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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC vs.
Revision 1.50 by root, Sun Oct 11 17:00:44 2009 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type. ]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type. ]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick. 149 every tick.
150 </attribute> 150 </attribute>
151 "> 151 ">
152 <!ENTITY activate_on " 152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
155 </attribute> 155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
158 </attribute> 158 </attribute>
159 "> 159 ">
160 160
161 <!ENTITY resistances_flesh_desc " 161 <!ENTITY resistances_flesh_desc "
349 &player_res_desc; 349 &player_res_desc;
350 </attribute> 350 </attribute>
351 </section> 351 </section>
352 "> 352 ">
353 353
354 <!ENTITY match_compat "
355 If the string starts with 'match ', then it is interpreted
356 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
357 in applied type=CONTAINER in inv in originator'). For details, see
358 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
359 ">
354]> 360]>
355 361
356<types> 362<types>
357 363
358<!--###################### bitmask definitions ######################--> 364<!--###################### bitmask definitions ######################-->
674 usually inevitable. 680 usually inevitable.
675 </attribute> 681 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 682 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 683 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value 684 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit. 685 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 686 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 687 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 688 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 689 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 690 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 698 Putting an invisible object under the floor always prevents it from being
693 shown. 699 shown.
694 </attribute> 700 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 701 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 702 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop. 703 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 704 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 705 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 706 If an item is identified, the player has full knowledge about it.
701 </attribute> 707 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 708 <attribute arch="unpaid" editor="unpaid" type="bool">
778 This text may describe the object. 784 This text may describe the object.
779 </attribute> 785 </attribute>
780</type> 786</type>
781 787
782<!--####################################################################--> 788<!--####################################################################-->
789<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 790<type number="999" name="Ability">
784 <ignore> 791 <ignore>
785 <ignore_list name="system_object" /> 792 <ignore_list name="system_object" />
786 </ignore> 793 </ignore>
787 <description><![CDATA[ 794 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 795 Abilities are to be put in a monster's inventory. They grant monsters the
789 knowledge to cast spells. Spells from abilities are usually magical in 796 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce. 797 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br> 798 <br><br>
792 A particularly nice feature of abilities is that they can hold two 799 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use. 800 spells: One for short range - and one for long range use.
794 \n\n 801 \n\n
795 You should know that spellcasting monsters receive abilities via 802 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]> 803 &lt;treasurelist&gt;.]]>
797 </description> 804 </description>
798 <use><![CDATA[ 805 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you 806 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something). 807 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more 808 The long/short-range spell feature can make boss-monsters more
803 <br><br> 810 <br><br>
804 You should keep in mind that magic abilities allow players 811 You should keep in mind that magic abilities allow players
805 to get better resistance. You can turn off the magic part to 812 to get better resistance. You can turn off the magic part to
806 make the spells more dangerous. However, this really shouldn't 813 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps. 814 be neccessary unless you work on very high level maps.
808 And what fun is a magic resistance cloak when it has no effect? ]]> 815 And what fun is a magic resistance cloak when it has no effect?]]>
809 </use> 816 </use>
810 <attribute arch="invisible" value="1" type="fixed" /> 817 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" /> 818 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell"> 819 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt; 820 The monster will use the specified &lt;short range spell&gt;
842 Note that non-magical abilities are more dangerous because 849 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 850 magic resistance does not protect from those.</attribute>
844</type> 851</type>
845 852
846<!--####################################################################--> 853<!--####################################################################-->
854
855<type number="81" name="Torch">
856 <description><![CDATA[
857 Torches are a special kind of Lamp, they are worn out by repeatedly
858 lightening them up (when the is_lightable flag is set) and otherwise
859 they can only be used once.]]>
860 </description>
861 <attribute arch="food" editor="burning duration" type="int">
862 This field specifies the burning duration of the torch.
863 </attribute>
864 <attribute arch="range" editor="enabled glow radius" type="int">
865 This field sets the glow radius of the torch if it is enabled.
866 If you want to make a torch that is already burning set the
867 "glow radius" field.
868 </attribute>
869 <attribute arch="level" editor="level" type="int">
870 If this field specyfies the cursed effect's level. If it is
871 0 no cursed effect will be generate. See also the "cursed" flag.
872 </attribute>
873 <attribute arch="cursed" editor="cursed" type="bool">
874 Cursed torches, which have a level above 0, explode if the
875 player applies them.
876 </attribute>
877</type>
878
879<type number="82" name="Lamp">
880 <description><![CDATA[
881 Lamps are carryable light sources for players with a fuel tank.]]>
882 </description>
883 <attribute arch="speed" editor="burn speed" type="float">
884 This field is the speed of the lamp. (If the value 0.00208 is given
885 here the fuel field will specify the burning duration in minutes.)
886 </attribute>
887 <attribute arch="food" editor="fuel" type="int">
888 This field sets the burning duration of the lamp, which depends on the speed
889 field of this object.
890 </attribute>
891 <attribute arch="range" editor="enabled glow radius" type="int">
892 This field sets the glow radius of the lamp if it is enabled.
893 If you want to make a lamp that is already burning set the
894 "glow radius" field.
895 </attribute>
896 <attribute arch="level" editor="level" type="int">
897 If this field specyfies the cursed effect's level. If it is
898 0 no cursed effect will be generate. See also the "cursed" flag.
899 </attribute>
900 <attribute arch="cursed" editor="cursed" type="bool">
901 Cursed lamps, which have a level above 0, explode if the
902 player applies them.
903 </attribute>
904</type>
905
906<!--####################################################################-->
847<type number="18" name="Altar"> 907<type number="18" name="Altar">
848 <ignore> 908 <ignore>
849 <ignore_list name="non_pickable" /> 909 <ignore_list name="non_pickable" />
850 </ignore> 910 </ignore>
851 <description><![CDATA[ 911 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar, 912 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is 913 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once. 914 triggered. If the latter is the case, the altar works only once.
855 Either way, the sacrificed item disappears. ]]> 915 Either way, the sacrificed item disappears.]]>
856 </description> 916 </description>
857 <attribute arch="no_pick" value="1" type="fixed" /> 917 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on; 918 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string"> 919 <attribute arch="slaying" editor="match item name" type="string">
860 This string specifies the item that must be put on the altar to 920 This string specifies the item that must be put on the altar to
861 activate it. It can either be the name of an archetype, or directly 921 activate it. It can either be the name of an archetype, or directly
862 the name of an object. Yet, titles are not recognized by altars. 922 the name of an object. Yet, titles are not recognized by altars.
863 If you want the player to have to drop a specific amount of money use "money". 923 If you want the player to have to drop a specific amount of money use "money".
864 See also the "drop amount" attribute. 924 See also the "drop amount" attribute.
925 &match_compat;
865 </attribute> 926 </attribute>
866 <attribute arch="food" editor="drop amount" type="int"> 927 <attribute arch="food" editor="drop amount" type="int">
867 The drop amount specifies the amount of items (specified 928 The drop amount specifies the amount of items (specified
868 in &lt;match item name&gt;) that must be dropped to activate the altar. 929 in &lt;match item name&gt;) that must be dropped to activate the altar.
869 930
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 932 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
872 200 silver, 20 gold, or 4 platinum will all work.) 933 200 silver, 20 gold, or 4 platinum will all work.)
873 934
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 935 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 936 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 937 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 938 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 939 with the same value, when activated. This will only work once.
879 </attribute> 940 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 941 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 942 When activated, the selected &lt;spell&gt; will be casted (once, on the
895 <ignore_list name="non_pickable" /> 956 <ignore_list name="non_pickable" />
896 </ignore> 957 </ignore>
897 <description><![CDATA[ 958 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars 959 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that 960 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 961 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
901 </description> 962 </description>
902 <use><![CDATA[ 963 <use><![CDATA[
903 Altar_triggers are very useful if you want to charge a price for... 964 Altar_triggers are very useful if you want to charge a price for...
904 <UL> 965 <UL>
905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 966 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 967 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 968 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
908 </UL> 969 </UL>
909 The big advantage over normal altars is the infinite usability 970 The big advantage over normal altars is the infinite usability
910 of altar_triggers! If there are ten players on one server, they're 971 of altar_triggers! If there are ten players on one server, they're
911 quite grateful if things work more than once. =) ]]> 972 quite grateful if things work more than once. =)]]>
912 </use> 973 </use>
913 <attribute arch="no_pick" value="1" type="fixed" /> 974 <attribute arch="no_pick" value="1" type="fixed" />
914 <attribute arch="slaying" editor="match item name" type="string"> 975 <attribute arch="slaying" editor="match item name" type="string">
915 This string specifies the item that must be put on the altar to 976 This string specifies the item that must be put on the altar to
916 activate it. It can either be the name of an archetype, or directly 977 activate it. It can either be the name of an archetype, or directly
917 the name of an object. Yet, titles are not recognized by altars. 978 the name of an object. Yet, titles are not recognized by altars.
918 If you want the player to have to drop a specific amount of money use "money". 979 If you want the player to have to drop a specific amount of money use "money".
919 See also the "drop amount" attribute. 980 See also the "drop amount" attribute.
981 &match_compat;
920 </attribute> 982 </attribute>
921 <attribute arch="food" editor="drop amount" type="int"> 983 <attribute arch="food" editor="drop amount" type="int">
922 The drop amount specifies the amount of items (specified 984 The drop amount specifies the amount of items (specified
923 in &lt;match item name&gt;) that must be dropped to activate the altar. 985 in &lt;match item name&gt;) that must be dropped to activate the altar.
924 986
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 988 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
927 200 silver, 20 gold, or 4 platinum will all work.) 989 200 silver, 20 gold, or 4 platinum will all work.)
928 990
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 991 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 992 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 993 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 994 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 995 with the same value, when activated. This will only work once.
934 </attribute> 996 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 997 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 998 When activated, this &lt;spell&gt; will be casted (once, on the player).
963 1025
964<!--####################################################################--> 1026<!--####################################################################-->
965<type number="74" name="Skill Tool"> 1027<type number="74" name="Skill Tool">
966 <description><![CDATA[ 1028 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill. 1029 Wearing a skill tool will give the player the ability to use a skill.
968 ]]> 1030 ]]>
969 </description> 1031 </description>
970 <use><![CDATA[ 1032 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change 1033 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given. 1034 the skill that is given.
973 ]]> 1035 ]]>
974 </use> 1036 </use>
975 <attribute arch="skill" editor="skill name" type="string"> 1037 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item. 1038 This field describes which skill the player will be able to use wearing this item.
977 </attribute> 1039 </attribute>
978 &player_stat_resist_sections; 1040 &player_stat_resist_sections;
979</type> 1041</type>
980<!--####################################################################--> 1042<!--####################################################################-->
981<type number="39" name="Amulet"> 1043<type number="39" name="Amulet">
982 <description><![CDATA[ 1044 <description><![CDATA[
983 Wearing an amulet, the object's stats will directly be inherited to 1045 Wearing an amulet, the object's stats will directly be inherited to
984 the player. Amulets are usually meant for protection and defense. ]]> 1046 the player. Amulets are usually meant for protection and defense.]]>
985 </description> 1047 </description>
986 <use><![CDATA[ 1048 <use><![CDATA[
987 Feel free to create your own special artifacts. However, it is very 1049 Feel free to create your own special artifacts. However, it is very
988 important that you keep your artifact in balance with existing maps. ]]> 1050 important that you keep your artifact in balance with existing maps.]]>
989 </use> 1051 </use>
990 <attribute arch="ac" editor="armour class" type="int"> 1052 <attribute arch="ac" editor="armour class" type="int">
991 This value defines the amount of armour-class bonus for wearing 1053 This value defines the amount of armour-class bonus for wearing
992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1054 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
993 values are better. It should usually be set only for armour-like equipment. 1055 values are better. It should usually be set only for armour-like equipment.
1138 Battleground is very special: In short, players can die on battleground 1200 Battleground is very special: In short, players can die on battleground
1139 without any death penalties. They don't loose or gain experience 1201 without any death penalties. They don't loose or gain experience
1140 while on battleground. Acid, draining and depletion effects don't 1202 while on battleground. Acid, draining and depletion effects don't
1141 work either. 1203 work either.
1142 When a player dies on battleground, he gets teleported to an exit 1204 When a player dies on battleground, he gets teleported to an exit
1143 location which is defined in the battleground object. ]]> 1205 location which is defined in the battleground object.]]>
1144 </description> 1206 </description>
1145 <use><![CDATA[ 1207 <use><![CDATA[
1146 Battleground is only meant for player vs. player duels. You can 1208 Battleground is only meant for player vs. player duels. You can
1147 design combat arenas similiar to the one in scorn.<br> 1209 design combat arenas similiar to the one in scorn.<br>
1148 What should NEVER be done is placing battleground tiles in 1210 What should NEVER be done is placing battleground tiles in
1150 It must not be possible to gain significant treasure for fighting 1212 It must not be possible to gain significant treasure for fighting
1151 on battleground, because it bears no risk.<br><br> 1213 on battleground, because it bears no risk.<br><br>
1152 (Battleground will cease to work when the image or name is changed, 1214 (Battleground will cease to work when the image or name is changed,
1153 or when it is placed beneath another floor tile. 1215 or when it is placed beneath another floor tile.
1154 This is not a bug, it is there to prevent any attempts of placing 1216 This is not a bug, it is there to prevent any attempts of placing
1155 "hidden" battleground tiles anywhere.) ]]> 1217 "hidden" battleground tiles anywhere.)]]>
1156 </use> 1218 </use>
1157 <attribute arch="no_pick" value="1" type="fixed" /> 1219 <attribute arch="no_pick" value="1" type="fixed" />
1158 <attribute arch="is_floor" value="1" type="fixed" /> 1220 <attribute arch="is_floor" value="1" type="fixed" />
1159 <attribute arch="hp" editor="destination X" type="int"> 1221 <attribute arch="hp" editor="destination X" type="int">
1160 The exit destinations define the (x, y)-coordinates where players 1222 The exit destinations define the (x, y)-coordinates where players
1175 Safe ground is a special object that prevents any effects that might 1237 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map. 1238 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions 1239 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that 1240 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work. 1241 do cast spells still work.
1180 ]]> 1242 ]]>
1181 </description> 1243 </description>
1182 <use><![CDATA[ 1244 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning 1245 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles 1246 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making 1247 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player. 1248 areas where really no kind of spell should be invoked by a player.
1187 ]]> 1249 ]]>
1188 </use> 1250 </use>
1189 &movement_types_terrain; 1251 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1252 <attribute arch="no_pick" value="1" type="fixed" />
1191</type> 1253</type>
1192 1254
1193<!--####################################################################--> 1255<!--####################################################################-->
1194<type number="8" name="Book"> 1256<type number="8" name="Book">
1195 <description><![CDATA[ 1257 <description><![CDATA[
1196 Applying a book, the containing message is displayed to the player. ]]> 1258 Applying a book, the containing message is displayed to the player.]]>
1197 </description> 1259 </description>
1198 <attribute arch="level" editor="literacy level" type="int"> 1260 <attribute arch="level" editor="literacy level" type="int">
1199 If this value is set to be greater than zero, the player needs a 1261 If this value is set to be greater than zero, the player needs a
1200 certain literacy level to succeed reading the book. The book can be 1262 certain literacy level to succeed reading the book. The book can be
1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1263 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1217 </attribute> 1279 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1280 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker. 1281 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn) 1282 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1283 </attribute>
1284 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1285 If this flag is true the player won't be able to identify this
1286 item with by using a skill.
1287 </attribute>
1288</type>
1289
1290<!--####################################################################-->
1291<type number="110" name="Inscribable">
1292 <description><![CDATA[
1293 Inscribable Item - when inscribed, it becomes another object.]]>
1294 </description>
1295 <attribute arch="startequip" editor="godgiven item" type="bool">
1296 A godgiven item vanishes as soon as the player
1297 drops it to the ground.
1298 </attribute>
1299 <attribute arch="unique" editor="unique item" type="bool">
1300 Unique items exist only one time on a server. If the item
1301 is taken, lost or destroyed - it's gone for good.
1302 </attribute>
1303 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1304 This is the item created after being inscribed - scrolls are treated
1305 like spell scrolls, all else will have it's message replaced.
1306 </attribute>
1222</type> 1307</type>
1223 1308
1224<!--####################################################################--> 1309<!--####################################################################-->
1225<type number="99" name="Boots"> 1310<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1311 <import_type name="Amulet" />
1227 <description><![CDATA[ 1312 <description><![CDATA[
1228 Wearing boots, the object's stats will directly be inherited to 1313 Wearing boots, the object's stats will directly be inherited to
1229 the player. Usually enhancing his speed, or granting some minor 1314 the player. Usually enhancing his speed, or granting some minor
1230 protection bonus. ]]> 1315 protection bonus.]]>
1231 </description> 1316 </description>
1232 <use><![CDATA[ 1317 <use><![CDATA[
1233 Feel free to create your own special artifacts. However, it is very 1318 Feel free to create your own special artifacts. However, it is very
1234 important that you keep your artifact in balance with existing maps. ]]> 1319 important that you keep your artifact in balance with existing maps.]]>
1235 </use> 1320 </use>
1236 <attribute arch="exp" editor="speed bonus" type="int"> 1321 <attribute arch="exp" editor="speed bonus" type="int">
1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1322 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1238 while worn. This kind of bonus is quite desirable for players of low- 1323 while worn. This kind of bonus is quite desirable for players of low-
1239 and medium level. High level players usually have fastest possible 1324 and medium level. High level players usually have fastest possible
1255<type number="104" name="Bracers"> 1340<type number="104" name="Bracers">
1256 <import_type name="Amulet" /> 1341 <import_type name="Amulet" />
1257 <description><![CDATA[ 1342 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists. 1343 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to 1344 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense. ]]> 1345 the player. Usually enhancing his defense.]]>
1261 </description> 1346 </description>
1262 <use><![CDATA[ 1347 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very 1348 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]> 1349 important that you keep your artifact in balance with existing maps.]]>
1265 </use> 1350 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int"> 1351 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1352 &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 1353 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the bracers. 1354 than direct armour-class bonus on the bracers.
1273<!--####################################################################--> 1358<!--####################################################################-->
1274<type number="16" name="Brestplate Armour"> 1359<type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" /> 1360 <import_type name="Amulet" />
1276 <description><![CDATA[ 1361 <description><![CDATA[
1277 Wearing an armour, the object's stats will directly be inherited to 1362 Wearing an armour, the object's stats will directly be inherited to
1278 the player. Usually enhancing his defense. ]]> 1363 the player. Usually enhancing his defense.]]>
1279 </description> 1364 </description>
1280 <use><![CDATA[ 1365 <use><![CDATA[
1281 Feel free to create your own special artifacts. However, it is very 1366 Feel free to create your own special artifacts. However, it is very
1282 important that you keep your artifact in balance with existing maps. ]]> 1367 important that you keep your artifact in balance with existing maps.]]>
1283 </use> 1368 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1369 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 This poses a penalty to spell regeneration speed, for wearing the armour. 1370 This poses a penalty to spell regeneration speed, for wearing the armour.
1286 The bigger the spellpoint penalty, the worse. 1371 The bigger the spellpoint penalty, the worse.
1287 </attribute> 1372 </attribute>
1303 </ignore> 1388 </ignore>
1304 <description><![CDATA[ 1389 <description><![CDATA[
1305 When a predefined amount of weigh is placed on a button, the 1390 When a predefined amount of weigh is placed on a button, the
1306 &lt;connection&gt; value is triggered. In most cases this happens when a 1391 &lt;connection&gt; value is triggered. In most cases this happens when a
1307 player or monster steps on it. When the button is "released", the 1392 player or monster steps on it. When the button is "released", the
1308 &lt;connection&gt; value get's triggered a second time. ]]> 1393 &lt;connection&gt; value get's triggered a second time.]]>
1309 </description> 1394 </description>
1310 &move_on; 1395 &move_on;
1311 &move_off; 1396 &move_off;
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1397 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1398 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1399 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1400 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1401 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1402 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1403 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1404 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1405 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1406 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1407 This text may describe the item. You can use this
1331 <ignore_list name="non_pickable" /> 1416 <ignore_list name="non_pickable" />
1332 </ignore> 1417 </ignore>
1333 <description><![CDATA[ 1418 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period 1419 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the 1420 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered. ]]> 1421 &lt;connection&gt; value is triggered.]]>
1337 </description> 1422 </description>
1338</type> 1423</type>
1339 1424
1340<!--####################################################################--> 1425<!--####################################################################-->
1341<type number="37" name="Class Changer"> 1426<type number="37" name="Class Changer">
1342 <ignore> 1427 <ignore>
1343 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1344 </ignore> 1429 </ignore>
1345 <description><![CDATA[ 1430 <description><![CDATA[
1346 Class changer are used while creating a character. ]]> 1431 Class changer are used while creating a character.]]>
1347 </description> 1432 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1433 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives. 1434 This entry determines which initial items the character receives.
1350 </attribute> 1435 </attribute>
1351<section name="stats"> 1436<section name="stats">
1384<type number="87" name="Cloak"> 1469<type number="87" name="Cloak">
1385 <import_type name="Amulet" /> 1470 <import_type name="Amulet" />
1386 <description><![CDATA[ 1471 <description><![CDATA[
1387 Wearing a cloak, the object's stats will directly be inherited to 1472 Wearing a cloak, the object's stats will directly be inherited to
1388 the player. Cloaks usually add minor &lt;armour class&gt; and 1473 the player. Cloaks usually add minor &lt;armour class&gt; and
1389 sometimes a bit of resistance. ]]> 1474 sometimes a bit of resistance.]]>
1390 </description> 1475 </description>
1391 <use><![CDATA[ 1476 <use><![CDATA[
1392 Feel free to create your own special artifacts. However, it is very 1477 Feel free to create your own special artifacts. However, it is very
1393 important that you keep your artifact in balance with existing maps. ]]> 1478 important that you keep your artifact in balance with existing maps.]]>
1394 </use> 1479 </use>
1395 <attribute arch="magic" editor="magic bonus" type="int"> 1480 <attribute arch="magic" editor="magic bonus" type="int">
1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1481 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1482 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1398 than direct armour-class bonus on the cloak. 1483 than direct armour-class bonus on the cloak.
1403</type> 1488</type>
1404 1489
1405<!--####################################################################--> 1490<!--####################################################################-->
1406<type number="9" name="Clock"> 1491<type number="9" name="Clock">
1407 <description><![CDATA[ 1492 <description><![CDATA[
1408 Applying a clock, the time is displayed to the player. ]]> 1493 Applying a clock, the time is displayed to the player.]]>
1409 </description> 1494 </description>
1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1495 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411 This text may describe the item 1496 This text may describe the item
1412 </attribute> 1497 </attribute>
1413</type> 1498</type>
1418 A player can put (certain kinds of) items in the container. 1503 A player can put (certain kinds of) items in the container.
1419 The overall weight of items is reduced when put inside a 1504 The overall weight of items is reduced when put inside a
1420 container, depending on the settings. 1505 container, depending on the settings.
1421 <br><br> 1506 <br><br>
1422 A special feature of containers is the "cauldron", 1507 A special feature of containers is the "cauldron",
1423 capable of mixing alchemical receipes. ]]> 1508 capable of mixing alchemical receipes.]]>
1424 </description> 1509 </description>
1425 <use><![CDATA[ 1510 <use><![CDATA[
1426 Note on chests - There are two types of chests: 1511 Note on chests - There are two types of chests:
1427 <UL> 1512 <UL>
1428 <LI> First the random treasure chests - Those are NOT containers 1513 <LI> First the random treasure chests - Those are NOT containers
1429 (but object type Treasure), they create random treasures when 1514 (but object type Treasure), they create random treasures when
1430 applied. Archetype name is "chest". 1515 applied. Archetype name is "chest".
1431 <LI> Second there are the permanent chests - Those are containers, 1516 <LI> Second there are the permanent chests - Those are containers,
1432 they can be opened and closed again. Archetype name is "chest_2". 1517 they can be opened and closed again. Archetype name is "chest_2".
1433 </UL> ]]> 1518 </UL>]]>
1434 </use> 1519 </use>
1435 <attribute arch="race" editor="container class" type="string"> 1520 <attribute arch="race" editor="container class" type="string">
1436 If set, the container will hold only certain types of objects. 1521 If set, the container will hold only certain types of objects.
1437 Possible choices for &lt;container class&gt; are: "gold and jewels", 1522 Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 "arrows" and "keys". 1523 "arrows" and "keys".
1493 <attribute arch="title" /> 1578 <attribute arch="title" />
1494 </ignore> 1579 </ignore>
1495 <description><![CDATA[ 1580 <description><![CDATA[
1496 Converters are like "exchange tables". When the player drops a 1581 Converters are like "exchange tables". When the player drops a
1497 specific type of items, they get converted into other items, at a 1582 specific type of items, they get converted into other items, at a
1498 predefined exchange-ratio. ]]> 1583 predefined exchange-ratio.]]>
1499 </description> 1584 </description>
1500 <use><![CDATA[ 1585 <use><![CDATA[
1501 Converters are better than shopping with doormats, because the 1586 Converters are better than shopping with doormats, because the
1502 converters never get sold out. For some items like food or jewels 1587 converters never get sold out. For some items like food or jewels
1503 those "exchange tables" are really nice, while for the more important 1588 those "exchange tables" are really nice, while for the more important
1505 <br><br> 1590 <br><br>
1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1591 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507 items on a converter, the stuff you get must be of equal or lesser 1592 items on a converter, the stuff you get must be of equal or lesser
1508 value than before! (Except if you are using "rare" items like 1593 value than before! (Except if you are using "rare" items like
1509 dragonscales for payment). The code will not check if your ratio is 1594 dragonscales for payment). The code will not check if your ratio is
1510 sane, so the player could gain infinite wealth by using your converter. ]]> 1595 sane, so the player could gain infinite wealth by using your converter.]]>
1511 </use> 1596 </use>
1512 <attribute arch="no_pick" value="1" type="fixed" /> 1597 <attribute arch="no_pick" value="1" type="fixed" />
1513 <attribute arch="slaying" editor="cost arch" type="string"> 1598 <attribute arch="slaying" editor="cost arch" type="string">
1514 &lt;cost arch&gt; is the name of the archetype the player has to 1599 &lt;cost arch&gt; is the name of the archetype the player has to
1515 put on the converter, as payment. 1600 put on the converter, as payment.
1531 of &lt;receive arch&gt;. 1616 of &lt;receive arch&gt;.
1532 </attribute> 1617 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1618 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1619 This text may contain a description of the converter.
1535 </attribute> 1620 </attribute>
1621 <attribute arch="precious" editor="output unpaid" type="bool">
1622 If the converter has this flag set the generated items will
1623 be flagged as unpaid. Useful if you want to make a converter in a shop.
1624 (For instance for 'dragon scale' to 'dragon shield' converters in some
1625 armour shops.)
1626 </attribute>
1536</type> 1627</type>
1537 1628
1538<!--####################################################################--> 1629<!--####################################################################-->
1539<type number="42" name="Creator"> 1630<type number="42" name="Creator">
1540 <ignore> 1631 <ignore>
1542 </ignore> 1633 </ignore>
1543 <description><![CDATA[ 1634 <description><![CDATA[
1544 A creator is an object which creates another object when it 1635 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are 1636 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even 1637 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]> 1638 periodically create things.]]>
1548 </description> 1639 </description>
1549 <use><![CDATA[ 1640 <use><![CDATA[
1550 Don't hesitate to hide your creators under the floor. 1641 Don't hesitate to hide your creators under the floor.
1551 The created items will still always appear ontop of the floor. ]]> 1642 The created items will still always appear ontop of the floor.]]>
1552 </use> 1643 </use>
1553 <attribute arch="no_pick" value="1" type="fixed" /> 1644 <attribute arch="no_pick" value="1" type="fixed" />
1554 <attribute arch="other_arch" editor="create arch" type="string"> 1645 <attribute arch="other_arch" editor="create arch" type="string">
1555 This string defines the object that will be created. 1646 This string defines the object that will be created.
1556 You can choose any of the existing arches. 1647 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1648 This field is ignored if the creator has items in inventory. In this case
1558 one of the inventory items is duplicated. The duplicated item is randomly 1649 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1650 chosen from all items present.
1560 </attribute> 1651 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1652 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1653 Whenever the connection value is activated,
1563 the creator gets triggered. 1654 the creator gets triggered.
1564 </attribute> 1655 </attribute>
1565 &activate_on; 1656 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1657 <attribute arch="lifesave" editor="infinit uses" type="bool">
1598 finds a specific object, it toggles its connected value. 1689 finds a specific object, it toggles its connected value.
1599 <br><br> 1690 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1691 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1692 - First, detectors check their square for a match periodically, not
1602 instantly. Second, detectors check directly for object names. Third, 1693 instantly. Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters. ]]> 1694 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1695 </description>
1605 <use><![CDATA[ 1696 <use><![CDATA[
1606 There is one major speciality about detectors: You can detect spells 1697 There is one major speciality about detectors: You can detect spells
1607 blown over a detector! To detect a lighting bolt for example, set 1698 blown over a detector! To detect a lighting bolt for example, set
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1699 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms. ]]> 1700 walls, this can be very useful for map-mechanisms.]]>
1610 </use> 1701 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1702 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1703 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1704 &lt;match name&gt; specifies the name of the object we are looking for.
1614 Actually it does also check for the &lt;key string&gt; in key-objects, 1705 Actually it does also check for the &lt;key string&gt; in key-objects,
1615 but for this case inventory checkers are often more powerful to use. 1706 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1707 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1708 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1709 When the detector is triggered, all objects with the same
1619 connection value get activated. 1710 connection value get activated.
1620 </attribute> 1711 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1712 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1713 This value defines the time between two detector-checks.
1630 by 1. 1721 by 1.
1631 </attribute> 1722 </attribute>
1632</type> 1723</type>
1633 1724
1634<!--####################################################################--> 1725<!--####################################################################-->
1726<type number="164" name="Map Script">
1727 <ignore>
1728 <ignore_list name="system_object" />
1729 </ignore>
1730 <description><![CDATA[
1731 The map script object is a very special object that can react to connected
1732 events and executes a perl script.
1733 ]]>
1734 </description>
1735 <use><![CDATA[
1736 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1737 to react to/trigger other objects.
1738 ]]>
1739 </use>
1740 <attribute arch="connected" editor="connection" type="string">
1741 When the map script object is triggered, it will execute
1742 the perl script with the triggering object as $activator.
1743 </attribute>
1744 &activate_on;
1745 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1746 This perl script will be executed each time the objetc is triggered.
1747 </attribute>
1748</type>
1749
1750<!--####################################################################-->
1635<type number="112" name="Director"> 1751<type number="112" name="Director">
1636 <ignore> 1752 <ignore>
1637 <ignore_list name="non_pickable" /> 1753 <ignore_list name="non_pickable" />
1638 </ignore> 1754 </ignore>
1639 <description><![CDATA[ 1755 <description><![CDATA[
1640 Directors change the direction of spell objects and other projectiles 1756 Directors change the direction of spell objects and other projectiles
1641 that fly past. Unlike spinners, directors always move objects in the 1757 that fly past. Unlike spinners, directors always move objects in the
1642 same direction. It does not make a difference from what angle you 1758 same direction. It does not make a difference from what angle you
1643 shoot into it.<br> 1759 shoot into it.<br>
1644 Directors are visible per default. ]]> 1760 Directors are visible per default.]]>
1645 </description> 1761 </description>
1646 <use><![CDATA[ 1762 <use><![CDATA[
1647 Directors are rarely used in maps. Sometimes they are placed to 1763 Directors are rarely used in maps. Sometimes they are placed to
1648 change the direction of spells coming out of magic walls, 1764 change the direction of spells coming out of magic walls,
1649 "channeling" spell-projectiles in some direction. When doing this, 1765 "channeling" spell-projectiles in some direction. When doing this,
1651 into them!</B> The spell-projectiles bouncing between the directors 1767 into them!</B> The spell-projectiles bouncing between the directors
1652 would accumulate to huge numbers and at some point slow down the 1768 would accumulate to huge numbers and at some point slow down the
1653 server by eating memory- and CPU-time. 1769 server by eating memory- and CPU-time.
1654 <br><br> 1770 <br><br>
1655 You'd better not place directors in monster vs. player combat 1771 You'd better not place directors in monster vs. player combat
1656 areas too much, because that freaks out wizard-type players. ]]> 1772 areas too much, because that freaks out wizard-type players.]]>
1657 </use> 1773 </use>
1658 <attribute arch="sp" editor="direction" type="list_direction"> 1774 <attribute arch="sp" editor="direction" type="list_direction">
1659 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1775 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1660 A director with direction &lt;none&gt; simply stops projectiles. 1776 A director with direction &lt;none&gt; simply stops projectiles.
1661 (The latter works out a bit strange for some spells). 1777 (The latter works out a bit strange for some spells).
1670 </ignore> 1786 </ignore>
1671 <description><![CDATA[ 1787 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Deliantra. 1788 Diseases are an intersting form of spellcraft in Deliantra.
1673 Once casted, they can spread out and infect creatures in a large 1789 Once casted, they can spread out and infect creatures in a large
1674 area. Being infected can have various effects, from amusing farts 1790 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]> 1791 to horrible damage - almost everything is possible.]]>
1676 </description> 1792 </description>
1677 <use><![CDATA[ 1793 <use><![CDATA[
1678 Diseases are extremely flexible and usable in a many ways. 1794 Diseases are extremely flexible and usable in a many ways.
1679 So far they are mostly used for causing bad, unwanted effects. 1795 So far they are mostly used for causing bad, unwanted effects.
1680 You could just as well create a disease which helps the player 1796 You could just as well create a disease which helps the player
1681 (recharging mana for example). 1797 (recharging mana for example).
1682 Infection with a "positive disease" could even be a quest reward. ]]> 1798 Infection with a "positive disease" could even be a quest reward.]]>
1683 </use> 1799 </use>
1684 <attribute arch="invisible" value="1" type="fixed" /> 1800 <attribute arch="invisible" value="1" type="fixed" />
1685 <attribute arch="level" editor="plaque level" type="int"> 1801 <attribute arch="level" editor="plaque level" type="int">
1686 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1802 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1687 This mainly reflects in the &lt;damage&gt;. It has no effect on 1803 This mainly reflects in the &lt;damage&gt;. It has no effect on
1832 </ignore> 1948 </ignore>
1833 <description><![CDATA[ 1949 <description><![CDATA[
1834 A door can be opened with a normal key. It also can be broken by attacking 1950 A door can be opened with a normal key. It also can be broken by attacking
1835 it, and it can be defeated with the lockpicking skill. If a door is 1951 it, and it can be defeated with the lockpicking skill. If a door is
1836 defeated, horizontally and vertically adjacent doors are automatically 1952 defeated, horizontally and vertically adjacent doors are automatically
1837 removed. ]]> 1953 removed.]]>
1838 </description> 1954 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" /> 1955 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" /> 1956 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain; 1957 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int"> 1958 <attribute arch="hp" editor="hitpoints" type="int">
1869 When activated, a duplicator can duplicate, multiply or destroy a pile of 1985 When activated, a duplicator can duplicate, multiply or destroy a pile of
1870 objects which lies somewhere on top of the duplicator. 1986 objects which lies somewhere on top of the duplicator.
1871 The duplicator has one arch name specified as &lt;target arch&gt;, 1987 The duplicator has one arch name specified as &lt;target arch&gt;,
1872 and only objects of this archetype can be affected.<br> 1988 and only objects of this archetype can be affected.<br>
1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1989 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1874 If the latter is set to zero, it will destroy objects. ]]> 1990 If the latter is set to zero, it will destroy objects.]]>
1875 </description> 1991 </description>
1876 <use><![CDATA[ 1992 <use><![CDATA[
1877 I hope it is clear that one must be very cautious when inserting a duplicator 1993 I hope it is clear that one must be very cautious when inserting a duplicator
1878 anywhere with &lt;multiply factor&gt; greater than one. 1994 anywhere with &lt;multiply factor&gt; greater than one.
1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1995 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1880 It is <b>not acceptable</b> to allow duplication of anything other than 1996 It is <b>not acceptable</b> to allow duplication of anything other than
1881 coins, gold and jewels. Besides, it is very important that the chance to 1997 coins, gold and jewels. Besides, it is very important that the chance to
1882 loose the input matches the chance to earn winnings.<br> 1998 loose the input matches the chance to earn winnings.<br>
1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1999 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1884 loosing rate of 2/3 = 67%. ]]> 2000 loosing rate of 2/3 = 67%.]]>
1885 </use> 2001 </use>
1886 <attribute arch="other_arch" editor="target arch" type="string"> 2002 <attribute arch="other_arch" editor="target arch" type="string">
1887 Only objects of matching archtype, lying ontop of the duplicator will be 2003 Only objects of matching archtype, lying ontop of the duplicator will be
1888 duplicated, multiplied or removed. All other objects will be ignored. 2004 duplicated, multiplied or removed. All other objects will be ignored.
1889 </attribute> 2005 </attribute>
1890 <attribute arch="level" editor="multiply factor" type="int"> 2006 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 2007 The number of items in the target pile will be multiplied by the
1892 &lt;multiply factor&gt;. If it is set to zero, all target objects 2008 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 2009 will be destroyed.
1894 </attribute> 2010 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 2011 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 2012 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 2013 is able to trigger this duplicator. Be very careful that players cannot
1898 abuse it to create endless amounts of money or other valuable stuff! 2014 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 2015 </attribute>
1900 &activate_on; 2016 &activate_on;
1907 </ignore> 2023 </ignore>
1908 <description><![CDATA[ 2024 <description><![CDATA[
1909 When the player applies an exit, he is transferred to a different location. 2025 When the player applies an exit, he is transferred to a different location.
1910 (Monsters cannot use exits.) Depending on how it is set, the player applies 2026 (Monsters cannot use exits.) Depending on how it is set, the player applies
1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2027 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1912 the exit. ]]> 2028 the exit. ]]>
1913 </description> 2029 </description>
1914 <use><![CDATA[ 2030 <use><![CDATA[
1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2031 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2032 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1917 detected with the show_invisible spell. 2033 detected with the show_invisible spell.
1918 <br><br> 2034 <br><br>
1919 You can be quite creative with the outlook of secret exits (their "face"). 2035 You can be quite creative with the outlook of secret exits (their "face").
1920 Don't forget to give the player relyable hints about them though. ]]> 2036 Don't forget to give the player relyable hints about them though.]]>
1921 </use> 2037 </use>
1922 <attribute arch="slaying" editor="exit path" type="string"> 2038 <attribute arch="slaying" editor="exit path" type="string">
1923 The exit path defines the map that the player is transferred to. 2039 The exit path defines the map that the player is transferred to.
1924 You can enter an absolute path, beginning with '/' (for example 2040 You can enter an absolute path, beginning with '/' (for example
1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2041 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1967 little health by eating flesh-objects. <br> 2083 little health by eating flesh-objects. <br>
1968 For dragon players, flesh plays a very special role though: If the 2084 For dragon players, flesh plays a very special role though: If the
1969 flesh has resistances set, a dragon player has a chance to gain resistance in 2085 flesh has resistances set, a dragon player has a chance to gain resistance in
1970 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2086 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1971 Don't forget that flesh items with resistances have to be balanced 2087 Don't forget that flesh items with resistances have to be balanced
1972 according to map/monster difficulty. ]]> 2088 according to map/monster difficulty.]]>
1973 </description> 2089 </description>
1974 <use><![CDATA[ 2090 <use><![CDATA[
1975 For dragon players, flesh items can be highly valuable. Note that many 2091 For dragon players, flesh items can be highly valuable. Note that many
1976 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2092 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977 These flesh items "inherit" resistances and level from the monster they belong to. 2093 These flesh items "inherit" resistances and level from the monster they belong to.
1979 not the case - so you have to set it manually. 2095 not the case - so you have to set it manually.
1980 <br><br> 2096 <br><br>
1981 Generally adding special flesh-treaties for dragon players is a great thing 2097 Generally adding special flesh-treaties for dragon players is a great thing
1982 to do. Always consider that dragon players might really not be interested 2098 to do. Always consider that dragon players might really not be interested
1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2099 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1984 out on the reward completely. ]]> 2100 out on the reward completely.]]>
1985 </use> 2101 </use>
1986 <attribute arch="food" editor="foodpoints" type="int"> 2102 <attribute arch="food" editor="foodpoints" type="int">
1987 The player's stomache will get filled with this amount of foodpoints. 2103 The player's stomache will get filled with this amount of foodpoints.
1988 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2104 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1989 </attribute> 2105 </attribute>
2013 <ignore> 2129 <ignore>
2014 <ignore_list name="non_pickable" /> 2130 <ignore_list name="non_pickable" />
2015 </ignore> 2131 </ignore>
2016 <description><![CDATA[ 2132 <description><![CDATA[
2017 Floor is a very basic thing whithout too much 2133 Floor is a very basic thing whithout too much
2018 functionality. It's a floor - you stand on it. ]]> 2134 functionality. It's a floor - you stand on it.]]>
2019 </description> 2135 </description>
2020 <attribute arch="is_floor" value="1" type="fixed" /> 2136 <attribute arch="is_floor" value="1" type="fixed" />
2021 <attribute arch="no_pick" value="1" type="fixed" /> 2137 <attribute arch="no_pick" value="1" type="fixed" />
2022<section name="terrain"> 2138<section name="terrain">
2023 &movement_types_terrain; 2139 &movement_types_terrain;
2038 If enabled, it is impossible for players to use prayers 2154 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving. 2155 on that spot. It also prevents players from saving.
2040 </attribute> 2156 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool"> 2157 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot 2158 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments, 2159 will be saved beyond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;. 2160 all floor tiles must be set &lt;unique map&gt;.
2045 </attribute> 2161 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2162 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object. 2163 This text may describe the object.
2048 </attribute> 2164 </attribute>
2057 Encounter-Floor is pretty much the same as normal floor. 2173 Encounter-Floor is pretty much the same as normal floor.
2058 Most outdoor floor/ground-arches are set to be "encounters". 2174 Most outdoor floor/ground-arches are set to be "encounters".
2059 That is kind of a relict from former code: When walking over 2175 That is kind of a relict from former code: When walking over
2060 encounter-floor, players sometimes got beamed to little maps 2176 encounter-floor, players sometimes got beamed to little maps
2061 with monsters on them. Nowadays this feature is disabled - 2177 with monsters on them. Nowadays this feature is disabled -
2062 Hence encounter floor is not different from normal floor. ]]> 2178 Hence encounter floor is not different from normal floor.]]>
2063 </description> 2179 </description>
2064 <attribute arch="is_floor" value="1" type="fixed" /> 2180 <attribute arch="is_floor" value="1" type="fixed" />
2065 <attribute arch="no_pick" value="1" type="fixed" /> 2181 <attribute arch="no_pick" value="1" type="fixed" />
2066<section name="terrain"> 2182<section name="terrain">
2067 &movement_types_terrain; 2183 &movement_types_terrain;
2082 If enabled, it is impossible for players to use prayers 2198 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving. 2199 on that spot. It also prevents players from saving.
2084 </attribute> 2200 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool"> 2201 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot 2202 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments, 2203 will be saved beyond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;. 2204 all floor tiles must be set &lt;unique map&gt;.
2089 </attribute> 2205 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2206 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object. 2207 This text may describe the object.
2092 </attribute> 2208 </attribute>
2094 2210
2095<!--####################################################################--> 2211<!--####################################################################-->
2096<type number="6" name="Food"> 2212<type number="6" name="Food">
2097 <description><![CDATA[ 2213 <description><![CDATA[
2098 By eating/drinking food-objects, the player can fill his 2214 By eating/drinking food-objects, the player can fill his
2099 stomache and gain a little health. ]]> 2215 stomache and gain a little health.]]>
2100 </description> 2216 </description>
2101 <attribute arch="food" editor="foodpoints" type="int"> 2217 <attribute arch="food" editor="foodpoints" type="int">
2102 The player's stomache will get filled with this amount of foodpoints. 2218 The player's stomache will get filled with this amount of foodpoints.
2103 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2219 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2104 </attribute> 2220 </attribute>
2116 <description><![CDATA[ 2232 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened 2233 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2234 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2235 or carrying special key-objects (-> inventory checker).
2120 Unlike locked doors, gates can get shut again after a player has 2236 Unlike locked doors, gates can get shut again after a player has
2121 passed, which makes them more practical in many cases. ]]> 2237 passed, which makes them more practical in many cases.]]>
2122 </description> 2238 </description>
2123 <use><![CDATA[ 2239 <use><![CDATA[
2124 Use gates to divide your maps into seperated areas. After solving 2240 Use gates to divide your maps into seperated areas. After solving
2125 area A, the player gains access to area B, and so on. Make your 2241 area A, the player gains access to area B, and so on. Make your
2126 maps more complex than "one-way". ]]> 2242 maps more complex than "one-way".]]>
2127 </use> 2243 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2244 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2245 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2246 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2247 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2248 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2249 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2250 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2251 &lt;blocking passage&gt; disabled.
2136 </attribute> 2252 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2253 <attribute arch="wc" editor="position state" type="int">
2155<type number="113" name="Girdle"> 2271<type number="113" name="Girdle">
2156 <import_type name="Amulet" /> 2272 <import_type name="Amulet" />
2157 <description><![CDATA[ 2273 <description><![CDATA[
2158 Wearing a girdle, the object's stats will directly be inherited to 2274 Wearing a girdle, the object's stats will directly be inherited to
2159 the player. Girdles usually provide stats- or damage bonuses and no 2275 the player. Girdles usually provide stats- or damage bonuses and no
2160 defense. ]]> 2276 defense.]]>
2161 </description> 2277 </description>
2162 <use><![CDATA[ 2278 <use><![CDATA[
2163 Feel free to create your own special artifacts. However, it is very 2279 Feel free to create your own special artifacts. However, it is very
2164 important that you keep your artifact in balance with existing maps. ]]> 2280 important that you keep your artifact in balance with existing maps.]]>
2165 </use> 2281 </use>
2166 <attribute arch="magic" editor="magic bonus" type="int"> 2282 <attribute arch="magic" editor="magic bonus" type="int">
2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2283 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2284 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2169 than direct armour-class bonus on the helmet. 2285 than direct armour-class bonus on the helmet.
2177<!--####################################################################--> 2293<!--####################################################################-->
2178<type number="100" name="Gloves"> 2294<type number="100" name="Gloves">
2179 <import_type name="Amulet" /> 2295 <import_type name="Amulet" />
2180 <description><![CDATA[ 2296 <description><![CDATA[
2181 Wearing gloves, the object's stats will directly be inherited to 2297 Wearing gloves, the object's stats will directly be inherited to
2182 the player. Gloves can add defense or damage bonuses. ]]> 2298 the player. Gloves can add defense or damage bonuses.]]>
2183 </description> 2299 </description>
2184 <use><![CDATA[ 2300 <use><![CDATA[
2185 Feel free to create your own special artifacts. However, it is very 2301 Feel free to create your own special artifacts. However, it is very
2186 important that you keep your artifact in balance with existing maps. ]]> 2302 important that you keep your artifact in balance with existing maps.]]>
2187 </use> 2303 </use>
2188 <attribute arch="magic" editor="magic bonus" type="int"> 2304 <attribute arch="magic" editor="magic bonus" type="int">
2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2305 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2306 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2191 will increase that. 2307 will increase that.
2197 <ignore> 2313 <ignore>
2198 <ignore_list name="non_pickable" /> 2314 <ignore_list name="non_pickable" />
2199 </ignore> 2315 </ignore>
2200 <description><![CDATA[ 2316 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters. 2317 A handle can be applied by players and (certain) monsters.
2202 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2318 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2203 </description> 2319 </description>
2204 <use><![CDATA[ 2320 <use><![CDATA[
2205 Handles are commonly used to move gates. When placing your lever, 2321 Handles are commonly used to move gates. When placing your lever,
2206 don't forget that some monsters are able to apply it. 2322 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2323 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example. ]]> 2324 but vampires can do it for example.]]>
2209 </use> 2325 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2326 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2327 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2328 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2329 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2330 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2331 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2332 This text may describe the item. You can use this
2225 <ignore_list name="non_pickable" /> 2341 <ignore_list name="non_pickable" />
2226 </ignore> 2342 </ignore>
2227 <description><![CDATA[ 2343 <description><![CDATA[
2228 Handle triggers are handles which reset after a short period 2344 Handle triggers are handles which reset after a short period
2229 of time. Every time it is either applied or reset, the 2345 of time. Every time it is either applied or reset, the
2230 &lt;connection&gt; value is triggered. ]]> 2346 &lt;connection&gt; value is triggered.]]>
2231 </description> 2347 </description>
2232 <use><![CDATA[ 2348 <use><![CDATA[
2233 When you connect an ordinary handle to a gate, the gate normally remains 2349 When you connect an ordinary handle to a gate, the gate normally remains
2234 opened after the first player passed. If you want to keep the gate shut, 2350 opened after the first player passed. If you want to keep the gate shut,
2235 connecting it to a handle trigger is an easy solution. ]]> 2351 connecting it to a handle trigger is an easy solution. ]]>
2236 </use> 2352 </use>
2237</type> 2353</type>
2238 2354
2239<!--####################################################################--> 2355<!--####################################################################-->
2240<type number="88" name="Hazard Floor"> 2356<type number="88" name="Hazard Floor">
2245 <ignore_list name="non_pickable" /> 2361 <ignore_list name="non_pickable" />
2246 </ignore> 2362 </ignore>
2247 <description><![CDATA[ 2363 <description><![CDATA[
2248 The best example for Hazard Floor is lava. It works like standard 2364 The best example for Hazard Floor is lava. It works like standard
2249 floor, but damages all creatures standing on it. 2365 floor, but damages all creatures standing on it.
2250 Damage is taken in regular time intervals. ]]> 2366 Damage is taken in regular time intervals.]]>
2251 </description> 2367 </description>
2252 <use><![CDATA[ 2368 <use><![CDATA[
2253 The default lava for example does minor damage. But you can turn 2369 The default lava for example does minor damage. But you can turn
2254 it up so that your hazard floor poses a real threat.<br> 2370 it up so that your hazard floor poses a real threat.<br>
2255 Like magic walls, such floors add a permanent thrill to your map. 2371 Like magic walls, such floors add a permanent thrill to your map.
2256 You can use that to safely chase off too-weak players, or just 2372 You can use that to safely chase off too-weak players, or just
2257 to have something different. ]]> 2373 to have something different.]]>
2258 </use> 2374 </use>
2259 <attribute arch="is_floor" value="1" type="fixed" /> 2375 <attribute arch="is_floor" value="1" type="fixed" />
2260 <attribute arch="lifesave" value="1" type="fixed" /> 2376 <attribute arch="lifesave" value="1" type="fixed" />
2261 &move_on; 2377 &move_on;
2262 <attribute arch="no_pick" value="1" type="fixed" /> 2378 <attribute arch="no_pick" value="1" type="fixed" />
2301 If enabled, it is impossible for players to use prayers 2417 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving. 2418 on that spot. It also prevents players from saving.
2303 </attribute> 2419 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool"> 2420 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot 2421 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments, 2422 will be saved beyond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;. 2423 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute> 2424 </attribute>
2309</type> 2425</type>
2310 2426
2311<!--####################################################################--> 2427<!--####################################################################-->
2313 <import_type name="Amulet" /> 2429 <import_type name="Amulet" />
2314 <description><![CDATA[ 2430 <description><![CDATA[
2315 Wearing a helmet, the object's stats will directly be inherited to 2431 Wearing a helmet, the object's stats will directly be inherited to
2316 the player. Normal helmets usually increase defense, while crowns 2432 the player. Normal helmets usually increase defense, while crowns
2317 add more special bonuses like stats/resistances paired with 2433 add more special bonuses like stats/resistances paired with
2318 low defense. ]]> 2434 low defense.]]>
2319 </description> 2435 </description>
2320 <use><![CDATA[ 2436 <use><![CDATA[
2321 Feel free to create your own special artifacts. However, it is very 2437 Feel free to create your own special artifacts. However, it is very
2322 important that you keep your artifact in balance with existing maps. ]]> 2438 important that you keep your artifact in balance with existing maps.]]>
2323 </use> 2439 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int"> 2440 <attribute arch="magic" editor="magic bonus" type="int">
2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2441 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2442 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327 than direct armour-class bonus on the helmet. 2443 than direct armour-class bonus on the helmet.
2336<type number="56" name="Holy Altar"> 2452<type number="56" name="Holy Altar">
2337 <ignore> 2453 <ignore>
2338 <ignore_list name="non_pickable" /> 2454 <ignore_list name="non_pickable" />
2339 </ignore> 2455 </ignore>
2340 <description><![CDATA[ 2456 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2457 Holy Altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and 2458 at a Holy_altar will make you a follower of that god, and
2343 if you already follow that god, you may get some extra bonus. ]]> 2459 if you already follow that god, you may get some extra bonus.]]>
2344 </description> 2460 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2461 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2462 <attribute arch="other_arch" editor="god name" type="string">
2347 The altar belongs to the god of the given name. Possible options for 2463 The altar belongs to the god of the given name. Possible options for
2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2464 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2371 Horns are very similar to rods. The difference is that horns regenerate 2487 Horns are very similar to rods. The difference is that horns regenerate
2372 spellpoints faster and thus are more valuable than rods. 2488 spellpoints faster and thus are more valuable than rods.
2373 <br><br> 2489 <br><br>
2374 A horn contains a spell. The player can use this spell by applying and 2490 A horn contains a spell. The player can use this spell by applying and
2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2491 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 used endlessly. ]]> 2492 used endlessly.]]>
2377 </description> 2493 </description>
2378 <use><![CDATA[ 2494 <use><![CDATA[
2379 Horns are powerful due to their fast recharge rate. They should 2495 Horns are powerful due to their fast recharge rate. They should
2380 never contain high level attacking spells. Even curing/healing spells 2496 never contain high level attacking spells. Even curing/healing spells
2381 are almost too good on a horn. ]]> 2497 are almost too good on a horn.]]>
2382 </use> 2498 </use>
2383 <attribute arch="sp" editor="spell" type="spell"> 2499 <attribute arch="sp" editor="spell" type="spell">
2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2500 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2385 horns to players, since they can be used endlessly without any mana cost! 2501 horns to players, since they can be used endlessly without any mana cost!
2386 Horns with heal/ restoration/ protection spells, IF available, MUST be 2502 Horns with heal/ restoration/ protection spells, IF available, MUST be
2412<!--####################################################################--> 2528<!--####################################################################-->
2413<type number="73" name="Inorganic"> 2529<type number="73" name="Inorganic">
2414 <description><![CDATA[ 2530 <description><![CDATA[
2415 Inorganic materials are generally used as ingredients for 2531 Inorganic materials are generally used as ingredients for
2416 alchemical receipes. By themselves, they have no special 2532 alchemical receipes. By themselves, they have no special
2417 functionalities. ]]> 2533 functionalities.]]>
2418 </description> 2534 </description>
2419 <attribute arch="is_dust" editor="is dust" type="bool"> 2535 <attribute arch="is_dust" editor="is dust" type="bool">
2420 </attribute> 2536 </attribute>
2421 &resistances_basic; 2537 &resistances_basic;
2422</type> 2538</type>
2435 <br><br> 2551 <br><br>
2436 Alternatively, you can set your inv. checker to block all players 2552 Alternatively, you can set your inv. checker to block all players
2437 that do/don't carry the matching object. 2553 that do/don't carry the matching object.
2438 <br><br> 2554 <br><br>
2439 As you can see, inv. checkers are quite powerful, holding a 2555 As you can see, inv. checkers are quite powerful, holding a
2440 great variety of possibilities. ]]> 2556 great variety of possibilities.]]>
2441 </description> 2557 </description>
2442 <use><![CDATA[ 2558 <use><![CDATA[
2443 Putting a check_inventory space in front of a gate (one below) and 2559 Putting a check_inventory space in front of a gate (one below) and
2444 one on the opposite side works reasonably well as a control mechanism. 2560 one on the opposite side works reasonably well as a control mechanism.
2445 Unlike the key/door-combo, this one works infinite since it is 2561 Unlike the key/door-combo, this one works infinite since it is
2446 independant from map reset. Use it to put a "structure" into your 2562 independant from map reset. Use it to put a "structure" into your
2447 maps: Player must solve area A to gain access to area B. This concept 2563 maps: Player must solve area A to gain access to area B. This concept
2448 can be found in nearly every RPG - simple but effective. ]]> 2564 can be found in nearly every RPG - simple but effective.]]>
2449 </use> 2565 </use>
2450 <attribute arch="no_pick" value="1" type="fixed" /> 2566 <attribute arch="no_pick" value="1" type="fixed" />
2451 <attribute arch="slaying" editor="match key string" type="string"> 2567 <attribute arch="slaying" editor="match key string" type="string">
2452 This string specifies the object we are looking for: We have a match 2568 This string specifies the object we are looking for: We have a match
2453 if the player does/don't carry a key object or a mark with identical 2569 if the player does/don't carry a key object or a mark with identical
2469 </attribute> 2585 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2586 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2587 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2588 Disabled means not having that object is a match.
2473 </attribute> 2589 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2590 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2591 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2592 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2593 &lt;blocking passage&gt; disabled.
2478 </attribute> 2594 </attribute>
2479 &movement_types_terrain; 2595 &movement_types_terrain;
2529<!--####################################################################--> 2645<!--####################################################################-->
2530<type number="60" name="Jewel"> 2646<type number="60" name="Jewel">
2531 <description><![CDATA[ 2647 <description><![CDATA[
2532 Items of the type Gold &amp; Jewels are handled like a currency. 2648 Items of the type Gold &amp; Jewels are handled like a currency.
2533 Unlike for any other type of item, in shops, the buy- and selling 2649 Unlike for any other type of item, in shops, the buy- and selling
2534 prices differ only marginally. ]]> 2650 prices differ only marginally.]]>
2535 </description> 2651 </description>
2536 <attribute arch="race" value="gold and jewels" type="fixed" /> 2652 <attribute arch="race" value="gold and jewels" type="fixed" />
2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2653 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538 This text may describe the object. 2654 This text may describe the object.
2539 </attribute> 2655 </attribute>
2541 2657
2542<!--####################################################################--> 2658<!--####################################################################-->
2543<type number="24" name="Key"> 2659<type number="24" name="Key">
2544 <description><![CDATA[ 2660 <description><![CDATA[
2545 When carrying a key, a normal door can be opened. The key will 2661 When carrying a key, a normal door can be opened. The key will
2546 disappear. ]]> 2662 disappear.]]>
2547 </description> 2663 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool"> 2664 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player 2665 A godgiven item vanishes as soon as the player
2550 drops it to the ground. 2666 drops it to the ground.
2551 </attribute> 2667 </attribute>
2556 <ignore> 2672 <ignore>
2557 <ignore_list name="non_pickable" /> 2673 <ignore_list name="non_pickable" />
2558 </ignore> 2674 </ignore>
2559 <description><![CDATA[ 2675 <description><![CDATA[
2560 A locked door can be opened only when carrying 2676 A locked door can be opened only when carrying
2561 the appropriate special key. ]]> 2677 the appropriate special key.]]>
2562 </description> 2678 </description>
2563 <use><![CDATA[ 2679 <use><![CDATA[
2564 If you want to create a locked door that cannot be opened (no key), 2680 If you want to create a locked door that cannot be opened (no key),
2565 set a &lt;key string&gt; like "no_key_available". This will clearify things 2681 set a &lt;key string&gt; like "no_key_available". This will clearify things
2566 and only a fool would create a key matching that string. 2682 and only a fool would create a key matching that string.
2568 Door-objects can not only be used for "doors". In many maps these 2684 Door-objects can not only be used for "doors". In many maps these
2569 are used with all kinds of faces/names, especially often as 2685 are used with all kinds of faces/names, especially often as
2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2686 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2571 There you have magic forces (door objects) put under certain artifact 2687 There you have magic forces (door objects) put under certain artifact
2572 items. To get your hands on the artifacts, you need to bring up the 2688 items. To get your hands on the artifacts, you need to bring up the
2573 appropriate quest items (key objects). ]]> 2689 appropriate quest items (key objects).]]>
2574 </use> 2690 </use>
2575 <attribute arch="move_type" value="0" type="fixed" /> 2691 <attribute arch="move_type" value="0" type="fixed" />
2576 <attribute arch="no_pick" value="1" type="fixed" /> 2692 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string"> 2693 <attribute arch="slaying" editor="key string" type="string">
2578 The &lt;key string&gt; in the door must be identical with the 2694 The &lt;key string&gt; in the door must be identical with the
2605 <ignore> 2721 <ignore>
2606 <ignore_list name="system_object" /> 2722 <ignore_list name="system_object" />
2607 </ignore> 2723 </ignore>
2608 <description><![CDATA[ 2724 <description><![CDATA[
2609 Magic_ears trigger a connected value 2725 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword. ]]> 2726 when the player speaks a specific keyword.]]>
2611 </description> 2727 </description>
2612 <use><![CDATA[ 2728 <use><![CDATA[
2613 Whenever you put magic_ears on your maps, make sure there are 2729 Whenever you put magic_ears on your maps, make sure there are
2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2730 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615 something like a gate that is opened by speaking "open" or 2731 something like a gate that is opened by speaking "open" or
2617 <br><br> 2733 <br><br>
2618 Magic_ears are typically used for interaction with NPCs. You 2734 Magic_ears are typically used for interaction with NPCs. You
2619 can create the impression that the NPC actually *does* something 2735 can create the impression that the NPC actually *does* something
2620 according to his conversation with a player. Mostly this means 2736 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2737 opening a gate or handing out some item, but you could be quite
2622 creative here. ]]> 2738 creative here.]]>
2623 </use> 2739 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2740 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2741 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2742 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2743 same connection value, every time it is activated.
2628 </attribute> 2744 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2745 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2746 This textfield contains the keyword-matching-syntax. The text should
2649 Magic walls can contain any spell. However, some spells do not 2765 Magic walls can contain any spell. However, some spells do not
2650 operate very successfully in them. The only way to know is to test 2766 operate very successfully in them. The only way to know is to test
2651 the spell you want to use with a wall. 2767 the spell you want to use with a wall.
2652 <br><br> 2768 <br><br>
2653 Several types of magical walls are predefined for you in the 2769 Several types of magical walls are predefined for you in the
2654 archetypes, and can be found on the "connected" Pickmap. ]]> 2770 archetypes, and can be found on the "connected" Pickmap.]]>
2655 </description> 2771 </description>
2656 <use><![CDATA[ 2772 <use><![CDATA[
2657 Spellcasting walls pose an interesting alternative to monsters. 2773 Spellcasting walls pose an interesting alternative to monsters.
2658 Usually they are set to be undestroyable. Thus, while monsters 2774 Usually they are set to be undestroyable. Thus, while monsters
2659 in a map can be cleared out, the magic walls remain. Low level 2775 in a map can be cleared out, the magic walls remain. Low level
2670 walls' spell(s). 2786 walls' spell(s).
2671 <br><br> 2787 <br><br>
2672 It is possible to make walls rotate when triggered. But that is so 2788 It is possible to make walls rotate when triggered. But that is so
2673 confusing (and useless IMHO) that I did not mention it above. You 2789 confusing (and useless IMHO) that I did not mention it above. You
2674 can find a working example on the map 2790 can find a working example on the map
2675 "/pup_land/castle_eureca/castle_eureca8". ]]> 2791 "/pup_land/castle_eureca/castle_eureca8".]]>
2676 </use> 2792 </use>
2677 <attribute arch="dam" editor="spell" type="spell"> 2793 <attribute arch="dam" editor="spell" type="spell">
2678 The magic wall will cast this &lt;spell&gt;. 2794 The magic wall will cast this &lt;spell&gt;.
2679 </attribute> 2795 </attribute>
2680 <attribute arch="level" editor="spell level" type="int"> 2796 <attribute arch="level" editor="spell level" type="int">
2681 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2797 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2682 walls cast spells at minimal strength. "level 100" walls cast deadly 2798 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2799 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2800 to meet the overall difficulty of your map.
2685 </attribute> 2801 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2802 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2803 Every time the &lt;connection&gt; value is triggered, the wall will cast
2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2804 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2805 have much visible effect.
2690 </attribute> 2806 </attribute>
2691 &activate_on; 2807 &activate_on;
2735 player stepping on it. This force does nothing except containing a 2851 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory 2852 &lt;key string&gt; which can be discovered by detectors or inventory
2737 checkers. It is also possible to use markers for removing marks again. 2853 checkers. It is also possible to use markers for removing marks again.
2738 <br><br> 2854 <br><br>
2739 Note that the player has no possibility to "see" his own marks, 2855 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps. ]]> 2856 except by the effect that they cause on the maps.]]>
2741 </description> 2857 </description>
2742 <use><![CDATA[ 2858 <use><![CDATA[
2743 Markers hold real cool possibilities for map-making. I encourage 2859 Markers hold real cool possibilities for map-making. I encourage
2744 you to use them frequently. However there is one negative point 2860 you to use them frequently. However there is one negative point
2745 about markers: Players don't "see" what's going on with them. It is 2861 about markers: Players don't "see" what's going on with them. It is
2746 your task, as map-creator, to make sure the player is always well 2862 your task, as map-creator, to make sure the player is always well
2747 informed and never confused. 2863 informed and never confused.
2748 <br><br> 2864 <br><br>
2749 Please avoid infinite markers when they aren't needed. They're 2865 Please avoid infinite markers when they aren't needed. They're
2750 using a little space in the player file after all, so if there 2866 using a little space in the player file after all, so if there
2751 is no real purpose, set an expire time. ]]> 2867 is no real purpose, set an expire time.]]>
2752 </use> 2868 </use>
2753 <attribute arch="no_pick" value="1" type="fixed" /> 2869 <attribute arch="no_pick" value="1" type="fixed" />
2754 <attribute arch="slaying" editor="key string" type="string"> 2870 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2871 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756 If the player already has a force with that &lt;key string&gt;, 2872 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2873 there won't be inserted a second one.
2758 </attribute> 2874 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2875 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2876 When the detector is triggered, all objects with the same
2761 connection value get activated. 2877 connection value get activated.
2762 </attribute> 2878 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2879 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2880 The &lt;marking speed&gt; defines how quickly it will mark something
2802 When a player picks an item from a shop and attempts to 2918 When a player picks an item from a shop and attempts to
2803 walk over the shop mat, the item's selling-price is automatically 2919 walk over the shop mat, the item's selling-price is automatically
2804 subtracted from the player's money. 2920 subtracted from the player's money.
2805 <br><br> 2921 <br><br>
2806 For money, always use the default arches. 2922 For money, always use the default arches.
2807 Don't modify them. ]]> 2923 Don't modify them.]]>
2808 </description> 2924 </description>
2809 <attribute arch="race" value="gold and jewels" type="fixed" /> 2925 <attribute arch="race" value="gold and jewels" type="fixed" />
2810</type> 2926</type>
2811 2927
2812<!--####################################################################--> 2928<!--####################################################################-->
2827 Monsters can behave in various kinds of ways. 2943 Monsters can behave in various kinds of ways.
2828 They can be aggressive, attacking the player. Or peaceful, 2944 They can be aggressive, attacking the player. Or peaceful,
2829 helping the player - maybe joining him as pet. 2945 helping the player - maybe joining him as pet.
2830 The unagressive creatures who communicate with players are 2946 The unagressive creatures who communicate with players are
2831 usually called "NPCs" (Non Player Character), a well-known 2947 usually called "NPCs" (Non Player Character), a well-known
2832 term in role-play environments. ]]> 2948 term in role-play environments.]]>
2833 </description> 2949 </description>
2834 <use><![CDATA[ 2950 <use><![CDATA[
2835 Monsters play a central role in most maps. Choosing the right 2951 Monsters play a central role in most maps. Choosing the right
2836 combination of monsters for your map is vital: 2952 combination of monsters for your map is vital:
2837 <UL> 2953 <UL>
2862 can use. 2978 can use.
2863 </UL> 2979 </UL>
2864 I know it's impossible to make the perfectly balanced map. There's always 2980 I know it's impossible to make the perfectly balanced map. There's always
2865 some part which is found too easy or too hard for a certain kind of player. 2981 some part which is found too easy or too hard for a certain kind of player.
2866 Just give it your best shot. And listen to feedback from players if you 2982 Just give it your best shot. And listen to feedback from players if you
2867 receive some. :-) ]]> 2983 receive some. :-)]]>
2868 </use> 2984 </use>
2869 <attribute arch="alive" value="1" type="fixed" /> 2985 <attribute arch="alive" value="1" type="fixed" />
2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2986 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871 When the monster is killed, items from the treasurelist will 2987 When the monster is killed, items from the treasurelist will
2872 drop to the ground. This is a common way to reward players 2988 drop to the ground. This is a common way to reward players
3201 </ignore> 3317 </ignore>
3202 <description><![CDATA[ 3318 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of 3319 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be 3320 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster 3321 turned mad to start attacking. Similar, an agressive monster
3206 could be calmed. ]]> 3322 could be calmed.]]>
3207 </description> 3323 </description>
3208 <use><![CDATA[ 3324 <use><![CDATA[
3209 Mood floors are absolutely cool for NPC interaction. To make an 3325 Mood floors are absolutely cool for NPC interaction. To make an
3210 unaggressive monster/NPC attack, put a creator with "other_arch 3326 unaggressive monster/NPC attack, put a creator with "other_arch
3211 furious_floor" under it. Connect the creator to a magic_ear, so the 3327 furious_floor" under it. Connect the creator to a magic_ear, so the
3215 it directly to a magic_ear. Then the player speaks a keyword like 3331 it directly to a magic_ear. Then the player speaks a keyword like
3216 "help me" - and the NPC joins him as pet. 3332 "help me" - and the NPC joins him as pet.
3217 <br><br> 3333 <br><br>
3218 (Of course you must always give clear hints about keywords! 3334 (Of course you must always give clear hints about keywords!
3219 And there is no reason why you couldn't use a button/lever/pedestal 3335 And there is no reason why you couldn't use a button/lever/pedestal
3220 etc. instead of a magic_ear.) ]]> 3336 etc. instead of a magic_ear.)]]>
3221 </use> 3337 </use>
3222 <attribute arch="no_pick" value="1" type="fixed" /> 3338 <attribute arch="no_pick" value="1" type="fixed" />
3223 <attribute arch="last_sp" editor="mood" type="list_mood"> 3339 <attribute arch="last_sp" editor="mood" type="list_mood">
3224 &lt;mood&gt; is used to determine what will happen to the 3340 &lt;mood&gt; is used to determine what will happen to the
3225 monster when affected by the mood floor: 3341 monster when affected by the mood floor:
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3351 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3352 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3353 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3354 insert a &lt;connection&gt; value!
3239 </attribute> 3355 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3356 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3357 This should only be set in combination with &lt;mood number&gt; 4.
3242 Normally, monsters are affected by the mood floor as soon as they 3358 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3359 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3360 so it needs to be activated.
3245 3361
3269 can monsters. Motion is involuntary. Additionally, players or 3385 can monsters. Motion is involuntary. Additionally, players or
3270 monsters can be "frozen" while ontop of movers so that they MUST 3386 monsters can be "frozen" while ontop of movers so that they MUST
3271 move along a chain of them. 3387 move along a chain of them.
3272 <br><br> 3388 <br><br>
3273 Multisquare monsters can be moved as well, given 3389 Multisquare monsters can be moved as well, given
3274 enough space. Movers are usually invisible. ]]> 3390 enough space. Movers are usually invisible.]]>
3275 </description> 3391 </description>
3276 <use><![CDATA[ 3392 <use><![CDATA[
3277 NEVER EVER consider a mover being unpassable in the backwards 3393 NEVER EVER consider a mover being unpassable in the backwards
3278 direction. Setting "forced movement" makes it seemingly impossible 3394 direction. Setting "forced movement" makes it seemingly impossible
3279 but there is still a trick: One player can push a second player 3395 but there is still a trick: One player can push a second player
3286 cannot be discovered with the show_invisible spell. 3402 cannot be discovered with the show_invisible spell.
3287 <br><br> 3403 <br><br>
3288 Note that Movers and Directors are seperate objects, even though 3404 Note that Movers and Directors are seperate objects, even though
3289 they look and act similar. Directors only do spells/missiles, 3405 they look and act similar. Directors only do spells/missiles,
3290 while movers only do living creatures (depending on how it 3406 while movers only do living creatures (depending on how it
3291 is set: monsters and players). ]]> 3407 is set: monsters and players).]]>
3292 </use> 3408 </use>
3293 <attribute arch="attacktype" editor="forced movement" type="bool"> 3409 <attribute arch="attacktype" editor="forced movement" type="bool">
3294 If forced movement is enabled, the mover "freezes" anyone it 3410 If forced movement is enabled, the mover "freezes" anyone it
3295 moves (so they are forced to move along a chain). 3411 moves (so they are forced to move along a chain).
3296 For players there is no way to escape this forced movement, 3412 For players there is no way to escape this forced movement,
3348 <ignore_list name="non_pickable" /> 3464 <ignore_list name="non_pickable" />
3349 </ignore> 3465 </ignore>
3350 <description><![CDATA[ 3466 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects. 3467 Pedestals are designed to detect certain types of living objects.
3352 When a predefined type of living creature steps on the pedestal, the 3468 When a predefined type of living creature steps on the pedestal, the
3353 connected value is triggered. ]]> 3469 connected value is triggered.]]>
3354 </description> 3470 </description>
3355 <use><![CDATA[ 3471 <use><![CDATA[
3356 If you want to create a place where only players of a certain race 3472 If you want to create a place where only players of a certain race
3357 can enter, put a teleporter over your pedestal. So the teleporter is 3473 can enter, put a teleporter over your pedestal. So the teleporter is
3358 only activated for players of the matching race. Do not use gates, 3474 only activated for players of the matching race. Do not use gates,
3359 because many other players could sneak in. If you put powerful 3475 because many other players could sneak in. If you put powerful
3360 artifacts into such places, generally set "startequip 1", so that 3476 artifacts into such places, generally set "startequip 1", so that
3361 they are preserved for that one race and can't be traded to others. ]]> 3477 they are preserved for that one race and can't be traded to others.]]>
3362 </use> 3478 </use>
3363 <attribute arch="no_pick" value="1" type="fixed" /> 3479 <attribute arch="no_pick" value="1" type="fixed" />
3364 <attribute arch="slaying" editor="match race" type="string"> 3480 <attribute arch="slaying" editor="match race" type="string">
3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3481 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3366 matches the monster's or the player's race, we have a match. 3482 matches the monster's or the player's race, we have a match.
3369 3485
3370 If it is set to "player", any player stepping on the pedestal 3486 If it is set to "player", any player stepping on the pedestal
3371 is a match. Very useful if you want to open a gate for players 3487 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3488 but not for monsters.
3373 </attribute> 3489 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3490 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3491 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3492 connection value get activated.
3377 </attribute> 3493 </attribute>
3378 &move_on; 3494 &move_on;
3379</type> 3495</type>
3384 <ignore_list name="non_pickable" /> 3500 <ignore_list name="non_pickable" />
3385 </ignore> 3501 </ignore>
3386 <description><![CDATA[ 3502 <description><![CDATA[
3387 Pits are holes, transporting the player when he walks (and falls) into them. 3503 Pits are holes, transporting the player when he walks (and falls) into them.
3388 A speciality about pits is that they don't transport the player to 3504 A speciality about pits is that they don't transport the player to
3389 the exact destination, but within a two-square radius of the destination 3505 the exact destination, but within a configurable radius of the destination
3390 (never on blocked squares).<br> 3506 (never on blocked squares).<br>
3391 Optionally, pits can get closed and opened, similar to gates.<br><br> 3507 Optionally, pits can get closed and opened, similar to gates.<br><br>
3392 Monsters and items are affected by pits just as well as players. 3508 Monsters and items are affected by pits just as well as players.
3393 Even multipart monsters can fall through them, given enough space. ]]> 3509 Even multipart monsters can fall through them, given enough space.]]>
3394 </description> 3510 </description>
3395 <use><![CDATA[ 3511 <use><![CDATA[
3396 Pits can add interesting effects to your map. When using them, make 3512 Pits can add interesting effects to your map. When using them, make
3397 sure to use them in a "logical way": Pits should always drop the 3513 sure to use them in a "logical way": Pits should always drop the
3398 player to some kind of lower level. They should not be used to 3514 player to some kind of lower level. They should not be used to
3399 randomly interconnect maps like teleporters do. ]]> 3515 randomly interconnect maps like teleporters do.]]>
3400 </use> 3516 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3517 <attribute arch="no_pick" value="1" type="fixed" />
3518 <attribute arch="range" editor="spread radius" type="int">
3519 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3520 </attribute>
3402 <attribute arch="connected" editor="connection" type="int"> 3521 <attribute arch="connected" editor="connection" type="string">
3403 When a &lt;connection&gt; value is set, the pit can be opened/closed 3522 When a &lt;connection&gt; value is set, the pit can be opened/closed
3404 by activating the connection. 3523 by activating the connection.
3405 </attribute> 3524 </attribute>
3406 &activate_on; 3525 &activate_on;
3407 <attribute arch="hp" editor="destination X" type="int"> 3526 <attribute arch="hp" editor="destination X" type="int">
3421 Zero means completely open/down, the "number of animation-steps" (usually 3540 Zero means completely open/down, the "number of animation-steps" (usually
3422 about 6 or 7) means completely closed/up state. I suggest you don't 3541 about 6 or 7) means completely closed/up state. I suggest you don't
3423 mess with this value - Leave the default in place. 3542 mess with this value - Leave the default in place.
3424 </attribute> 3543 </attribute>
3425 &move_on; 3544 &move_on;
3426 <attribute arch="speed" editor="activation speed" type="float">
3427 If the &lt;activation speed&gt; is nonzero, the pit will
3428 automatically be activated in regular time-intervals. Hence, the
3429 player can just step on it and gets teleported sooner or later.
3430 The duration between two activates depends on the given value.
3431 Default in the pit arch is &lt;activation speed&gt; 0, i.e. disabled.
3432
3433 VERY IMPORTANT: If you want to have your pit activated via
3434 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
3435 </attribute>
3436 &speed_left;
3437</type> 3545</type>
3438 3546
3439<!--####################################################################--> 3547<!--####################################################################-->
3440<type number="7" name="Poison Food"> 3548<type number="7" name="Poison Food">
3441 <description><![CDATA[ 3549 <description><![CDATA[
3442 When eating, the player's stomache is drained by 1/4 of food. 3550 When eating, the player's stomache is drained by 1/4 of food.
3443 If his food drops to zero, the player might even die. ]]> 3551 If his food drops to zero, the player might even die.]]>
3444 </description> 3552 </description>
3445</type> 3553</type>
3446 3554
3447<!--####################################################################--> 3555<!--####################################################################-->
3448<type number="5" name="Potion"> 3556<type number="5" name="Potion">
3449 <description><![CDATA[ 3557 <description><![CDATA[
3450 The player can drink these and gain various kinds of benefits 3558 The player can drink these and gain various kinds of benefits
3451 (/penalties) by doing so. ]]> 3559 (/penalties) by doing so.]]>
3452 </description> 3560 </description>
3453 <use><![CDATA[ 3561 <use><![CDATA[
3454 One potion should never give multiple benefits at once. ]]> 3562 One potion should never give multiple benefits at once.]]>
3455 </use> 3563 </use>
3456 <attribute arch="level" editor="potion level" type="int"> 3564 <attribute arch="level" editor="potion level" type="int">
3457 If the potion contains a spell, the spell is cast at this level. 3565 If the potion contains a spell, the spell is cast at this level.
3458 For other potions it should be set at least to 1. 3566 For other potions it should be set at least to 1.
3459 </attribute> 3567 </attribute>
3486<type number="156" name="Power Crystal"> 3594<type number="156" name="Power Crystal">
3487 <description><![CDATA[ 3595 <description><![CDATA[
3488 Power crystals can store a player's mana: 3596 Power crystals can store a player's mana:
3489 When the player applies the crystal with full mana, half of 3597 When the player applies the crystal with full mana, half of
3490 it flows into the crystal. When the player applies it with 3598 it flows into the crystal. When the player applies it with
3491 lacking mana, the crystal replenishes the player's mana. ]]> 3599 lacking mana, the crystal replenishes the player's mana.]]>
3492 </description> 3600 </description>
3493 <attribute arch="sp" editor="initial mana" type="int"> 3601 <attribute arch="sp" editor="initial mana" type="int">
3494 &lt;initial mana&gt; is the amount of spellpoints that the 3602 &lt;initial mana&gt; is the amount of spellpoints that the
3495 crystal holds when the map is loaded. 3603 crystal holds when the map is loaded.
3496 </attribute> 3604 </attribute>
3508 Projectiles like arrows/crossbow bolts are used as ammunition 3616 Projectiles like arrows/crossbow bolts are used as ammunition
3509 for shooting weapons. 3617 for shooting weapons.
3510 <br><br> 3618 <br><br>
3511 It's very easy to add new pairs of weapons &amp; projectiles. 3619 It's very easy to add new pairs of weapons &amp; projectiles.
3512 Just set matching &lt;ammunition class&gt; both for shooting 3620 Just set matching &lt;ammunition class&gt; both for shooting
3513 weapon and projectile. ]]> 3621 weapon and projectile.]]>
3514 </description> 3622 </description>
3515 <use><![CDATA[ 3623 <use><![CDATA[
3516 If you want to create new kinds of projectiles, you could 3624 If you want to create new kinds of projectiles, you could
3517 add an alchemical receipe to create these. 3625 add an alchemical receipe to create these.
3518 3626
3519 Don't create new pairs of weapons &amp; projectiles unless 3627 Don't create new pairs of weapons &amp; projectiles unless
3520 they really fullfill a useful purpose. In fact, even bows 3628 they really fullfill a useful purpose. In fact, even bows
3521 and crossbows are rarely ever used. ]]> 3629 and crossbows are rarely ever used.]]>
3522 </use> 3630 </use>
3523 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3631 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3524 This number is a bitmask, specifying the projectile's attacktypes. 3632 This number is a bitmask, specifying the projectile's attacktypes.
3525 Attacktypes are: physical, magical, fire, cold.. etc. 3633 Attacktypes are: physical, magical, fire, cold.. etc.
3526 This works identical to melee weapons. Note that shooting 3634 This works identical to melee weapons. Note that shooting
3588<type number="70" name="Ring"> 3696<type number="70" name="Ring">
3589 <import_type name="Amulet" /> 3697 <import_type name="Amulet" />
3590 <description><![CDATA[ 3698 <description><![CDATA[
3591 Rings are worn on the hands - one ring each. 3699 Rings are worn on the hands - one ring each.
3592 Wearing rings, the object's stats will directly be inherited to 3700 Wearing rings, the object's stats will directly be inherited to
3593 the player. Usually enhancing his spellcasting potential. ]]> 3701 the player. Usually enhancing his spellcasting potential.]]>
3594 </description> 3702 </description>
3595 <use><![CDATA[ 3703 <use><![CDATA[
3596 When you create an artifact ring, never forget that players can 3704 When you create an artifact ring, never forget that players can
3597 wear <B>two</B> rings! Due to that it is extremely important to 3705 wear <B>two</B> rings! Due to that it is extremely important to
3598 keep rings in balance with the game. 3706 keep rings in balance with the game.
3599 <br><br> 3707 <br><br>
3600 Also keep in mind that rings are generally the wizard's tools. 3708 Also keep in mind that rings are generally the wizard's tools.
3601 They should primarily grant bonuses to spellcasting abilities 3709 They should primarily grant bonuses to spellcasting abilities
3602 and non-physical resistances. ]]> 3710 and non-physical resistances.]]>
3603 </use> 3711 </use>
3604</type> 3712</type>
3605 3713
3606<!--####################################################################--> 3714<!--####################################################################-->
3607<type number="3" name="Rod"> 3715<type number="3" name="Rod">
3610 </ignore> 3718 </ignore>
3611 <description><![CDATA[ 3719 <description><![CDATA[
3612 A rod contains a spell. The player can use this spell by applying and 3720 A rod contains a spell. The player can use this spell by applying and
3613 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3721 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3614 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3722 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3615 used endlessly. ]]> 3723 used endlessly.]]>
3616 </description> 3724 </description>
3617 <use><![CDATA[ 3725 <use><![CDATA[
3618 Rods with healing/curing spells are extremely powerful. Usually, potions have 3726 Rods with healing/curing spells are extremely powerful. Usually, potions have
3619 to be used for that purpose. Though, potions are expensive and only good for 3727 to be used for that purpose. Though, potions are expensive and only good for
3620 one-time-use.<br> ]]> 3728 one-time-use.<br>]]>
3621 </use> 3729 </use>
3622 <attribute arch="sp" editor="spell" type="spell"> 3730 <attribute arch="sp" editor="spell" type="spell">
3623 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3731 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3624 rods to players, since they can be used endlessly without any mana cost! 3732 rods to players, since they can be used endlessly without any mana cost!
3625 Rods with heal/ restoration/ protection spells, IF available, MUST be 3733 Rods with heal/ restoration/ protection spells, IF available, MUST be
3665 Runes hit any monster or person who steps on them for 'dam' damage in 3773 Runes hit any monster or person who steps on them for 'dam' damage in
3666 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3774 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3667 and will cast this spell when it detonates. Yet another kind is the 3775 and will cast this spell when it detonates. Yet another kind is the
3668 "summoning rune", summoning predefined monsters of any kind, at detonation. 3776 "summoning rune", summoning predefined monsters of any kind, at detonation.
3669 <br><br> 3777 <br><br>
3670 Many runes are already defined in the archetypes. ]]> 3778 Many runes are already defined in the archetypes.]]>
3671 </description> 3779 </description>
3672 <use><![CDATA[ 3780 <use><![CDATA[
3673 Avoid monsters stepping on your runes. For example, summoning runes 3781 Avoid monsters stepping on your runes. For example, summoning runes
3674 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3782 together with spellcasting- and attack-runes is usually a bad idea.]]>
3675 </use> 3783 </use>
3676 <attribute arch="no_pick" value="1" type="fixed" /> 3784 <attribute arch="no_pick" value="1" type="fixed" />
3677 &move_on; 3785 &move_on;
3678 <attribute arch="level" editor="rune level" type="int"> 3786 <attribute arch="level" editor="rune level" type="int">
3679 This value sets the level the rune will cast the spell it contains at, 3787 This value sets the level the rune will cast the spell it contains at,
3747 <ignore_list name="non_pickable" /> 3855 <ignore_list name="non_pickable" />
3748 </ignore> 3856 </ignore>
3749 <description><![CDATA[ 3857 <description><![CDATA[
3750 When the player applies a savebed, he is not only saved. Both his 3858 When the player applies a savebed, he is not only saved. Both his
3751 respawn-after-death and his word-of-recall positions are pointing 3859 respawn-after-death and his word-of-recall positions are pointing
3752 to the last-applied savebed. ]]> 3860 to the last-applied savebed.]]>
3753 </description> 3861 </description>
3754 <use><![CDATA[ 3862 <use><![CDATA[
3755 Put savebed locations in towns, do not put them into dungeons. 3863 Put savebed locations in towns, do not put them into dungeons.
3756 It is absolutely neccessary that a place with savebeds is 100% secure. 3864 It is absolutely neccessary that a place with savebeds is 100% secure.
3757 That means: 3865 That means:
3761 <LI> Insert a reliable exit! Make sure there is no possibility that 3869 <LI> Insert a reliable exit! Make sure there is no possibility that
3762 players get trapped in a savebed location. 3870 players get trapped in a savebed location.
3763 <LI> If possible, mark the whole site as no-spell area (Insert this 3871 <LI> If possible, mark the whole site as no-spell area (Insert this
3764 arch called "dungeon_magic" everywhere). This is not required, 3872 arch called "dungeon_magic" everywhere). This is not required,
3765 but it makes the place much more safe. 3873 but it makes the place much more safe.
3766 </UL> ]]> 3874 </UL>]]>
3767 </use> 3875 </use>
3768 <attribute arch="no_pick" value="1" type="fixed" /> 3876 <attribute arch="no_pick" value="1" type="fixed" />
3769 <attribute arch="no_magic" value="1" type="fixed" /> 3877 <attribute arch="no_magic" value="1" type="fixed" />
3770 <attribute arch="damned" value="1" type="fixed" /> 3878 <attribute arch="damned" value="1" type="fixed" />
3771</type> 3879</type>
3778 <description><![CDATA[ 3886 <description><![CDATA[
3779 Scrolls contain spells (similar to spell-potions). Unlike potions, 3887 Scrolls contain spells (similar to spell-potions). Unlike potions,
3780 scrolls require a certain literacy skill to read successfully. 3888 scrolls require a certain literacy skill to read successfully.
3781 Accordingly, for a successful reading, a small amount of 3889 Accordingly, for a successful reading, a small amount of
3782 experience is gained. Scrolls allow only one time usage, but 3890 experience is gained. Scrolls allow only one time usage, but
3783 usually they are sold in bulks. ]]> 3891 usually they are sold in bulks.]]>
3784 </description> 3892 </description>
3785 <use><![CDATA[ 3893 <use><![CDATA[
3786 For low level quests, scrolls of healing/curing-spells 3894 For low level quests, scrolls of healing/curing-spells
3787 can be a nice reward. At higher levels, scrolls become less 3895 can be a nice reward. At higher levels, scrolls become less
3788 and less useful. ]]> 3896 and less useful.]]>
3789 </use> 3897 </use>
3790 <attribute arch="level" editor="casting level" type="int"> 3898 <attribute arch="level" editor="casting level" type="int">
3791 The spell of the scroll will be casted at this level. 3899 The spell of the scroll will be casted at this level.
3792 This value should always be set, at least to 1. 3900 This value should always be set, at least to 1.
3793 </attribute> 3901 </attribute>
3805<type number="33" name="Shield"> 3913<type number="33" name="Shield">
3806 <import_type name="Amulet" /> 3914 <import_type name="Amulet" />
3807 <description><![CDATA[ 3915 <description><![CDATA[
3808 Wearing a shield, the object's stats will directly be inherited to 3916 Wearing a shield, the object's stats will directly be inherited to
3809 the player. Shields usually provide good defense, only surpassed 3917 the player. Shields usually provide good defense, only surpassed
3810 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3918 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3811 </description> 3919 </description>
3812 <use><![CDATA[ 3920 <use><![CDATA[
3813 Feel free to create your own special artifacts. However, it is very 3921 Feel free to create your own special artifacts. However, it is very
3814 important that you keep your artifact in balance with existing maps. ]]> 3922 important that you keep your artifact in balance with existing maps.]]>
3815 </use> 3923 </use>
3816 <attribute arch="magic" editor="magic bonus" type="int"> 3924 <attribute arch="magic" editor="magic bonus" type="int">
3817 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3925 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3818 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3926 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3819 than direct armour-class bonus on the shield. 3927 than direct armour-class bonus on the shield.
3828 wielded both at the same time. Like with any other equipment, 3936 wielded both at the same time. Like with any other equipment,
3829 stats/bonuses from shooting weapons are directly inherited to the player. 3937 stats/bonuses from shooting weapons are directly inherited to the player.
3830 <br><br> 3938 <br><br>
3831 It's very easy to add new pairs of weapons &amp; projectiles. 3939 It's very easy to add new pairs of weapons &amp; projectiles.
3832 Just set matching &lt;ammunition class&gt; both for shooting 3940 Just set matching &lt;ammunition class&gt; both for shooting
3833 weapon and projectile. ]]> 3941 weapon and projectile.]]>
3834 </description> 3942 </description>
3835 <use><![CDATA[ 3943 <use><![CDATA[
3836 Shooting weapons should not add bonuses in general. There's already 3944 Shooting weapons should not add bonuses in general. There's already
3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3945 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3838 Shooting weapons should especially not add bonuses to the player 3946 Shooting weapons should especially not add bonuses to the player
3839 that have nothing to do with schooting. A Wisdom bonus on a bow 3947 that have nothing to do with schooting. A Wisdom bonus on a bow
3840 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3948 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3841 - still crap. ]]> 3949 - still crap.]]>
3842 </use> 3950 </use>
3843 <attribute arch="race" editor="ammunition class" type="string"> 3951 <attribute arch="race" editor="ammunition class" type="string">
3844 Only projectiles with matching &lt;ammunition class&gt; can be fired 3952 Only projectiles with matching &lt;ammunition class&gt; can be fired
3845 with this weapon. For normal bows set "arrows", for normal 3953 with this weapon. For normal bows set "arrows", for normal
3846 crossbows set "crossbow bolts". 3954 crossbows set "crossbow bolts".
3967 These items are all flagged as unpaid. 4075 These items are all flagged as unpaid.
3968 When a player drops an item onto shop floor, the item becomes 4076 When a player drops an item onto shop floor, the item becomes
3969 unpaid and the player receives payment according to the item's 4077 unpaid and the player receives payment according to the item's
3970 selling-value. 4078 selling-value.
3971 Shopfloor always prevents magic (To hinder players from burning 4079 Shopfloor always prevents magic (To hinder players from burning
3972 or freezing the goods). ]]> 4080 or freezing the goods).]]>
3973 </description> 4081 </description>
3974 <use><![CDATA[ 4082 <use><![CDATA[
3975 Tile your whole shop-interior space which shop floor. 4083 Tile your whole shop-interior space which shop floor.
3976 (That assures players receive payment for dropping items). 4084 (That assures players receive payment for dropping items).
3977 Place shop mats to enter/leave the shop, and make sure 4085 Place shop mats to enter/leave the shop, and make sure
3978 there is no other exit than the shop mat. ]]> 4086 there is no other exit than the shop mat.]]>
3979 </use> 4087 </use>
3980 <attribute arch="is_floor" value="1" type="fixed" /> 4088 <attribute arch="is_floor" value="1" type="fixed" />
3981 <attribute arch="no_pick" value="1" type="fixed" /> 4089 <attribute arch="no_pick" value="1" type="fixed" />
3982 <attribute arch="no_magic" value="1" type="fixed" /> 4090 <attribute arch="no_magic" value="1" type="fixed" />
3983 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4091 <attribute arch="auto_apply" editor="generate goods" type="bool">
4017 "shopping-area" and one outside. Shop mats don't use exit paths/ 4125 "shopping-area" and one outside. Shop mats don't use exit paths/
4018 or -destinations. When stepping onto a shopmat the player gets beamed 4126 or -destinations. When stepping onto a shopmat the player gets beamed
4019 to the nearest other mat. If the player has unpaid items in his 4127 to the nearest other mat. If the player has unpaid items in his
4020 inventory, the price gets charged from his coins automatically. 4128 inventory, the price gets charged from his coins automatically.
4021 If the player has insufficient coins to buy his unpaid items, he 4129 If the player has insufficient coins to buy his unpaid items, he
4022 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4130 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4023 </description> 4131 </description>
4024 <use><![CDATA[ 4132 <use><![CDATA[
4025 As stated above, always place TWO shop mats into your shop. 4133 As stated above, always place TWO shop mats into your shop.
4026 Not more and not less than that. ]]> 4134 Not more and not less than that.]]>
4027 </use> 4135 </use>
4028 <attribute arch="no_pick" value="1" type="fixed" /> 4136 <attribute arch="no_pick" value="1" type="fixed" />
4029 &move_on; 4137 &move_on;
4030</type> 4138</type>
4031 4139
4036 </ignore> 4144 </ignore>
4037 <description><![CDATA[ 4145 <description><![CDATA[
4038 The purpose of a sign or magic_mouth is to display a certain message to 4146 The purpose of a sign or magic_mouth is to display a certain message to
4039 the player. There are three ways to have the player get this message: 4147 the player. There are three ways to have the player get this message:
4040 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4148 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4041 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4149 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4042 </description> 4150 </description>
4043 <use><![CDATA[ 4151 <use><![CDATA[
4044 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4152 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4045 some true roleplay feeling to your maps, support your storyline or give 4153 some true roleplay feeling to your maps, support your storyline or give
4046 hints about hidden secrets/dangers. Place signs to provide the player 4154 hints about hidden secrets/dangers. Place signs to provide the player
4047 with all kinds of useful information for getting along in your maps. ]]> 4155 with all kinds of useful information for getting along in your maps.]]>
4048 </use> 4156 </use>
4049 <attribute arch="connected" editor="connection" type="int"> 4157 <attribute arch="connected" editor="connection" type="string">
4050 When a connection value is set, the message will be printed whenever 4158 When a connection value is set, the message will be printed whenever
4051 the connection is triggered. This should be used in combination with 4159 the connection is triggered. This should be used in combination with
4052 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4160 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4053 If activating your magic_mouth this way, the message will not only be 4161 If activating your magic_mouth this way, the message will not only be
4054 printed to one player, but all players on the current map. 4162 printed to one player, but all players on the current map.
4093 <ignore_list name="system_object" /> 4201 <ignore_list name="system_object" />
4094 </ignore> 4202 </ignore>
4095 <description><![CDATA[ 4203 <description><![CDATA[
4096 Skills are objects which exist in the player/monster inventory. 4204 Skills are objects which exist in the player/monster inventory.
4097 Both NPC/monsters and players use the same skill archetypes. Not all skills 4205 Both NPC/monsters and players use the same skill archetypes. Not all skills
4098 are enabled for monster use however. ]]> 4206 are enabled for monster use however.]]>
4099 </description> 4207 </description>
4100 <use><![CDATA[ 4208 <use><![CDATA[
4101 For mapmaking, Skill objects serve two purposes: 4209 For mapmaking, Skill objects serve two purposes:
4102 <p>First, the predefined skill archtypes (in the 'skills' directory) 4210 <p>First, the predefined skill archtypes (in the 'skills' directory)
4103 can be seen as the global skill definitions. A skill which doesn't 4211 can be seen as the global skill definitions. A skill which doesn't
4108 </p><p> 4216 </p><p>
4109 Secondly, in order to enable monsters to use skills, you will need to 4217 Secondly, in order to enable monsters to use skills, you will need to
4110 copy default skill archtypes into the monsters' inventories. 4218 copy default skill archtypes into the monsters' inventories.
4111 You can even customize the skills by changing stats. It is not 4219 You can even customize the skills by changing stats. It is not
4112 recommended however, to use skills in your maps which are totally 4220 recommended however, to use skills in your maps which are totally
4113 unrelated to any predefined skill archtype.</p> ]]> 4221 unrelated to any predefined skill archtype.</p>]]>
4114 </use> 4222 </use>
4115 <attribute arch="invisible" value="1" type="fixed" /> 4223 <attribute arch="invisible" value="1" type="fixed" />
4116 <attribute arch="no_drop" value="1" type="fixed" /> 4224 <attribute arch="no_drop" value="1" type="fixed" />
4117 <attribute arch="skill" editor="skill name" type="string"> 4225 <attribute arch="skill" editor="skill name" type="string">
4118 The &lt;skill name&gt; is used for matchings. When a usable 4226 The &lt;skill name&gt; is used for matchings. When a usable
4147 4255
4148<!--####################################################################--> 4256<!--####################################################################-->
4149<type number="130" name="Skill Scroll"> 4257<type number="130" name="Skill Scroll">
4150 <description><![CDATA[ 4258 <description><![CDATA[
4151 By reading a skill scroll, a player has a chance to learn the 4259 By reading a skill scroll, a player has a chance to learn the
4152 contained skill. ]]> 4260 contained skill.]]>
4153 </description> 4261 </description>
4154 <use><![CDATA[ 4262 <use><![CDATA[
4155 Skill scrolls are very much sought for by players. Currently, 4263 Skill scrolls are very much sought for by players. Currently,
4156 all skill scrolls are sold in shops randomly, which is in fact not 4264 all skill scrolls are sold in shops randomly, which is in fact not
4157 a good system. It would be nice to have some cool quests with 4265 a good system. It would be nice to have some cool quests with
4158 skill scrolls rewarded at the end. ]]> 4266 skill scrolls rewarded at the end.]]>
4159 </use> 4267 </use>
4160 <attribute arch="race" value="scrolls" type="fixed" /> 4268 <attribute arch="race" value="scrolls" type="fixed" />
4161 <attribute arch="skill" editor="skill name" type="string"> 4269 <attribute arch="skill" editor="skill name" type="string">
4162 The &lt;skill name&gt; matches the skill object that can 4270 The &lt;skill name&gt; matches the skill object that can
4163 be learned from this scroll. 4271 be learned from this scroll.
4173 When carrying the appropriate special key, a locked door can 4281 When carrying the appropriate special key, a locked door can
4174 be opened. The key will dissapear. 4282 be opened. The key will dissapear.
4175 <br><br> 4283 <br><br>
4176 This object-type can also be used for "passport"-like items: 4284 This object-type can also be used for "passport"-like items:
4177 When walking onto an invetory checker, a gate for example might 4285 When walking onto an invetory checker, a gate for example might
4178 get opened. The "passport" will stay in the player's inventory. ]]> 4286 get opened. The "passport" will stay in the player's inventory.]]>
4179 </description> 4287 </description>
4180 <use><![CDATA[ 4288 <use><![CDATA[
4181 How to make a "passport": You take the special key arch 4289 How to make a "passport": You take the special key arch
4182 (archetype name is "key2"), set the face to something like 4290 (archetype name is "key2"), set the face to something like
4183 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4291 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4184 certainly must match with the appropiate inventory checker. 4292 certainly must match with the appropiate inventory checker.
4185 <br><br> 4293 <br><br>
4186 Of course you can be creative with names and faces of 4294 Of course you can be creative with names and faces of
4187 key-objects. A "mysterious crystal" or a "big dragon claw" 4295 key-objects. A "mysterious crystal" or a "big dragon claw"
4188 (with appropriate faces) appear more interesting than just 4296 (with appropriate faces) appear more interesting than just
4189 a "strange key", or "passport". ]]> 4297 a "strange key", or "passport".]]>
4190 </use> 4298 </use>
4191 <attribute arch="slaying" editor="key string" type="string"> 4299 <attribute arch="slaying" editor="key string" type="string">
4192 This string must be identical with the &lt;key string&gt; in the 4300 This string must be identical with the &lt;key string&gt; in the
4193 locked door, then it can be unlocked. It can also be used 4301 locked door, then it can be unlocked. It can also be used
4194 to trigger inventory checkers. 4302 to trigger inventory checkers.
4229 players can learn it by reading the book. Once learned, players 4337 players can learn it by reading the book. Once learned, players
4230 can use the spell as often as they like. With increasing skill level 4338 can use the spell as often as they like. With increasing skill level
4231 of the player, spells may gain power but also increase cost.<br> 4339 of the player, spells may gain power but also increase cost.<br>
4232 Monsters can use spells which are put in their inventory (provided 4340 Monsters can use spells which are put in their inventory (provided
4233 that certain "enabling" settings are correct). The monster's 4341 that certain "enabling" settings are correct). The monster's
4234 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4342 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4235 </description> 4343 </description>
4236 <use><![CDATA[ 4344 <use><![CDATA[
4237 A lot of the spells' settings can be tuned and customized. 4345 A lot of the spells' settings can be tuned and customized.
4238 When creating new spells which are accessible to players, it is 4346 When creating new spells which are accessible to players, it is
4239 important to think about balance. A single spell which is too 4347 important to think about balance. A single spell which is too
4240 powerful and/or too easy to use can eventually toss the whole skill 4348 powerful and/or too easy to use can eventually toss the whole skill
4241 and magic school system out of whack. Testing new spells is 4349 and magic school system out of whack. Testing new spells is
4242 quite important therefore. ]]> 4350 quite important therefore.]]>
4243 </use> 4351 </use>
4244 <attribute arch="no_drop" value="1" type="fixed" /> 4352 <attribute arch="no_drop" value="1" type="fixed" />
4245 <attribute arch="invisible" value="1" type="fixed" /> 4353 <attribute arch="invisible" value="1" type="fixed" />
4246 <attribute arch="skill" editor="skill name" type="string"> 4354 <attribute arch="skill" editor="skill name" type="string">
4247 The &lt;skill name&gt; matches the skill which is needed 4355 The &lt;skill name&gt; matches the skill which is needed
4279 to read.<br><br> 4387 to read.<br><br>
4280 You can create widely customized spells only by adjusting the 4388 You can create widely customized spells only by adjusting the
4281 spell object in the spellbooks inventory. Refer to the description 4389 spell object in the spellbooks inventory. Refer to the description
4282 of spell objects for detailed information how to customize spells.<br> 4390 of spell objects for detailed information how to customize spells.<br>
4283 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4391 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4284 with a compilation of spells that the book may contain. ]]> 4392 with a compilation of spells that the book may contain.]]>
4285 </description> 4393 </description>
4286 <use><![CDATA[ 4394 <use><![CDATA[
4287 Don't put any of the godgiven spells into a spellbook! These are 4395 Don't put any of the godgiven spells into a spellbook! These are
4288 reserved for the followers of the appropriate cults. Handing them 4396 reserved for the followers of the appropriate cults. Handing them
4289 out in a spellbook would violate the balance between different religions. 4397 out in a spellbook would violate the balance between different religions.
4290 <br><br> 4398 <br><br>
4291 Note that there is no fundamental difference between the spellbooks 4399 Note that there is no fundamental difference between the spellbooks
4292 of varying schools (pyromancy, sorcery, evocation, summoning, and 4400 of varying schools (pyromancy, sorcery, evocation, summoning, and
4293 even praying). The difference lies only in the spells they contain. 4401 even praying). The difference lies only in the spells they contain.
4294 It is up to you, the mapmaker, to pick the right type of book 4402 It is up to you, the mapmaker, to pick the right type of book
4295 for your spells. ]]> 4403 for your spells.]]>
4296 </use> 4404 </use>
4297 <attribute arch="skill" value="literacy" type="fixed" /> 4405 <attribute arch="skill" value="literacy" type="fixed" />
4298 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4406 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4299 There are two ways to put spells into a spellbook: 4407 There are two ways to put spells into a spellbook:
4300 1. Put a spell object in the books inventory. In this case, 4408 1. Put a spell object in the books inventory. In this case,
4319 </ignore> 4427 </ignore>
4320 <description><![CDATA[ 4428 <description><![CDATA[
4321 Spinners change the direction of spell objects and other projectiles 4429 Spinners change the direction of spell objects and other projectiles
4322 that fly past. Unlike directors, it does make a difference from what 4430 that fly past. Unlike directors, it does make a difference from what
4323 angle you shoot into the spinner. The direction of objects flying past 4431 angle you shoot into the spinner. The direction of objects flying past
4324 is always changed by a certain degree. ]]> 4432 is always changed by a certain degree.]]>
4325 </description> 4433 </description>
4326 <use><![CDATA[ 4434 <use><![CDATA[
4327 Spinners are very rarely used. I believe they are quite 4435 Spinners are very rarely used. I believe they are quite
4328 confusing and pointless. The only use I can think of is building 4436 confusing and pointless. The only use I can think of is building
4329 some puzzle about where to shoot into spinners to shoot somewhere you 4437 some puzzle about where to shoot into spinners to shoot somewhere you
4330 otherwise couldn't. 4438 otherwise couldn't.
4331 4439
4332 When placing spinners on a map with magic walls, make sure the spell- 4440 When placing spinners on a map with magic walls, make sure the spell-
4333 projectiles from magic walls don't get to fly in loops. ]]> 4441 projectiles from magic walls don't get to fly in loops.]]>
4334 </use> 4442 </use>
4335 <attribute arch="sp" editor="direction number" type="int"> 4443 <attribute arch="sp" editor="direction number" type="int">
4336 The spinner will change the direction of flying objects by 4444 The spinner will change the direction of flying objects by
4337 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4445 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4338 positive values counter clockwise. 4446 positive values counter clockwise.
4351 Swamp areas show a special behaviour: 4459 Swamp areas show a special behaviour:
4352 When a player stands still on a swamp-square for too long, 4460 When a player stands still on a swamp-square for too long,
4353 he will start to sink in and eventually drown and die. 4461 he will start to sink in and eventually drown and die.
4354 Items dropped on the swamp sink in and dissapear. 4462 Items dropped on the swamp sink in and dissapear.
4355 Players with knowledge of the woodsman skill are a lot less likely 4463 Players with knowledge of the woodsman skill are a lot less likely
4356 to die in the swamp. ]]> 4464 to die in the swamp.]]>
4357 </description> 4465 </description>
4358 <attribute arch="is_floor" value="1" type="fixed" /> 4466 <attribute arch="is_floor" value="1" type="fixed" />
4359 <attribute arch="is_wooded" value="1" type="fixed" /> 4467 <attribute arch="is_wooded" value="1" type="fixed" />
4360 <attribute arch="speed" editor="drowning speed" type="float"> 4468 <attribute arch="speed" editor="drowning speed" type="float">
4361 The higher the &lt;drowning speed&gt;, the faster will players and items 4469 The higher the &lt;drowning speed&gt;, the faster will players and items
4385 different location. The main difference to the object-type exit 4493 different location. The main difference to the object-type exit
4386 is the possibility to have teleporters connected to levers/buttons/etc. 4494 is the possibility to have teleporters connected to levers/buttons/etc.
4387 Sometimes teleporters are activated even against the players will. 4495 Sometimes teleporters are activated even against the players will.
4388 <br><br> 4496 <br><br>
4389 Unlike exits, teleporters can also transfer items and 4497 Unlike exits, teleporters can also transfer items and
4390 monsters to different locations on the same map. ]]> 4498 monsters to different locations on the same map.]]>
4391 </description> 4499 </description>
4392 <use><![CDATA[ 4500 <use><![CDATA[
4393 When creating maps, I guess sooner or later you'll want to have 4501 When creating maps, I guess sooner or later you'll want to have
4394 an invisible teleporter. If using "invisible 1", the teleporter 4502 an invisible teleporter. If using "invisible 1", the teleporter
4395 can still be discovered with the show_invisible spell. And in 4503 can still be discovered with the show_invisible spell. And in
4396 some cases you can't place it under the floor to prevent this. 4504 some cases you can't place it under the floor to prevent this.
4397 <br><br> 4505 <br><br>
4398 Fortunately, there is a cool trick to make a perfectly invisible 4506 Fortunately, there is a cool trick to make a perfectly invisible
4399 teleporter: You simply add teleporter functionality to the floor 4507 teleporter: You simply add teleporter functionality to the floor
4400 itself. That means: You take the floor arch (e.g. "flagstone"), 4508 itself. That means: You take the floor arch (e.g. "flagstone"),
4401 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4509 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4402 </use> 4510 </use>
4403 <attribute arch="slaying" editor="exit path" type="string"> 4511 <attribute arch="slaying" editor="exit path" type="string">
4404 The exit path specifies the map that the player is transferred to. 4512 The exit path specifies the map that the player is transferred to.
4405 &lt;exit path&gt; can be an absolute path, beginning with '/' 4513 &lt;exit path&gt; can be an absolute path, beginning with '/'
4406 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4514 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4442 be transferred to the "default enter location" of the destined map. 4550 be transferred to the "default enter location" of the destined map.
4443 The latter can be set in the map-properties as "Enter X/Y". Though, 4551 The latter can be set in the map-properties as "Enter X/Y". Though,
4444 please DO NOT use that. It turned out to be a source for numerous 4552 please DO NOT use that. It turned out to be a source for numerous
4445 map-bugs. 4553 map-bugs.
4446 </attribute> 4554 </attribute>
4447 <attribute arch="connected" editor="connection" type="int"> 4555 <attribute arch="connected" editor="connection" type="string">
4448 If a connection value is set, the teleporter will be activated 4556 If a connection value is set, the teleporter will be activated
4449 whenever the connection is triggered. To use this properly, 4557 whenever the connection is triggered. To use this properly,
4450 &lt;activation speed&gt; must be zero. 4558 &lt;activation speed&gt; must be zero.
4451 </attribute> 4559 </attribute>
4452 &activate_on; 4560 &activate_on;
4478 after some time.]]> 4586 after some time.]]>
4479 </description> 4587 </description>
4480 <use><![CDATA[ 4588 <use><![CDATA[
4481 Use gates to divide your maps into separated areas. After solving 4589 Use gates to divide your maps into separated areas. After solving
4482 area A, the player gains access to area B, and so on. Make your 4590 area A, the player gains access to area B, and so on. Make your
4483 maps more complex than "one-way". ]]> 4591 maps more complex than "one-way".]]>
4484 </use> 4592 </use>
4485 <attribute arch="no_pick" value="1" type="fixed" /> 4593 <attribute arch="no_pick" value="1" type="fixed" />
4486 <attribute arch="connected" editor="connection" type="int"> 4594 <attribute arch="connected" editor="connection" type="string">
4487 Whenever the inventory checker is triggered, all objects with identical 4595 Whenever the inventory checker is triggered, all objects with identical
4488 &lt;connection&gt; value get activated. This only makes sense together with 4596 &lt;connection&gt; value get activated. This only makes sense together with
4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4597 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4490 after some time. 4598 after some time.
4491 </attribute> 4599 </attribute>
4558 </attribute> 4666 </attribute>
4559 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4667 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4560 This attribute defines what attacktype to use for direct damage when 4668 This attribute defines what attacktype to use for direct damage when
4561 the trap detonates. 4669 the trap detonates.
4562 </attribute> 4670 </attribute>
4563 <attribute arch="connected" editor="connection" type="int"> 4671 <attribute arch="connected" editor="connection" type="string">
4564 When the trap is detonated, all objects with the same 4672 When the trap is detonated, all objects with the same
4565 connection value get activated. 4673 connection value get activated.
4566 </attribute> 4674 </attribute>
4567 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4675 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4568 When the trap detonates, this text is displayed to the 4676 When the trap detonates, this text is displayed to the
4580 Trapdoors are very similar to pits. The difference is that they 4688 Trapdoors are very similar to pits. The difference is that they
4581 can not be closed. Instead, the weight of the object on the 4689 can not be closed. Instead, the weight of the object on the
4582 trapdoor determines weither it slams the trapdoor open and falls through 4690 trapdoor determines weither it slams the trapdoor open and falls through
4583 or not.<br> 4691 or not.<br>
4584 Once a trapdoor has been opened (by a creature or items of sufficient 4692 Once a trapdoor has been opened (by a creature or items of sufficient
4585 weight,) it remains open, acting like an opened pit. ]]> 4693 weight,) it remains open, acting like an opened pit.]]>
4586 </description> 4694 </description>
4587 <use><![CDATA[ 4695 <use><![CDATA[
4588 Trapdoors should be used in the same fashion as pits: 4696 Trapdoors should be used in the same fashion as pits:
4589 They should always drop the victims to some kind of lower level. They 4697 They should always drop the victims to some kind of lower level. They
4590 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4698 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4591 </use> 4699 </use>
4592 <attribute arch="no_pick" value="1" type="fixed" /> 4700 <attribute arch="no_pick" value="1" type="fixed" />
4593 &move_on; 4701 &move_on;
4594 <attribute arch="weight" editor="hold weight" type="int"> 4702 <attribute arch="weight" editor="hold weight" type="int">
4595 This value defines how much weight the trapdoor can hold. 4703 This value defines how much weight the trapdoor can hold.
4621 <attribute arch="value" /> 4729 <attribute arch="value" />
4622 <attribute arch="material" /> 4730 <attribute arch="material" />
4623 </ignore> 4731 </ignore>
4624 <description><![CDATA[ 4732 <description><![CDATA[
4625 A treasure-object turns into certain randomitems when the map is loaded 4733 A treasure-object turns into certain randomitems when the map is loaded
4626 into the game. ]]> 4734 into the game.]]>
4627 </description> 4735 </description>
4628 <use><![CDATA[ 4736 <use><![CDATA[
4629 About usage of the "random-artifact" treasurelist: 4737 About usage of the "random-artifact" treasurelist:
4630 This will generate powerful stuff like girdles, xray helmets, special 4738 This will generate powerful stuff like girdles, xray helmets, special
4631 swords etc. If you put this as reward to your quest, players might be 4739 swords etc. If you put this as reward to your quest, players might be
4632 motivated to do it more than once. BUT, by doing so they will get a huge 4740 motivated to do it more than once. BUT, by doing so they will get a huge
4633 number of different artifacts! Besides, players will always seek the place 4741 number of different artifacts! Besides, players will always seek the place
4634 with the most easy-to-get random artifact and ignore all others. 4742 with the most easy-to-get random artifact and ignore all others.
4635 My advice: Don't use it! Attract players with good fighting experience 4743 My advice: Don't use it! Attract players with good fighting experience
4636 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4744 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4637 </use> 4745 </use>
4638 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4746 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4639 This entry determines what kind of treasure will appear. Look into 4747 This entry determines what kind of treasure will appear. Look into
4640 /crossfire/share/crossfire/treasures for details about existing 4748 /crossfire/share/crossfire/treasures for details about existing
4641 treasurelists. 4749 treasurelists.
4672 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4780 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4673 &lt;key string&gt; which can be discovered by detectors or inventory 4781 &lt;key string&gt; which can be discovered by detectors or inventory
4674 checkers. It is also possible to use markers for removing marks again. 4782 checkers. It is also possible to use markers for removing marks again.
4675 <br><br> 4783 <br><br>
4676 Note that the player has no possibility to "see" his own marks, 4784 Note that the player has no possibility to "see" his own marks,
4677 except by the effect that they cause on the maps. ]]> 4785 except by the effect that they cause on the maps.]]>
4678 </description> 4786 </description>
4679 <use><![CDATA[ 4787 <use><![CDATA[
4680 Markers hold real cool possibilities for map-making. I encourage 4788 Markers hold real cool possibilities for map-making. I encourage
4681 you to use them frequently. However there is one negative point 4789 you to use them frequently. However there is one negative point
4682 about markers: Players don't "see" what's going on with them. It is 4790 about markers: Players don't "see" what's going on with them. It is
4683 your task, as map-creator, to make sure the player is always well 4791 your task, as map-creator, to make sure the player is always well
4684 informed and never confused. 4792 informed and never confused.
4685 <br><br> 4793 <br><br>
4686 Please avoid infinite markers when they aren't needed. They're 4794 Please avoid infinite markers when they aren't needed. They're
4687 using a little space in the player file after all, so if there 4795 using a little space in the player file after all, so if there
4688 is no real purpose, set an expire time. ]]> 4796 is no real purpose, set an expire time.]]>
4689 </use> 4797 </use>
4690 <attribute arch="no_pick" value="1" type="fixed" /> 4798 <attribute arch="no_pick" value="1" type="fixed" />
4691 <attribute arch="slaying" editor="key string" type="string"> 4799 <attribute arch="slaying" editor="key string" type="string">
4692 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4800 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4693 If the player already has a force with that &lt;key string&gt;, 4801 If the player already has a force with that &lt;key string&gt;,
4694 there won't be inserted a second one. 4802 there won't be inserted a second one.
4695 </attribute> 4803 </attribute>
4696 <attribute arch="connected" editor="connection" type="int"> 4804 <attribute arch="connected" editor="connection" type="string">
4697 Unlike a regular marker this is the connection that triggers this marker to activate. 4805 Unlike a regular marker this is the connection that triggers this marker to activate.
4698 </attribute> 4806 </attribute>
4699 <attribute arch="food" editor="mark duration" type="int"> 4807 <attribute arch="food" editor="mark duration" type="int">
4700 This value defines the duration of the force it inserts. 4808 This value defines the duration of the force it inserts.
4701 If nonzero, the duration of the player's mark is finite: 4809 If nonzero, the duration of the player's mark is finite:
4732 <attribute arch="name_pl" /> 4840 <attribute arch="name_pl" />
4733 <attribute arch="value" /> 4841 <attribute arch="value" />
4734 <attribute arch="unpaid" /> 4842 <attribute arch="unpaid" />
4735 </ignore> 4843 </ignore>
4736 <description><![CDATA[ 4844 <description><![CDATA[
4737 Walls usually block passage and sight. ]]> 4845 Walls usually block passage and sight.]]>
4738 </description> 4846 </description>
4739 &movement_types_terrain; 4847 &movement_types_terrain;
4740 <attribute arch="can_roll" editor="moveable" type="bool"> 4848 <attribute arch="can_roll" editor="moveable" type="bool">
4741 If set, the object is able to "roll", so it can be pushed around. 4849 If set, the object is able to "roll", so it can be pushed around.
4742 This setting is used for boulders and barrels. 4850 This setting is used for boulders and barrels.
4755<type number="109" name="Wand &amp; Staff"> 4863<type number="109" name="Wand &amp; Staff">
4756 <description><![CDATA[ 4864 <description><![CDATA[
4757 Wands contain a certain spell. The player can apply (ready) and 4865 Wands contain a certain spell. The player can apply (ready) and
4758 fire the wand. After a defined number of casts, the wand is 4866 fire the wand. After a defined number of casts, the wand is
4759 "used up". It is possible to recharge a wand with scrolls of 4867 "used up". It is possible to recharge a wand with scrolls of
4760 charging, but usually that isn't worth the cost. ]]> 4868 charging, but usually that isn't worth the cost.]]>
4761 </description> 4869 </description>
4762 <use><![CDATA[ 4870 <use><![CDATA[
4763 Wands are quite seldomly used. The reason prolly is that they're 4871 Wands are quite seldomly used. The reason prolly is that they're
4764 generally not cost-efficient. Handing out high-level wands with 4872 generally not cost-efficient. Handing out high-level wands with
4765 powerful special spells isn't a good idea either, because of 4873 powerful special spells isn't a good idea either, because of
4766 the recharge ability. 4874 the recharge ability.
4767 <br><br> 4875 <br><br>
4768 For low levels, staffs of healing/cure and word of recall are 4876 For low levels, staffs of healing/cure and word of recall are
4769 quite desirable though. Ideal rewards for low level quests. ]]> 4877 quite desirable though. Ideal rewards for low level quests.]]>
4770 </use> 4878 </use>
4771 <attribute arch="sp" editor="spell" type="spell"> 4879 <attribute arch="sp" editor="spell" type="spell">
4772 The &lt;spell&gt; specifies the contained spell. 4880 The &lt;spell&gt; specifies the contained spell.
4773 </attribute> 4881 </attribute>
4774 <attribute arch="level" editor="casting level" type="int"> 4882 <attribute arch="level" editor="casting level" type="int">
4799 <ignore_list name="non_pickable" /> 4907 <ignore_list name="non_pickable" />
4800 </ignore> 4908 </ignore>
4801 <description><![CDATA[ 4909 <description><![CDATA[
4802 A weak wall is a breakable spot amidsts a solid wall. Typically 4910 A weak wall is a breakable spot amidsts a solid wall. Typically
4803 these weak walls look similar to their solid "relatives" except 4911 these weak walls look similar to their solid "relatives" except
4804 for a small crack or little chunks of wall on the ground. ]]> 4912 for a small crack or little chunks of wall on the ground.]]>
4805 </description> 4913 </description>
4806 <use><![CDATA[ 4914 <use><![CDATA[
4807 If you want to create hidden rooms, using weak walls is alot 4915 If you want to create hidden rooms, using weak walls is alot
4808 better than completely indiscernible passages in a wall.<br> 4916 better than completely indiscernible passages in a wall.<br>
4809 Anyways, there can be a lot more to weak walls than just finding 4917 Anyways, there can be a lot more to weak walls than just finding
4810 them: Rising their defensive stats, weak walls can become a 4918 them: Rising their defensive stats, weak walls can become a
4811 serious obstacle. An ice wall might only be torn down by a fire 4919 serious obstacle. An ice wall might only be torn down by a fire
4812 attack for example. A granite wall for instance might be very 4920 attack for example. A granite wall for instance might be very
4813 hard to destroy. ]]> 4921 hard to destroy.]]>
4814 </use> 4922 </use>
4815 <attribute arch="alive" value="1" type="fixed" /> 4923 <attribute arch="alive" value="1" type="fixed" />
4816 <attribute arch="no_pick" value="1" type="fixed" /> 4924 <attribute arch="no_pick" value="1" type="fixed" />
4817 <attribute arch="tear_down" value="1" type="fixed" /> 4925 <attribute arch="tear_down" value="1" type="fixed" />
4818 <attribute arch="race" editor="race" type="string"> 4926 <attribute arch="race" editor="race" type="string">
4847<!--####################################################################--> 4955<!--####################################################################-->
4848<type number="15" name="Weapon"> 4956<type number="15" name="Weapon">
4849 <description><![CDATA[ 4957 <description><![CDATA[
4850 Wielding a weapon, the object's stats will directly be inherited to the 4958 Wielding a weapon, the object's stats will directly be inherited to the
4851 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4959 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4852 be improved with scrolls. ]]> 4960 be improved with scrolls.]]>
4853 </description> 4961 </description>
4854 <use><![CDATA[ 4962 <use><![CDATA[
4855 If you create artifacts (equipment) with stats- or resistance-bonus: 4963 If you create artifacts (equipment) with stats- or resistance-bonus:
4856 Keep playbalance in mind! Such items mustn't be reachable without hard 4964 Keep playbalance in mind! Such items mustn't be reachable without hard
4857 fighting AND questing. ]]> 4965 fighting AND questing.]]>
4858 </use> 4966 </use>
4859 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4967 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4860 This number is a bitmask, specifying the weapon's attacktypes. 4968 This number is a bitmask, specifying the weapon's attacktypes.
4861 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4969 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4862 have no more than one or two attacktypes. Keep in mind that all weapons 4970 have no more than one or two attacktypes. Keep in mind that all weapons
5036</type> 5144</type>
5037 5145
5038<type number="116" name="Event Connector"> 5146<type number="116" name="Event Connector">
5039 <description><![CDATA[ 5147 <description><![CDATA[
5040 Event connectors link specific events that happen to objects to 5148 Event connectors link specific events that happen to objects to
5041 a crossfire plug-in. They are not used at all in Deliantra ]]> 5149 a crossfire plug-in. They are not used at all in Deliantra.]]>
5042 </description> 5150 </description>
5043</type> 5151</type>
5044 5152
5045</types> 5153</types>

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