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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.56 by root, Sun Oct 25 08:23:26 2009 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" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 133 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 134 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 136 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 137 creatures matching 'slow move' will be slower than normal on this spot.
147 ... 141 ...
148 &lt;slow movement&gt; 5 - default for deep swamp 142 &lt;slow movement&gt; 5 - default for deep swamp
149 ... 143 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell) 144 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute> 145 </attribute>
146 ">
147 <!ENTITY speed_left "
148 <attribute arch='speed_left' editor='speed left' type='float'>
149 The speed left to the object. On every tick, if this value is higher
150 than 0, the object acts/triggers/moves etc. and the value gets
151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152 every tick.
153 </attribute>
154 ">
155 <!ENTITY activate_on "
156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 Whether the teleporter should only be activated on push.
158 </attribute>
159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 Whether the teleporter should only be activated on release.
161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
152 "> 362 ">
153]> 363]>
154 364
155<types> 365<types>
156 366
392 <entry value="9" name="throw" /> 602 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" /> 603 <entry value="10" name="trigger" />
394 <entry value="11" name="close" /> 604 <entry value="11" name="close" />
395 <entry value="12" name="timer" /> 605 <entry value="12" name="timer" />
396 <entry value="28" name="move" /> 606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
397</list> 608</list>
398 609
399<list name="attack_movement_bits_0_3"> 610<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" /> 611 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" /> 612 <entry value="1" name="attack from distance" />
439 <attribute arch="title" editor="title" type="string"> 650 <attribute arch="title" editor="title" type="string">
440 This is the object's title. Once an object is identified the title is 651 This is the object's title. Once an object is identified the title is
441 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
442 </attribute> 653 </attribute>
443 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
444 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
656 object has an animation! See also the 'animation' attribute.
657 </attribute>
658 <attribute arch="animation" editor="animation" type="string">
659 The animation-name of the object. If you assign custom faces and the archetype
660 defines an animation you can disable the animation of an archetype by setting this
661 field to NONE.
662 </attribute>
663 <attribute arch="tag" editor="tag" type="string">
664 You can tag objects with an identifier. Tagged objects can be found quickly
665 from their tag, which makes them useful to tag exits and refer to those by
666 their name.
445 </attribute> 667 </attribute>
446 <attribute arch="nrof" editor="number" type="int"> 668 <attribute arch="nrof" editor="number" type="int">
447 This value determines the number of objects in one stack (for example: 669 This value determines the number of objects in one stack (for example:
448 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 670 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
449 any pickable object - otherwise it won't be mergeable into a stack. 671 any pickable object - otherwise it won't be mergeable into a stack.
453 zero weight are not pickable for players. Still, set the "non-pickable"-flag 675 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454 for explicitly non-pickable objects (hey, this is opensource.. you 676 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ). 677 never know ;) ).
456 </attribute> 678 </attribute>
457 <attribute arch="value" editor="value" type="int"> 679 <attribute arch="value" editor="value" type="int">
458 Adds a certain value to the object: It will be worth that many times the 680 Determines the value of the object, in units of silver coins (one
459 default value from it's archetype (E.g. "value = 3" means three times 681 platinum coin == 50 silver coins). Value for buying/selling will be
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is 682 further modified by various factors. Hence, testing values in-game is
462 usually inevitable. 683 usually inevitable.
463 </attribute> 684 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int"> 685 <attribute arch="glow_radius" editor="glow radius" type="int">
465 If &lt;glow radius&gt; is set to a value greater zero, the object 686 If &lt;glow radius&gt; is set to a value greater zero, the object
466 appears lit up on dark maps. &lt;glow radius&gt; can be a value 687 appears lit up on dark maps. &lt;glow radius&gt; can be a value
467 between 0 and 4, the higher, the more light does the object emit. 688 between 0 and 9, the higher, the more light does the object emit.
468 </attribute> 689 </attribute>
469 <attribute arch="material" editor="material" type="bitmask_material"> 690 <attribute arch="material" editor="material" type="bitmask_material">
470 This bitmask-value informs the player of which material(s) the 691 This bitmask-value informs the player of which material(s) the
471 object consists. Material does also affect how likely the object 692 object consists. Material does also affect how likely the object
472 can be destroyed by hazardous spell-effects. 693 can be destroyed by hazardous spell-effects.
480 Putting an invisible object under the floor always prevents it from being 701 Putting an invisible object under the floor always prevents it from being
481 shown. 702 shown.
482 </attribute> 703 </attribute>
483 <attribute arch="blocksview" editor="block view" type="bool"> 704 <attribute arch="blocksview" editor="block view" type="bool">
484 If an item is set to block view, players (and monsters) cannot 705 If an item is set to block view, players (and monsters) cannot
485 see byond it unless they cross it or manage to stand ontop. 706 see beyond it unless they cross it or manage to stand ontop.
486 </attribute> 707 </attribute>
487 <attribute arch="identified" editor="identified" type="bool"> 708 <attribute arch="identified" editor="identified" type="bool">
488 If an item is identified, the player has full knowledge about it. 709 If an item is identified, the player has full knowledge about it.
489 </attribute> 710 </attribute>
490 <attribute arch="unpaid" editor="unpaid" type="bool"> 711 <attribute arch="unpaid" editor="unpaid" type="bool">
491 An &lt;unpaid&gt; item cannot be used unless a player carried it over 712 An &lt;unpaid&gt; item cannot be used unless a player carried it over
492 a shop mat, paying the demanded price. Setting this flag makes sense 713 a shop mat, paying the demanded price. Setting this flag makes sense
493 only for pickable items inside shops. 714 only for pickable items inside shops.
715 </attribute>
716 <attribute arch="sound" editor="sound" type="string">
717 The sound this objects makes on a map. Enter either a sound alias from
718 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
719 field it will point to sound/&lt;path&gt;.ext
720 </attribute>
721 <attribute arch="sound_destroy" editor="destroy sound" type="string">
722 The sound this objects makes when it is destroyed. Enter either a sound alias from
723 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
724 field it will point to sound/&lt;path&gt;.ext
494 </attribute> 725 </attribute>
495</default_type> 726</default_type>
496 727
497<!-- This ignorelist is for all system objects which are non pickable 728<!-- This ignorelist is for all system objects which are non pickable
498 and invisible. They don't interact with players at all. --> 729 and invisible. They don't interact with players at all. -->
556 This text may describe the object. 787 This text may describe the object.
557 </attribute> 788 </attribute>
558</type> 789</type>
559 790
560<!--####################################################################--> 791<!--####################################################################-->
792<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
561<type number="110" name="Ability"> 793<type number="999" name="Ability">
562 <ignore> 794 <ignore>
563 <ignore_list name="system_object" /> 795 <ignore_list name="system_object" />
564 </ignore> 796 </ignore>
565 <description><![CDATA[ 797 <description><![CDATA[
566 Abilities are to be put in a monster's inventory. They grant monsters the 798 Abilities are to be put in a monster's inventory. They grant monsters the
567 knowledge to cast spells. Spells from abilities are usually magical in 799 knowledge to cast spells. Spells from abilities are usually magical in
568 nature, thus adding magic attacktype to the spell-damage they produce. 800 nature, thus adding magic attacktype to the spell-damage they produce.
569 <br><br> 801 <br><br>
570 A particularly nice feature of abilities is that they can hold two 802 A particularly nice feature of abilities is that they can hold two
571 spells: One for short range- and one for long range use. 803 spells: One for short range - and one for long range use.
572 \n\n 804 \n\n
573 You should know that spellcasting monsters receive abilities via 805 You should know that spellcasting monsters receive abilities via
574 &lt;treasurelist&gt;. ]]> 806 &lt;treasurelist&gt;.]]>
575 </description> 807 </description>
576 <use><![CDATA[ 808 <use><![CDATA[
577 If you want to create "customized" spellcasting monsters, you 809 If you want to create "customized" spellcasting monsters, you
578 should use abilities (rather than spellbooks/wands or something). 810 should use abilities (rather than spellbooks/wands or something).
579 The long/short-range spell feature can make boss-monsters more 811 The long/short-range spell feature can make boss-monsters more
581 <br><br> 813 <br><br>
582 You should keep in mind that magic abilities allow players 814 You should keep in mind that magic abilities allow players
583 to get better resistance. You can turn off the magic part to 815 to get better resistance. You can turn off the magic part to
584 make the spells more dangerous. However, this really shouldn't 816 make the spells more dangerous. However, this really shouldn't
585 be neccessary unless you work on very high level maps. 817 be neccessary unless you work on very high level maps.
586 And what fun is a magic resistance cloak when it has no effect? ]]> 818 And what fun is a magic resistance cloak when it has no effect?]]>
587 </use> 819 </use>
588 <attribute arch="invisible" value="1" type="fixed" /> 820 <attribute arch="invisible" value="1" type="fixed" />
589 <attribute arch="no_drop" value="1" type="fixed" /> 821 <attribute arch="no_drop" value="1" type="fixed" />
590 <attribute arch="sp" editor="short range spell" type="spell"> 822 <attribute arch="sp" editor="short range spell" type="spell">
591 The monster will use the specified &lt;short range spell&gt; 823 The monster will use the specified &lt;short range spell&gt;
620 Note that non-magical abilities are more dangerous because 852 Note that non-magical abilities are more dangerous because
621 magic resistance does not protect from those.</attribute> 853 magic resistance does not protect from those.</attribute>
622</type> 854</type>
623 855
624<!--####################################################################--> 856<!--####################################################################-->
857
858<type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp that offer the option of lighting them
861 up without using a lighter (These torches are usually
862 called 'pyrophor torches'. See also the 'reignitable' setting).
863 The other kind of torches, that are reignitable, can be put out and
864 put on again using a lighter.]]>
865 </description>
866 <attribute arch="is_lightable" editor="reignitable" type="bool">
867 This flag controls whether the torch can be lit up again using
868 a lighter or whether it can only be used once, in which case
869 they can be enabled by simply applying them without any special tools.
870 </attribute>
871 <attribute arch="food" editor="burning duration" type="int">
872 This field specifies the burning duration of the torch.
873 </attribute>
874 <attribute arch="range" editor="enabled glow radius" type="int">
875 This field sets the glow radius of the torch if it is enabled.
876 If you want to make a torch that is already burning set the
877 "glow radius" field.
878 </attribute>
879 <attribute arch="level" editor="level" type="int">
880 If this field specyfies the cursed effect's level. If it is
881 0 no cursed effect will be generate. See also the "cursed" flag.
882 </attribute>
883 <attribute arch="cursed" editor="cursed" type="bool">
884 Cursed torches, which have a level above 0, explode if the
885 player applies them.
886 </attribute>
887</type>
888
889<type number="82" name="Lamp">
890 <description><![CDATA[
891 Lamps are carryable light sources for players with a fuel tank.]]>
892 </description>
893 <attribute arch="speed" editor="burn speed" type="float">
894 This field is the speed of the lamp. (If the value 0.00208 is given
895 here the fuel field will specify the burning duration in minutes.)
896 </attribute>
897 <attribute arch="food" editor="fuel" type="int">
898 This field sets the burning duration of the lamp, which depends on the speed
899 field of this object.
900 </attribute>
901 <attribute arch="range" editor="enabled glow radius" type="int">
902 This field sets the glow radius of the lamp if it is enabled.
903 If you want to make a lamp that is already burning set the
904 "glow radius" field.
905 </attribute>
906 <attribute arch="level" editor="level" type="int">
907 If this field specyfies the cursed effect's level. If it is
908 0 no cursed effect will be generate. See also the "cursed" flag.
909 </attribute>
910 <attribute arch="cursed" editor="cursed" type="bool">
911 Cursed lamps, which have a level above 0, explode if the
912 player applies them.
913 </attribute>
914</type>
915
916<!--####################################################################-->
625<type number="18" name="Altar"> 917<type number="18" name="Altar">
626 <ignore> 918 <ignore>
627 <ignore_list name="non_pickable" /> 919 <ignore_list name="non_pickable" />
628 </ignore> 920 </ignore>
629 <description><![CDATA[ 921 <description><![CDATA[
630 When a player puts a defined number of certain items on the altar, 922 When a player puts a defined number of certain items on the altar,
631 then either a spell is casted (on the player) or a connector is 923 then either a spell is casted (on the player) or a connector is
632 triggered. If the latter is the case, the altar works only once. 924 triggered. If the latter is the case, the altar works only once.
633 Either way, the sacrificed item disappears. ]]> 925 Either way, the sacrificed item disappears.]]>
634 </description> 926 </description>
635 <attribute arch="no_pick" value="1" type="fixed" /> 927 <attribute arch="no_pick" value="1" type="fixed" />
636 &move_on; 928 &move_on;
637 <attribute arch="slaying" editor="match item name" type="string"> 929 <attribute arch="slaying" editor="match item name" type="string">
638 This string specifies the item that must be put on the altar to 930 This string specifies the item that must be put on the altar to
639 activate it. It can either be the name of an archetype, or directly 931 activate it. It can either be the name of an archetype, or directly
640 the name of an object. Yet, titles are not recognized by altars. 932 the name of an object. Yet, titles are not recognized by altars.
641 Remember to put a note somewhere, telling the player what he is 933 If you want the player to have to drop a specific amount of money use "money".
642 expected to drop on the altar. (Often this is put in the altar's 934 See also the "drop amount" attribute.
643 name: E.g. "drop 100 platinums") 935 &match_compat;
644 </attribute> 936 </attribute>
645 <attribute arch="food" editor="drop amount" type="int"> 937 <attribute arch="food" editor="drop amount" type="int">
646 The drop amount specifies the amount of items (specified 938 The drop amount specifies the amount of items (specified
647 in &lt;match item name&gt;) that must be dropped to activate the altar. 939 in &lt;match item name&gt;) that must be dropped to activate the altar.
648 940
650 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 942 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
651 200 silver, 20 gold, or 4 platinum will all work.) 943 200 silver, 20 gold, or 4 platinum will all work.)
652 944
653 Note that the maximum possible for &lt;drop amount&gt; is 32767. 945 Note that the maximum possible for &lt;drop amount&gt; is 32767.
654 </attribute> 946 </attribute>
655 <attribute arch="connected" editor="connection" type="int"> 947 <attribute arch="connected" editor="connection" type="string">
656 If a connection value is set, the altar will trigger all objects 948 If a connection value is set, the altar will trigger all objects
657 with the same value, when activated. This will only work once. 949 with the same value, when activated. This will only work once.
658 </attribute> 950 </attribute>
659 <attribute arch="sp" editor="spell" type="spell"> 951 <attribute arch="sp" editor="spell" type="spell">
660 When activated, the selected &lt;spell&gt; will be casted (once, on the 952 When activated, the selected &lt;spell&gt; will be casted (once, on the
674 <ignore_list name="non_pickable" /> 966 <ignore_list name="non_pickable" />
675 </ignore> 967 </ignore>
676 <description><![CDATA[ 968 <description><![CDATA[
677 Altar_triggers work pretty much like normal altars 969 Altar_triggers work pretty much like normal altars
678 (drop sacrifice -> connection activated), except for the fact that 970 (drop sacrifice -> connection activated), except for the fact that
679 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 971 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
680 </description> 972 </description>
681 <use><![CDATA[ 973 <use><![CDATA[
682 Altar_triggers are very useful if you want to charge a price for... 974 Altar_triggers are very useful if you want to charge a price for...
683 <UL> 975 <UL>
684 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 976 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
685 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 977 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
686 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 978 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
687 </UL> 979 </UL>
688 The big advantage over normal altars is the infinite usability 980 The big advantage over normal altars is the infinite usability
689 of altar_triggers! If there are ten players on one server, they're 981 of altar_triggers! If there are ten players on one server, they're
690 quite grateful if things work more than once. =) ]]> 982 quite grateful if things work more than once. =)]]>
691 </use> 983 </use>
692 <attribute arch="no_pick" value="1" type="fixed" /> 984 <attribute arch="no_pick" value="1" type="fixed" />
693 <attribute arch="slaying" editor="match item name" type="string"> 985 <attribute arch="slaying" editor="match item name" type="string">
694 This string specifies the item that must be put on the altar to 986 This string specifies the item that must be put on the altar to
695 activate it. It can either be the name of an archetype, or directly 987 activate it. It can either be the name of an archetype, or directly
696 the name of an object. Yet, titles are not recognized by altars. 988 the name of an object. Yet, titles are not recognized by altars.
697 Remember to put a note somewhere, telling the player what he is 989 If you want the player to have to drop a specific amount of money use "money".
698 expected to drop on the altar. (Often this is put in the altar's 990 See also the "drop amount" attribute.
699 name: E.g. "drop 100 platinums") 991 &match_compat;
700 </attribute> 992 </attribute>
701 <attribute arch="food" editor="drop amount" type="int"> 993 <attribute arch="food" editor="drop amount" type="int">
702 The drop amount specifies the amount of items (specified 994 The drop amount specifies the amount of items (specified
703 in &lt;match item name&gt;) that must be dropped to activate the altar. 995 in &lt;match item name&gt;) that must be dropped to activate the altar.
704 996
706 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 998 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
707 200 silver, 20 gold, or 4 platinum will all work.) 999 200 silver, 20 gold, or 4 platinum will all work.)
708 1000
709 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1001 Note that the maximum possible for &lt;drop amount&gt; is 32767.
710 </attribute> 1002 </attribute>
711 <attribute arch="connected" editor="connection" type="int"> 1003 <attribute arch="connected" editor="connection" type="string">
712 If a connection value is set, the altar will trigger all objects 1004 If a connection value is set, the altar will trigger all objects
713 with the same value, when activated. This will only work once. 1005 with the same value, when activated. This will only work once.
714 </attribute> 1006 </attribute>
715 <attribute arch="sp" editor="spell" type="spell"> 1007 <attribute arch="sp" editor="spell" type="spell">
716 When activated, this &lt;spell&gt; will be casted (once, on the player). 1008 When activated, this &lt;spell&gt; will be casted (once, on the player).
740 in the exact moment when the altar is activated. 1032 in the exact moment when the altar is activated.
741 </attribute> 1033 </attribute>
742</type> 1034</type>
743 1035
744<!--####################################################################--> 1036<!--####################################################################-->
1037<type number="74" name="Skill Tool">
1038 <description><![CDATA[
1039 Wearing a skill tool will give the player the ability to use a skill.
1040 ]]>
1041 </description>
1042 <use><![CDATA[
1043 Feel free to assign resistancies and stats to a skill tools or change
1044 the skill that is given.
1045 ]]>
1046 </use>
1047 <attribute arch="skill" editor="skill name" type="string">
1048 This field describes which skill the player will be able to use wearing this item.
1049 </attribute>
1050 &player_stat_resist_sections;
1051</type>
1052<!--####################################################################-->
745<type number="39" name="Amulet"> 1053<type number="39" name="Amulet">
746 <description><![CDATA[ 1054 <description><![CDATA[
747 Wearing an amulet, the object's stats will directly be inherited to 1055 Wearing an amulet, the object's stats will directly be inherited to
748 the player. Amulets are usually meant for protection and defense. ]]> 1056 the player. Amulets are usually meant for protection and defense.]]>
749 </description> 1057 </description>
750 <use><![CDATA[ 1058 <use><![CDATA[
751 Feel free to create your own special artifacts. However, it is very 1059 Feel free to create your own special artifacts. However, it is very
752 important that you keep your artifact in balance with existing maps. ]]> 1060 important that you keep your artifact in balance with existing maps.]]>
753 </use> 1061 </use>
754 <attribute arch="ac" editor="armour class" type="int"> 1062 <attribute arch="ac" editor="armour class" type="int">
755 This value defines the amount of armour-class bonus for wearing 1063 This value defines the amount of armour-class bonus for wearing
756 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1064 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
757 values are better. It should usually be set only for armour-like equipment. 1065 values are better. It should usually be set only for armour-like equipment.
768 amount of &lt;item power&gt;, depending on their own level. This is the 1076 amount of &lt;item power&gt;, depending on their own level. This is the
769 only way to prevent low level players to wear "undeserved" equipment 1077 only way to prevent low level players to wear "undeserved" equipment
770 (like gifts from other players or cheated items). 1078 (like gifts from other players or cheated items).
771 1079
772 It is very important to adjust the &lt;item power&gt; value carefully 1080 It is very important to adjust the &lt;item power&gt; value carefully
773 for every artifact you create! If zero/unset, the CF server will 1081 for every artifact you create! If zero/unset, the Deliantra server will
774 calculate a provisional value at runtime, but this is never 1082 calculate a provisional value at runtime, but this is never
775 going to be an accurate measurement of &lt;item power&gt;. 1083 going to be an accurate measurement of &lt;item power&gt;.
776 </attribute> 1084 </attribute>
777 <attribute arch="damned" editor="damnation" type="bool"> 1085 <attribute arch="damned" editor="damnation" type="bool">
778 A damned piece of equipment cannot be unwielded unless the curse 1086 A damned piece of equipment cannot be unwielded unless the curse
804 you want the monster to use/wear the item - you must set 1112 you want the monster to use/wear the item - you must set
805 &lt;is applied&gt;. 1113 &lt;is applied&gt;.
806 Enabling this flag doesn't make any sense if the item 1114 Enabling this flag doesn't make any sense if the item
807 is NOT in a monster's inventory. 1115 is NOT in a monster's inventory.
808 </attribute> 1116 </attribute>
809<section name="resistance"> 1117 &player_stat_resist_sections;
810 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
811 This adds physical resistance to the item (= armour value). The number is
812 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
813 and what they require to do for getting this-and-that artifact.
814 </attribute>
815 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
816 This adds magic resistance to the item. The number is a percent-value in
817 the range 0-100. Treat this with CARE. Look at other maps and what they
818 require to do for getting this-and-that artifact.
819 </attribute>
820 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
821 This adds fire resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 </attribute>
825 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
826 This adds electricity resistance to the item. The number is a percent-value in
827 the range 0-100. Treat this with CARE. Look at other maps and what they
828 require to do for getting this-and-that artifact.
829 </attribute>
830 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
831 This adds fire resistance to the item. The number is a percent-value in
832 the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
836 This adds confusion resistance to the item. The number is a percent-value in
837 the range 0-100. Confusion resistance is not very effective
838 unless the value comes close to 100 (= perfect immunity).
839 </attribute>
840 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
841 This adds acid resistance to the item. The number is a percent-value in
842 the range 0-100. Treat this with CARE. Look at other maps and what they
843 require to do for getting this-and-that artifact.
844 </attribute>
845 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
846 This adds draining resistance to the item. The number is a percent-value
847 in the range 0-100. Draining resistance is little effective
848 unless the value is 100 (= perfect immunity).
849 </attribute>
850 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
851 This adds weaponmagic resistance to the item. The number is a percent-value in
852 the range 0-100. Weaponmagic resistance generally should not exist on
853 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
854 are not meant to be easily resisted.
855 </attribute>
856 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
857 This adds ghosthit resistance to the item. The number is a percent-value
858 in the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
862 This adds poison resistance to the item. The number is a percent-value in
863 the range 0-100. Treat this with CARE. Look at other maps and what they
864 require to do for getting this-and-that artifact.
865 </attribute>
866 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
867 This adds fear resistance to the item. The number is a percent-value in
868 the range 0-100. Resistance to fear is pretty useless.
869 </attribute>
870 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
871 This adds paralyze resistance to the item. The number is a percent-value in
872 the range 0-100. Paralyze resistance is little effective
873 unless the value is 100 (= perfect immunity).
874 </attribute>
875 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
876 This adds fear resistance to the item. The number is a percent-value in
877 the range 0-100. Resistance to fear is pretty useless.
878 </attribute>
879 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
880 This adds depletion resistance to the item. The number is a percent-value
881 in the range 0-100. Depletion resistance is little effective
882 unless the value is 100 (= perfect immunity).
883 </attribute>
884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
885 This adds death-attack resistance to the item. The number is a
886 percent-value in the range 0-100. Death-attack resistance is little
887 effective unless the value is 100 (= perfect immunity).
888 Generally, resistance to death-attack is not supposed to be
889 available to players!
890 </attribute>
891 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
892 This adds chaos resistance to the item. The number is a percent-value in
893 the range 0-100. Treat this with CARE. Look at other maps and what they
894 require to do for getting this-and-that artifact.
895 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
896 combination of other attacktypes.
897 </attribute>
898 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
899 This adds blinding resistance to the item. The number is a percent-value
900 in the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 </attribute>
903 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
904 This adds holy power resistance to the item. The number is a percent-value
905 in the range 0-100. Holy power is the attacktype that holyword-type spells
906 use to hurt undead creatures. This kind of resistance is only reasonable
907 for undead players (wraith or devourer cult).
908 Generally, resistance to holy word should not be available for players.
909 </attribute>
910</section>
911<section name="stats">
912 <attribute arch="Str" editor="strength" type="int">
913 The player's strentgh will rise/fall by the given value
914 while wearing this piece of equipment.
915 </attribute>
916 <attribute arch="Dex" editor="dexterity" type="int">
917 The player's dexterity will rise/fall by the given value
918 while wearing this piece of equipment.
919 </attribute>
920 <attribute arch="Con" editor="constitution" type="int">
921 The player's constitution will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Int" editor="intelligence" type="int">
925 The player's intelligence will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Pow" editor="power" type="int">
929 The player's power will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Wis" editor="wisdom" type="int">
933 The player's wisdom will rise/fall by the given value while
934 wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Cha" editor="charisma" type="int">
937 The player's charisma will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940</section>
941<section name="misc"> 1118<section name="misc">
942 <attribute arch="luck" editor="luck bonus" type="int"> 1119 <attribute arch="luck" editor="luck bonus" type="int">
943 With positive luck bonus, the player is more likely to 1120 With positive luck bonus, the player is more likely to
944 succeed in all sorts of things (spellcasting, praying,...). 1121 succeed in all sorts of things (spellcasting, praying,...).
945 Unless the &lt;luck bonus&gt; is very high, the effect will be 1122 Unless the &lt;luck bonus&gt; is very high, the effect will be
1033 Battleground is very special: In short, players can die on battleground 1210 Battleground is very special: In short, players can die on battleground
1034 without any death penalties. They don't loose or gain experience 1211 without any death penalties. They don't loose or gain experience
1035 while on battleground. Acid, draining and depletion effects don't 1212 while on battleground. Acid, draining and depletion effects don't
1036 work either. 1213 work either.
1037 When a player dies on battleground, he gets teleported to an exit 1214 When a player dies on battleground, he gets teleported to an exit
1038 location which is defined in the battleground object. ]]> 1215 location which is defined in the battleground object.]]>
1039 </description> 1216 </description>
1040 <use><![CDATA[ 1217 <use><![CDATA[
1041 Battleground is only meant for player vs. player duels. You can 1218 Battleground is only meant for player vs. player duels. You can
1042 design combat arenas similiar to the one in scorn.<br> 1219 design combat arenas similiar to the one in scorn.<br>
1043 What should NEVER be done is placing battleground tiles in 1220 What should NEVER be done is placing battleground tiles in
1045 It must not be possible to gain significant treasure for fighting 1222 It must not be possible to gain significant treasure for fighting
1046 on battleground, because it bears no risk.<br><br> 1223 on battleground, because it bears no risk.<br><br>
1047 (Battleground will cease to work when the image or name is changed, 1224 (Battleground will cease to work when the image or name is changed,
1048 or when it is placed beneath another floor tile. 1225 or when it is placed beneath another floor tile.
1049 This is not a bug, it is there to prevent any attempts of placing 1226 This is not a bug, it is there to prevent any attempts of placing
1050 "hidden" battleground tiles anywhere.) ]]> 1227 "hidden" battleground tiles anywhere.)]]>
1051 </use> 1228 </use>
1052 <attribute arch="no_pick" value="1" type="fixed" /> 1229 <attribute arch="no_pick" value="1" type="fixed" />
1053 <attribute arch="is_floor" value="1" type="fixed" /> 1230 <attribute arch="is_floor" value="1" type="fixed" />
1054 <attribute arch="hp" editor="destination X" type="int"> 1231 <attribute arch="hp" editor="destination X" type="int">
1055 The exit destinations define the (x, y)-coordinates where players 1232 The exit destinations define the (x, y)-coordinates where players
1060 get teleported after they died on this battleground. 1237 get teleported after they died on this battleground.
1061 </attribute> 1238 </attribute>
1062</type> 1239</type>
1063 1240
1064<!--####################################################################--> 1241<!--####################################################################-->
1242<type number="165" name="Safe ground">
1243 <ignore>
1244 <ignore_list name="non_pickable" />
1245 </ignore>
1246 <description><![CDATA[
1247 Safe ground is a special object that prevents any effects that might
1248 be harmful for the map, other players or items on the map.
1249 It blocks all magic and prayers, usage of alchemy, prevents potions
1250 from being used and blocks bombs from exploding. Note that altars that
1251 do cast spells still work.
1252 ]]>
1253 </description>
1254 <use><![CDATA[
1255 Safe ground can be used to prevents any means of burning
1256 or destroying the items in a shop. Put this object below all floor tiles
1257 in your map and your shop will be safe. It's generally useful for making
1258 areas where really no kind of spell should be invoked by a player.
1259 ]]>
1260 </use>
1261 &movement_types_terrain;
1262 <attribute arch="no_pick" value="1" type="fixed" />
1263</type>
1264
1265<!--####################################################################-->
1065<type number="8" name="Book"> 1266<type number="8" name="Book">
1066 <description><![CDATA[ 1267 <description><![CDATA[
1067 Applying a book, the containing message is displayed to the player. ]]> 1268 Applying a book, the containing message is displayed to the player.]]>
1068 </description> 1269 </description>
1069 <attribute arch="level" editor="literacy level" type="int"> 1270 <attribute arch="level" editor="literacy level" type="int">
1070 If this value is set to be greater than zero, the player needs a 1271 If this value is set to be greater than zero, the player needs a
1071 certain literacy level to succeed reading the book. The book can be 1272 certain literacy level to succeed reading the book. The book can be
1072 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1273 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1088 </attribute> 1289 </attribute>
1089 <attribute arch="slaying" editor="key string" type="string"> 1290 <attribute arch="slaying" editor="key string" type="string">
1090 This is the key string of the book. The key string is checked by an inventory checker. 1291 This is the key string of the book. The key string is checked by an inventory checker.
1091 (This is used eg. for the gate/port passes in scorn) 1292 (This is used eg. for the gate/port passes in scorn)
1092 </attribute> 1293 </attribute>
1294 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295 If this flag is true the player won't be able to identify this
1296 item with by using a skill.
1297 </attribute>
1298</type>
1299
1300<!--####################################################################-->
1301<type number="110" name="Inscribable">
1302 <description><![CDATA[
1303 Inscribable Item - when inscribed, it becomes another object.]]>
1304 </description>
1305 <attribute arch="startequip" editor="godgiven item" type="bool">
1306 A godgiven item vanishes as soon as the player
1307 drops it to the ground.
1308 </attribute>
1309 <attribute arch="unique" editor="unique item" type="bool">
1310 Unique items exist only one time on a server. If the item
1311 is taken, lost or destroyed - it's gone for good.
1312 </attribute>
1313 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314 This is the item created after being inscribed - scrolls are treated
1315 like spell scrolls, all else will have it's message replaced.
1316 </attribute>
1093</type> 1317</type>
1094 1318
1095<!--####################################################################--> 1319<!--####################################################################-->
1096<type number="99" name="Boots"> 1320<type number="99" name="Boots">
1097 <import_type name="Amulet" /> 1321 <import_type name="Amulet" />
1098 <description><![CDATA[ 1322 <description><![CDATA[
1099 Wearing boots, the object's stats will directly be inherited to 1323 Wearing boots, the object's stats will directly be inherited to
1100 the player. Usually enhancing his speed, or granting some minor 1324 the player. Usually enhancing his speed, or granting some minor
1101 protection bonus. ]]> 1325 protection bonus.]]>
1102 </description> 1326 </description>
1103 <use><![CDATA[ 1327 <use><![CDATA[
1104 Feel free to create your own special artifacts. However, it is very 1328 Feel free to create your own special artifacts. However, it is very
1105 important that you keep your artifact in balance with existing maps. ]]> 1329 important that you keep your artifact in balance with existing maps.]]>
1106 </use> 1330 </use>
1107 <attribute arch="exp" editor="speed bonus" type="int"> 1331 <attribute arch="exp" editor="speed bonus" type="int">
1108 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1332 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1109 while worn. This kind of bonus is quite desirable for players of low- 1333 while worn. This kind of bonus is quite desirable for players of low-
1110 and medium level. High level players usually have fastest possible 1334 and medium level. High level players usually have fastest possible
1126<type number="104" name="Bracers"> 1350<type number="104" name="Bracers">
1127 <import_type name="Amulet" /> 1351 <import_type name="Amulet" />
1128 <description><![CDATA[ 1352 <description><![CDATA[
1129 Bracers are armour-plates worn around the wrists. 1353 Bracers are armour-plates worn around the wrists.
1130 Wearing bracer, the object's stats will directly be inherited to 1354 Wearing bracer, the object's stats will directly be inherited to
1131 the player. Usually enhancing his defense. ]]> 1355 the player. Usually enhancing his defense.]]>
1132 </description> 1356 </description>
1133 <use><![CDATA[ 1357 <use><![CDATA[
1134 Feel free to create your own special artifacts. However, it is very 1358 Feel free to create your own special artifacts. However, it is very
1135 important that you keep your artifact in balance with existing maps. ]]> 1359 important that you keep your artifact in balance with existing maps.]]>
1136 </use> 1360 </use>
1137 <attribute arch="magic" editor="magic bonus" type="int"> 1361 <attribute arch="magic" editor="magic bonus" type="int">
1138 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1362 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1139 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1363 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1140 than direct armour-class bonus on the bracers. 1364 than direct armour-class bonus on the bracers.
1144<!--####################################################################--> 1368<!--####################################################################-->
1145<type number="16" name="Brestplate Armour"> 1369<type number="16" name="Brestplate Armour">
1146 <import_type name="Amulet" /> 1370 <import_type name="Amulet" />
1147 <description><![CDATA[ 1371 <description><![CDATA[
1148 Wearing an armour, the object's stats will directly be inherited to 1372 Wearing an armour, the object's stats will directly be inherited to
1149 the player. Usually enhancing his defense. ]]> 1373 the player. Usually enhancing his defense.]]>
1150 </description> 1374 </description>
1151 <use><![CDATA[ 1375 <use><![CDATA[
1152 Feel free to create your own special artifacts. However, it is very 1376 Feel free to create your own special artifacts. However, it is very
1153 important that you keep your artifact in balance with existing maps. ]]> 1377 important that you keep your artifact in balance with existing maps.]]>
1154 </use> 1378 </use>
1155 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1379 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1156 This poses a penalty to spell regeneration speed, for wearing the armour. 1380 This poses a penalty to spell regeneration speed, for wearing the armour.
1157 The bigger the spellpoint penalty, the worse. 1381 The bigger the spellpoint penalty, the worse.
1158 </attribute> 1382 </attribute>
1174 </ignore> 1398 </ignore>
1175 <description><![CDATA[ 1399 <description><![CDATA[
1176 When a predefined amount of weigh is placed on a button, the 1400 When a predefined amount of weigh is placed on a button, the
1177 &lt;connection&gt; value is triggered. In most cases this happens when a 1401 &lt;connection&gt; value is triggered. In most cases this happens when a
1178 player or monster steps on it. When the button is "released", the 1402 player or monster steps on it. When the button is "released", the
1179 &lt;connection&gt; value get's triggered a second time. ]]> 1403 &lt;connection&gt; value get's triggered a second time.]]>
1180 </description> 1404 </description>
1181 &move_on; 1405 &move_on;
1182 &move_off; 1406 &move_off;
1183 <attribute arch="no_pick" value="1" type="fixed" /> 1407 <attribute arch="no_pick" value="1" type="fixed" />
1184 <attribute arch="weight" editor="press weight" type="int"> 1408 <attribute arch="weight" editor="press weight" type="int">
1185 The button is pressed (triggered), as soon as 1409 The button is pressed (triggered), as soon as
1186 &lt;press weigh&gt; gram are placed ontop of it. 1410 &lt;press weigh&gt; gram are placed ontop of it.
1187 </attribute> 1411 </attribute>
1188 <attribute arch="connected" editor="connection" type="int"> 1412 <attribute arch="connected" editor="connection" type="string">
1189 Every time the button is pressed or released, all objects 1413 Every time the button is pressed or released, all objects
1190 with the same &lt;connection&gt; value are activated. 1414 with the same &lt;connection&gt; value are activated.
1191 </attribute> 1415 </attribute>
1192 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1193 This text may describe the item. You can use this 1417 This text may describe the item. You can use this
1202 <ignore_list name="non_pickable" /> 1426 <ignore_list name="non_pickable" />
1203 </ignore> 1427 </ignore>
1204 <description><![CDATA[ 1428 <description><![CDATA[
1205 Handle buttons are buttons which reset after a short period 1429 Handle buttons are buttons which reset after a short period
1206 of time. Every time it is either applied or reset, the 1430 of time. Every time it is either applied or reset, the
1207 &lt;connection&gt; value is triggered. ]]> 1431 &lt;connection&gt; value is triggered.]]>
1208 </description> 1432 </description>
1209</type> 1433</type>
1210 1434
1211<!--####################################################################--> 1435<!--####################################################################-->
1212<type number="37" name="Class Changer"> 1436<type number="37" name="Class Changer">
1213 <ignore> 1437 <ignore>
1214 <ignore_list name="non_pickable" /> 1438 <ignore_list name="non_pickable" />
1215 </ignore> 1439 </ignore>
1216 <description><![CDATA[ 1440 <description><![CDATA[
1217 Class changer are used while creating a character. ]]> 1441 Class changer are used while creating a character.]]>
1218 </description> 1442 </description>
1219 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1443 <attribute arch="randomitems" editor="class items" type="treasurelist">
1220 This entry determines which initial items the character receives. 1444 This entry determines which initial items the character receives.
1221 </attribute> 1445 </attribute>
1222<section name="stats"> 1446<section name="stats">
1255<type number="87" name="Cloak"> 1479<type number="87" name="Cloak">
1256 <import_type name="Amulet" /> 1480 <import_type name="Amulet" />
1257 <description><![CDATA[ 1481 <description><![CDATA[
1258 Wearing a cloak, the object's stats will directly be inherited to 1482 Wearing a cloak, the object's stats will directly be inherited to
1259 the player. Cloaks usually add minor &lt;armour class&gt; and 1483 the player. Cloaks usually add minor &lt;armour class&gt; and
1260 sometimes a bit of resistance. ]]> 1484 sometimes a bit of resistance.]]>
1261 </description> 1485 </description>
1262 <use><![CDATA[ 1486 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very 1487 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]> 1488 important that you keep your artifact in balance with existing maps.]]>
1265 </use> 1489 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int"> 1490 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1491 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1492 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the cloak. 1493 than direct armour-class bonus on the cloak.
1274</type> 1498</type>
1275 1499
1276<!--####################################################################--> 1500<!--####################################################################-->
1277<type number="9" name="Clock"> 1501<type number="9" name="Clock">
1278 <description><![CDATA[ 1502 <description><![CDATA[
1279 Applying a clock, the time is displayed to the player. ]]> 1503 Applying a clock, the time is displayed to the player.]]>
1280 </description> 1504 </description>
1281 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1505 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1282 This text may describe the item 1506 This text may describe the item
1283 </attribute> 1507 </attribute>
1284</type> 1508</type>
1289 A player can put (certain kinds of) items in the container. 1513 A player can put (certain kinds of) items in the container.
1290 The overall weight of items is reduced when put inside a 1514 The overall weight of items is reduced when put inside a
1291 container, depending on the settings. 1515 container, depending on the settings.
1292 <br><br> 1516 <br><br>
1293 A special feature of containers is the "cauldron", 1517 A special feature of containers is the "cauldron",
1294 capable of mixing alchemical receipes. ]]> 1518 capable of mixing alchemical receipes.]]>
1295 </description> 1519 </description>
1296 <use><![CDATA[ 1520 <use><![CDATA[
1297 Note on chests - There are two types of chests: 1521 Note on chests - There are two types of chests:
1298 <UL> 1522 <UL>
1299 <LI> First the random treasure chests - Those are NOT containers 1523 <LI> First the random treasure chests - Those are NOT containers
1300 (but object type Treasure), they create random treasures when 1524 (but object type Treasure), they create random treasures when
1301 applied. Archetype name is "chest". 1525 applied. Archetype name is "chest".
1302 <LI> Second there are the permanent chests - Those are containers, 1526 <LI> Second there are the permanent chests - Those are containers,
1303 they can be opened and closed again. Archetype name is "chest_2". 1527 they can be opened and closed again. Archetype name is "chest_2".
1304 </UL> ]]> 1528 </UL>]]>
1305 </use> 1529 </use>
1306 <attribute arch="race" editor="container class" type="string"> 1530 <attribute arch="race" editor="container class" type="string">
1307 If set, the container will hold only certain types of objects. 1531 If set, the container will hold only certain types of objects.
1308 Possible choices for &lt;container class&gt; are: "gold and jewels", 1532 Possible choices for &lt;container class&gt; are: "gold and jewels",
1309 "arrows" and "keys". 1533 "arrows" and "keys".
1364 <attribute arch="title" /> 1588 <attribute arch="title" />
1365 </ignore> 1589 </ignore>
1366 <description><![CDATA[ 1590 <description><![CDATA[
1367 Converters are like "exchange tables". When the player drops a 1591 Converters are like "exchange tables". When the player drops a
1368 specific type of items, they get converted into other items, at a 1592 specific type of items, they get converted into other items, at a
1369 predefined exchange-ratio. ]]> 1593 predefined exchange-ratio.]]>
1370 </description> 1594 </description>
1371 <use><![CDATA[ 1595 <use><![CDATA[
1372 Converters are better than shopping with doormats, because the 1596 Converters are better than shopping with doormats, because the
1373 converters never get sold out. For some items like food or jewels 1597 converters never get sold out. For some items like food or jewels
1374 those "exchange tables" are really nice, while for the more important 1598 those "exchange tables" are really nice, while for the more important
1376 <br><br> 1600 <br><br>
1377 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1601 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1378 items on a converter, the stuff you get must be of equal or lesser 1602 items on a converter, the stuff you get must be of equal or lesser
1379 value than before! (Except if you are using "rare" items like 1603 value than before! (Except if you are using "rare" items like
1380 dragonscales for payment). The code will not check if your ratio is 1604 dragonscales for payment). The code will not check if your ratio is
1381 sane, so the player could gain infinite wealth by using your converter. ]]> 1605 sane, so the player could gain infinite wealth by using your converter.]]>
1382 </use> 1606 </use>
1383 <attribute arch="no_pick" value="1" type="fixed" /> 1607 <attribute arch="no_pick" value="1" type="fixed" />
1384 <attribute arch="slaying" editor="cost arch" type="string"> 1608 <attribute arch="slaying" editor="cost arch" type="string">
1385 &lt;cost arch&gt; is the name of the archetype the player has to 1609 &lt;cost arch&gt; is the name of the archetype the player has to
1386 put on the converter, as payment. 1610 put on the converter, as payment.
1402 of &lt;receive arch&gt;. 1626 of &lt;receive arch&gt;.
1403 </attribute> 1627 </attribute>
1404 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1628 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1405 This text may contain a description of the converter. 1629 This text may contain a description of the converter.
1406 </attribute> 1630 </attribute>
1631 <attribute arch="precious" editor="output unpaid" type="bool">
1632 If the converter has this flag set the generated items will
1633 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634 (For instance for 'dragon scale' to 'dragon shield' converters in some
1635 armour shops.)
1636 </attribute>
1407</type> 1637</type>
1408 1638
1409<!--####################################################################--> 1639<!--####################################################################-->
1410<type number="42" name="Creator"> 1640<type number="42" name="Creator">
1411 <ignore> 1641 <ignore>
1412 <ignore_list name="system_object" /> 1642 <ignore_list name="system_object" />
1413 </ignore> 1643 </ignore>
1414 <description><![CDATA[ 1644 <description><![CDATA[
1415 A creator is an object which creates another object when it 1645 A creator is an object which creates another object when it
1416 is triggered. The child object can be anything. Creators are 1646 is triggered. The child object can be anything. Creators are
1417 VERY useful for all kinds of map-mechanisms. ]]> 1647 VERY useful for all kinds of map-mechanisms. They can even
1648 periodically create things.]]>
1418 </description> 1649 </description>
1419 <use><![CDATA[ 1650 <use><![CDATA[
1420 Don't hesitate to hide your creators under the floor. 1651 Don't hesitate to hide your creators under the floor.
1421 The created items will still always appear ontop of the floor. ]]> 1652 The created items will still always appear ontop of the floor.]]>
1422 </use> 1653 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1654 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="other_arch" editor="create arch" type="string"> 1655 <attribute arch="other_arch" editor="create arch" type="string">
1425 This string defines the object that will be created. 1656 This string defines the object that will be created.
1426 You can choose any of the existing arches. 1657 You can choose any of the existing arches.
1427 This field is ignored if the creator has items in inventory. In this case 1658 This field is ignored if the creator has items in inventory. In this case
1428 one of the inventory items is duplicated. The duplicated item is randomly 1659 one of the inventory items is duplicated. The duplicated item is randomly
1429 chosen from all items present. 1660 chosen from all items present.
1430 </attribute> 1661 </attribute>
1431 <attribute arch="connected" editor="connection" type="int"> 1662 <attribute arch="connected" editor="connection" type="string">
1432 Whenever the connection value is activated, 1663 Whenever the connection value is activated,
1433 the creator gets triggered. 1664 the creator gets triggered.
1434 </attribute> 1665 </attribute>
1666 &activate_on;
1435 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1667 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work 1668 If &lt;unlimited uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1669 infinitely, regardless of the value in &lt;number of uses&gt;.
1670 </attribute>
1671 <attribute arch="speed" editor="speed" type="float">
1672 When this field is set the creator will periodically create stuff
1673 (and will still do so when the connection is triggered).
1674 A value of 1 means roughly 8 times a second.
1438 </attribute> 1675 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int"> 1676 <attribute arch="hp" editor="number of uses" type="int">
1440 The creator can be triggered &lt;number of uses&gt; times, thus 1677 The creator can be triggered &lt;number of uses&gt; times, thus
1441 creating that many objects, before it dissappears. 1678 creating that many objects, before it dissappears.
1442 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1679 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1461 Detectors work quite much like inv. checkers/pedestals: If the detector 1698 Detectors work quite much like inv. checkers/pedestals: If the detector
1462 finds a specific object, it toggles its connected value. 1699 finds a specific object, it toggles its connected value.
1463 <br><br> 1700 <br><br>
1464 What is "unique" about them, compared to inv. checkers/ pedestals? 1701 What is "unique" about them, compared to inv. checkers/ pedestals?
1465 - First, detectors check their square for a match periodically, not 1702 - First, detectors check their square for a match periodically, not
1703 instantly, so generate much higher server load
1466 instantly. Second, detectors check directly for object names. Third, 1704 Second, detectors check directly for object names. Third,
1467 detectors do not check the inventory of players/monsters. ]]> 1705 detectors do not check the inventory of players/monsters.]]>
1468 </description> 1706 </description>
1469 <use><![CDATA[ 1707 <use>
1470 There is one major speciality about detectors: You can detect spells 1708 Best avoid this type at all costs, use a pedestal instead.
1471 blown over a detector! To detect a lighting bolt for example, set
1472 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1473 walls, this can be very useful for map-mechanisms. ]]>
1474 </use> 1709 </use>
1475 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1476 <attribute arch="slaying" editor="match name" type="string"> 1711 <attribute arch="slaying" editor="match name" type="string">
1477 &lt;match name&gt; specifies the name of the object we are looking for. 1712 &lt;match name&gt; specifies the name of the object we are looking for.
1478 Actually it does also check for the &lt;key string&gt; in key-objects, 1713 Actually it does also check for the &lt;key string&gt; in key-objects,
1479 but for this case inventory checkers are often more powerful to use. 1714 but for this case inventory checkers are often more powerful to use.
1480 </attribute> 1715 </attribute>
1481 <attribute arch="connected" editor="connection" type="int"> 1716 <attribute arch="connected" editor="connection" type="string">
1482 When the detector is triggered, all objects with the same 1717 When the detector is triggered, all objects with the same
1483 connection value get activated. 1718 connection value get activated.
1484 </attribute> 1719 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float"> 1720 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks. 1721 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons, 1722 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0. 1723 set speed rather high, like &lt;detection speed&gt; 1.0.
1489 </attribute> 1724 </attribute>
1725 &speed_left;
1726 <attribute arch="speed_left" editor="speed left" type="float">
1727 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1728 If it is larger than 0, the detector checks, and the speed is decremented
1729 by 1.
1730 </attribute>
1731</type>
1732
1733<!--####################################################################-->
1734<type number="164" name="Map Script">
1735 <ignore>
1736 <ignore_list name="system_object" />
1737 </ignore>
1738 <description><![CDATA[
1739 The map script object is a very special object that can react to connected
1740 events and executes a perl script in the msg slot.
1741 ]]>
1742 </description>
1743 <use><![CDATA[
1744 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1745 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 ]]>
1747 </use>
1748 <attribute arch="connected" editor="connection" type="string">
1749 When the map script object is triggered, it will execute
1750 the perl script with the triggering object as $activator.
1751 </attribute>
1752 &activate_on;
1753 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754 This perl script will be executed each time the objetc is triggered.
1755 </attribute>
1490</type> 1756</type>
1491 1757
1492<!--####################################################################--> 1758<!--####################################################################-->
1493<type number="112" name="Director"> 1759<type number="112" name="Director">
1494 <ignore> 1760 <ignore>
1497 <description><![CDATA[ 1763 <description><![CDATA[
1498 Directors change the direction of spell objects and other projectiles 1764 Directors change the direction of spell objects and other projectiles
1499 that fly past. Unlike spinners, directors always move objects in the 1765 that fly past. Unlike spinners, directors always move objects in the
1500 same direction. It does not make a difference from what angle you 1766 same direction. It does not make a difference from what angle you
1501 shoot into it.<br> 1767 shoot into it.<br>
1502 Directors are visible per default. ]]> 1768 Directors are visible per default.]]>
1503 </description> 1769 </description>
1504 <use><![CDATA[ 1770 <use><![CDATA[
1505 Directors are rarely used in maps. Sometimes they are placed to 1771 Directors are rarely used in maps. Sometimes they are placed to
1506 change the direction of spells coming out of magic walls, 1772 change the direction of spells coming out of magic walls,
1507 "channeling" spell-projectiles in some direction. When doing this, 1773 "channeling" spell-projectiles in some direction. When doing this,
1509 into them!</B> The spell-projectiles bouncing between the directors 1775 into them!</B> The spell-projectiles bouncing between the directors
1510 would accumulate to huge numbers and at some point slow down the 1776 would accumulate to huge numbers and at some point slow down the
1511 server by eating memory- and CPU-time. 1777 server by eating memory- and CPU-time.
1512 <br><br> 1778 <br><br>
1513 You'd better not place directors in monster vs. player combat 1779 You'd better not place directors in monster vs. player combat
1514 areas too much, because that freaks out wizard-type players. ]]> 1780 areas too much, because that freaks out wizard-type players.]]>
1515 </use> 1781 </use>
1516 <attribute arch="sp" editor="direction" type="list_direction"> 1782 <attribute arch="sp" editor="direction" type="list_direction">
1517 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1783 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1518 A director with direction &lt;none&gt; simply stops projectiles. 1784 A director with direction &lt;none&gt; simply stops projectiles.
1519 (The latter works out a bit strange for some spells). 1785 (The latter works out a bit strange for some spells).
1525<type number="158" name="Disease"> 1791<type number="158" name="Disease">
1526 <ignore> 1792 <ignore>
1527 <ignore_list name="system_object" /> 1793 <ignore_list name="system_object" />
1528 </ignore> 1794 </ignore>
1529 <description><![CDATA[ 1795 <description><![CDATA[
1530 Diseases are an intersting form of spellcraft in Crossfire. 1796 Diseases are an intersting form of spellcraft in Deliantra.
1531 Once casted, they can spread out and infect creatures in a large 1797 Once casted, they can spread out and infect creatures in a large
1532 area. Being infected can have various effects, from amusing farts 1798 area. Being infected can have various effects, from amusing farts
1533 to horrible damage - almost everything is possible. ]]> 1799 to horrible damage - almost everything is possible.]]>
1534 </description> 1800 </description>
1535 <use><![CDATA[ 1801 <use><![CDATA[
1536 Diseases are extremely flexible and usable in a many ways. 1802 Diseases are extremely flexible and usable in a many ways.
1537 So far they are mostly used for causing bad, unwanted effects. 1803 So far they are mostly used for causing bad, unwanted effects.
1538 You could just as well create a disease which helps the player 1804 You could just as well create a disease which helps the player
1539 (recharging mana for example). 1805 (recharging mana for example).
1540 Infection with a "positive disease" could even be a quest reward. ]]> 1806 Infection with a "positive disease" could even be a quest reward.]]>
1541 </use> 1807 </use>
1542 <attribute arch="invisible" value="1" type="fixed" /> 1808 <attribute arch="invisible" value="1" type="fixed" />
1543 <attribute arch="level" editor="plaque level" type="int"> 1809 <attribute arch="level" editor="plaque level" type="int">
1544 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1810 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1545 This mainly reflects in the &lt;damage&gt;. It has no effect on 1811 This mainly reflects in the &lt;damage&gt;. It has no effect on
1594 </attribute> 1860 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float"> 1861 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will 1862 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host. 1863 "move", thus how fast the symptoms strike the host.
1598 </attribute> 1864 </attribute>
1865 &speed_left;
1599</section> 1866</section>
1600<section name="symptoms"> 1867<section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1868 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;. 1869 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases. 1870 Godpower attacktype is commonly used for "unresistable" diseases.
1689 </ignore> 1956 </ignore>
1690 <description><![CDATA[ 1957 <description><![CDATA[
1691 A door can be opened with a normal key. It also can be broken by attacking 1958 A door can be opened with a normal key. It also can be broken by attacking
1692 it, and it can be defeated with the lockpicking skill. If a door is 1959 it, and it can be defeated with the lockpicking skill. If a door is
1693 defeated, horizontally and vertically adjacent doors are automatically 1960 defeated, horizontally and vertically adjacent doors are automatically
1694 removed. ]]> 1961 removed.]]>
1695 </description> 1962 </description>
1696 <attribute arch="no_pick" value="1" type="fixed" /> 1963 <attribute arch="no_pick" value="1" type="fixed" />
1697 <attribute arch="alive" value="1" type="fixed" /> 1964 <attribute arch="alive" value="1" type="fixed" />
1698 &movement_types_terrain; 1965 &movement_types_terrain;
1699 <attribute arch="hp" editor="hitpoints" type="int"> 1966 <attribute arch="hp" editor="hitpoints" type="int">
1709 defeated. 1976 defeated.
1710 </attribute> 1977 </attribute>
1711 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1978 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1712 This entry determines what kind of traps will appear in the door. 1979 This entry determines what kind of traps will appear in the door.
1713 </attribute> 1980 </attribute>
1981 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1982 Set this flag to move treasure items created into the environment (map)
1983 instead of putting them into the object.
1984 </attribute>
1714</type> 1985</type>
1715 1986
1716<!--####################################################################--> 1987<!--####################################################################-->
1717<type number="83" name="Duplicator"> 1988<type number="83" name="Duplicator">
1718 <ignore> 1989 <ignore>
1722 When activated, a duplicator can duplicate, multiply or destroy a pile of 1993 When activated, a duplicator can duplicate, multiply or destroy a pile of
1723 objects which lies somewhere on top of the duplicator. 1994 objects which lies somewhere on top of the duplicator.
1724 The duplicator has one arch name specified as &lt;target arch&gt;, 1995 The duplicator has one arch name specified as &lt;target arch&gt;,
1725 and only objects of this archetype can be affected.<br> 1996 and only objects of this archetype can be affected.<br>
1726 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1997 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1727 If the latter is set to zero, it will destroy objects. ]]> 1998 If the latter is set to zero, it will destroy objects.]]>
1728 </description> 1999 </description>
1729 <use><![CDATA[ 2000 <use><![CDATA[
1730 I hope it is clear that one must be very cautious when inserting a duplicator 2001 I hope it is clear that one must be very cautious when inserting a duplicator
1731 anywhere with &lt;multiply factor&gt; greater than one. 2002 anywhere with &lt;multiply factor&gt; greater than one.
1732 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2003 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1733 It is <b>not acceptable</b> to allow duplication of anything other than 2004 It is <b>not acceptable</b> to allow duplication of anything other than
1734 coins, gold and jewels. Besides, it is very important that the chance to 2005 coins, gold and jewels. Besides, it is very important that the chance to
1735 loose the input matches the chance to earn winnings.<br> 2006 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2007 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]> 2008 loosing rate of 2/3 = 67%.]]>
1738 </use> 2009 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string"> 2010 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be 2011 Only objects of matching archtype, lying ontop of the duplicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored. 2012 duplicated, multiplied or removed. All other objects will be ignored.
1742 </attribute> 2013 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int"> 2014 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the 2015 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects 2016 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed. 2017 will be destroyed.
1747 </attribute> 2018 </attribute>
1748 <attribute arch="connected" editor="connection" type="int"> 2019 <attribute arch="connected" editor="connection" type="string">
1749 An activator (lever, altar, button, etc) with matching connection value 2020 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot 2021 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff! 2022 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute> 2023 </attribute>
2024 &activate_on;
1753</type> 2025</type>
1754 2026
1755<!--####################################################################--> 2027<!--####################################################################-->
1756<type number="66" name="Exit"> 2028<type number="66" name="Exit">
1757 <ignore> 2029 <ignore>
1759 </ignore> 2031 </ignore>
1760 <description><![CDATA[ 2032 <description><![CDATA[
1761 When the player applies an exit, he is transferred to a different location. 2033 When the player applies an exit, he is transferred to a different location.
1762 (Monsters cannot use exits.) Depending on how it is set, the player applies 2034 (Monsters cannot use exits.) Depending on how it is set, the player applies
1763 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2035 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1764 the exit. ]]> 2036 the exit. ]]>
1765 </description> 2037 </description>
1766 <use><![CDATA[ 2038 <use><![CDATA[
1767 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2039 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1768 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2040 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1769 detected with the show_invisible spell. 2041 detected with the show_invisible spell.
1770 <br><br> 2042 <br><br>
1771 You can be quite creative with the outlook of secret exits (their "face"). 2043 You can be quite creative with the outlook of secret exits (their "face").
1772 Don't forget to give the player relyable hints about them though. ]]> 2044 Don't forget to give the player relyable hints about them though.]]>
1773 </use> 2045 </use>
1774 <attribute arch="slaying" editor="exit path" type="string"> 2046 <attribute arch="slaying" editor="exit path" type="string">
1775 The exit path defines the map that the player is transferred to. 2047 The exit path defines the map that the player is transferred to.
1776 You can enter an absolute path, beginning with '/' (for example 2048 You can enter an absolute path, beginning with '/' (for example
1777 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2049 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1804 If set, this message will be displayed to the player when he applies the exit. 2076 If set, this message will be displayed to the player when he applies the exit.
1805 This is quite useful to throw in some "role-play feeling": "As you enter the 2077 This is quite useful to throw in some "role-play feeling": "As you enter the
1806 dark cave you hear the sound of rustling dragonscales...". Well, my english 2078 dark cave you hear the sound of rustling dragonscales...". Well, my english
1807 is poor, but you get the point. =) 2079 is poor, but you get the point. =)
1808 </attribute> 2080 </attribute>
1809 <attribute arch="unique" editor="unique destination" type="bool"> 2081 <attribute arch="damned" editor="set savebed" type="bool">
1810 This flag defines the destined map as "personal unique map". If set, 2082 If set, then players using this exit will have their savebed position
1811 there will be a seperate version of that map for every player out there. 2083 set to the destination of the exit when passing through.
1812 This feature is used for the permanent apartments
1813 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1814 than apartments, since Crossfire is a *multi*player game. In such a permanent
1815 apartment don't forget to set the unique-flag for all floor tiles too
1816 (see floors).
1817 An exit pointing outside of a personal unique map must have the
1818 "unique destination"-flag unset.
1819 </attribute> 2084 </attribute>
1820</type> 2085</type>
1821 2086
1822<!--####################################################################--> 2087<!--####################################################################-->
1823<type number="72" name="Flesh"> 2088<type number="72" name="Flesh">
1824 <description><![CDATA[ 2089 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a 2090 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br> 2091 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the 2092 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in 2093 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 2094 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced 2095 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]> 2096 according to map/monster difficulty.]]>
1832 </description> 2097 </description>
1833 <use><![CDATA[ 2098 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many 2099 For dragon players, flesh items can be highly valuable. Note that many
1835 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2100 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1836 These flesh items "inherit" resistances and level from the monster they belong to. 2101 These flesh items "inherit" resistances and level from the monster they belong to.
1838 not the case - so you have to set it manually. 2103 not the case - so you have to set it manually.
1839 <br><br> 2104 <br><br>
1840 Generally adding special flesh-treaties for dragon players is a great thing 2105 Generally adding special flesh-treaties for dragon players is a great thing
1841 to do. Always consider that dragon players might really not be interested 2106 to do. Always consider that dragon players might really not be interested
1842 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2107 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1843 out on the reward completely. ]]> 2108 out on the reward completely.]]>
1844 </use> 2109 </use>
1845 <attribute arch="food" editor="foodpoints" type="int"> 2110 <attribute arch="food" editor="foodpoints" type="int">
1846 The player's stomache will get filled with this amount of foodpoints. 2111 The player's stomache will get filled with this amount of foodpoints.
1847 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2112 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1848 </attribute> 2113 </attribute>
1855 </attribute> 2120 </attribute>
1856 <attribute arch="startequip" editor="godgiven item" type="bool"> 2121 <attribute arch="startequip" editor="godgiven item" type="bool">
1857 A godgiven item vanishes as soon as the player 2122 A godgiven item vanishes as soon as the player
1858 drops it to the ground. 2123 drops it to the ground.
1859 </attribute> 2124 </attribute>
1860<section name="resistance"> 2125 &resistances_flesh_section;
1861 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1868 Resistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1886 Resistances on flesh items make them more durable against spellcraft
1887 of the appropriate kind. It also allows dragon players to eventually gain
1888 resistance by eating it. Usually resistance should only be set for flesh
1889 items in a monster's inventory.
1890 </attribute>
1891 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1892 Resistances on flesh items make them more durable against spellcraft
1893 of the appropriate kind. It also allows dragon players to eventually gain
1894 resistance by eating it. Usually resistance should only be set for flesh
1895 items in a monster's inventory.
1896 </attribute>
1897 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1898 Resistances on flesh items make them more durable against spellcraft
1899 of the appropriate kind. It also allows dragon players to eventually gain
1900 resistance by eating it. Usually resistance should only be set for flesh
1901 items in a monster's inventory.
1902 </attribute>
1903 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1904 Resistances on flesh items make them more durable against spellcraft
1905 of the appropriate kind. It also allows dragon players to eventually gain
1906 resistance by eating it. Usually resistance should only be set for flesh
1907 items in a monster's inventory.
1908 </attribute>
1909 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1910 Resistances on flesh items make them more durable against spellcraft
1911 of the appropriate kind. It also allows dragon players to eventually gain
1912 resistance by eating it. Usually resistance should only be set for flesh
1913 items in a monster's inventory.
1914 </attribute>
1915 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1916 Resistances on flesh items make them more durable against spellcraft
1917 of the appropriate kind. It also allows dragon players to eventually gain
1918 resistance by eating it. Usually resistance should only be set for flesh
1919 items in a monster's inventory.
1920 </attribute>
1921 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1922 Resistances on flesh items make them more durable against spellcraft
1923 of the appropriate kind. It also allows dragon players to eventually gain
1924 resistance by eating it. Usually resistance should only be set for flesh
1925 items in a monster's inventory.
1926 </attribute>
1927 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1928 Resistances on flesh items make them more durable against spellcraft
1929 of the appropriate kind. It also allows dragon players to eventually gain
1930 resistance by eating it. Usually resistance should only be set for flesh
1931 items in a monster's inventory.
1932 </attribute>
1933 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1934 Resistances on flesh items make them more durable against spellcraft
1935 of the appropriate kind. It also allows dragon players to eventually gain
1936 resistance by eating it. Usually resistance should only be set for flesh
1937 items in a monster's inventory.
1938 </attribute>
1939 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1940 Resistances on flesh items make them more durable against spellcraft
1941 of the appropriate kind. It also allows dragon players to eventually gain
1942 resistance by eating it. Usually resistance should only be set for flesh
1943 items in a monster's inventory.
1944 </attribute>
1945 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1946 Resistances on flesh items make them more durable against spellcraft
1947 of the appropriate kind. It also allows dragon players to eventually gain
1948 resistance by eating it. Usually resistance should only be set for flesh
1949 items in a monster's inventory.
1950 </attribute>
1951 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1952 RResistances on flesh items make them more durable against spellcraft
1953 of the appropriate kind. It also allows dragon players to eventually gain
1954 resistance by eating it. Usually resistance should only be set for flesh
1955 items in a monster's inventory.
1956 </attribute>
1957 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1958 Resistances on flesh items make them more durable against spellcraft
1959 of the appropriate kind. It also allows dragon players to eventually gain
1960 resistance by eating it. Usually resistance should only be set for flesh
1961 items in a monster's inventory.
1962 </attribute>
1963 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1964 Resistances on flesh items make them more durable against spellcraft
1965 of the appropriate kind. It also allows dragon players to eventually gain
1966 resistance by eating it. Usually resistance should only be set for flesh
1967 items in a monster's inventory.
1968 </attribute>
1969</section>
1970 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1971 This text may describe the item. 2127 This text may describe the item.
1972 </attribute> 2128 </attribute>
1973</type> 2129</type>
1974 2130
1981 <ignore> 2137 <ignore>
1982 <ignore_list name="non_pickable" /> 2138 <ignore_list name="non_pickable" />
1983 </ignore> 2139 </ignore>
1984 <description><![CDATA[ 2140 <description><![CDATA[
1985 Floor is a very basic thing whithout too much 2141 Floor is a very basic thing whithout too much
1986 functionality. It's a floor - you stand on it. ]]> 2142 functionality. It's a floor - you stand on it.]]>
1987 </description> 2143 </description>
1988 <attribute arch="is_floor" value="1" type="fixed" /> 2144 <attribute arch="is_floor" value="1" type="fixed" />
1989 <attribute arch="no_pick" value="1" type="fixed" /> 2145 <attribute arch="no_pick" value="1" type="fixed" />
1990<section name="terrain"> 2146<section name="terrain">
1991 &movement_types_terrain; 2147 &movement_types_terrain;
2006 If enabled, it is impossible for players to use prayers 2162 If enabled, it is impossible for players to use prayers
2007 on that spot. It also prevents players from saving. 2163 on that spot. It also prevents players from saving.
2008 </attribute> 2164 </attribute>
2009 <attribute arch="unique" editor="unique map" type="bool"> 2165 <attribute arch="unique" editor="unique map" type="bool">
2010 Unique floor means that any items dropped on that spot 2166 Unique floor means that any items dropped on that spot
2011 will be saved byond map reset. For permanent apartments, 2167 will be saved beyond map reset. For permanent apartments,
2012 all floor tiles must be set &lt;unique map&gt;. 2168 all floor tiles must be set &lt;unique map&gt;.
2013 </attribute> 2169 </attribute>
2014 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2170 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2015 This text may describe the object. 2171 This text may describe the object.
2016 </attribute> 2172 </attribute>
2025 Encounter-Floor is pretty much the same as normal floor. 2181 Encounter-Floor is pretty much the same as normal floor.
2026 Most outdoor floor/ground-arches are set to be "encounters". 2182 Most outdoor floor/ground-arches are set to be "encounters".
2027 That is kind of a relict from former code: When walking over 2183 That is kind of a relict from former code: When walking over
2028 encounter-floor, players sometimes got beamed to little maps 2184 encounter-floor, players sometimes got beamed to little maps
2029 with monsters on them. Nowadays this feature is disabled - 2185 with monsters on them. Nowadays this feature is disabled -
2030 Hence encounter floor is not different from normal floor. ]]> 2186 Hence encounter floor is not different from normal floor.]]>
2031 </description> 2187 </description>
2032 <attribute arch="is_floor" value="1" type="fixed" /> 2188 <attribute arch="is_floor" value="1" type="fixed" />
2033 <attribute arch="no_pick" value="1" type="fixed" /> 2189 <attribute arch="no_pick" value="1" type="fixed" />
2034<section name="terrain"> 2190<section name="terrain">
2035 &movement_types_terrain; 2191 &movement_types_terrain;
2050 If enabled, it is impossible for players to use prayers 2206 If enabled, it is impossible for players to use prayers
2051 on that spot. It also prevents players from saving. 2207 on that spot. It also prevents players from saving.
2052 </attribute> 2208 </attribute>
2053 <attribute arch="unique" editor="unique map" type="bool"> 2209 <attribute arch="unique" editor="unique map" type="bool">
2054 Unique floor means that any items dropped on that spot 2210 Unique floor means that any items dropped on that spot
2055 will be saved byond map reset. For permanent apartments, 2211 will be saved beyond map reset. For permanent apartments,
2056 all floor tiles must be set &lt;unique map&gt;. 2212 all floor tiles must be set &lt;unique map&gt;.
2057 </attribute> 2213 </attribute>
2058 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2214 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2059 This text may describe the object. 2215 This text may describe the object.
2060 </attribute> 2216 </attribute>
2062 2218
2063<!--####################################################################--> 2219<!--####################################################################-->
2064<type number="6" name="Food"> 2220<type number="6" name="Food">
2065 <description><![CDATA[ 2221 <description><![CDATA[
2066 By eating/drinking food-objects, the player can fill his 2222 By eating/drinking food-objects, the player can fill his
2067 stomache and gain a little health. ]]> 2223 stomache and gain a little health.]]>
2068 </description> 2224 </description>
2069 <attribute arch="food" editor="foodpoints" type="int"> 2225 <attribute arch="food" editor="foodpoints" type="int">
2070 The player's stomache will get filled with this amount of foodpoints. 2226 The player's stomache will get filled with this amount of foodpoints.
2071 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2227 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2072 </attribute> 2228 </attribute>
2080<type number="91" name="Gate"> 2236<type number="91" name="Gate">
2081 <ignore> 2237 <ignore>
2082 <ignore_list name="non_pickable" /> 2238 <ignore_list name="non_pickable" />
2083 </ignore> 2239 </ignore>
2084 <description><![CDATA[ 2240 <description><![CDATA[
2085 Gates play an important role in Crossfire. Gates can be opened 2241 Gates play an important role in Deliantra. Gates can be opened
2086 by activating a button/trigger, by speaking passwords (-> magic_ear) 2242 by activating a button/trigger, by speaking passwords (-> magic_ear)
2087 or carrying special key-objects (-> inventory checker). 2243 or carrying special key-objects (-> inventory checker).
2088 Unlike locked doors, gates can get shut again after a player has 2244 Unlike locked doors, gates can get shut again after a player has
2089 passed, which makes them more practical in many cases. ]]> 2245 passed, which makes them more practical in many cases.]]>
2090 </description> 2246 </description>
2091 <use><![CDATA[ 2247 <use><![CDATA[
2092 Use gates to divide your maps into seperated areas. After solving 2248 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your 2249 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]> 2250 maps more complex than "one-way".]]>
2095 </use> 2251 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" /> 2252 <attribute arch="no_pick" value="1" type="fixed" />
2253 <attribute arch="speed" value="1" type="float">
2254 The speed of the gate affects how fast it is closing/opening.
2255 </attribute>
2097 <attribute arch="connected" editor="connection" type="int"> 2256 <attribute arch="connected" editor="connection" type="string">
2098 Whenever the inventory checker is triggered, all objects with identical 2257 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with 2258 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2259 &lt;blocking passage&gt; disabled.
2101 </attribute> 2260 </attribute>
2102 <attribute arch="wc" editor="position state" type="int"> 2261 <attribute arch="wc" editor="position state" type="int">
2120<type number="113" name="Girdle"> 2279<type number="113" name="Girdle">
2121 <import_type name="Amulet" /> 2280 <import_type name="Amulet" />
2122 <description><![CDATA[ 2281 <description><![CDATA[
2123 Wearing a girdle, the object's stats will directly be inherited to 2282 Wearing a girdle, the object's stats will directly be inherited to
2124 the player. Girdles usually provide stats- or damage bonuses and no 2283 the player. Girdles usually provide stats- or damage bonuses and no
2125 defense. ]]> 2284 defense.]]>
2126 </description> 2285 </description>
2127 <use><![CDATA[ 2286 <use><![CDATA[
2128 Feel free to create your own special artifacts. However, it is very 2287 Feel free to create your own special artifacts. However, it is very
2129 important that you keep your artifact in balance with existing maps. ]]> 2288 important that you keep your artifact in balance with existing maps.]]>
2130 </use> 2289 </use>
2131 <attribute arch="magic" editor="magic bonus" type="int"> 2290 <attribute arch="magic" editor="magic bonus" type="int">
2132 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2291 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2133 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2292 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2134 than direct armour-class bonus on the helmet. 2293 than direct armour-class bonus on the helmet.
2142<!--####################################################################--> 2301<!--####################################################################-->
2143<type number="100" name="Gloves"> 2302<type number="100" name="Gloves">
2144 <import_type name="Amulet" /> 2303 <import_type name="Amulet" />
2145 <description><![CDATA[ 2304 <description><![CDATA[
2146 Wearing gloves, the object's stats will directly be inherited to 2305 Wearing gloves, the object's stats will directly be inherited to
2147 the player. Gloves can add defense or damage bonuses. ]]> 2306 the player. Gloves can add defense or damage bonuses.]]>
2148 </description> 2307 </description>
2149 <use><![CDATA[ 2308 <use><![CDATA[
2150 Feel free to create your own special artifacts. However, it is very 2309 Feel free to create your own special artifacts. However, it is very
2151 important that you keep your artifact in balance with existing maps. ]]> 2310 important that you keep your artifact in balance with existing maps.]]>
2152 </use> 2311 </use>
2153 <attribute arch="magic" editor="magic bonus" type="int"> 2312 <attribute arch="magic" editor="magic bonus" type="int">
2154 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2313 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2155 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2314 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2156 will increase that. 2315 will increase that.
2162 <ignore> 2321 <ignore>
2163 <ignore_list name="non_pickable" /> 2322 <ignore_list name="non_pickable" />
2164 </ignore> 2323 </ignore>
2165 <description><![CDATA[ 2324 <description><![CDATA[
2166 A handle can be applied by players and (certain) monsters. 2325 A handle can be applied by players and (certain) monsters.
2167 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2326 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2168 </description> 2327 </description>
2169 <use><![CDATA[ 2328 <use><![CDATA[
2170 Handles are commonly used to move gates. When placing your lever, 2329 Handles are commonly used to move gates. When placing your lever,
2171 don't forget that some monsters are able to apply it. 2330 don't forget that some monsters are able to apply it.
2172 The ability to apply levers is rare among monsters - 2331 The ability to apply levers is rare among monsters -
2173 but vampires can do it for example. ]]> 2332 but vampires can do it for example.]]>
2174 </use> 2333 </use>
2175 <attribute arch="no_pick" value="1" type="fixed" /> 2334 <attribute arch="no_pick" value="1" type="fixed" />
2176 <attribute arch="connected" editor="connection" type="int"> 2335 <attribute arch="connected" editor="connection" type="string">
2177 Every time the handle is applied, all objects 2336 Every time the handle is applied, all objects
2178 with the same &lt;connection&gt; value are activated. 2337 with the same &lt;connection&gt; value are activated.
2179 </attribute> 2338 </attribute>
2180 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2339 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2181 This text may describe the item. You can use this 2340 This text may describe the item. You can use this
2190 <ignore_list name="non_pickable" /> 2349 <ignore_list name="non_pickable" />
2191 </ignore> 2350 </ignore>
2192 <description><![CDATA[ 2351 <description><![CDATA[
2193 Handle triggers are handles which reset after a short period 2352 Handle triggers are handles which reset after a short period
2194 of time. Every time it is either applied or reset, the 2353 of time. Every time it is either applied or reset, the
2195 &lt;connection&gt; value is triggered. ]]> 2354 &lt;connection&gt; value is triggered.]]>
2196 </description> 2355 </description>
2197 <use><![CDATA[ 2356 <use><![CDATA[
2198 When you connect an ordinary handle to a gate, the gate normally remains 2357 When you connect an ordinary handle to a gate, the gate normally remains
2199 opened after the first player passed. If you want to keep the gate shut, 2358 opened after the first player passed. If you want to keep the gate shut,
2200 connecting it to a handle trigger is an easy solution. ]]> 2359 connecting it to a handle trigger is an easy solution. ]]>
2201 </use> 2360 </use>
2202</type> 2361</type>
2203 2362
2204<!--####################################################################--> 2363<!--####################################################################-->
2205<type number="88" name="Hazard Floor"> 2364<type number="88" name="Hazard Floor">
2210 <ignore_list name="non_pickable" /> 2369 <ignore_list name="non_pickable" />
2211 </ignore> 2370 </ignore>
2212 <description><![CDATA[ 2371 <description><![CDATA[
2213 The best example for Hazard Floor is lava. It works like standard 2372 The best example for Hazard Floor is lava. It works like standard
2214 floor, but damages all creatures standing on it. 2373 floor, but damages all creatures standing on it.
2215 Damage is taken in regular time intervals. ]]> 2374 Damage is taken in regular time intervals.]]>
2216 </description> 2375 </description>
2217 <use><![CDATA[ 2376 <use><![CDATA[
2218 The default lava for example does minor damage. But you can turn 2377 The default lava for example does minor damage. But you can turn
2219 it up so that your hazard floor poses a real threat.<br> 2378 it up so that your hazard floor poses a real threat.<br>
2220 Like magic walls, such floors add a permanent thrill to your map. 2379 Like magic walls, such floors add a permanent thrill to your map.
2221 You can use that to safely chase off too-weak players, or just 2380 You can use that to safely chase off too-weak players, or just
2222 to have something different. ]]> 2381 to have something different.]]>
2223 </use> 2382 </use>
2224 <attribute arch="is_floor" value="1" type="fixed" /> 2383 <attribute arch="is_floor" value="1" type="fixed" />
2225 <attribute arch="lifesave" value="1" type="fixed" /> 2384 <attribute arch="lifesave" value="1" type="fixed" />
2226 &move_on; 2385 &move_on;
2227 <attribute arch="no_pick" value="1" type="fixed" /> 2386 <attribute arch="no_pick" value="1" type="fixed" />
2266 If enabled, it is impossible for players to use prayers 2425 If enabled, it is impossible for players to use prayers
2267 on that spot. It also prevents players from saving. 2426 on that spot. It also prevents players from saving.
2268 </attribute> 2427 </attribute>
2269 <attribute arch="unique" editor="unique map" type="bool"> 2428 <attribute arch="unique" editor="unique map" type="bool">
2270 Unique floor means that any items dropped on that spot 2429 Unique floor means that any items dropped on that spot
2271 will be saved byond map reset. For permanent apartments, 2430 will be saved beyond map reset. For permanent apartments,
2272 all floor tiles must be set &lt;unique map&gt;. 2431 all floor tiles must be set &lt;unique map&gt;.
2273 </attribute> 2432 </attribute>
2274</type> 2433</type>
2275 2434
2276<!--####################################################################--> 2435<!--####################################################################-->
2278 <import_type name="Amulet" /> 2437 <import_type name="Amulet" />
2279 <description><![CDATA[ 2438 <description><![CDATA[
2280 Wearing a helmet, the object's stats will directly be inherited to 2439 Wearing a helmet, the object's stats will directly be inherited to
2281 the player. Normal helmets usually increase defense, while crowns 2440 the player. Normal helmets usually increase defense, while crowns
2282 add more special bonuses like stats/resistances paired with 2441 add more special bonuses like stats/resistances paired with
2283 low defense. ]]> 2442 low defense.]]>
2284 </description> 2443 </description>
2285 <use><![CDATA[ 2444 <use><![CDATA[
2286 Feel free to create your own special artifacts. However, it is very 2445 Feel free to create your own special artifacts. However, it is very
2287 important that you keep your artifact in balance with existing maps. ]]> 2446 important that you keep your artifact in balance with existing maps.]]>
2288 </use> 2447 </use>
2289 <attribute arch="magic" editor="magic bonus" type="int"> 2448 <attribute arch="magic" editor="magic bonus" type="int">
2290 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2449 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2291 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2450 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2292 than direct armour-class bonus on the helmet. 2451 than direct armour-class bonus on the helmet.
2301<type number="56" name="Holy Altar"> 2460<type number="56" name="Holy Altar">
2302 <ignore> 2461 <ignore>
2303 <ignore_list name="non_pickable" /> 2462 <ignore_list name="non_pickable" />
2304 </ignore> 2463 </ignore>
2305 <description><![CDATA[ 2464 <description><![CDATA[
2306 Holy_altars are altars for the various religions. Praying 2465 Holy Altars are altars for the various religions. Praying
2307 at a Holy_altar will make you a follower of that god, and 2466 at a Holy_altar will make you a follower of that god, and
2308 if you already follow that god, you may get some extra bonus. ]]> 2467 if you already follow that god, you may get some extra bonus.]]>
2309 </description> 2468 </description>
2310 <attribute arch="no_pick" value="1" type="fixed" /> 2469 <attribute arch="no_pick" value="1" type="fixed" />
2311 <attribute arch="other_arch" editor="god name" type="string"> 2470 <attribute arch="other_arch" editor="god name" type="string">
2312 The altar belongs to the god of the given name. Possible options for 2471 The altar belongs to the god of the given name. Possible options for
2313 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2472 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2319 <attribute arch="level" editor="reconsecrate level" type="int"> 2478 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as 2479 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not 2480 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be. 2481 be re-consecrated, while other altars, like those in dungeons, could be.
2323 2482
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2483 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2325 Some characters might need those altars, they would be very unhappy to 2484 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult. 2485 see them re-consecrated to another cult.
2327 </attribute> 2486 </attribute>
2328</type> 2487</type>
2329 2488
2336 Horns are very similar to rods. The difference is that horns regenerate 2495 Horns are very similar to rods. The difference is that horns regenerate
2337 spellpoints faster and thus are more valuable than rods. 2496 spellpoints faster and thus are more valuable than rods.
2338 <br><br> 2497 <br><br>
2339 A horn contains a spell. The player can use this spell by applying and 2498 A horn contains a spell. The player can use this spell by applying and
2340 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2499 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2341 used endlessly. ]]> 2500 used endlessly.]]>
2342 </description> 2501 </description>
2343 <use><![CDATA[ 2502 <use><![CDATA[
2344 Horns are powerful due to their fast recharge rate. They should 2503 Horns are powerful due to their fast recharge rate. They should
2345 never contain high level attacking spells. Even curing/healing spells 2504 never contain high level attacking spells. Even curing/healing spells
2346 are almost too good on a horn. ]]> 2505 are almost too good on a horn.]]>
2347 </use> 2506 </use>
2348 <attribute arch="sp" editor="spell" type="spell"> 2507 <attribute arch="sp" editor="spell" type="spell">
2349 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2508 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2350 horns to players, since they can be used endlessly without any mana cost! 2509 horns to players, since they can be used endlessly without any mana cost!
2351 Horns with heal/ restoration/ protection spells, IF available, MUST be 2510 Horns with heal/ restoration/ protection spells, IF available, MUST be
2377<!--####################################################################--> 2536<!--####################################################################-->
2378<type number="73" name="Inorganic"> 2537<type number="73" name="Inorganic">
2379 <description><![CDATA[ 2538 <description><![CDATA[
2380 Inorganic materials are generally used as ingredients for 2539 Inorganic materials are generally used as ingredients for
2381 alchemical receipes. By themselves, they have no special 2540 alchemical receipes. By themselves, they have no special
2382 functionalities. ]]> 2541 functionalities.]]>
2383 </description> 2542 </description>
2384 <attribute arch="is_dust" editor="is dust" type="bool"> 2543 <attribute arch="is_dust" editor="is dust" type="bool">
2385 </attribute> 2544 </attribute>
2386<section name="resistance"> 2545 &resistances_basic;
2387 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2388 </attribute>
2389 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2390 </attribute>
2391 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2392 </attribute>
2393 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2394 </attribute>
2395 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2396 </attribute>
2397 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2398 </attribute>
2399 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2400 </attribute>
2401 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2402 </attribute>
2403 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2404 </attribute>
2405 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2406 </attribute>
2407 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2408 </attribute>
2409 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2410 </attribute>
2411</section>
2412</type> 2546</type>
2413 2547
2414<!--####################################################################--> 2548<!--####################################################################-->
2415<type number="64" name="Inventory Checker"> 2549<type number="64" name="Inventory Checker">
2416 <ignore> 2550 <ignore>
2425 <br><br> 2559 <br><br>
2426 Alternatively, you can set your inv. checker to block all players 2560 Alternatively, you can set your inv. checker to block all players
2427 that do/don't carry the matching object. 2561 that do/don't carry the matching object.
2428 <br><br> 2562 <br><br>
2429 As you can see, inv. checkers are quite powerful, holding a 2563 As you can see, inv. checkers are quite powerful, holding a
2430 great variety of possibilities. ]]> 2564 great variety of possibilities.]]>
2431 </description> 2565 </description>
2432 <use><![CDATA[ 2566 <use><![CDATA[
2433 Putting a check_inventory space in front of a gate (one below) and 2567 Putting a check_inventory space in front of a gate (one below) and
2434 one on the opposite side works reasonably well as a control mechanism. 2568 one on the opposite side works reasonably well as a control mechanism.
2435 Unlike the key/door-combo, this one works infinite since it is 2569 Unlike the key/door-combo, this one works infinite since it is
2436 independant from map reset. Use it to put a "structure" into your 2570 independant from map reset. Use it to put a "structure" into your
2437 maps: Player must solve area A to gain access to area B. This concept 2571 maps: Player must solve area A to gain access to area B. This concept
2438 can be found in nearly every RPG - simple but effective. ]]> 2572 can be found in nearly every RPG - simple but effective.]]>
2439 </use> 2573 </use>
2440 <attribute arch="no_pick" value="1" type="fixed" /> 2574 <attribute arch="no_pick" value="1" type="fixed" />
2441 <attribute arch="slaying" editor="match key string" type="string"> 2575 <attribute arch="slaying" editor="match key string" type="string">
2442 This string specifies the object we are looking for: We have a match 2576 This string specifies the object we are looking for: We have a match
2443 if the player does/don't carry a key object or a mark with identical 2577 if the player does/don't carry a key object or a mark with identical
2459 </attribute> 2593 </attribute>
2460 <attribute arch="last_sp" editor="match = having" type="bool"> 2594 <attribute arch="last_sp" editor="match = having" type="bool">
2461 Enabled means having that object is a match. 2595 Enabled means having that object is a match.
2462 Disabled means not having that object is a match. 2596 Disabled means not having that object is a match.
2463 </attribute> 2597 </attribute>
2464 <attribute arch="connected" editor="connection" type="int"> 2598 <attribute arch="connected" editor="connection" type="string">
2465 Whenever the inventory checker is triggered, all objects with identical 2599 Whenever the inventory checker is triggered, all objects with identical
2466 &lt;connection&gt; value get activated. This only makes sense together with 2600 &lt;connection&gt; value get activated. This only makes sense together with
2467 &lt;blocking passage&gt; disabled. 2601 &lt;blocking passage&gt; disabled.
2468 </attribute> 2602 </attribute>
2469 &movement_types_terrain; 2603 &movement_types_terrain;
2519<!--####################################################################--> 2653<!--####################################################################-->
2520<type number="60" name="Jewel"> 2654<type number="60" name="Jewel">
2521 <description><![CDATA[ 2655 <description><![CDATA[
2522 Items of the type Gold &amp; Jewels are handled like a currency. 2656 Items of the type Gold &amp; Jewels are handled like a currency.
2523 Unlike for any other type of item, in shops, the buy- and selling 2657 Unlike for any other type of item, in shops, the buy- and selling
2524 prices differ only marginally. ]]> 2658 prices differ only marginally.]]>
2525 </description> 2659 </description>
2526 <attribute arch="race" value="gold and jewels" type="fixed" /> 2660 <attribute arch="race" value="gold and jewels" type="fixed" />
2527 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2661 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2528 This text may describe the object. 2662 This text may describe the object.
2529 </attribute> 2663 </attribute>
2531 2665
2532<!--####################################################################--> 2666<!--####################################################################-->
2533<type number="24" name="Key"> 2667<type number="24" name="Key">
2534 <description><![CDATA[ 2668 <description><![CDATA[
2535 When carrying a key, a normal door can be opened. The key will 2669 When carrying a key, a normal door can be opened. The key will
2536 disappear. ]]> 2670 disappear.]]>
2537 </description> 2671 </description>
2538 <attribute arch="startequip" editor="godgiven item" type="bool"> 2672 <attribute arch="startequip" editor="godgiven item" type="bool">
2539 A godgiven item vanishes as soon as the player 2673 A godgiven item vanishes as soon as the player
2540 drops it to the ground. 2674 drops it to the ground.
2541 </attribute> 2675 </attribute>
2546 <ignore> 2680 <ignore>
2547 <ignore_list name="non_pickable" /> 2681 <ignore_list name="non_pickable" />
2548 </ignore> 2682 </ignore>
2549 <description><![CDATA[ 2683 <description><![CDATA[
2550 A locked door can be opened only when carrying 2684 A locked door can be opened only when carrying
2551 the appropriate special key. ]]> 2685 the appropriate special key.]]>
2552 </description> 2686 </description>
2553 <use><![CDATA[ 2687 <use><![CDATA[
2554 If you want to create a locked door that cannot be opened (no key), 2688 If you want to create a locked door that cannot be opened (no key),
2555 set a &lt;key string&gt; like "no_key_available". This will clearify things 2689 set a &lt;key string&gt; like "no_key_available". This will clearify things
2556 and only a fool would create a key matching that string. 2690 and only a fool would create a key matching that string.
2558 Door-objects can not only be used for "doors". In many maps these 2692 Door-objects can not only be used for "doors". In many maps these
2559 are used with all kinds of faces/names, especially often as 2693 are used with all kinds of faces/names, especially often as
2560 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2694 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2561 There you have magic forces (door objects) put under certain artifact 2695 There you have magic forces (door objects) put under certain artifact
2562 items. To get your hands on the artifacts, you need to bring up the 2696 items. To get your hands on the artifacts, you need to bring up the
2563 appropriate quest items (key objects). ]]> 2697 appropriate quest items (key objects).]]>
2564 </use> 2698 </use>
2565 <attribute arch="move_type" value="0" type="fixed" /> 2699 <attribute arch="move_type" value="0" type="fixed" />
2566 <attribute arch="no_pick" value="1" type="fixed" /> 2700 <attribute arch="no_pick" value="1" type="fixed" />
2567 <attribute arch="slaying" editor="key string" type="string"> 2701 <attribute arch="slaying" editor="key string" type="string">
2568 The &lt;key string&gt; in the door must be identical with the 2702 The &lt;key string&gt; in the door must be identical with the
2569 &lt;key string&gt; in the special key, then the door is unlocked. 2703 &lt;key string&gt; in the special key, then the door is unlocked.
2570 It is VERY important to set the &lt;key string&gt; to something that 2704 It is VERY important to set the &lt;key string&gt; to something that
2571 is unique among the CF mapset. 2705 is unique among the Deliantra mapset.
2572 2706
2573 DONT EVER USE the default string "set_individual_value". 2707 DONT EVER USE the default string "set_individual_value".
2574 </attribute> 2708 </attribute>
2575 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2709 <attribute arch="no_magic" editor="restrict spells" type="bool">
2576 Restricting the use of spells to pass this door. 2710 Restricting the use of spells to pass this door.
2595 <ignore> 2729 <ignore>
2596 <ignore_list name="system_object" /> 2730 <ignore_list name="system_object" />
2597 </ignore> 2731 </ignore>
2598 <description><![CDATA[ 2732 <description><![CDATA[
2599 Magic_ears trigger a connected value 2733 Magic_ears trigger a connected value
2600 when the player speaks a specific keyword. ]]> 2734 when the player speaks a specific keyword.]]>
2601 </description> 2735 </description>
2602 <use><![CDATA[ 2736 <use><![CDATA[
2603 Whenever you put magic_ears on your maps, make sure there are 2737 Whenever you put magic_ears on your maps, make sure there are
2604 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2738 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2605 something like a gate that is opened by speaking "open" or 2739 something like a gate that is opened by speaking "open" or
2607 <br><br> 2741 <br><br>
2608 Magic_ears are typically used for interaction with NPCs. You 2742 Magic_ears are typically used for interaction with NPCs. You
2609 can create the impression that the NPC actually *does* something 2743 can create the impression that the NPC actually *does* something
2610 according to his conversation with a player. Mostly this means 2744 according to his conversation with a player. Mostly this means
2611 opening a gate or handing out some item, but you could be quite 2745 opening a gate or handing out some item, but you could be quite
2612 creative here. ]]> 2746 creative here.]]>
2613 </use> 2747 </use>
2614 <attribute arch="no_pick" value="1" type="fixed" /> 2748 <attribute arch="no_pick" value="1" type="fixed" />
2615 <attribute arch="connected" editor="connection" type="int"> 2749 <attribute arch="connected" editor="connection" type="string">
2616 The Magic_ear will trigger all objects with the 2750 The Magic_ear will trigger all objects with the
2617 same connection value, every time it is activated. 2751 same connection value, every time it is activated.
2618 </attribute> 2752 </attribute>
2619 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2753 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2620 This textfield contains the keyword-matching-syntax. The text should 2754 This textfield contains the keyword-matching-syntax. The text should
2639 Magic walls can contain any spell. However, some spells do not 2773 Magic walls can contain any spell. However, some spells do not
2640 operate very successfully in them. The only way to know is to test 2774 operate very successfully in them. The only way to know is to test
2641 the spell you want to use with a wall. 2775 the spell you want to use with a wall.
2642 <br><br> 2776 <br><br>
2643 Several types of magical walls are predefined for you in the 2777 Several types of magical walls are predefined for you in the
2644 archetypes, and can be found on the "connected" Pickmap. ]]> 2778 archetypes, and can be found on the "connected" Pickmap.]]>
2645 </description> 2779 </description>
2646 <use><![CDATA[ 2780 <use><![CDATA[
2647 Spellcasting walls pose an interesting alternative to monsters. 2781 Spellcasting walls pose an interesting alternative to monsters.
2648 Usually they are set to be undestroyable. Thus, while monsters 2782 Usually they are set to be undestroyable. Thus, while monsters
2649 in a map can be cleared out, the magic walls remain. Low level 2783 in a map can be cleared out, the magic walls remain. Low level
2660 walls' spell(s). 2794 walls' spell(s).
2661 <br><br> 2795 <br><br>
2662 It is possible to make walls rotate when triggered. But that is so 2796 It is possible to make walls rotate when triggered. But that is so
2663 confusing (and useless IMHO) that I did not mention it above. You 2797 confusing (and useless IMHO) that I did not mention it above. You
2664 can find a working example on the map 2798 can find a working example on the map
2665 "/pup_land/castle_eureca/castle_eureca8". ]]> 2799 "/pup_land/castle_eureca/castle_eureca8".]]>
2666 </use> 2800 </use>
2667 <attribute arch="dam" editor="spell" type="spell"> 2801 <attribute arch="dam" editor="spell" type="spell">
2668 The magic wall will cast this &lt;spell&gt;. 2802 The magic wall will cast this &lt;spell&gt;.
2669 </attribute> 2803 </attribute>
2670 <attribute arch="level" editor="spell level" type="int"> 2804 <attribute arch="level" editor="spell level" type="int">
2671 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2805 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2672 walls cast spells at minimal strength. "level 100" walls cast deadly 2806 walls cast spells at minimal strength. "level 100" walls cast deadly
2673 spells. Arch default is level 1 - you should always set this value 2807 spells. Arch default is level 1 - you should always set this value
2674 to meet the overall difficulty of your map. 2808 to meet the overall difficulty of your map.
2675 </attribute> 2809 </attribute>
2676 <attribute arch="connected" editor="connection" type="int"> 2810 <attribute arch="connected" editor="connection" type="string">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast 2811 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2812 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect. 2813 have much visible effect.
2680 </attribute> 2814 </attribute>
2815 &activate_on;
2681 <attribute arch="speed" editor="casting speed" type="float"> 2816 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2817 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall 2818 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per 2819 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0". 2820 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute> 2821 </attribute>
2822 &speed_left;
2687 <attribute arch="sp" editor="direction" type="list_direction"> 2823 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified 2824 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2825 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2826 always fire in a random direction.
2691 </attribute> 2827 </attribute>
2708 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2844 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2709 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2845 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2710 to &lt;weapon class&gt;. 2846 to &lt;weapon class&gt;.
2711 </attribute> 2847 </attribute>
2712</section> 2848</section>
2713<section name="resistance"> 2849&resistances_basic;
2714 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2755 </attribute>
2756</section>
2757</type> 2850</type>
2758 2851
2759<!--####################################################################--> 2852<!--####################################################################-->
2760<type number="55" name="Marker"> 2853<type number="55" name="Marker">
2761 <ignore> 2854 <ignore>
2766 player stepping on it. This force does nothing except containing a 2859 player stepping on it. This force does nothing except containing a
2767 &lt;key string&gt; which can be discovered by detectors or inventory 2860 &lt;key string&gt; which can be discovered by detectors or inventory
2768 checkers. It is also possible to use markers for removing marks again. 2861 checkers. It is also possible to use markers for removing marks again.
2769 <br><br> 2862 <br><br>
2770 Note that the player has no possibility to "see" his own marks, 2863 Note that the player has no possibility to "see" his own marks,
2771 except by the effect that they cause on the maps. ]]> 2864 except by the effect that they cause on the maps.]]>
2772 </description> 2865 </description>
2773 <use><![CDATA[ 2866 <use><![CDATA[
2774 Markers hold real cool possibilities for map-making. I encourage 2867 Markers hold real cool possibilities for map-making. I encourage
2775 you to use them frequently. However there is one negative point 2868 you to use them frequently. However there is one negative point
2776 about markers: Players don't "see" what's going on with them. It is 2869 about markers: Players don't "see" what's going on with them. It is
2777 your task, as map-creator, to make sure the player is always well 2870 your task, as map-creator, to make sure the player is always well
2778 informed and never confused. 2871 informed and never confused.
2779 <br><br> 2872 <br><br>
2780 Please avoid infinite markers when they aren't needed. They're 2873 Please avoid infinite markers when they aren't needed. They're
2781 using a little space in the player file after all, so if there 2874 using a little space in the player file after all, so if there
2782 is no real purpose, set an expire time. ]]> 2875 is no real purpose, set an expire time.]]>
2783 </use> 2876 </use>
2784 <attribute arch="no_pick" value="1" type="fixed" /> 2877 <attribute arch="no_pick" value="1" type="fixed" />
2785 <attribute arch="slaying" editor="key string" type="string"> 2878 <attribute arch="slaying" editor="key string" type="string">
2786 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2787 If the player already has a force with that &lt;key string&gt;, 2880 If the player already has a force with that &lt;key string&gt;,
2788 there won't be inserted a second one. 2881 there won't be inserted a second one.
2789 </attribute> 2882 </attribute>
2790 <attribute arch="connected" editor="connection" type="int"> 2883 <attribute arch="connected" editor="connection" type="string">
2791 When the detector is triggered, all objects with the same 2884 When the detector is triggered, all objects with the same
2792 connection value get activated. 2885 connection value get activated.
2793 </attribute> 2886 </attribute>
2794 <attribute arch="speed" editor="marking speed" type="float"> 2887 <attribute arch="speed" editor="marking speed" type="float">
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2888 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make 2889 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2890 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine. 2891 should do fine.
2799 </attribute> 2892 </attribute>
2893 &speed_left;
2800 <attribute arch="food" editor="mark duration" type="int"> 2894 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts. 2895 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite: 2896 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2897 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever. 2898 means the mark will stay on the player forever.
2832 When a player picks an item from a shop and attempts to 2926 When a player picks an item from a shop and attempts to
2833 walk over the shop mat, the item's selling-price is automatically 2927 walk over the shop mat, the item's selling-price is automatically
2834 subtracted from the player's money. 2928 subtracted from the player's money.
2835 <br><br> 2929 <br><br>
2836 For money, always use the default arches. 2930 For money, always use the default arches.
2837 Don't modify them. ]]> 2931 Don't modify them.]]>
2838 </description> 2932 </description>
2839 <attribute arch="race" value="gold and jewels" type="fixed" /> 2933 <attribute arch="race" value="gold and jewels" type="fixed" />
2840</type> 2934</type>
2841 2935
2842<!--####################################################################--> 2936<!--####################################################################-->
2857 Monsters can behave in various kinds of ways. 2951 Monsters can behave in various kinds of ways.
2858 They can be aggressive, attacking the player. Or peaceful, 2952 They can be aggressive, attacking the player. Or peaceful,
2859 helping the player - maybe joining him as pet. 2953 helping the player - maybe joining him as pet.
2860 The unagressive creatures who communicate with players are 2954 The unagressive creatures who communicate with players are
2861 usually called "NPCs" (Non Player Character), a well-known 2955 usually called "NPCs" (Non Player Character), a well-known
2862 term in role-play environments. ]]> 2956 term in role-play environments.]]>
2863 </description> 2957 </description>
2864 <use><![CDATA[ 2958 <use><![CDATA[
2865 Monsters play a central role in most maps. Choosing the right 2959 Monsters play a central role in most maps. Choosing the right
2866 combination of monsters for your map is vital: 2960 combination of monsters for your map is vital:
2867 <UL> 2961 <UL>
2892 can use. 2986 can use.
2893 </UL> 2987 </UL>
2894 I know it's impossible to make the perfectly balanced map. There's always 2988 I know it's impossible to make the perfectly balanced map. There's always
2895 some part which is found too easy or too hard for a certain kind of player. 2989 some part which is found too easy or too hard for a certain kind of player.
2896 Just give it your best shot. And listen to feedback from players if you 2990 Just give it your best shot. And listen to feedback from players if you
2897 receive some. :-) ]]> 2991 receive some. :-)]]>
2898 </use> 2992 </use>
2899 <attribute arch="alive" value="1" type="fixed" /> 2993 <attribute arch="alive" value="1" type="fixed" />
2900 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2994 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2901 When the monster is killed, items from the treasurelist will 2995 When the monster is killed, items from the treasurelist will
2902 drop to the ground. This is a common way to reward players 2996 drop to the ground. This is a common way to reward players
2904 2998
2905 Note that you can always put items into the monster's 2999 Note that you can always put items into the monster's
2906 inventory. Those will drop-at-kill just like the stuff 3000 inventory. Those will drop-at-kill just like the stuff
2907 from the &lt;treasurelist&gt;. 3001 from the &lt;treasurelist&gt;.
2908 </attribute> 3002 </attribute>
3003 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3004 Set this flag to move treasure items created into the environment (map)
3005 instead of putting them into the object.
3006 </attribute>
2909 <attribute arch="level" editor="level" type="int"> 3007 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute. 3008 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 3009 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute> 3010 </attribute>
2913 <attribute arch="race" editor="race" type="string"> 3011 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it. 3012 Every monster should have a race set to categorize it.
2915 The monster's &lt;race&gt; can have different effects: 3013 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races 3014 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god. 3015 and holy word kills only enemy races of the god.
2918 </attribute> 3016 </attribute>
2919 <attribute arch="exp" editor="experience" type="int"> 3017 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this 3018 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into 3019 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill. 3020 the skill-category the player used for the kill.
2923 3021
2924 If you create special monsters of tweaked strenght/abilities, 3022 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a 3023 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling 3024 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters 3025 what reasonable means. Keep in mind that spellcasting monsters
2929 </attribute> 3027 </attribute>
2930 <attribute arch="speed" editor="speed" type="float"> 3028 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move 3029 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 3030 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute> 3031 </attribute>
3032 &speed_left;
2934 <attribute arch="other_arch" editor="breed monster" type="string"> 3033 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will 3034 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 3035 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster 3036 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used. 3037 should not be used.
2958 </attribute> 3057 </attribute>
2959 <attribute arch="carrying" editor="carries weight" type="int"> 3058 <attribute arch="carrying" editor="carries weight" type="int">
2960 If a monster has something in the inventory, this 3059 If a monster has something in the inventory, this
2961 value can be set to reflect the slowdown due to 3060 value can be set to reflect the slowdown due to
2962 the carried weight. 3061 the carried weight.
3062 </attribute>
3063 <attribute arch="precious" editor="precious" type="bool">
3064 Set this flag to indicate that this monster is precious, i.e.
3065 it should not be lightly destroyed. This is most useful on pets and
3066 keeps the server from destroying them on destroy_pets/monster floors
3067 and will try to save them when the player logs out.
2963 </attribute> 3068 </attribute>
2964 3069
2965<section name="melee"> 3070<section name="melee">
2966 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3071 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2967 This number is a bitmask, specifying the monster's attacktypes 3072 This number is a bitmask, specifying the monster's attacktypes
3139 <attribute arch="stand_still" editor="stand still" type="bool"> 3244 <attribute arch="stand_still" editor="stand still" type="bool">
3140 Monsters which &lt;stand still&gt; won't move to leave their position. 3245 Monsters which &lt;stand still&gt; won't move to leave their position.
3141 When agressive, they will attack all enemies who get close to 3246 When agressive, they will attack all enemies who get close to
3142 them. This behaviour is commonly known from castle guards. 3247 them. This behaviour is commonly known from castle guards.
3143 3248
3144 In older versions of Crossfire it was possible to eventually 3249 In older versions of Deliantra it was possible to eventually
3145 push a &lt;stand still&gt;-monster out of position by force. 3250 push a &lt;stand still&gt;-monster out of position by force.
3146 I believe this is no longer possible. Neverthless, you should 3251 I believe this is no longer possible. Neverthless, you should
3147 still be cautious when lining up &lt;stand still&gt;-monster in order 3252 still be cautious when lining up &lt;stand still&gt;-monster in order
3148 to "defend" something: Such monsters are rather easy to kill. 3253 to "defend" something: Such monsters are rather easy to kill.
3149 It's good for low level maps, but not much more. 3254 It's good for low level maps, but not much more.
3185 When the monster's health points drop below this percentage 3290 When the monster's health points drop below this percentage
3186 (relative to max health), it attempts to run away from the 3291 (relative to max health), it attempts to run away from the
3187 attacker. 3292 attacker.
3188 </attribute> 3293 </attribute>
3189</section> 3294</section>
3190 3295 &resistances_basic;
3191<section name="resistance">
3192 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3209 </attribute>
3210 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3233 </attribute>
3234</section>
3235 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3296 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3236 </attribute> 3297 </attribute>
3237</type> 3298</type>
3238 3299
3239<!--####################################################################--> 3300<!--####################################################################-->
3244 <attribute arch="name_pl" /> 3305 <attribute arch="name_pl" />
3245 <attribute arch="nrof" /> 3306 <attribute arch="nrof" />
3246 <attribute arch="value" /> 3307 <attribute arch="value" />
3247 <attribute arch="unpaid" /> 3308 <attribute arch="unpaid" />
3248 </ignore> 3309 </ignore>
3249 <description><![CDATA[ 3310 <description>
3250 A grimreaper is a monster that vanishes after it did some number of 3311 A grimreaper is a monster that vanishes after it did some number of
3251 draining attacks. ]]> <!-- XXX: is this ok? --> 3312 draining attacks.
3252 </description> 3313 </description>
3253<section name="grimreaper"> 3314<section name="grimreaper">
3254 <attribute arch="value" editor="attacks" type="int"> 3315 <attribute arch="value" editor="attacks" type="int">
3255 The object vanishes after this number of draining attacks. 3316 The object vanishes after this number of draining attacks.
3256 </attribute> 3317 </attribute>
3264 </ignore> 3325 </ignore>
3265 <description><![CDATA[ 3326 <description><![CDATA[
3266 As the name implies, mood floors can change the "mood" of 3327 As the name implies, mood floors can change the "mood" of
3267 a monsters/NPC. For example, an unagressive monster could be 3328 a monsters/NPC. For example, an unagressive monster could be
3268 turned mad to start attacking. Similar, an agressive monster 3329 turned mad to start attacking. Similar, an agressive monster
3269 could be calmed. ]]> 3330 could be calmed.]]>
3270 </description> 3331 </description>
3271 <use><![CDATA[ 3332 <use><![CDATA[
3272 Mood floors are absolutely cool for NPC interaction. To make an 3333 Mood floors are absolutely cool for NPC interaction. To make an
3273 unaggressive monster/NPC attack, put a creator with "other_arch 3334 unaggressive monster/NPC attack, put a creator with "other_arch
3274 furious_floor" under it. Connect the creator to a magic_ear, so the 3335 furious_floor" under it. Connect the creator to a magic_ear, so the
3278 it directly to a magic_ear. Then the player speaks a keyword like 3339 it directly to a magic_ear. Then the player speaks a keyword like
3279 "help me" - and the NPC joins him as pet. 3340 "help me" - and the NPC joins him as pet.
3280 <br><br> 3341 <br><br>
3281 (Of course you must always give clear hints about keywords! 3342 (Of course you must always give clear hints about keywords!
3282 And there is no reason why you couldn't use a button/lever/pedestal 3343 And there is no reason why you couldn't use a button/lever/pedestal
3283 etc. instead of a magic_ear.) ]]> 3344 etc. instead of a magic_ear.)]]>
3284 </use> 3345 </use>
3285 <attribute arch="no_pick" value="1" type="fixed" /> 3346 <attribute arch="no_pick" value="1" type="fixed" />
3286 <attribute arch="last_sp" editor="mood" type="list_mood"> 3347 <attribute arch="last_sp" editor="mood" type="list_mood">
3287 &lt;mood&gt; is used to determine what will happen to the 3348 &lt;mood&gt; is used to determine what will happen to the
3288 monster when affected by the mood floor: 3349 monster when affected by the mood floor:
3298 &lt;mood&gt; 'charm': Turns monster into a pet of person 3359 &lt;mood&gt; 'charm': Turns monster into a pet of person
3299 who triggers the square. This setting is not 3360 who triggers the square. This setting is not
3300 enabled for continous operation, you need to 3361 enabled for continous operation, you need to
3301 insert a &lt;connection&gt; value! 3362 insert a &lt;connection&gt; value!
3302 </attribute> 3363 </attribute>
3303 <attribute arch="connected" editor="connection" type="int"> 3364 <attribute arch="connected" editor="connection" type="string">
3304 This should only be set in combination with &lt;mood number&gt; 4. 3365 This should only be set in combination with &lt;mood number&gt; 4.
3305 Normally, monsters are affected by the mood floor as soon as they 3366 Normally, monsters are affected by the mood floor as soon as they
3306 step on it. But charming (monster -&gt; pet) is too powerful, 3367 step on it. But charming (monster -&gt; pet) is too powerful,
3307 so it needs to be activated. 3368 so it needs to be activated.
3308 3369
3332 can monsters. Motion is involuntary. Additionally, players or 3393 can monsters. Motion is involuntary. Additionally, players or
3333 monsters can be "frozen" while ontop of movers so that they MUST 3394 monsters can be "frozen" while ontop of movers so that they MUST
3334 move along a chain of them. 3395 move along a chain of them.
3335 <br><br> 3396 <br><br>
3336 Multisquare monsters can be moved as well, given 3397 Multisquare monsters can be moved as well, given
3337 enough space. Movers are usually invisible. ]]> 3398 enough space. Movers are usually invisible.]]>
3338 </description> 3399 </description>
3339 <use><![CDATA[ 3400 <use><![CDATA[
3340 NEVER EVER consider a mover being unpassable in the backwards 3401 NEVER EVER consider a mover being unpassable in the backwards
3341 direction. Setting "forced movement" makes it seemingly impossible 3402 direction. Setting "forced movement" makes it seemingly impossible
3342 but there is still a trick: One player can push a second player 3403 but there is still a trick: One player can push a second player
3349 cannot be discovered with the show_invisible spell. 3410 cannot be discovered with the show_invisible spell.
3350 <br><br> 3411 <br><br>
3351 Note that Movers and Directors are seperate objects, even though 3412 Note that Movers and Directors are seperate objects, even though
3352 they look and act similar. Directors only do spells/missiles, 3413 they look and act similar. Directors only do spells/missiles,
3353 while movers only do living creatures (depending on how it 3414 while movers only do living creatures (depending on how it
3354 is set: monsters and players). ]]> 3415 is set: monsters and players).]]>
3355 </use> 3416 </use>
3356 <attribute arch="attacktype" editor="forced movement" type="bool"> 3417 <attribute arch="attacktype" editor="forced movement" type="bool">
3357 If forced movement is enabled, the mover "freezes" anyone it 3418 If forced movement is enabled, the mover "freezes" anyone it
3358 moves (so they are forced to move along a chain). 3419 moves (so they are forced to move along a chain).
3359 For players there is no way to escape this forced movement, 3420 For players there is no way to escape this forced movement,
3367 </attribute> 3428 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float"> 3429 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of 3430 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2). 3431 these movers will push a player along (default is -0.2).
3371 </attribute> 3432 </attribute>
3433 &speed_left;
3372 <attribute arch="sp" editor="direction" type="list_direction"> 3434 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;. 3435 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3436 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions. 3437 thus pushing creatures in unpredictable directions.
3376 </attribute> 3438 </attribute>
3410 <ignore_list name="non_pickable" /> 3472 <ignore_list name="non_pickable" />
3411 </ignore> 3473 </ignore>
3412 <description><![CDATA[ 3474 <description><![CDATA[
3413 Pedestals are designed to detect certain types of living objects. 3475 Pedestals are designed to detect certain types of living objects.
3414 When a predefined type of living creature steps on the pedestal, the 3476 When a predefined type of living creature steps on the pedestal, the
3415 connected value is triggered. ]]> 3477 connected value is triggered.]]>
3416 </description> 3478 </description>
3417 <use><![CDATA[ 3479 <use><![CDATA[
3418 If you want to create a place where only players of a certain race 3480 If you want to create a place where only players of a certain race
3419 can enter, put a teleporter over your pedestal. So the teleporter is 3481 can enter, put a teleporter over your pedestal. So the teleporter is
3420 only activated for players of the matching race. Do not use gates, 3482 only activated for players of the matching race. Do not use gates,
3421 because many other players could sneak in. If you put powerful 3483 because many other players could sneak in. If you put powerful
3422 artifacts into such places, generally set "startequip 1", so that 3484 artifacts into such places, generally set "startequip 1", so that
3423 they are preserved for that one race and can't be traded to others. ]]> 3485 they are preserved for that one race and can't be traded to others.]]>
3424 </use> 3486 </use>
3425 <attribute arch="no_pick" value="1" type="fixed" /> 3487 <attribute arch="no_pick" value="1" type="fixed" />
3426 <attribute arch="slaying" editor="match race" type="string"> 3488 <attribute arch="slaying" editor="match race" type="string">
3427 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3489 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3428 matches the monster's or the player's race, we have a match. 3490 matches the monster's or the player's race, we have a match.
3430 place where only fireborns can enter, by setting "slaying unnatural". 3492 place where only fireborns can enter, by setting "slaying unnatural".
3431 3493
3432 If it is set to "player", any player stepping on the pedestal 3494 If it is set to "player", any player stepping on the pedestal
3433 is a match. Very useful if you want to open a gate for players 3495 is a match. Very useful if you want to open a gate for players
3434 but not for monsters. 3496 but not for monsters.
3497
3498 &match_compat;
3435 </attribute> 3499 </attribute>
3436 <attribute arch="connected" editor="connection" type="int"> 3500 <attribute arch="connected" editor="connection" type="string">
3437 When the pedestal is triggered, all objects with the same 3501 When the pedestal is triggered, all objects with the same
3438 connection value get activated. 3502 connection value get activated.
3439 </attribute> 3503 </attribute>
3440 &move_on; 3504 &move_on;
3441</type> 3505</type>
3442 3506
3443<!--####################################################################--> 3507<!--####################################################################-->
3508<type number="32" name="Pedestal Trigger">
3509 <import_type name="Pedestal" />
3510 <ignore>
3511 <ignore_list name="non_pickable" />
3512 </ignore>
3513 <description><![CDATA[
3514 Pedestal triggers are pedestals which reset after a short period
3515 of time. Every time it is either applied or reset, the
3516 &lt;connection&gt; value is triggered.]]>
3517 </description>
3518</type>
3519
3520<!--####################################################################-->
3521<type number="19" name="Item Match">
3522 <ignore>
3523 <ignore_list name="non_pickable" />
3524 </ignore>
3525 <description><![CDATA[
3526 Match objects use the deliantra matching language
3527 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3528 to match items on the same mapspace (if move_on/off are unset) or
3529 items trying to enter (if move_blocked is set).
3530
3531 If a connected value is given, then it is triggered if the first object
3532 matching the expression is put on it, and the last is removed.]]>
3533 </description>
3534 <use><![CDATA[
3535 If you want to trigger something else (e.g. a gate) when an item is above this object,
3536 use the move_on/move_off settings.
3537
3538 If you want to keep something from entering if it has (or lacks) a specific item,
3539 use the move_blocked setting.]]>
3540 </use>
3541 <attribute arch="no_pick" value="1" type="fixed" />
3542 <attribute arch="slaying" editor="match expression" type="string">
3543 &match_compat;
3544
3545 Optionally you can leave out the "match " prefix.
3546 </attribute>
3547 <attribute arch="connected" editor="connection" type="string">
3548 When the match is triggered, all objects with the same
3549 connection value get activated.
3550 </attribute>
3551 &move_on;
3552 &move_off;
3553 &move_block;
3554</type>
3555
3556<!--####################################################################-->
3444<type number="94" name="Pit"> 3557<type number="94" name="Pit">
3445 <ignore> 3558 <ignore>
3446 <ignore_list name="non_pickable" /> 3559 <ignore_list name="non_pickable" />
3447 </ignore> 3560 </ignore>
3448 <description><![CDATA[ 3561 <description><![CDATA[
3449 Pits are holes, transporting the player when he walks (and falls) into them. 3562 Pits are holes, transporting the player when he walks (and falls) into them.
3450 A speciality about pits is that they don't transport the player to 3563 A speciality about pits is that they don't transport the player to
3451 the exact destination, but within a two-square radius of the destination 3564 the exact destination, but within a configurable radius of the destination
3452 (never on blocked squares).<br> 3565 (never on blocked squares).<br>
3453 Optionally, pits can get closed and opened, similar to gates.<br><br> 3566 Optionally, pits can get closed and opened, similar to gates.<br><br>
3454 Monsters and items are affected by pits just as well as players. 3567 Monsters and items are affected by pits just as well as players.
3455 Even multipart monsters can fall through them, given enough space. ]]> 3568 Even multipart monsters can fall through them, given enough space.]]>
3456 </description> 3569 </description>
3457 <use><![CDATA[ 3570 <use><![CDATA[
3458 Pits can add interesting effects to your map. When using them, make 3571 Pits can add interesting effects to your map. When using them, make
3459 sure to use them in a "logical way": Pits should always drop the 3572 sure to use them in a "logical way": Pits should always drop the
3460 player to some kind of lower level. They should not be used to 3573 player to some kind of lower level. They should not be used to
3461 randomly interconnect maps like teleporters do. ]]> 3574 randomly interconnect maps like teleporters do.]]>
3462 </use> 3575 </use>
3463 <attribute arch="no_pick" value="1" type="fixed" /> 3576 <attribute arch="no_pick" value="1" type="fixed" />
3577 <attribute arch="range" editor="spread radius" type="int">
3578 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3579 </attribute>
3464 <attribute arch="connected" editor="connection" type="int"> 3580 <attribute arch="connected" editor="connection" type="string">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed 3581 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection. 3582 by activating the connection.
3467 </attribute> 3583 </attribute>
3584 &activate_on;
3468 <attribute arch="hp" editor="destination X" type="int"> 3585 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square 3586 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates. 3587 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like 3588 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore! 3589 being filled up and not work anymore!
3488 3605
3489<!--####################################################################--> 3606<!--####################################################################-->
3490<type number="7" name="Poison Food"> 3607<type number="7" name="Poison Food">
3491 <description><![CDATA[ 3608 <description><![CDATA[
3492 When eating, the player's stomache is drained by 1/4 of food. 3609 When eating, the player's stomache is drained by 1/4 of food.
3493 If his food drops to zero, the player might even die. ]]> 3610 If his food drops to zero, the player might even die.]]>
3494 </description> 3611 </description>
3495</type> 3612</type>
3496 3613
3497<!--####################################################################--> 3614<!--####################################################################-->
3498<type number="5" name="Potion"> 3615<type number="5" name="Potion">
3499 <description><![CDATA[ 3616 <description><![CDATA[
3500 The player can drink these and gain various kinds of benefits 3617 The player can drink these and gain various kinds of benefits
3501 (/penalties) by doing so. ]]> 3618 (/penalties) by doing so.]]>
3502 </description> 3619 </description>
3503 <use><![CDATA[ 3620 <use><![CDATA[
3504 One potion should never give multiple benefits at once. ]]> 3621 One potion should never give multiple benefits at once.]]>
3505 </use> 3622 </use>
3506 <attribute arch="level" editor="potion level" type="int"> 3623 <attribute arch="level" editor="potion level" type="int">
3507 If the potion contains a spell, the spell is cast at this level. 3624 If the potion contains a spell, the spell is cast at this level.
3508 For other potions it should be set at least to 1. 3625 For other potions it should be set at least to 1.
3509 </attribute> 3626 </attribute>
3527 </attribute> 3644 </attribute>
3528 <attribute arch="startequip" editor="godgiven item" type="bool"> 3645 <attribute arch="startequip" editor="godgiven item" type="bool">
3529 A godgiven item vanishes as soon as the player 3646 A godgiven item vanishes as soon as the player
3530 drops it to the ground. 3647 drops it to the ground.
3531 </attribute> 3648 </attribute>
3532<section name="stats"> 3649 &player_stat_resist_sections;
3533 <attribute arch="Str" editor="strength" type="int">
3534 The player's strentgh will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Dex" editor="dexterity" type="int">
3540 The player's dexterity will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545 <attribute arch="Con" editor="constitution" type="int">
3546 The player's constitution will rise/fall by the given value for permanent
3547 (of course there is an upper limit). Generally there shouldn't be stat
3548 potions granting more than one stat. Cursed potions will subtract the
3549 stats if positive.
3550 </attribute>
3551 <attribute arch="Int" editor="intelligence" type="int">
3552 The player's intelligence will rise/fall by the given value for permanent
3553 (of course there is an upper limit). Generally there shouldn't be stat
3554 potions granting more than one stat. Cursed potions will subtract the
3555 stats if positive.
3556 </attribute>
3557 <attribute arch="Pow" editor="power" type="int">
3558 The player's power will rise/fall by the given value for permanent
3559 (of course there is an upper limit). Generally there shouldn't be stat
3560 potions granting more than one stat. Cursed potions will subtract the
3561 stats if positive.
3562 </attribute>
3563 <attribute arch="Wis" editor="wisdom" type="int">
3564 The player's wisdom will rise/fall by the given value for permanent
3565 (of course there is an upper limit). Generally there shouldn't be stat
3566 potions granting more than one stat. Cursed potions will subtract the
3567 stats if positive.
3568 </attribute>
3569 <attribute arch="Cha" editor="charisma" type="int">
3570 The player's charisma will rise/fall by the given value for permanent
3571 (of course there is an upper limit). Generally there shouldn't be stat
3572 potions granting more than one stat. Cursed potions will subtract the
3573 stats if positive.
3574 </attribute>
3575</section>
3576<section name="resistance">
3577 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3578 The player's resistance to physical will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3584 The player's resistance to magic will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3590 The player's resistance to fire will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3596 The player's resistance to electricity will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3602 The player's resistance to cold will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3608 The player's resistance to acid will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3614 The player's resistance to confusion will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3620 The player's resistance to weaponmagic will rise by this value in percent
3621 (range -100 till +100). The effect is only temporare, and it does NOT
3622 add on the values from the player's equipment.
3623 Cursed potions will make negative resistance.. very nasty in combat!
3624 </attribute>
3625 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3626 The player's resistance to paralyze will rise by this value in percent
3627 (range -100 till +100). The effect is only temporare, and it does NOT
3628 add on the values from the player's equipment.
3629 Cursed potions will make negative resistance.. very nasty in combat!
3630 </attribute>
3631 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3632 The player's resistance to draining will rise by this value in percent
3633 (range -100 till +100). The effect is only temporare, and it does NOT
3634 add on the values from the player's equipment.
3635 Cursed potions will make negative resistance.. very nasty in combat!
3636 </attribute>
3637 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3638 The player's resistance to depletion will rise by this value in percent
3639 (range -100 till +100). The effect is only temporare, and it does NOT
3640 add on the values from the player's equipment.
3641 Cursed potions will make negative resistance.. very nasty in combat!
3642 </attribute>
3643 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3644 The player's resistance to poison will rise by this value in percent
3645 (range -100 till +100). The effect is only temporare, and it does NOT
3646 add on the values from the player's equipment.
3647 Cursed potions will make negative resistance.. very nasty in combat!
3648 </attribute>
3649</section>
3650</type> 3650</type>
3651 3651
3652<!--####################################################################--> 3652<!--####################################################################-->
3653<type number="156" name="Power Crystal"> 3653<type number="156" name="Power Crystal">
3654 <description><![CDATA[ 3654 <description><![CDATA[
3655 Power crystals can store a player's mana: 3655 Power crystals can store a player's mana:
3656 When the player applies the crystal with full mana, half of 3656 When the player applies the crystal with full mana, half of
3657 it flows into the crystal. When the player applies it with 3657 it flows into the crystal. When the player applies it with
3658 lacking mana, the crystal replenishes the player's mana. ]]> 3658 lacking mana, the crystal replenishes the player's mana.]]>
3659 </description> 3659 </description>
3660 <attribute arch="sp" editor="initial mana" type="int"> 3660 <attribute arch="sp" editor="initial mana" type="int">
3661 &lt;initial mana&gt; is the amount of spellpoints that the 3661 &lt;initial mana&gt; is the amount of spellpoints that the
3662 crystal holds when the map is loaded. 3662 crystal holds when the map is loaded.
3663 </attribute> 3663 </attribute>
3675 Projectiles like arrows/crossbow bolts are used as ammunition 3675 Projectiles like arrows/crossbow bolts are used as ammunition
3676 for shooting weapons. 3676 for shooting weapons.
3677 <br><br> 3677 <br><br>
3678 It's very easy to add new pairs of weapons &amp; projectiles. 3678 It's very easy to add new pairs of weapons &amp; projectiles.
3679 Just set matching &lt;ammunition class&gt; both for shooting 3679 Just set matching &lt;ammunition class&gt; both for shooting
3680 weapon and projectile. ]]> 3680 weapon and projectile.]]>
3681 </description> 3681 </description>
3682 <use><![CDATA[ 3682 <use><![CDATA[
3683 If you want to create new kinds of projectiles, you could 3683 If you want to create new kinds of projectiles, you could
3684 add an alchemical receipe to create these. 3684 add an alchemical receipe to create these.
3685 3685
3686 Don't create new pairs of weapons &amp; projectiles unless 3686 Don't create new pairs of weapons &amp; projectiles unless
3687 they really fullfill a useful purpose. In fact, even bows 3687 they really fullfill a useful purpose. In fact, even bows
3688 and crossbows are rarely ever used. ]]> 3688 and crossbows are rarely ever used.]]>
3689 </use> 3689 </use>
3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3691 This number is a bitmask, specifying the projectile's attacktypes. 3691 This number is a bitmask, specifying the projectile's attacktypes.
3692 Attacktypes are: physical, magical, fire, cold.. etc. 3692 Attacktypes are: physical, magical, fire, cold.. etc.
3693 This works identical to melee weapons. Note that shooting 3693 This works identical to melee weapons. Note that shooting
3755<type number="70" name="Ring"> 3755<type number="70" name="Ring">
3756 <import_type name="Amulet" /> 3756 <import_type name="Amulet" />
3757 <description><![CDATA[ 3757 <description><![CDATA[
3758 Rings are worn on the hands - one ring each. 3758 Rings are worn on the hands - one ring each.
3759 Wearing rings, the object's stats will directly be inherited to 3759 Wearing rings, the object's stats will directly be inherited to
3760 the player. Usually enhancing his spellcasting potential. ]]> 3760 the player. Usually enhancing his spellcasting potential.]]>
3761 </description> 3761 </description>
3762 <use><![CDATA[ 3762 <use><![CDATA[
3763 When you create an artifact ring, never forget that players can 3763 When you create an artifact ring, never forget that players can
3764 wear <B>two</B> rings! Due to that it is extremely important to 3764 wear <B>two</B> rings! Due to that it is extremely important to
3765 keep rings in balance with the game. 3765 keep rings in balance with the game.
3766 <br><br> 3766 <br><br>
3767 Also keep in mind that rings are generally the wizard's tools. 3767 Also keep in mind that rings are generally the wizard's tools.
3768 They should primarily grant bonuses to spellcasting abilities 3768 They should primarily grant bonuses to spellcasting abilities
3769 and non-physical resistances. ]]> 3769 and non-physical resistances.]]>
3770 </use> 3770 </use>
3771</type> 3771</type>
3772 3772
3773<!--####################################################################--> 3773<!--####################################################################-->
3774<type number="3" name="Rod"> 3774<type number="3" name="Rod">
3777 </ignore> 3777 </ignore>
3778 <description><![CDATA[ 3778 <description><![CDATA[
3779 A rod contains a spell. The player can use this spell by applying and 3779 A rod contains a spell. The player can use this spell by applying and
3780 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3780 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3781 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3781 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3782 used endlessly. ]]> 3782 used endlessly.]]>
3783 </description> 3783 </description>
3784 <use><![CDATA[ 3784 <use><![CDATA[
3785 Rods with healing/curing spells are extremely powerful. Usually, potions have 3785 Rods with healing/curing spells are extremely powerful. Usually, potions have
3786 to be used for that purpose. Though, potions are expensive and only good for 3786 to be used for that purpose. Though, potions are expensive and only good for
3787 one-time-use.<br> ]]> 3787 one-time-use.<br>]]>
3788 </use> 3788 </use>
3789 <attribute arch="sp" editor="spell" type="spell"> 3789 <attribute arch="sp" editor="spell" type="spell">
3790 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3790 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3791 rods to players, since they can be used endlessly without any mana cost! 3791 rods to players, since they can be used endlessly without any mana cost!
3792 Rods with heal/ restoration/ protection spells, IF available, MUST be 3792 Rods with heal/ restoration/ protection spells, IF available, MUST be
3832 Runes hit any monster or person who steps on them for 'dam' damage in 3832 Runes hit any monster or person who steps on them for 'dam' damage in
3833 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3833 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3834 and will cast this spell when it detonates. Yet another kind is the 3834 and will cast this spell when it detonates. Yet another kind is the
3835 "summoning rune", summoning predefined monsters of any kind, at detonation. 3835 "summoning rune", summoning predefined monsters of any kind, at detonation.
3836 <br><br> 3836 <br><br>
3837 Many runes are already defined in the archetypes. ]]> 3837 Many runes are already defined in the archetypes.]]>
3838 </description> 3838 </description>
3839 <use><![CDATA[ 3839 <use><![CDATA[
3840 Avoid monsters stepping on your runes. For example, summoning runes 3840 Avoid monsters stepping on your runes. For example, summoning runes
3841 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3841 together with spellcasting- and attack-runes is usually a bad idea.]]>
3842 </use> 3842 </use>
3843 <attribute arch="no_pick" value="1" type="fixed" /> 3843 <attribute arch="no_pick" value="1" type="fixed" />
3844 &move_on; 3844 &move_on;
3845 <attribute arch="level" editor="rune level" type="int"> 3845 <attribute arch="level" editor="rune level" type="int">
3846 This value sets the level the rune will cast the spell it contains at, 3846 This value sets the level the rune will cast the spell it contains at,
3914 <ignore_list name="non_pickable" /> 3914 <ignore_list name="non_pickable" />
3915 </ignore> 3915 </ignore>
3916 <description><![CDATA[ 3916 <description><![CDATA[
3917 When the player applies a savebed, he is not only saved. Both his 3917 When the player applies a savebed, he is not only saved. Both his
3918 respawn-after-death and his word-of-recall positions are pointing 3918 respawn-after-death and his word-of-recall positions are pointing
3919 to the last-applied savebed. ]]> 3919 to the last-applied savebed.]]>
3920 </description> 3920 </description>
3921 <use><![CDATA[ 3921 <use><![CDATA[
3922 Put savebed locations in towns, do not put them into dungeons. 3922 Put savebed locations in towns, do not put them into dungeons.
3923 It is absolutely neccessary that a place with savebeds is 100% secure. 3923 It is absolutely neccessary that a place with savebeds is 100% secure.
3924 That means: 3924 That means:
3925 <UL> 3925 <UL>
3926 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3926 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3927 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3927 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3928 <LI> Insert a relyable exit! Make sure there is no possibility that 3928 <LI> Insert a reliable exit! Make sure there is no possibility that
3929 players get trapped in a savebed location. 3929 players get trapped in a savebed location.
3930 <LI> If possible, mark the whole site as no-spell area (Insert this 3930 <LI> If possible, mark the whole site as no-spell area (Insert this
3931 arch called "dungeon_magic" everywhere). This is not required, 3931 arch called "dungeon_magic" everywhere). This is not required,
3932 but it makes the place much more safe. 3932 but it makes the place much more safe.
3933 </UL> ]]> 3933 </UL>]]>
3934 </use> 3934 </use>
3935 <attribute arch="no_pick" value="1" type="fixed" /> 3935 <attribute arch="no_pick" value="1" type="fixed" />
3936 <attribute arch="no_magic" value="1" type="fixed" /> 3936 <attribute arch="no_magic" value="1" type="fixed" />
3937 <attribute arch="damned" value="1" type="fixed" /> 3937 <attribute arch="damned" value="1" type="fixed" />
3938</type> 3938</type>
3945 <description><![CDATA[ 3945 <description><![CDATA[
3946 Scrolls contain spells (similar to spell-potions). Unlike potions, 3946 Scrolls contain spells (similar to spell-potions). Unlike potions,
3947 scrolls require a certain literacy skill to read successfully. 3947 scrolls require a certain literacy skill to read successfully.
3948 Accordingly, for a successful reading, a small amount of 3948 Accordingly, for a successful reading, a small amount of
3949 experience is gained. Scrolls allow only one time usage, but 3949 experience is gained. Scrolls allow only one time usage, but
3950 usually they are sold in bulks. ]]> 3950 usually they are sold in bulks.]]>
3951 </description> 3951 </description>
3952 <use><![CDATA[ 3952 <use><![CDATA[
3953 For low level quests, scrolls of healing/curing-spells 3953 For low level quests, scrolls of healing/curing-spells
3954 can be a nice reward. At higher levels, scrolls become less 3954 can be a nice reward. At higher levels, scrolls become less
3955 and less useful. ]]> 3955 and less useful.]]>
3956 </use> 3956 </use>
3957 <attribute arch="level" editor="casting level" type="int"> 3957 <attribute arch="level" editor="casting level" type="int">
3958 The spell of the scroll will be casted at this level. 3958 The spell of the scroll will be casted at this level.
3959 This value should always be set, at least to 1. 3959 This value should always be set, at least to 1.
3960 </attribute> 3960 </attribute>
3972<type number="33" name="Shield"> 3972<type number="33" name="Shield">
3973 <import_type name="Amulet" /> 3973 <import_type name="Amulet" />
3974 <description><![CDATA[ 3974 <description><![CDATA[
3975 Wearing a shield, the object's stats will directly be inherited to 3975 Wearing a shield, the object's stats will directly be inherited to
3976 the player. Shields usually provide good defense, only surpassed 3976 the player. Shields usually provide good defense, only surpassed
3977 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3977 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3978 </description> 3978 </description>
3979 <use><![CDATA[ 3979 <use><![CDATA[
3980 Feel free to create your own special artifacts. However, it is very 3980 Feel free to create your own special artifacts. However, it is very
3981 important that you keep your artifact in balance with existing maps. ]]> 3981 important that you keep your artifact in balance with existing maps.]]>
3982 </use> 3982 </use>
3983 <attribute arch="magic" editor="magic bonus" type="int"> 3983 <attribute arch="magic" editor="magic bonus" type="int">
3984 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3984 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3985 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3985 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3986 than direct armour-class bonus on the shield. 3986 than direct armour-class bonus on the shield.
3988</type> 3988</type>
3989 3989
3990<!--####################################################################--> 3990<!--####################################################################-->
3991<type number="14" name="Shooting Weapon"> 3991<type number="14" name="Shooting Weapon">
3992 <description><![CDATA[ 3992 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles 3993 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment, 3995 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player. 3996 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br> 3997 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles. 3998 It's very easy to add new pairs of weapons &amp; projectiles.
3999 Just set matching &lt;ammunition class&gt; both for shooting 3999 Just set matching &lt;ammunition class&gt; both for shooting
4000 weapon and projectile. ]]> 4000 weapon and projectile.]]>
4001 </description> 4001 </description>
4002 <use><![CDATA[ 4002 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already 4003 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player 4005 Shooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow 4006 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]> 4008 - still crap.]]>
4009 </use> 4009 </use>
4010 <attribute arch="race" editor="ammunition class" type="string"> 4010 <attribute arch="race" editor="ammunition class" type="string">
4011 Only projectiles with matching &lt;ammunition class&gt; can be fired 4011 Only projectiles with matching &lt;ammunition class&gt; can be fired
4012 with this weapon. For normal bows set "arrows", for normal 4012 with this weapon. For normal bows set "arrows", for normal
4013 crossbows set "crossbow bolts". 4013 crossbows set "crossbow bolts".
4042 amount of &lt;item power&gt;, depending on their own level. This is the 4042 amount of &lt;item power&gt;, depending on their own level. This is the
4043 only way to prevent low level players to wear "undeserved" equipment 4043 only way to prevent low level players to wear "undeserved" equipment
4044 (like gifts from other players or cheated items). 4044 (like gifts from other players or cheated items).
4045 4045
4046 It is very important to adjust the &lt;item power&gt; value carefully 4046 It is very important to adjust the &lt;item power&gt; value carefully
4047 for every artifact you create! If zero/unset, the CF server will 4047 for every artifact you create! If zero/unset, the Deliantra server will
4048 calculate a provisional value at runtime, but this is never 4048 calculate a provisional value at runtime, but this is never
4049 going to be an accurate measurement of &lt;item power&gt;. 4049 going to be an accurate measurement of &lt;item power&gt;.
4050 </attribute> 4050 </attribute>
4051 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4051 <attribute arch="no_strength" editor="ignore strength" type="bool">
4052 Usually the player's strentgh takes effect on the damage 4052 Usually the player's strentgh takes effect on the damage
4134 These items are all flagged as unpaid. 4134 These items are all flagged as unpaid.
4135 When a player drops an item onto shop floor, the item becomes 4135 When a player drops an item onto shop floor, the item becomes
4136 unpaid and the player receives payment according to the item's 4136 unpaid and the player receives payment according to the item's
4137 selling-value. 4137 selling-value.
4138 Shopfloor always prevents magic (To hinder players from burning 4138 Shopfloor always prevents magic (To hinder players from burning
4139 or freezing the goods). ]]> 4139 or freezing the goods).]]>
4140 </description> 4140 </description>
4141 <use><![CDATA[ 4141 <use><![CDATA[
4142 Tile your whole shop-interior space which shop floor. 4142 Tile your whole shop-interior space which shop floor.
4143 (That assures players receive payment for dropping items). 4143 (That assures players receive payment for dropping items).
4144 Place shop mats to enter/leave the shop, and make sure 4144 Place shop mats to enter/leave the shop, and make sure
4145 there is no other exit than the shop mat. ]]> 4145 there is no other exit than the shop mat.]]>
4146 </use> 4146 </use>
4147 <attribute arch="is_floor" value="1" type="fixed" /> 4147 <attribute arch="is_floor" value="1" type="fixed" />
4148 <attribute arch="no_pick" value="1" type="fixed" /> 4148 <attribute arch="no_pick" value="1" type="fixed" />
4149 <attribute arch="no_magic" value="1" type="fixed" /> 4149 <attribute arch="no_magic" value="1" type="fixed" />
4150 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4150 <attribute arch="auto_apply" editor="generate goods" type="bool">
4184 "shopping-area" and one outside. Shop mats don't use exit paths/ 4184 "shopping-area" and one outside. Shop mats don't use exit paths/
4185 or -destinations. When stepping onto a shopmat the player gets beamed 4185 or -destinations. When stepping onto a shopmat the player gets beamed
4186 to the nearest other mat. If the player has unpaid items in his 4186 to the nearest other mat. If the player has unpaid items in his
4187 inventory, the price gets charged from his coins automatically. 4187 inventory, the price gets charged from his coins automatically.
4188 If the player has insufficient coins to buy his unpaid items, he 4188 If the player has insufficient coins to buy his unpaid items, he
4189 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4189 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4190 </description> 4190 </description>
4191 <use><![CDATA[ 4191 <use><![CDATA[
4192 As stated above, always place TWO shop mats into your shop. 4192 As stated above, always place TWO shop mats into your shop.
4193 Not more and not less than that. ]]> 4193 Not more and not less than that.]]>
4194 </use> 4194 </use>
4195 <attribute arch="no_pick" value="1" type="fixed" /> 4195 <attribute arch="no_pick" value="1" type="fixed" />
4196 &move_on; 4196 &move_on;
4197</type> 4197</type>
4198 4198
4203 </ignore> 4203 </ignore>
4204 <description><![CDATA[ 4204 <description><![CDATA[
4205 The purpose of a sign or magic_mouth is to display a certain message to 4205 The purpose of a sign or magic_mouth is to display a certain message to
4206 the player. There are three ways to have the player get this message: 4206 the player. There are three ways to have the player get this message:
4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4209 </description> 4209 </description>
4210 <use><![CDATA[ 4210 <use><![CDATA[
4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212 some true roleplay feeling to your maps, support your storyline or give 4212 some true roleplay feeling to your maps, support your storyline or give
4213 hints about hidden secrets/dangers. Place signs to provide the player 4213 hints about hidden secrets/dangers. Place signs to provide the player
4214 with all kinds of useful information for getting along in your maps. ]]> 4214 with all kinds of useful information for getting along in your maps.]]>
4215 </use> 4215 </use>
4216 <attribute arch="connected" editor="connection" type="int"> 4216 <attribute arch="connected" editor="connection" type="string">
4217 When a connection value is set, the message will be printed whenever 4217 When a connection value is set, the message will be printed whenever
4218 the connection is triggered. This should be used in combination with 4218 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4220 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4221 printed to one player, but all players on the current map.
4222 </attribute> 4222 </attribute>
4223 &activate_on;
4223 &move_on; 4224 &move_on;
4224 <attribute arch="food" editor="counter" type="int"> 4225 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4226 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't 4227 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful. 4228 be used, while for magic_mouths it is extremely helpful.
4237 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4238 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4238 This text will be displayed to the player. 4239 This text will be displayed to the player.
4239 </attribute> 4240 </attribute>
4240</type> 4241</type>
4241 4242
4243<type number="150" name="Shop Inventory">
4244 <ignore>
4245 <ignore_list name="non_pickable" />
4246 </ignore>
4247 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4248 </description>
4249 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4250 </use>
4251 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4252 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4253 the map that will be searched for unpaid items.
4254 </attribute>
4255</type>
4256
4242<!--####################################################################--> 4257<!--####################################################################-->
4243<type number="43" name="Skill"> 4258<type number="43" name="Skill">
4244 <ignore> 4259 <ignore>
4245 <ignore_list name="system_object" /> 4260 <ignore_list name="system_object" />
4246 </ignore> 4261 </ignore>
4247 <description><![CDATA[ 4262 <description><![CDATA[
4248 Skills are objects which exist in the player/monster inventory. 4263 Skills are objects which exist in the player/monster inventory.
4249 Both NPC/monsters and players use the same skill archetypes. Not all skills 4264 Both NPC/monsters and players use the same skill archetypes. Not all skills
4250 are enabled for monster use however. ]]> 4265 are enabled for monster use however.]]>
4251 </description> 4266 </description>
4252 <use><![CDATA[ 4267 <use><![CDATA[
4253 For mapmaking, Skill objects serve two purposes: 4268 For mapmaking, Skill objects serve two purposes:
4254 <p>First, the predefined skill archtypes (in the 'skills' directory) 4269 <p>First, the predefined skill archtypes (in the 'skills' directory)
4255 can be seen as the global skill definitions. A skill which doesn't 4270 can be seen as the global skill definitions. A skill which doesn't
4260 </p><p> 4275 </p><p>
4261 Secondly, in order to enable monsters to use skills, you will need to 4276 Secondly, in order to enable monsters to use skills, you will need to
4262 copy default skill archtypes into the monsters' inventories. 4277 copy default skill archtypes into the monsters' inventories.
4263 You can even customize the skills by changing stats. It is not 4278 You can even customize the skills by changing stats. It is not
4264 recommended however, to use skills in your maps which are totally 4279 recommended however, to use skills in your maps which are totally
4265 unrelated to any predefined skill archtype.</p> ]]> 4280 unrelated to any predefined skill archtype.</p>]]>
4266 </use> 4281 </use>
4267 <attribute arch="invisible" value="1" type="fixed" /> 4282 <attribute arch="invisible" value="1" type="fixed" />
4268 <attribute arch="no_drop" value="1" type="fixed" /> 4283 <attribute arch="no_drop" value="1" type="fixed" />
4269 <attribute arch="skill" editor="skill name" type="string"> 4284 <attribute arch="skill" editor="skill name" type="string">
4270 The &lt;skill name&gt; is used for matchings. When a usable 4285 The &lt;skill name&gt; is used for matchings. When a usable
4280 expmul is 1, the player will get 500 added to that skill as well as 4295 expmul is 1, the player will get 500 added to that skill as well as
4281 500 to their total. 4296 500 to their total.
4282 </attribute> 4297 </attribute>
4283 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4298 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4284 The &lt;skill type&gt; defines the base functionality of the skill. 4299 The &lt;skill type&gt; defines the base functionality of the skill.
4285 Skill types are hardcoded in the Crossfire server. It isn't hard to 4300 Skill types are hardcoded in the Deliantra server. It isn't hard to
4286 create new skill types, but it requires a bit of server-coding. 4301 create new skill types, but it requires a bit of server-coding.
4287 </attribute> 4302 </attribute>
4288 <attribute arch="level" editor="level" type="int"> 4303 <attribute arch="level" editor="level" type="int">
4289 </attribute> 4304 </attribute>
4290 <attribute arch="exp" editor="experience" type="int"> 4305 <attribute arch="exp" editor="experience" type="int">
4299 4314
4300<!--####################################################################--> 4315<!--####################################################################-->
4301<type number="130" name="Skill Scroll"> 4316<type number="130" name="Skill Scroll">
4302 <description><![CDATA[ 4317 <description><![CDATA[
4303 By reading a skill scroll, a player has a chance to learn the 4318 By reading a skill scroll, a player has a chance to learn the
4304 contained skill. ]]> 4319 contained skill.]]>
4305 </description> 4320 </description>
4306 <use><![CDATA[ 4321 <use><![CDATA[
4307 Skill scrolls are very much sought for by players. Currently, 4322 Skill scrolls are very much sought for by players. Currently,
4308 all skill scrolls are sold in shops randomly, which is in fact not 4323 all skill scrolls are sold in shops randomly, which is in fact not
4309 a good system. It would be nice to have some cool quests with 4324 a good system. It would be nice to have some cool quests with
4310 skill scrolls rewarded at the end. ]]> 4325 skill scrolls rewarded at the end.]]>
4311 </use> 4326 </use>
4312 <attribute arch="race" value="scrolls" type="fixed" /> 4327 <attribute arch="race" value="scrolls" type="fixed" />
4313 <attribute arch="skill" editor="skill name" type="string"> 4328 <attribute arch="skill" editor="skill name" type="string">
4314 The &lt;skill name&gt; matches the skill object that can 4329 The &lt;skill name&gt; matches the skill object that can
4315 be learned from this scroll. 4330 be learned from this scroll.
4325 When carrying the appropriate special key, a locked door can 4340 When carrying the appropriate special key, a locked door can
4326 be opened. The key will dissapear. 4341 be opened. The key will dissapear.
4327 <br><br> 4342 <br><br>
4328 This object-type can also be used for "passport"-like items: 4343 This object-type can also be used for "passport"-like items:
4329 When walking onto an invetory checker, a gate for example might 4344 When walking onto an invetory checker, a gate for example might
4330 get opened. The "passport" will stay in the player's inventory. ]]> 4345 get opened. The "passport" will stay in the player's inventory.]]>
4331 </description> 4346 </description>
4332 <use><![CDATA[ 4347 <use><![CDATA[
4333 How to make a "passport": You take the special key arch 4348 How to make a "passport": You take the special key arch
4334 (archetype name is "key2"), set the face to something like 4349 (archetype name is "key2"), set the face to something like
4335 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4350 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4336 certainly must match with the appropiate inventory checker. 4351 certainly must match with the appropiate inventory checker.
4337 <br><br> 4352 <br><br>
4338 Of course you can be creative with names and faces of 4353 Of course you can be creative with names and faces of
4339 key-objects. A "mysterious crystal" or a "big dragon claw" 4354 key-objects. A "mysterious crystal" or a "big dragon claw"
4340 (with appropriate faces) appear more interesting than just 4355 (with appropriate faces) appear more interesting than just
4341 a "strange key", or "passport". ]]> 4356 a "strange key", or "passport".]]>
4342 </use> 4357 </use>
4343 <attribute arch="slaying" editor="key string" type="string"> 4358 <attribute arch="slaying" editor="key string" type="string">
4344 This string must be identical with the &lt;key string&gt; in the 4359 This string must be identical with the &lt;key string&gt; in the
4345 locked door, then it can be unlocked. It can also be used 4360 locked door, then it can be unlocked. It can also be used
4346 to trigger inventory checkers. 4361 to trigger inventory checkers.
4381 players can learn it by reading the book. Once learned, players 4396 players can learn it by reading the book. Once learned, players
4382 can use the spell as often as they like. With increasing skill level 4397 can use the spell as often as they like. With increasing skill level
4383 of the player, spells may gain power but also increase cost.<br> 4398 of the player, spells may gain power but also increase cost.<br>
4384 Monsters can use spells which are put in their inventory (provided 4399 Monsters can use spells which are put in their inventory (provided
4385 that certain "enabling" settings are correct). The monster's 4400 that certain "enabling" settings are correct). The monster's
4386 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4401 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4387 </description> 4402 </description>
4388 <use><![CDATA[ 4403 <use><![CDATA[
4389 A lot of the spells' settings can be tuned and customized. 4404 A lot of the spells' settings can be tuned and customized.
4390 When creating new spells which are accessible to players, it is 4405 When creating new spells which are accessible to players, it is
4391 important to think about balance. A single spell which is too 4406 important to think about balance. A single spell which is too
4392 powerful and/or too easy to use can eventually toss the whole skill 4407 powerful and/or too easy to use can eventually toss the whole skill
4393 and magic school system out of whack. Testing new spells is 4408 and magic school system out of whack. Testing new spells is
4394 quite important therefore. ]]> 4409 quite important therefore.]]>
4395 </use> 4410 </use>
4396 <attribute arch="no_drop" value="1" type="fixed" /> 4411 <attribute arch="no_drop" value="1" type="fixed" />
4397 <attribute arch="invisible" value="1" type="fixed" /> 4412 <attribute arch="invisible" value="1" type="fixed" />
4398 <attribute arch="skill" editor="skill name" type="string"> 4413 <attribute arch="skill" editor="skill name" type="string">
4399 The &lt;skill name&gt; matches the skill which is needed 4414 The &lt;skill name&gt; matches the skill which is needed
4431 to read.<br><br> 4446 to read.<br><br>
4432 You can create widely customized spells only by adjusting the 4447 You can create widely customized spells only by adjusting the
4433 spell object in the spellbooks inventory. Refer to the description 4448 spell object in the spellbooks inventory. Refer to the description
4434 of spell objects for detailed information how to customize spells.<br> 4449 of spell objects for detailed information how to customize spells.<br>
4435 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4450 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4436 with a compilation of spells that the book may contain. ]]> 4451 with a compilation of spells that the book may contain.]]>
4437 </description> 4452 </description>
4438 <use><![CDATA[ 4453 <use><![CDATA[
4439 Don't put any of the godgiven spells into a spellbook! These are 4454 Don't put any of the godgiven spells into a spellbook! These are
4440 reserved for the followers of the appropriate cults. Handing them 4455 reserved for the followers of the appropriate cults. Handing them
4441 out in a spellbook would violate the balance between different religions. 4456 out in a spellbook would violate the balance between different religions.
4442 <br><br> 4457 <br><br>
4443 Note that there is no fundamental difference between the spellbooks 4458 Note that there is no fundamental difference between the spellbooks
4444 of varying schools (pyromancy, sorcery, evocation, summoning, and 4459 of varying schools (pyromancy, sorcery, evocation, summoning, and
4445 even praying). The difference lies only in the spells they contain. 4460 even praying). The difference lies only in the spells they contain.
4446 It is up to you, the mapmaker, to pick the right type of book 4461 It is up to you, the mapmaker, to pick the right type of book
4447 for your spells. ]]> 4462 for your spells.]]>
4448 </use> 4463 </use>
4449 <attribute arch="skill" value="literacy" type="fixed" /> 4464 <attribute arch="skill" value="literacy" type="fixed" />
4450 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4465 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4451 There are two ways to put spells into a spellbook: 4466 There are two ways to put spells into a spellbook:
4452 1. Put a spell object in the books inventory. In this case, 4467 1. Put a spell object in the books inventory. In this case,
4471 </ignore> 4486 </ignore>
4472 <description><![CDATA[ 4487 <description><![CDATA[
4473 Spinners change the direction of spell objects and other projectiles 4488 Spinners change the direction of spell objects and other projectiles
4474 that fly past. Unlike directors, it does make a difference from what 4489 that fly past. Unlike directors, it does make a difference from what
4475 angle you shoot into the spinner. The direction of objects flying past 4490 angle you shoot into the spinner. The direction of objects flying past
4476 is always changed by a certain degree. ]]> 4491 is always changed by a certain degree.]]>
4477 </description> 4492 </description>
4478 <use><![CDATA[ 4493 <use><![CDATA[
4479 Spinners are very rarely used. I believe they are quite 4494 Spinners are very rarely used. I believe they are quite
4480 confusing and pointless. The only use I can think of is building 4495 confusing and pointless. The only use I can think of is building
4481 some puzzle about where to shoot into spinners to shoot somewhere you 4496 some puzzle about where to shoot into spinners to shoot somewhere you
4482 otherwise couldn't. 4497 otherwise couldn't.
4483 4498
4484 When placing spinners on a map with magic walls, make sure the spell- 4499 When placing spinners on a map with magic walls, make sure the spell-
4485 projectiles from magic walls don't get to fly in loops. ]]> 4500 projectiles from magic walls don't get to fly in loops.]]>
4486 </use> 4501 </use>
4487 <attribute arch="sp" editor="direction number" type="int"> 4502 <attribute arch="sp" editor="direction number" type="int">
4488 The spinner will change the direction of flying objects by 4503 The spinner will change the direction of flying objects by
4489 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4504 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4490 positive values counter clockwise. 4505 positive values counter clockwise.
4503 Swamp areas show a special behaviour: 4518 Swamp areas show a special behaviour:
4504 When a player stands still on a swamp-square for too long, 4519 When a player stands still on a swamp-square for too long,
4505 he will start to sink in and eventually drown and die. 4520 he will start to sink in and eventually drown and die.
4506 Items dropped on the swamp sink in and dissapear. 4521 Items dropped on the swamp sink in and dissapear.
4507 Players with knowledge of the woodsman skill are a lot less likely 4522 Players with knowledge of the woodsman skill are a lot less likely
4508 to die in the swamp. ]]> 4523 to die in the swamp.]]>
4509 </description> 4524 </description>
4510 <attribute arch="is_floor" value="1" type="fixed" /> 4525 <attribute arch="is_floor" value="1" type="fixed" />
4511 <attribute arch="is_wooded" value="1" type="fixed" /> 4526 <attribute arch="is_wooded" value="1" type="fixed" />
4512 <attribute arch="speed" editor="drowning speed" type="float"> 4527 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items 4528 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4529 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas. 4530 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute> 4531 </attribute>
4532 &speed_left;
4517 &move_on; 4533 &move_on;
4518 &movement_types_terrain; 4534 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool"> 4535 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-) 4536 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot. 4537 spells on that spot.
4536 different location. The main difference to the object-type exit 4552 different location. The main difference to the object-type exit
4537 is the possibility to have teleporters connected to levers/buttons/etc. 4553 is the possibility to have teleporters connected to levers/buttons/etc.
4538 Sometimes teleporters are activated even against the players will. 4554 Sometimes teleporters are activated even against the players will.
4539 <br><br> 4555 <br><br>
4540 Unlike exits, teleporters can also transfer items and 4556 Unlike exits, teleporters can also transfer items and
4541 monsters to different locations on the same map. ]]> 4557 monsters to different locations on the same map.]]>
4542 </description> 4558 </description>
4543 <use><![CDATA[ 4559 <use><![CDATA[
4544 When creating maps, I guess sooner or later you'll want to have 4560 When creating maps, I guess sooner or later you'll want to have
4545 an invisible teleporter. If using "invisible 1", the teleporter 4561 an invisible teleporter. If using "invisible 1", the teleporter
4546 can still be discovered with the show_invisible spell. And in 4562 can still be discovered with the show_invisible spell. And in
4547 some cases you can't place it under the floor to prevent this. 4563 some cases you can't place it under the floor to prevent this.
4548 <br><br> 4564 <br><br>
4549 Fortunately, there is a cool trick to make a perfectly invisible 4565 Fortunately, there is a cool trick to make a perfectly invisible
4550 teleporter: You simply add teleporter functionality to the floor 4566 teleporter: You simply add teleporter functionality to the floor
4551 itself. That means: You take the floor arch (e.g. "flagstone"), 4567 itself. That means: You take the floor arch (e.g. "flagstone"),
4552 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4568 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4553 </use> 4569 </use>
4554 <attribute arch="slaying" editor="exit path" type="string"> 4570 <attribute arch="slaying" editor="exit path" type="string">
4555 The exit path specifies the map that the player is transferred to. 4571 The exit path specifies the map that the player is transferred to.
4556 &lt;exit path&gt; can be an absolute path, beginning with '/' 4572 &lt;exit path&gt; can be an absolute path, beginning with '/'
4557 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4573 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4593 be transferred to the "default enter location" of the destined map. 4609 be transferred to the "default enter location" of the destined map.
4594 The latter can be set in the map-properties as "Enter X/Y". Though, 4610 The latter can be set in the map-properties as "Enter X/Y". Though,
4595 please DO NOT use that. It turned out to be a source for numerous 4611 please DO NOT use that. It turned out to be a source for numerous
4596 map-bugs. 4612 map-bugs.
4597 </attribute> 4613 </attribute>
4598 <attribute arch="connected" editor="connection" type="int"> 4614 <attribute arch="connected" editor="connection" type="string">
4599 If a connection value is set, the teleporter will be activated 4615 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly, 4616 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero. 4617 &lt;activation speed&gt; must be zero.
4602 </attribute> 4618 </attribute>
4619 &activate_on;
4603 <attribute arch="speed" editor="activation speed" type="float"> 4620 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will 4621 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the 4622 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later. 4623 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value. 4624 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4625 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609 4626
4610 VERY IMPORTANT: If you want to have your teleporter activated via 4627 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4628 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute> 4629 </attribute>
4630 &speed_left;
4613</type> 4631</type>
4614 4632
4615<!--####################################################################--> 4633<!--####################################################################-->
4616<type number="26" name="Timed Gate"> 4634<type number="26" name="Timed Gate">
4617 <ignore> 4635 <ignore>
4618 <ignore_list name="non_pickable" /> 4636 <ignore_list name="non_pickable" />
4619 </ignore> 4637 </ignore>
4620 <description><![CDATA[ 4638 <description><![CDATA[
4621 Gates play an important role in Crossfire. Gates can be opened 4639 Gates play an important role in Deliantra. Gates can be opened
4622 by activating a button/trigger, by speaking passwords (-> magic_ear) 4640 by activating a button/trigger, by speaking passwords (-> magic_ear)
4623 or carrying special key-objects (-> inventory checker). 4641 or carrying special key-objects (-> inventory checker).
4624 Unlike locked doors, gates can get shut again after a player has 4642 Unlike locked doors, gates can get shut again after a player has
4625 passed, which makes them more practical in many cases. Unlike normal 4643 passed, which makes them more practical in many cases. Unlike normal
4626 gates, timed gates open when triggered but automatically close again 4644 gates, timed gates open when triggered but automatically close again
4627 after some time.]]> 4645 after some time.]]>
4628 </description> 4646 </description>
4629 <use><![CDATA[ 4647 <use><![CDATA[
4630 Use gates to divide your maps into separated areas. After solving 4648 Use gates to divide your maps into separated areas. After solving
4631 area A, the player gains access to area B, and so on. Make your 4649 area A, the player gains access to area B, and so on. Make your
4632 maps more complex than "one-way". ]]> 4650 maps more complex than "one-way".]]>
4633 </use> 4651 </use>
4634 <attribute arch="no_pick" value="1" type="fixed" /> 4652 <attribute arch="no_pick" value="1" type="fixed" />
4635 <attribute arch="connected" editor="connection" type="int"> 4653 <attribute arch="connected" editor="connection" type="string">
4636 Whenever the inventory checker is triggered, all objects with identical 4654 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with 4655 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4656 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time. 4657 after some time.
4640 </attribute> 4658 </attribute>
4659 &activate_on;
4641 <attribute arch="wc" editor="position state" type="int"> 4660 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate: 4661 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually 4662 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't 4663 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place. 4664 mess with this value - Leave the default in place.
4676 and generally have either a physical attack or trigger a reaction. 4695 and generally have either a physical attack or trigger a reaction.
4677 <br><br> 4696 <br><br>
4678 Traps hit any monster or person who steps on them for 'dam' damage in 4697 Traps hit any monster or person who steps on them for 'dam' damage in
4679 'attacktype' attacktype and/or trigger a reaction. 4698 'attacktype' attacktype and/or trigger a reaction.
4680 <br><br> 4699 <br><br>
4681 Many traps are already defined in the archetypes. ]]> 4700 Many traps are already defined in the archetypes.]]>
4682 </description> 4701 </description>
4683 <use><![CDATA[ 4702 <use><![CDATA[
4684 Avoid monsters stepping on your traps. For example, a party of orcs setting 4703 Avoid monsters stepping on your traps. For example, a party of orcs setting
4685off your lightning wall and pit trap is usually a bad idea. ]]> 4704 off your lightning wall and pit trap is usually a bad idea.]]>
4686 </use> 4705 </use>
4687 <attribute arch="no_pick" value="1" type="fixed" /> 4706 <attribute arch="no_pick" value="1" type="fixed" />
4688 &move_on; 4707 &move_on;
4689 <attribute arch="level" editor="trap level" type="int"> 4708 <attribute arch="level" editor="trap level" type="int">
4690 Level effects how easily a trap may be found and disarmed, and 4709 Level effects how easily a trap may be found and disarmed, and
4706 </attribute> 4725 </attribute>
4707 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4726 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4708 This attribute defines what attacktype to use for direct damage when 4727 This attribute defines what attacktype to use for direct damage when
4709 the trap detonates. 4728 the trap detonates.
4710 </attribute> 4729 </attribute>
4711 <attribute arch="connected" editor="connection" type="int"> 4730 <attribute arch="connected" editor="connection" type="string">
4712 When the trap is detonated, all objects with the same 4731 When the trap is detonated, all objects with the same
4713 connection value get activated. 4732 connection value get activated.
4714 </attribute> 4733 </attribute>
4715 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4734 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4716 When the trap detonates, this text is displayed to the 4735 When the trap detonates, this text is displayed to the
4728 Trapdoors are very similar to pits. The difference is that they 4747 Trapdoors are very similar to pits. The difference is that they
4729 can not be closed. Instead, the weight of the object on the 4748 can not be closed. Instead, the weight of the object on the
4730 trapdoor determines weither it slams the trapdoor open and falls through 4749 trapdoor determines weither it slams the trapdoor open and falls through
4731 or not.<br> 4750 or not.<br>
4732 Once a trapdoor has been opened (by a creature or items of sufficient 4751 Once a trapdoor has been opened (by a creature or items of sufficient
4733 weight,) it remains open, acting like an opened pit. ]]> 4752 weight,) it remains open, acting like an opened pit.]]>
4734 </description> 4753 </description>
4735 <use><![CDATA[ 4754 <use><![CDATA[
4736 Trapdoors should be used in the same fashion as pits: 4755 Trapdoors should be used in the same fashion as pits:
4737 They should always drop the victims to some kind of lower level. They 4756 They should always drop the victims to some kind of lower level. They
4738 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4757 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4739 </use> 4758 </use>
4740 <attribute arch="no_pick" value="1" type="fixed" /> 4759 <attribute arch="no_pick" value="1" type="fixed" />
4741 &move_on; 4760 &move_on;
4742 <attribute arch="weight" editor="hold weight" type="int"> 4761 <attribute arch="weight" editor="hold weight" type="int">
4743 This value defines how much weight the trapdoor can hold. 4762 This value defines how much weight the trapdoor can hold.
4769 <attribute arch="value" /> 4788 <attribute arch="value" />
4770 <attribute arch="material" /> 4789 <attribute arch="material" />
4771 </ignore> 4790 </ignore>
4772 <description><![CDATA[ 4791 <description><![CDATA[
4773 A treasure-object turns into certain randomitems when the map is loaded 4792 A treasure-object turns into certain randomitems when the map is loaded
4774 into the game. ]]> 4793 into the game.]]>
4775 </description> 4794 </description>
4776 <use><![CDATA[ 4795 <use><![CDATA[
4777 About usage of the "random-artifact" treasurelist: 4796 About usage of the "random-artifact" treasurelist:
4778 This will generate powerful stuff like girdles, xray helmets, special 4797 This will generate powerful stuff like girdles, xray helmets, special
4779 swords etc. If you put this as reward to your quest, players might be 4798 swords etc. If you put this as reward to your quest, players might be
4780 motivated to do it more than once. BUT, by doing so they will get a huge 4799 motivated to do it more than once. BUT, by doing so they will get a huge
4781 number of different artifacts! Besides, players will always seek the place 4800 number of different artifacts! Besides, players will always seek the place
4782 with the most easy-to-get random artifact and ignore all others. 4801 with the most easy-to-get random artifact and ignore all others.
4783 My advice: Don't use it! Attract players with good fighting experience 4802 My advice: Don't use it! Attract players with good fighting experience
4784 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4803 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4785 </use> 4804 </use>
4786 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4805 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4787 This entry determines what kind of treasure will appear. Look into 4806 This entry determines what kind of treasure will appear. Look into
4788 /crossfire/share/crossfire/treasures for details about existing 4807 /crossfire/share/crossfire/treasures for details about existing
4789 treasurelists. 4808 treasurelists.
4820 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4839 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4821 &lt;key string&gt; which can be discovered by detectors or inventory 4840 &lt;key string&gt; which can be discovered by detectors or inventory
4822 checkers. It is also possible to use markers for removing marks again. 4841 checkers. It is also possible to use markers for removing marks again.
4823 <br><br> 4842 <br><br>
4824 Note that the player has no possibility to "see" his own marks, 4843 Note that the player has no possibility to "see" his own marks,
4825 except by the effect that they cause on the maps. ]]> 4844 except by the effect that they cause on the maps.]]>
4826 </description> 4845 </description>
4827 <use><![CDATA[ 4846 <use><![CDATA[
4828 Markers hold real cool possibilities for map-making. I encourage 4847 Markers hold real cool possibilities for map-making. I encourage
4829 you to use them frequently. However there is one negative point 4848 you to use them frequently. However there is one negative point
4830 about markers: Players don't "see" what's going on with them. It is 4849 about markers: Players don't "see" what's going on with them. It is
4831 your task, as map-creator, to make sure the player is always well 4850 your task, as map-creator, to make sure the player is always well
4832 informed and never confused. 4851 informed and never confused.
4833 <br><br> 4852 <br><br>
4834 Please avoid infinite markers when they aren't needed. They're 4853 Please avoid infinite markers when they aren't needed. They're
4835 using a little space in the player file after all, so if there 4854 using a little space in the player file after all, so if there
4836 is no real purpose, set an expire time. ]]> 4855 is no real purpose, set an expire time.]]>
4837 </use> 4856 </use>
4838 <attribute arch="no_pick" value="1" type="fixed" /> 4857 <attribute arch="no_pick" value="1" type="fixed" />
4839 <attribute arch="slaying" editor="key string" type="string"> 4858 <attribute arch="slaying" editor="key string" type="string">
4840 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4859 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4841 If the player already has a force with that &lt;key string&gt;, 4860 If the player already has a force with that &lt;key string&gt;,
4842 there won't be inserted a second one. 4861 there won't be inserted a second one.
4843 </attribute> 4862 </attribute>
4844 <attribute arch="connected" editor="connection" type="int"> 4863 <attribute arch="connected" editor="connection" type="string">
4845 Unlike a regular marker this is the connection that triggers this marker to activate. 4864 Unlike a regular marker this is the connection that triggers this marker to activate.
4846 </attribute> 4865 </attribute>
4847 <attribute arch="food" editor="mark duration" type="int"> 4866 <attribute arch="food" editor="mark duration" type="int">
4848 This value defines the duration of the force it inserts. 4867 This value defines the duration of the force it inserts.
4849 If nonzero, the duration of the player's mark is finite: 4868 If nonzero, the duration of the player's mark is finite:
4870<!--####################################################################--> 4889<!--####################################################################-->
4871<type number="0" name="Wall"> 4890<type number="0" name="Wall">
4872 <required> 4891 <required>
4873 <attribute arch="is_floor" value="0" /> 4892 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" /> 4893 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" /> 4894 <attribute arch="no_pass" value="1" />
4876 </required> 4895 </required>
4877 <ignore> 4896 <ignore>
4878 <attribute arch="nrof" /> 4897 <attribute arch="nrof" />
4879 <attribute arch="title" /> 4898 <attribute arch="title" />
4880 <attribute arch="name_pl" /> 4899 <attribute arch="name_pl" />
4881 <attribute arch="value" /> 4900 <attribute arch="value" />
4882 <attribute arch="unpaid" /> 4901 <attribute arch="unpaid" />
4883 </ignore> 4902 </ignore>
4884 <description><![CDATA[ 4903 <description><![CDATA[
4885 Walls usually block passage and sight. ]]> 4904 Walls usually block passage and sight.]]>
4886 </description> 4905 </description>
4887 &movement_types_terrain; 4906 &movement_types_terrain;
4888 <attribute arch="can_roll" editor="moveable" type="bool"> 4907 <attribute arch="can_roll" editor="moveable" type="bool">
4889 If set, the object is able to "roll", so it can be pushed around. 4908 If set, the object is able to "roll", so it can be pushed around.
4890 This setting is used for boulders and barrels. 4909 This setting is used for boulders and barrels.
4903<type number="109" name="Wand &amp; Staff"> 4922<type number="109" name="Wand &amp; Staff">
4904 <description><![CDATA[ 4923 <description><![CDATA[
4905 Wands contain a certain spell. The player can apply (ready) and 4924 Wands contain a certain spell. The player can apply (ready) and
4906 fire the wand. After a defined number of casts, the wand is 4925 fire the wand. After a defined number of casts, the wand is
4907 "used up". It is possible to recharge a wand with scrolls of 4926 "used up". It is possible to recharge a wand with scrolls of
4908 charging, but usually that isn't worth the cost. ]]> 4927 charging, but usually that isn't worth the cost.]]>
4909 </description> 4928 </description>
4910 <use><![CDATA[ 4929 <use><![CDATA[
4911 Wands are quite seldomly used. The reason prolly is that they're 4930 Wands are quite seldomly used. The reason prolly is that they're
4912 generally not cost-efficient. Handing out high-level wands with 4931 generally not cost-efficient. Handing out high-level wands with
4913 powerful special spells isn't a good idea either, because of 4932 powerful special spells isn't a good idea either, because of
4914 the recharge ability. 4933 the recharge ability.
4915 <br><br> 4934 <br><br>
4916 For low levels, staffs of healing/cure and word of recall are 4935 For low levels, staffs of healing/cure and word of recall are
4917 quite desirable though. Ideal rewards for low level quests. ]]> 4936 quite desirable though. Ideal rewards for low level quests.]]>
4918 </use> 4937 </use>
4919 <attribute arch="sp" editor="spell" type="spell"> 4938 <attribute arch="sp" editor="spell" type="spell">
4920 The &lt;spell&gt; specifies the contained spell. 4939 The &lt;spell&gt; specifies the contained spell.
4921 </attribute> 4940 </attribute>
4922 <attribute arch="level" editor="casting level" type="int"> 4941 <attribute arch="level" editor="casting level" type="int">
4947 <ignore_list name="non_pickable" /> 4966 <ignore_list name="non_pickable" />
4948 </ignore> 4967 </ignore>
4949 <description><![CDATA[ 4968 <description><![CDATA[
4950 A weak wall is a breakable spot amidsts a solid wall. Typically 4969 A weak wall is a breakable spot amidsts a solid wall. Typically
4951 these weak walls look similar to their solid "relatives" except 4970 these weak walls look similar to their solid "relatives" except
4952 for a small crack or little chunks of wall on the ground. ]]> 4971 for a small crack or little chunks of wall on the ground.]]>
4953 </description> 4972 </description>
4954 <use><![CDATA[ 4973 <use><![CDATA[
4955 If you want to create hidden rooms, using weak walls is alot 4974 If you want to create hidden rooms, using weak walls is alot
4956 better than completely indiscernible passages in a wall.<br> 4975 better than completely indiscernible passages in a wall.<br>
4957 Anyways, there can be a lot more to weak walls than just finding 4976 Anyways, there can be a lot more to weak walls than just finding
4958 them: Rising their defensive stats, weak walls can become a 4977 them: Rising their defensive stats, weak walls can become a
4959 serious obstacle. An ice wall might only be torn down by a fire 4978 serious obstacle. An ice wall might only be torn down by a fire
4960 attack for example. A granite wall for instance might be very 4979 attack for example. A granite wall for instance might be very
4961 hard to destroy. ]]> 4980 hard to destroy.]]>
4962 </use> 4981 </use>
4963 <attribute arch="alive" value="1" type="fixed" /> 4982 <attribute arch="alive" value="1" type="fixed" />
4964 <attribute arch="no_pick" value="1" type="fixed" /> 4983 <attribute arch="no_pick" value="1" type="fixed" />
4965 <attribute arch="tear_down" value="1" type="fixed" /> 4984 <attribute arch="tear_down" value="1" type="fixed" />
4966 <attribute arch="race" editor="race" type="string"> 4985 <attribute arch="race" editor="race" type="string">
4987 </attribute> 5006 </attribute>
4988 <attribute arch="ac" editor="armour class" type="int"> 5007 <attribute arch="ac" editor="armour class" type="int">
4989 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5008 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4990 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 5009 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4991 </attribute> 5010 </attribute>
4992<section name="resistance"> 5011 &resistances_basic;
4993 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4994 </attribute>
4995 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4996 </attribute>
4997 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4998 </attribute>
4999 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000 </attribute>
5001 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5002 </attribute>
5003 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5004 </attribute>
5005 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5006 </attribute>
5007 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5008 </attribute>
5009 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5010 </attribute>
5011 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5034 </attribute>
5035</section>
5036</type> 5012</type>
5037 5013
5038<!--####################################################################--> 5014<!--####################################################################-->
5039<type number="15" name="Weapon"> 5015<type number="15" name="Weapon">
5040 <description><![CDATA[ 5016 <description><![CDATA[
5041 Wielding a weapon, the object's stats will directly be inherited to the 5017 Wielding a weapon, the object's stats will directly be inherited to the
5042 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5018 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5043 be improved with scrolls. ]]> 5019 be improved with scrolls.]]>
5044 </description> 5020 </description>
5045 <use><![CDATA[ 5021 <use><![CDATA[
5046 If you create artifacts (equipment) with stats- or resistance-bonus: 5022 If you create artifacts (equipment) with stats- or resistance-bonus:
5047 Keep playbalance in mind! Such items mustn't be reachable without hard 5023 Keep playbalance in mind! Such items mustn't be reachable without hard
5048 fighting AND questing. ]]> 5024 fighting AND questing.]]>
5049 </use> 5025 </use>
5050 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5026 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5051 This number is a bitmask, specifying the weapon's attacktypes. 5027 This number is a bitmask, specifying the weapon's attacktypes.
5052 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5028 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5053 have no more than one or two attacktypes. Keep in mind that all weapons 5029 have no more than one or two attacktypes. Keep in mind that all weapons
5108 amount of &lt;item power&gt;, depending on their own level. This is the 5084 amount of &lt;item power&gt;, depending on their own level. This is the
5109 only way to prevent low level players to wear "undeserved" equipment 5085 only way to prevent low level players to wear "undeserved" equipment
5110 (like gifts from other players or cheated items). 5086 (like gifts from other players or cheated items).
5111 5087
5112 It is very important to adjust the &lt;item power&gt; value carefully 5088 It is very important to adjust the &lt;item power&gt; value carefully
5113 for every artifact you create! If zero/unset, the CF server will 5089 for every artifact you create! If zero/unset, the Deliantra server will
5114 calculate a provisional value at runtime, but this is never 5090 calculate a provisional value at runtime, but this is never
5115 going to be an accurate measurement of &lt;item power&gt;. 5091 going to be an accurate measurement of &lt;item power&gt;.
5116 </attribute> 5092 </attribute>
5117 <attribute arch="damned" editor="damnation" type="bool"> 5093 <attribute arch="damned" editor="damnation" type="bool">
5118 A damned weapon cannot be unwielded unless 5094 A damned weapon cannot be unwielded unless
5138 </attribute> 5114 </attribute>
5139 <attribute arch="startequip" editor="godgiven item" type="bool"> 5115 <attribute arch="startequip" editor="godgiven item" type="bool">
5140 A godgiven item vanishes as soon as the player 5116 A godgiven item vanishes as soon as the player
5141 drops it to the ground. 5117 drops it to the ground.
5142 </attribute> 5118 </attribute>
5143<section name="resistance"> 5119 &player_stat_resist_sections;
5144 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5145 This adds physical resistance to the weapon (= armour value). The number is
5146 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5147 and what they require to do for getting this-and-that artifact.
5148 </attribute>
5149 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5150 This adds magic resistance to the weapon. The number is a percent-value in
5151 the range 0-100. Treat this with CARE. Look at other maps and what they
5152 require to do for getting this-and-that artifact.
5153 </attribute>
5154 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5155 This adds fire resistance to the weapon. The number is a percent-value in
5156 the range 0-100. Treat this with CARE. Look at other maps and what they
5157 require to do for getting this-and-that artifact.
5158 </attribute>
5159 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5160 This adds electricity resistance to the weapon. The number is a percent-value in
5161 the range 0-100. Treat this with CARE. Look at other maps and what they
5162 require to do for getting this-and-that artifact.
5163 </attribute>
5164 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5165 This adds fire resistance to the weapon. The number is a percent-value in
5166 the range 0-100. Treat this with CARE. Look at other maps and what they
5167 require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5170 This adds confusion resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Confusion resistance is not very effective
5172 unless the value comes close to 100 (= perfect immunity).
5173 </attribute>
5174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5175 This adds acid resistance to the weapon. The number is a percent-value in
5176 the range 0-100. Treat this with CARE. Look at other maps and what they
5177 require to do for getting this-and-that artifact.
5178 </attribute>
5179 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5180 This adds draining resistance to the weapon. The number is a percent-value
5181 in the range 0-100. Draining resistance is little effective
5182 unless the value is 100 (= perfect immunity).
5183 </attribute>
5184 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5185 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5186 the range 0-100. Weaponmagic resistance generally should not exist on
5187 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5188 are not meant to be easily resisted.
5189 </attribute>
5190 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5191 This adds ghosthit resistance to the weapon. The number is a percent-value
5192 in the range 0-100. Treat this with CARE. Look at other maps and what they
5193 require to do for getting this-and-that artifact.
5194 </attribute>
5195 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5196 This adds poison resistance to the weapon. The number is a percent-value in
5197 the range 0-100. Treat this with CARE. Look at other maps and what they
5198 require to do for getting this-and-that artifact.
5199 </attribute>
5200 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5201 This adds fear resistance to the weapon. The number is a percent-value in
5202 the range 0-100. Resistance to fear is pretty useless.
5203 </attribute>
5204 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5205 This adds paralyze resistance to the weapon. The number is a percent-value in
5206 the range 0-100. Paralyze resistance is little effective
5207 unless the value is 100 (= perfect immunity).
5208 </attribute>
5209 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5210 This adds fear resistance to the weapon. The number is a percent-value in
5211 the range 0-100. Resistance to fear is pretty useless.
5212 </attribute>
5213 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5214 This adds depletion resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Depletion resistance is little effective
5216 unless the value is 100 (= perfect immunity).
5217 </attribute>
5218 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5219 This adds death-attack resistance to the weapon. The number is a
5220 percent-value in the range 0-100. Death-attack resistance is little
5221 effective unless the value is 100 (= perfect immunity).
5222 Generally, resistance to death-attack is not supposed to be
5223 available to players!
5224 </attribute>
5225 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5226 This adds chaos resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Treat this with CARE. Look at other maps and what they
5228 require to do for getting this-and-that artifact.
5229 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5230 combination of other attacktypes.
5231 </attribute>
5232 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5233 This adds blinding resistance to the weapon. The number is a percent-value
5234 in the range 0-100. Treat this with CARE. Look at other maps and what they
5235 require to do for getting this-and-that artifact.
5236 </attribute>
5237 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5238 This adds holy power resistance to the weapon. The number is a percent-value
5239 in the range 0-100. Holy power is the attacktype that holyword-type spells
5240 use to hurt undead creatures. This kind of resistance is only reasonable
5241 for undead players (wraith or devourer cult).
5242 Generally, resistance to holy word should not be available for players.
5243 </attribute>
5244</section>
5245<section name="stats">
5246 <attribute arch="Str" editor="strength" type="int">
5247 The player's strentgh will rise/fall by the given value
5248 while wearing this weapon.
5249 </attribute>
5250 <attribute arch="Dex" editor="dexterity" type="int">
5251 The player's dexterity will rise/fall by the given value
5252 while wearing this weapon.
5253 </attribute>
5254 <attribute arch="Con" editor="constitution" type="int">
5255 The player's constitution will rise/fall by the given value
5256 while wearing this weapon.
5257 </attribute>
5258 <attribute arch="Int" editor="intelligence" type="int">
5259 The player's intelligence will rise/fall by the given value
5260 while wearing this weapon.
5261 </attribute>
5262 <attribute arch="Pow" editor="power" type="int">
5263 The player's power will rise/fall by the given value
5264 while wearing this weapon.
5265 </attribute>
5266 <attribute arch="Wis" editor="wisdom" type="int">
5267 The player's wisdom will rise/fall by the given value while
5268 wearing this weapon.
5269 </attribute>
5270 <attribute arch="Cha" editor="charisma" type="int">
5271 The player's charisma will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274</section>
5275<section name="misc"> 5120<section name="misc">
5276 <attribute arch="luck" editor="luck bonus" type="int"> 5121 <attribute arch="luck" editor="luck bonus" type="int">
5277 With positive luck bonus, the player is more likely to 5122 With positive luck bonus, the player is more likely to
5278 succeed in all sorts of things (spellcasting, praying,...). 5123 succeed in all sorts of things (spellcasting, praying,...).
5279 Unless the &lt;luck bonus&gt; is very high, the effect will be 5124 Unless the &lt;luck bonus&gt; is very high, the effect will be
5358</type> 5203</type>
5359 5204
5360<type number="116" name="Event Connector"> 5205<type number="116" name="Event Connector">
5361 <description><![CDATA[ 5206 <description><![CDATA[
5362 Event connectors link specific events that happen to objects to 5207 Event connectors link specific events that happen to objects to
5363 a crossfire plug-in. ]]> 5208 a crossfire plug-in. They are not used at all in Deliantra.]]>
5364 </description> 5209 </description>
5365 <attribute arch="subtype" editor="event type" type="list_event_type">
5366 The type of event that triggers a notify to the plug-in.
5367 </attribute>
5368 <attribute arch="title" editor="plug-in" type="string">
5369 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5370 for python and "perl" for the Crossfire-Perl plug-in.
5371 </attribute>
5372 <attribute arch="slaying" editor="extension" type="string">
5373 The name of the extension to invoke (for python, this is the path to a script,
5374 for perl this is the name of a extension package without the ".ext" extension.
5375 </attribute>
5376 <attribute arch="name" editor="options" type="string">
5377 A string that is passed unaltered to the extension above. Often used to pass
5378 options to the extension that alter its behaviour.
5379 </attribute>
5380</type> 5210</type>
5381 5211
5382</types> 5212</types>

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