes the place much more safe. 3758 but it makes the place much more safe.
3760 </UL> ]]> 3759 </UL>]]>
3761 </use> 3760 </use>
3762 <attribute arch="no_pick" value="1" type="fixed" /> 3761 <attribute arch="no_pick" value="1" type="fixed" />
3763 <attribute arch="no_magic" value="1" type="fixed" /> 3762 <attribute arch="no_magic" value="1" type="fixed" />
3764 <attribute arch="damned" value="1" type="fixed" /> 3763 <attribute arch="damned" value="1" type="fixed" />
3765</type> 3764</type>
3772 <description><![CDATA[ 3771 <description><![CDATA[
3773 Scrolls contain spells (similar to spell-potions). Unlike potions, 3772 Scrolls contain spells (similar to spell-potions). Unlike potions,
3774 scrolls require a certain literacy skill to read successfully. 3773 scrolls require a certain literacy skill to read successfully.
3775 Accordingly, for a successful reading, a small amount of 3774 Accordingly, for a successful reading, a small amount of
3776 experience is gained. Scrolls allow only one time usage, but 3775 experience is gained. Scrolls allow only one time usage, but
3777 usually they are sold in bulks. ]]> 3776 usually they are sold in bulks.]]>
3778 </description> 3777 </description>
3779 <use><![CDATA[ 3778 <use><![CDATA[
3780 For low level quests, scrolls of healing/curing-spells 3779 For low level quests, scrolls of healing/curing-spells
3781 can be a nice reward. At higher levels, scrolls become less 3780 can be a nice reward. At higher levels, scrolls become less
3782 and less useful. ]]> 3781 and less useful.]]>
3783 </use> 3782 </use>
3784 <attribute arch="level" editor="casting level" type="int"> 3783 <attribute arch="level" editor="casting level" type="int">
3785 The spell of the scroll will be casted at this level. 3784 The spell of the scroll will be casted at this level.
3786 This value should always be set, at least to 1. 3785 This value should always be set, at least to 1.
3787 </attribute> 3786 </attribute>
3799<type number="33" name="Shield"> 3798<type number="33" name="Shield">
3800 <import_type name="Amulet" /> 3799 <import_type name="Amulet" />
3801 <description><![CDATA[ 3800 <description><![CDATA[
3802 Wearing a shield, the object's stats will directly be inherited to 3801 Wearing a shield, the object's stats will directly be inherited to
3803 the player. Shields usually provide good defense, only surpassed 3802 the player. Shields usually provide good defense, only surpassed
3804 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3803 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3805 </description> 3804 </description>
3806 <use><![CDATA[ 3805 <use><![CDATA[
3807 Feel free to create your own special artifacts. However, it is very 3806 Feel free to create your own special artifacts. However, it is very
3808 important that you keep your artifact in balance with existing maps. ]]> 3807 important that you keep your artifact in balance with existing maps.]]>
3809 </use> 3808 </use>
3810 <attribute arch="magic" editor="magic bonus" type="int"> 3809 <attribute arch="magic" editor="magic bonus" type="int">
3811 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3810 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3812 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3811 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3813 than direct armour-class bonus on the shield. 3812 than direct armour-class bonus on the shield.
3822 wielded both at the same time. Like with any other equipment, 3821 wielded both at the same time. Like with any other equipment,
3823 stats/bonuses from shooting weapons are directly inherited to the player. 3822 stats/bonuses from shooting weapons are directly inherited to the player.
3824 <br><br> 3823 <br><br>
3825 It's very easy to add new pairs of weapons &amp; projectiles. 3824 It's very easy to add new pairs of weapons &amp; projectiles.
3826 Just set matching &lt;ammunition class&gt; both for shooting 3825 Just set matching &lt;ammunition class&gt; both for shooting
3827 weapon and projectile. ]]> 3826 weapon and projectile.]]>
3828 </description> 3827 </description>
3829 <use><![CDATA[ 3828 <use><![CDATA[
3830 Shooting weapons should not add bonuses in general. There's already 3829 Shooting weapons should not add bonuses in general. There's already
3831 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3830 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3832 Shooting weapons should especially not add bonuses to the player 3831 Shooting weapons should especially not add bonuses to the player
3833 that have nothing to do with schooting. A Wisdom bonus on a bow 3832 that have nothing to do with schooting. A Wisdom bonus on a bow
3834 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3833 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3835 - still crap. ]]> 3834 - still crap.]]>
3836 </use> 3835 </use>
3837 <attribute arch="race" editor="ammunition class" type="string"> 3836 <attribute arch="race" editor="ammunition class" type="string">
3838 Only projectiles with matching &lt;ammunition class&gt; can be fired 3837 Only projectiles with matching &lt;ammunition class&gt; can be fired
3839 with this weapon. For normal bows set "arrows", for normal 3838 with this weapon. For normal bows set "arrows", for normal
3840 crossbows set "crossbow bolts". 3839 crossbows set "crossbow bolts".
3869 amount of &lt;item power&gt;, depending on their own level. This is the 3868 amount of &lt;item power&gt;, depending on their own level. This is the
3870 only way to prevent low level players to wear "undeserved" equipment 3869 only way to prevent low level players to wear "undeserved" equipment
3871 (like gifts from other players or cheated items). 3870 (like gifts from other players or cheated items).
3872 3871
3873 It is very important to adjust the &lt;item power&gt; value carefully 3872 It is very important to adjust the &lt;item power&gt; value carefully
3874 for every artifact you create! If zero/unset, the CF server will 3873 for every artifact you create! If zero/unset, the Deliantra server will
3875 calculate a provisional value at runtime, but this is never 3874 calculate a provisional value at runtime, but this is never
3876 going to be an accurate measurement of &lt;item power&gt;. 3875 going to be an accurate measurement of &lt;item power&gt;.
3877 </attribute> 3876 </attribute>
3878 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3877 <attribute arch="no_strength" editor="ignore strength" type="bool">
3879 Usually the player's strentgh takes effect on the damage 3878 Usually the player's strentgh takes effect on the damage
3961 These items are all flagged as unpaid. 3960 These items are all flagged as unpaid.
3962 When a player drops an item onto shop floor, the item becomes 3961 When a player drops an item onto shop floor, the item becomes
3963 unpaid and the player receives payment according to the item's 3962 unpaid and the player receives payment according to the item's
3964 selling-value. 3963 selling-value.
3965 Shopfloor always prevents magic (To hinder players from burning 3964 Shopfloor always prevents magic (To hinder players from burning
3966 or freezing the goods). ]]> 3965 or freezing the goods).]]>
3967 </description> 3966 </description>
3968 <use><![CDATA[ 3967 <use><![CDATA[
3969 Tile your whole shop-interior space which shop floor. 3968 Tile your whole shop-interior space which shop floor.
3970 (That assures players receive payment for dropping items). 3969 (That assures players receive payment for dropping items).
3971 Place shop mats to enter/leave the shop, and make sure 3970 Place shop mats to enter/leave the shop, and make sure
3972 there is no other exit than the shop mat. ]]> 3971 there is no other exit than the shop mat.]]>
3973 </use> 3972 </use>
3974 <attribute arch="is_floor" value="1" type="fixed" /> 3973 <attribute arch="is_floor" value="1" type="fixed" />
3975 <attribute arch="no_pick" value="1" type="fixed" /> 3974 <attribute arch="no_pick" value="1" type="fixed" />
3976 <attribute arch="no_magic" value="1" type="fixed" /> 3975 <attribute arch="no_magic" value="1" type="fixed" />
3977 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3976 <attribute arch="auto_apply" editor="generate goods" type="bool">
4011 "shopping-area" and one outside. Shop mats don't use exit paths/ 4010 "shopping-area" and one outside. Shop mats don't use exit paths/
4012 or -destinations. When stepping onto a shopmat the player gets beamed 4011 or -destinations. When stepping onto a shopmat the player gets beamed
4013 to the nearest other mat. If the player has unpaid items in his 4012 to the nearest other mat. If the player has unpaid items in his
4014 inventory, the price gets charged from his coins automatically. 4013 inventory, the price gets charged from his coins automatically.
4015 If the player has insufficient coins to buy his unpaid items, he 4014 If the player has insufficient coins to buy his unpaid items, he
4016 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4015 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4017 </description> 4016 </description>
4018 <use><![CDATA[ 4017 <use><![CDATA[
4019 As stated above, always place TWO shop mats into your shop. 4018 As stated above, always place TWO shop mats into your shop.
4020 Not more and not less than that. ]]> 4019 Not more and not less than that.]]>
4021 </use> 4020 </use>
4022 <attribute arch="no_pick" value="1" type="fixed" /> 4021 <attribute arch="no_pick" value="1" type="fixed" />
4023 &move_on; 4022 &move_on;
4024</type> 4023</type>
4025 4024
4030 </ignore> 4029 </ignore>
4031 <description><![CDATA[ 4030 <description><![CDATA[
4032 The purpose of a sign or magic_mouth is to display a certain message to 4031 The purpose of a sign or magic_mouth is to display a certain message to
4033 the player. There are three ways to have the player get this message: 4032 the player. There are three ways to have the player get this message:
4034 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4033 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4035 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4034 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4036 </description> 4035 </description>
4037 <use><![CDATA[ 4036 <use><![CDATA[
4038 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4037 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4039 some true roleplay feeling to your maps, support your storyline or give 4038 some true roleplay feeling to your maps, support your storyline or give
4040 hints about hidden secrets/dangers. Place signs to provide the player 4039 hints about hidden secrets/dangers. Place signs to provide the player
4041 with all kinds of useful information for getting along in your maps. ]]> 4040 with all kinds of useful information for getting along in your maps.]]>
4042 </use> 4041 </use>
4043 <attribute arch="connected" editor="connection" type="int"> 4042 <attribute arch="connected" editor="connection" type="int">
4044 When a connection value is set, the message will be printed whenever 4043 When a connection value is set, the message will be printed whenever
4045 the connection is triggered. This should be used in combination with 4044 the connection is triggered. This should be used in combination with
4046 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4045 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4087 <ignore_list name="system_object" /> 4086 <ignore_list name="system_object" />
4088 </ignore> 4087 </ignore>
4089 <description><![CDATA[ 4088 <description><![CDATA[
4090 Skills are objects which exist in the player/monster inventory. 4089 Skills are objects which exist in the player/monster inventory.
4091 Both NPC/monsters and players use the same skill archetypes. Not all skills 4090 Both NPC/monsters and players use the same skill archetypes. Not all skills
4092 are enabled for monster use however. ]]> 4091 are enabled for monster use however.]]>
4093 </description> 4092 </description>
4094 <use><![CDATA[ 4093 <use><![CDATA[
4095 For mapmaking, Skill objects serve two purposes: 4094 For mapmaking, Skill objects serve two purposes:
4096 <p>First, the predefined skill archtypes (in the 'skills' directory) 4095 <p>First, the predefined skill archtypes (in the 'skills' directory)
4097 can be seen as the global skill definitions. A skill which doesn't 4096 can be seen as the global skill definitions. A skill which doesn't
4102 </p><p> 4101 </p><p>
4103 Secondly, in order to enable monsters to use skills, you will need to 4102 Secondly, in order to enable monsters to use skills, you will need to
4104 copy default skill archtypes into the monsters' inventories. 4103 copy default skill archtypes into the monsters' inventories.
4105 You can even customize the skills by changing stats. It is not 4104 You can even customize the skills by changing stats. It is not
4106 recommended however, to use skills in your maps which are totally 4105 recommended however, to use skills in your maps which are totally
4107 unrelated to any predefined skill archtype.</p> ]]> 4106 unrelated to any predefined skill archtype.</p>]]>
4108 </use> 4107 </use>
4109 <attribute arch="invisible" value="1" type="fixed" /> 4108 <attribute arch="invisible" value="1" type="fixed" />
4110 <attribute arch="no_drop" value="1" type="fixed" /> 4109 <attribute arch="no_drop" value="1" type="fixed" />
4111 <attribute arch="skill" editor="skill name" type="string"> 4110 <attribute arch="skill" editor="skill name" type="string">
4112 The &lt;skill name&gt; is used for matchings. When a usable 4111 The &lt;skill name&gt; is used for matchings. When a usable
4122 expmul is 1, the player will get 500 added to that skill as well as 4121 expmul is 1, the player will get 500 added to that skill as well as
4123 500 to their total. 4122 500 to their total.
4124 </attribute> 4123 </attribute>
4125 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4124 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4126 The &lt;skill type&gt; defines the base functionality of the skill. 4125 The &lt;skill type&gt; defines the base functionality of the skill.
4127 Skill types are hardcoded in the Crossfire server. It isn't hard to 4126 Skill types are hardcoded in the Deliantra server. It isn't hard to
4128 create new skill types, but it requires a bit of server-coding. 4127 create new skill types, but it requires a bit of server-coding.
4129 </attribute> 4128 </attribute>
4130 <attribute arch="level" editor="level" type="int"> 4129 <attribute arch="level" editor="level" type="int">
4131 </attribute> 4130 </attribute>
4132 <attribute arch="exp" editor="experience" type="int"> 4131 <attribute arch="exp" editor="experience" type="int">
4141 4140
4142<!--####################################################################--> 4141<!--####################################################################-->
4143<type number="130" name="Skill Scroll"> 4142<type number="130" name="Skill Scroll">
4144 <description><![CDATA[ 4143 <description><![CDATA[
4145 By reading a skill scroll, a player has a chance to learn the 4144 By reading a skill scroll, a player has a chance to learn the
4146 contained skill. ]]> 4145 contained skill.]]>
4147 </description> 4146 </description>
4148 <use><![CDATA[ 4147 <use><![CDATA[
4149 Skill scrolls are very much sought for by players. Currently, 4148 Skill scrolls are very much sought for by players. Currently,
4150 all skill scrolls are sold in shops randomly, which is in fact not 4149 all skill scrolls are sold in shops randomly, which is in fact not
4151 a good system. It would be nice to have some cool quests with 4150 a good system. It would be nice to have some cool quests with
4152 skill scrolls rewarded at the end. ]]> 4151 skill scrolls rewarded at the end.]]>
4153 </use> 4152 </use>
4154 <attribute arch="race" value="scrolls" type="fixed" /> 4153 <attribute arch="race" value="scrolls" type="fixed" />
4155 <attribute arch="skill" editor="skill name" type="string"> 4154 <attribute arch="skill" editor="skill name" type="string">
4156 The &lt;skill name&gt; matches the skill object that can 4155 The &lt;skill name&gt; matches the skill object that can
4157 be learned from this scroll. 4156 be learned from this scroll.
4167 When carrying the appropriate special key, a locked door can 4166 When carrying the appropriate special key, a locked door can
4168 be opened. The key will dissapear. 4167 be opened. The key will dissapear.
4169 <br><br> 4168 <br><br>
4170 This object-type can also be used for "passport"-like items: 4169 This object-type can also be used for "passport"-like items:
4171 When walking onto an invetory checker, a gate for example might 4170 When walking onto an invetory checker, a gate for example might
4172 get opened. The "passport" will stay in the player's inventory. ]]> 4171 get opened. The "passport" will stay in the player's inventory.]]>
4173 </description> 4172 </description>
4174 <use><![CDATA[ 4173 <use><![CDATA[
4175 How to make a "passport": You take the special key arch 4174 How to make a "passport": You take the special key arch
4176 (archetype name is "key2"), set the face to something like 4175 (archetype name is "key2"), set the face to something like
4177 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4176 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4178 certainly must match with the appropiate inventory checker. 4177 certainly must match with the appropiate inventory checker.
4179 <br><br> 4178 <br><br>
4180 Of course you can be creative with names and faces of 4179 Of course you can be creative with names and faces of
4181 key-objects. A "mysterious crystal" or a "big dragon claw" 4180 key-objects. A "mysterious crystal" or a "big dragon claw"
4182 (with appropriate faces) appear more interesting than just 4181 (with appropriate faces) appear more interesting than just
4183 a "strange key", or "passport". ]]> 4182 a "strange key", or "passport".]]>
4184 </use> 4183 </use>
4185 <attribute arch="slaying" editor="key string" type="string"> 4184 <attribute arch="slaying" editor="key string" type="string">
4186 This string must be identical with the &lt;key string&gt; in the 4185 This string must be identical with the &lt;key string&gt; in the
4187 locked door, then it can be unlocked. It can also be used 4186 locked door, then it can be unlocked. It can also be used
4188 to trigger inventory checkers. 4187 to trigger inventory checkers.
4223 players can learn it by reading the book. Once learned, players 4222 players can learn it by reading the book. Once learned, players
4224 can use the spell as often as they like. With increasing skill level 4223 can use the spell as often as they like. With increasing skill level
4225 of the player, spells may gain power but also increase cost.<br> 4224 of the player, spells may gain power but also increase cost.<br>
4226 Monsters can use spells which are put in their inventory (provided 4225 Monsters can use spells which are put in their inventory (provided
4227 that certain "enabling" settings are correct). The monster's 4226 that certain "enabling" settings are correct). The monster's
4228 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4227 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4229 </description> 4228 </description>
4230 <use><![CDATA[ 4229 <use><![CDATA[
4231 A lot of the spells' settings can be tuned and customized. 4230 A lot of the spells' settings can be tuned and customized.
4232 When creating new spells which are accessible to players, it is 4231 When creating new spells which are accessible to players, it is
4233 important to think about balance. A single spell which is too 4232 important to think about balance. A single spell which is too
4234 powerful and/or too easy to use can eventually toss the whole skill 4233 powerful and/or too easy to use can eventually toss the whole skill
4235 and magic school system out of whack. Testing new spells is 4234 and magic school system out of whack. Testing new spells is
4236 quite important therefore. ]]> 4235 quite important therefore.]]>
4237 </use> 4236 </use>
4238 <attribute arch="no_drop" value="1" type="fixed" /> 4237 <attribute arch="no_drop" value="1" type="fixed" />
4239 <attribute arch="invisible" value="1" type="fixed" /> 4238 <attribute arch="invisible" value="1" type="fixed" />
4240 <attribute arch="skill" editor="skill name" type="string"> 4239 <attribute arch="skill" editor="skill name" type="string">
4241 The &lt;skill name&gt; matches the skill which is needed 4240 The &lt;skill name&gt; matches the skill which is needed
4273 to read.<br><br> 4272 to read.<br><br>
4274 You can create widely customized spells only by adjusting the 4273 You can create widely customized spells only by adjusting the
4275 spell object in the spellbooks inventory. Refer to the description 4274 spell object in the spellbooks inventory. Refer to the description
4276 of spell objects for detailed information how to customize spells.<br> 4275 of spell objects for detailed information how to customize spells.<br>
4277 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4276 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4278 with a compilation of spells that the book may contain. ]]> 4277 with a compilation of spells that the book may contain.]]>
4279 </description> 4278 </description>
4280 <use><![CDATA[ 4279 <use><![CDATA[
4281 Don't put any of the godgiven spells into a spellbook! These are 4280 Don't put any of the godgiven spells into a spellbook! These are
4282 reserved for the followers of the appropriate cults. Handing them 4281 reserved for the followers of the appropriate cults. Handing them
4283 out in a spellbook would violate the balance between different religions. 4282 out in a spellbook would violate the balance between different religions.
4284 <br><br> 4283 <br><br>
4285 Note that there is no fundamental difference between the spellbooks 4284 Note that there is no fundamental difference between the spellbooks
4286 of varying schools (pyromancy, sorcery, evocation, summoning, and 4285 of varying schools (pyromancy, sorcery, evocation, summoning, and
4287 even praying). The difference lies only in the spells they contain. 4286 even praying). The difference lies only in the spells they contain.
4288 It is up to you, the mapmaker, to pick the right type of book 4287 It is up to you, the mapmaker, to pick the right type of book
4289 for your spells. ]]> 4288 for your spells.]]>
4290 </use> 4289 </use>
4291 <attribute arch="skill" value="literacy" type="fixed" /> 4290 <attribute arch="skill" value="literacy" type="fixed" />
4292 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4291 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4293 There are two ways to put spells into a spellbook: 4292 There are two ways to put spells into a spellbook:
4294 1. Put a spell object in the books inventory. In this case, 4293 1. Put a spell object in the books inventory. In this case,
4313 </ignore> 4312 </ignore>
4314 <description><![CDATA[ 4313 <description><![CDATA[
4315 Spinners change the direction of spell objects and other projectiles 4314 Spinners change the direction of spell objects and other projectiles
4316 that fly past. Unlike directors, it does make a difference from what 4315 that fly past. Unlike directors, it does make a difference from what
4317 angle you shoot into the spinner. The direction of objects flying past 4316 angle you shoot into the spinner. The direction of objects flying past
4318 is always changed by a certain degree. ]]> 4317 is always changed by a certain degree.]]>
4319 </description> 4318 </description>
4320 <use><![CDATA[ 4319 <use><![CDATA[
4321 Spinners are very rarely used. I believe they are quite 4320 Spinners are very rarely used. I believe they are quite
4322 confusing and pointless. The only use I can think of is building 4321 confusing and pointless. The only use I can think of is building
4323 some puzzle about where to shoot into spinners to shoot somewhere you 4322 some puzzle about where to shoot into spinners to shoot somewhere you
4324 otherwise couldn't. 4323 otherwise couldn't.
4325 4324
4326 When placing spinners on a map with magic walls, make sure the spell- 4325 When placing spinners on a map with magic walls, make sure the spell-
4327 projectiles from magic walls don't get to fly in loops. ]]> 4326 projectiles from magic walls don't get to fly in loops.]]>
4328 </use> 4327 </use>
4329 <attribute arch="sp" editor="direction number" type="int"> 4328 <attribute arch="sp" editor="direction number" type="int">
4330 The spinner will change the direction of flying objects by 4329 The spinner will change the direction of flying objects by
4331 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4330 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4332 positive values counter clockwise. 4331 positive values counter clockwise.
4345 Swamp areas show a special behaviour: 4344 Swamp areas show a special behaviour:
4346 When a player stands still on a swamp-square for too long, 4345 When a player stands still on a swamp-square for too long,
4347 he will start to sink in and eventually drown and die. 4346 he will start to sink in and eventually drown and die.
4348 Items dropped on the swamp sink in and dissapear. 4347 Items dropped on the swamp sink in and dissapear.
4349 Players with knowledge of the woodsman skill are a lot less likely 4348 Players with knowledge of the woodsman skill are a lot less likely
4350 to die in the swamp. ]]> 4349 to die in the swamp.]]>
4351 </description> 4350 </description>
4352 <attribute arch="is_floor" value="1" type="fixed" /> 4351 <attribute arch="is_floor" value="1" type="fixed" />
4353 <attribute arch="is_wooded" value="1" type="fixed" /> 4352 <attribute arch="is_wooded" value="1" type="fixed" />
4354 <attribute arch="speed" editor="drowning speed" type="float"> 4353 <attribute arch="speed" editor="drowning speed" type="float">
4355 The higher the &lt;drowning speed&gt;, the faster will players and items 4354 The higher the &lt;drowning speed&gt;, the faster will players and items
4379 different location. The main difference to the object-type exit 4378 different location. The main difference to the object-type exit
4380 is the possibility to have teleporters connected to levers/buttons/etc. 4379 is the possibility to have teleporters connected to levers/buttons/etc.
4381 Sometimes teleporters are activated even against the players will. 4380 Sometimes teleporters are activated even against the players will.
4382 <br><br> 4381 <br><br>
4383 Unlike exits, teleporters can also transfer items and 4382 Unlike exits, teleporters can also transfer items and
4384 monsters to different locations on the same map. ]]> 4383 monsters to different locations on the same map.]]>
4385 </description> 4384 </description>
4386 <use><![CDATA[ 4385 <use><![CDATA[
4387 When creating maps, I guess sooner or later you'll want to have 4386 When creating maps, I guess sooner or later you'll want to have
4388 an invisible teleporter. If using "invisible 1", the teleporter 4387 an invisible teleporter. If using "invisible 1", the teleporter
4389 can still be discovered with the show_invisible spell. And in 4388 can still be discovered with the show_invisible spell. And in
4390 some cases you can't place it under the floor to prevent this. 4389 some cases you can't place it under the floor to prevent this.
4391 <br><br> 4390 <br><br>
4392 Fortunately, there is a cool trick to make a perfectly invisible 4391 Fortunately, there is a cool trick to make a perfectly invisible
4393 teleporter: You simply add teleporter functionality to the floor 4392 teleporter: You simply add teleporter functionality to the floor
4394 itself. That means: You take the floor arch (e.g. "flagstone"), 4393 itself. That means: You take the floor arch (e.g. "flagstone"),
4395 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4394 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4396 </use> 4395 </use>
4397 <attribute arch="slaying" editor="exit path" type="string"> 4396 <attribute arch="slaying" editor="exit path" type="string">
4398 The exit path specifies the map that the player is transferred to. 4397 The exit path specifies the map that the player is transferred to.
4399 &lt;exit path&gt; can be an absolute path, beginning with '/' 4398 &lt;exit path&gt; can be an absolute path, beginning with '/'
4400 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4399 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4461<type number="26" name="Timed Gate"> 4460<type number="26" name="Timed Gate">
4462 <ignore> 4461 <ignore>
4463 <ignore_list name="non_pickable" /> 4462 <ignore_list name="non_pickable" />
4464 </ignore> 4463 </ignore>
4465 <description><![CDATA[ 4464 <description><![CDATA[
4466 Gates play an important role in Crossfire. Gates can be opened 4465 Gates play an important role in Deliantra. Gates can be opened
4467 by activating a button/trigger, by speaking passwords (-> magic_ear) 4466 by activating a button/trigger, by speaking passwords (-> magic_ear)
4468 or carrying special key-objects (-> inventory checker). 4467 or carrying special key-objects (-> inventory checker).
4469 Unlike locked doors, gates can get shut again after a player has 4468 Unlike locked doors, gates can get shut again after a player has
4470 passed, which makes them more practical in many cases. Unlike normal 4469 passed, which makes them more practical in many cases. Unlike normal
4471 gates, timed gates open when triggered but automatically close again 4470 gates, timed gates open when triggered but automatically close again
4472 after some time.]]> 4471 after some time.]]>
4473 </description> 4472 </description>
4474 <use><![CDATA[ 4473 <use><![CDATA[
4475 Use gates to divide your maps into separated areas. After solving 4474 Use gates to divide your maps into separated areas. After solving
4476 area A, the player gains access to area B, and so on. Make your 4475 area A, the player gains access to area B, and so on. Make your
4477 maps more complex than "one-way". ]]> 4476 maps more complex than "one-way".]]>
4478 </use> 4477 </use>
4479 <attribute arch="no_pick" value="1" type="fixed" /> 4478 <attribute arch="no_pick" value="1" type="fixed" />
4480 <attribute arch="connected" editor="connection" type="int"> 4479 <attribute arch="connected" editor="connection" type="int">
4481 Whenever the inventory checker is triggered, all objects with identical 4480 Whenever the inventory checker is triggered, all objects with identical
4482 &lt;connection&gt; value get activated. This only makes sense together with 4481 &lt;connection&gt; value get activated. This only makes sense together with
4574 Trapdoors are very similar to pits. The difference is that they 4573 Trapdoors are very similar to pits. The difference is that they
4575 can not be closed. Instead, the weight of the object on the 4574 can not be closed. Instead, the weight of the object on the
4576 trapdoor determines weither it slams the trapdoor open and falls through 4575 trapdoor determines weither it slams the trapdoor open and falls through
4577 or not.<br> 4576 or not.<br>
4578 Once a trapdoor has been opened (by a creature or items of sufficient 4577 Once a trapdoor has been opened (by a creature or items of sufficient
4579 weight,) it remains open, acting like an opened pit. ]]> 4578 weight,) it remains open, acting like an opened pit.]]>
4580 </description> 4579 </description>
4581 <use><![CDATA[ 4580 <use><![CDATA[
4582 Trapdoors should be used in the same fashion as pits: 4581 Trapdoors should be used in the same fashion as pits:
4583 They should always drop the victims to some kind of lower level. They 4582 They should always drop the victims to some kind of lower level. They
4584 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4583 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4585 </use> 4584 </use>
4586 <attribute arch="no_pick" value="1" type="fixed" /> 4585 <attribute arch="no_pick" value="1" type="fixed" />
4587 &move_on; 4586 &move_on;
4588 <attribute arch="weight" editor="hold weight" type="int"> 4587 <attribute arch="weight" editor="hold weight" type="int">
4589 This value defines how much weight the trapdoor can hold. 4588 This value defines how much weight the trapdoor can hold.
4615 <attribute arch="value" /> 4614 <attribute arch="value" />
4616 <attribute arch="material" /> 4615 <attribute arch="material" />
4617 </ignore> 4616 </ignore>
4618 <description><![CDATA[ 4617 <description><![CDATA[
4619 A treasure-object turns into certain randomitems when the map is loaded 4618 A treasure-object turns into certain randomitems when the map is loaded
4620 into the game. ]]> 4619 into the game.]]>
4621 </description> 4620 </description>
4622 <use><![CDATA[ 4621 <use><![CDATA[
4623 About usage of the "random-artifact" treasurelist: 4622 About usage of the "random-artifact" treasurelist:
4624 This will generate powerful stuff like girdles, xray helmets, special 4623 This will generate powerful stuff like girdles, xray helmets, special
4625 swords etc. If you put this as reward to your quest, players might be 4624 swords etc. If you put this as reward to your quest, players might be
4626 motivated to do it more than once. BUT, by doing so they will get a huge 4625 motivated to do it more than once. BUT, by doing so they will get a huge
4627 number of different artifacts! Besides, players will always seek the place 4626 number of different artifacts! Besides, players will always seek the place
4628 with the most easy-to-get random artifact and ignore all others. 4627 with the most easy-to-get random artifact and ignore all others.
4629 My advice: Don't use it! Attract players with good fighting experience 4628 My advice: Don't use it! Attract players with good fighting experience
4630 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4629 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4631 </use> 4630 </use>
4632 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4631 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4633 This entry determines what kind of treasure will appear. Look into 4632 This entry determines what kind of treasure will appear. Look into
4634 /crossfire/share/crossfire/treasures for details about existing 4633 /crossfire/share/crossfire/treasures for details about existing
4635 treasurelists. 4634 treasurelists.
4666 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4665 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4667 &lt;key string&gt; which can be discovered by detectors or inventory 4666 &lt;key string&gt; which can be discovered by detectors or inventory
4668 checkers. It is also possible to use markers for removing marks again. 4667 checkers. It is also possible to use markers for removing marks again.
4669 <br><br> 4668 <br><br>
4670 Note that the player has no possibility to "see" his own marks, 4669 Note that the player has no possibility to "see" his own marks,
4671 except by the effect that they cause on the maps. ]]> 4670 except by the effect that they cause on the maps.]]>
4672 </description> 4671 </description>
4673 <use><![CDATA[ 4672 <use><![CDATA[
4674 Markers hold real cool possibilities for map-making. I encourage 4673 Markers hold real cool possibilities for map-making. I encourage
4675 you to use them frequently. However there is one negative point 4674 you to use them frequently. However there is one negative point
4676 about markers: Players don't "see" what's going on with them. It is 4675 about markers: Players don't "see" what's going on with them. It is
4677 your task, as map-creator, to make sure the player is always well 4676 your task, as map-creator, to make sure the player is always well
4678 informed and never confused. 4677 informed and never confused.
4679 <br><br> 4678 <br><br>
4680 Please avoid infinite markers when they aren't needed. They're 4679 Please avoid infinite markers when they aren't needed. They're
4681 using a little space in the player file after all, so if there 4680 using a little space in the player file after all, so if there
4682 is no real purpose, set an expire time. ]]> 4681 is no real purpose, set an expire time.]]>
4683 </use> 4682 </use>
4684 <attribute arch="no_pick" value="1" type="fixed" /> 4683 <attribute arch="no_pick" value="1" type="fixed" />
4685 <attribute arch="slaying" editor="key string" type="string"> 4684 <attribute arch="slaying" editor="key string" type="string">
4686 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4685 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4687 If the player already has a force with that &lt;key string&gt;, 4686 If the player already has a force with that &lt;key string&gt;,
4726 <attribute arch="name_pl" /> 4725 <attribute arch="name_pl" />
4727 <attribute arch="value" /> 4726 <attribute arch="value" />
4728 <attribute arch="unpaid" /> 4727 <attribute arch="unpaid" />
4729 </ignore> 4728 </ignore>
4730 <description><![CDATA[ 4729 <description><![CDATA[
4731 Walls usually block passage and sight. ]]> 4730 Walls usually block passage and sight.]]>
4732 </description> 4731 </description>
4733 &movement_types_terrain; 4732 &movement_types_terrain;
4734 <attribute arch="can_roll" editor="moveable" type="bool"> 4733 <attribute arch="can_roll" editor="moveable" type="bool">
4735 If set, the object is able to "roll", so it can be pushed around. 4734 If set, the object is able to "roll", so it can be pushed around.
4736 This setting is used for boulders and barrels. 4735 This setting is used for boulders and barrels.
4749<type number="109" name="Wand &amp; Staff"> 4748<type number="109" name="Wand &amp; Staff">
4750 <description><![CDATA[ 4749 <description><![CDATA[
4751 Wands contain a certain spell. The player can apply (ready) and 4750 Wands contain a certain spell. The player can apply (ready) and
4752 fire the wand. After a defined number of casts, the wand is 4751 fire the wand. After a defined number of casts, the wand is
4753 "used up". It is possible to recharge a wand with scrolls of 4752 "used up". It is possible to recharge a wand with scrolls of
4754 charging, but usually that isn't worth the cost. ]]> 4753 charging, but usually that isn't worth the cost.]]>
4755 </description> 4754 </description>
4756 <use><![CDATA[ 4755 <use><![CDATA[
4757 Wands are quite seldomly used. The reason prolly is that they're 4756 Wands are quite seldomly used. The reason prolly is that they're
4758 generally not cost-efficient. Handing out high-level wands with 4757 generally not cost-efficient. Handing out high-level wands with
4759 powerful special spells isn't a good idea either, because of 4758 powerful special spells isn't a good idea either, because of
4760 the recharge ability. 4759 the recharge ability.
4761 <br><br> 4760 <br><br>
4762 For low levels, staffs of healing/cure and word of recall are 4761 For low levels, staffs of healing/cure and word of recall are
4763 quite desirable though. Ideal rewards for low level quests. ]]> 4762 quite desirable though. Ideal rewards for low level quests.]]>
4764 </use> 4763 </use>
4765 <attribute arch="sp" editor="spell" type="spell"> 4764 <attribute arch="sp" editor="spell" type="spell">
4766 The &lt;spell&gt; specifies the contained spell. 4765 The &lt;spell&gt; specifies the contained spell.
4767 </attribute> 4766 </attribute>
4768 <attribute arch="level" editor="casting level" type="int"> 4767 <attribute arch="level" editor="casting level" type="int">
4793 <ignore_list name="non_pickable" /> 4792 <ignore_list name="non_pickable" />
4794 </ignore> 4793 </ignore>
4795 <description><![CDATA[ 4794 <description><![CDATA[
4796 A weak wall is a breakable spot amidsts a solid wall. Typically 4795 A weak wall is a breakable spot amidsts a solid wall. Typically
4797 these weak walls look similar to their solid "relatives" except 4796 these weak walls look similar to their solid "relatives" except
4798 for a small crack or little chunks of wall on the ground. ]]> 4797 for a small crack or little chunks of wall on the ground.]]>
4799 </description> 4798 </description>
4800 <use><![CDATA[ 4799 <use><![CDATA[
4801 If you want to create hidden rooms, using weak walls is alot 4800 If you want to create hidden rooms, using weak walls is alot
4802 better than completely indiscernible passages in a wall.<br> 4801 better than completely indiscernible passages in a wall.<br>
4803 Anyways, there can be a lot more to weak walls than just finding 4802 Anyways, there can be a lot more to weak walls than just finding
4804 them: Rising their defensive stats, weak walls can become a 4803 them: Rising their defensive stats, weak walls can become a
4805 serious obstacle. An ice wall might only be torn down by a fire 4804 serious obstacle. An ice wall might only be torn down by a fire
4806 attack for example. A granite wall for instance might be very 4805 attack for example. A granite wall for instance might be very
4807 hard to destroy. ]]> 4806 hard to destroy.]]>
4808 </use> 4807 </use>
4809 <attribute arch="alive" value="1" type="fixed" /> 4808 <attribute arch="alive" value="1" type="fixed" />
4810 <attribute arch="no_pick" value="1" type="fixed" /> 4809 <attribute arch="no_pick" value="1" type="fixed" />
4811 <attribute arch="tear_down" value="1" type="fixed" /> 4810 <attribute arch="tear_down" value="1" type="fixed" />
4812 <attribute arch="race" editor="race" type="string"> 4811 <attribute arch="race" editor="race" type="string">
4841<!--####################################################################--> 4840<!--####################################################################-->
4842<type number="15" name="Weapon"> 4841<type number="15" name="Weapon">
4843 <description><![CDATA[ 4842 <description><![CDATA[
4844 Wielding a weapon, the object's stats will directly be inherited to the 4843 Wielding a weapon, the object's stats will directly be inherited to the
4845 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4844 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4846 be improved with scrolls. ]]> 4845 be improved with scrolls.]]>
4847 </description> 4846 </description>
4848 <use><![CDATA[ 4847 <use><![CDATA[
4849 If you create artifacts (equipment) with stats- or resistance-bonus: 4848 If you create artifacts (equipment) with stats- or resistance-bonus:
4850 Keep playbalance in mind! Such items mustn't be reachable without hard 4849 Keep playbalance in mind! Such items mustn't be reachable without hard
4851 fighting AND questing. ]]> 4850 fighting AND questing.]]>
4852 </use> 4851 </use>
4853 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4852 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4854 This number is a bitmask, specifying the weapon's attacktypes. 4853 This number is a bitmask, specifying the weapon's attacktypes.
4855 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4854 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4856 have no more than one or two attacktypes. Keep in mind that all weapons 4855 have no more than one or two attacktypes. Keep in mind that all weapons
4911 amount of &lt;item power&gt;, depending on their own level. This is the 4910 amount of &lt;item power&gt;, depending on their own level. This is the
4912 only way to prevent low level players to wear "undeserved" equipment 4911 only way to prevent low level players to wear "undeserved" equipment
4913 (like gifts from other players or cheated items). 4912 (like gifts from other players or cheated items).
4914 4913
4915 It is very important to adjust the &lt;item power&gt; value carefully 4914 It is very important to adjust the &lt;item power&gt; value carefully
4916 for every artifact you create! If zero/unset, the CF server will 4915 for every artifact you create! If zero/unset, the Deliantra server will
4917 calculate a provisional value at runtime, but this is never 4916 calculate a provisional value at runtime, but this is never
4918 going to be an accurate measurement of &lt;item power&gt;. 4917 going to be an accurate measurement of &lt;item power&gt;.
4919 </attribute> 4918 </attribute>
4920 <attribute arch="damned" editor="damnation" type="bool"> 4919 <attribute arch="damned" editor="damnation" type="bool">
4921 A damned weapon cannot be unwielded unless 4920 A damned weapon cannot be unwielded unless
5030</type> 5029</type>
5031 5030
5032<type number="116" name="Event Connector"> 5031<type number="116" name="Event Connector">
5033 <description><![CDATA[ 5032 <description><![CDATA[
5034 Event connectors link specific events that happen to objects to 5033 Event connectors link specific events that happen to objects to
5035 a crossfire plug-in. ]]> 5034 a crossfire plug-in. They are not used at all in Deliantra.]]>
5036 </description> 5035 </description>
5037 <attribute arch="subtype" editor="event type" type="list_event_type">
5038 The type of event that triggers a notify to the plug-in.
5039 </attribute>
5040 <attribute arch="title" editor="plug-in" type="string">
5041 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5042 for python and "perl" for the Crossfire-Perl plug-in.
5043 </attribute>
5044 <attribute arch="slaying" editor="extension" type="string">
5045 The name of the extension to invoke (for python, this is the path to a script,
5046 for perl this is the name of a extension package without the ".ext" extension.
5047 </attribute>
5048 <attribute arch="name" editor="options" type="string">
5049 A string that is passed unaltered to the extension above. Often used to pass
5050 options to the extension that alter its behaviour.
5051 </attribute>
5052</type> 5036</type>
5053 5037
5054</types> 5038</types>

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