--- deliantra/Deliantra/res/types.xml 2006/03/20 03:31:45 1.9 +++ deliantra/Deliantra/res/types.xml 2008/08/25 04:04:57 1.35 @@ -2,24 +2,15 @@ @@ -393,6 +595,32 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -415,7 +643,18 @@ attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. - The image-name defines what image is displayed for this object in-game. + The image-name defines what image is displayed for this object in-game. Take care if the archetype of the + object has an animation! See also the 'animation' attribute. + + + The animation-name of the object. If you assign custom faces and the archetype + defines an animation you can disable the animation of an archetype by setting this + field to NONE. + + + You can tag objects with an identifier. Tagged objects can be found quickly + from their tag, which makes them useful to tag exits and refer to those by + their name. This value determines the number of objects in one stack (for example: @@ -429,9 +668,8 @@ never know ;) ). - Adds a certain value to the object: It will be worth that many times the - default value from it's archetype (E.g. "value = 3" means three times - worth the default value). Value for buying/selling will be + Determines the value of the object, in units of silver coins (one + platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. @@ -466,6 +704,16 @@ a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops. + + The sound this objects makes on a map. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + The sound this objects makes when it is destroyed. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + + + + + + This field describes which skill the player will be able to use wearing this item. + + &player_stat_resist_sections; + + @@ -780,138 +1042,7 @@ Enabling this flag doesn't make any sense if the item is NOT in a monster's inventory. -
- - This adds physical resistance to the item (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the item. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the item. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the item. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the item. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the item. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the item. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the item. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
-
- - The player's strentgh will rise/fall by the given value - while wearing this piece of equipment. - - - The player's dexterity will rise/fall by the given value - while wearing this piece of equipment. - - - The player's constitution will rise/fall by the given value - while wearing this piece of equipment. - - - The player's intelligence will rise/fall by the given value - while wearing this piece of equipment. - - - The player's power will rise/fall by the given value - while wearing this piece of equipment. - - - The player's wisdom will rise/fall by the given value while - wearing this piece of equipment. - - - The player's charisma will rise/fall by the given value - while wearing this piece of equipment. - -
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to @@ -1036,6 +1167,30 @@ + + + + + + + + + &movement_types_terrain; + + + + @@ -1388,7 +1543,8 @@ + VERY useful for all kinds of map-mechanisms. They can even + periodically create things. ]]> + &activate_on; If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1461,6 +1623,12 @@ If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0. + &speed_left; + + The speed left. This value is incremented by <speed> on every tick. + If it is larger than 0, the detector checks, and the speed is decremented + by 1. + @@ -1501,7 +1669,7 @@ @@ -1570,6 +1738,7 @@ The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host. + &speed_left;
@@ -1685,6 +1854,10 @@ This entry determines what kind of traps will appear in the door. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + @@ -1711,8 +1884,8 @@ loosing rate of 2/3 = 67%. ]]> - Only objects of matching archtype, lying ontop of the dublicator will be - dublicated, multiplied or removed. All other objects will be ignored. + Only objects of matching archtype, lying ontop of the duplicator will be + duplicated, multiplied or removed. All other objects will be ignored. The number of items in the target pile will be multiplied by the @@ -1724,6 +1897,7 @@ is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! + &activate_on; @@ -1780,16 +1954,9 @@ dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =) - - This flag defines the destined map as "personal unique map". If set, - there will be a seperate version of that map for every player out there. - This feature is used for the permanent apartments - (in Scorn/Nuernberg/Caterham...). It should not be used for anything else - than apartments, since Crossfire is a *multi*player game. In such a permanent - apartment don't forget to set the unique-flag for all floor tiles too - (see floors). - An exit pointing outside of a personal unique map must have the - "unique destination"-flag unset. + + If set, then players using this exit will have their savebed position + set to the destination of the exit when passing through. @@ -1800,7 +1967,7 @@ little health by eating flesh-objects.
For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in - those cathegories. The only constraint to this process is the <flesh level>. + those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty. ]]> @@ -1831,116 +1998,7 @@ A godgiven item vanishes as soon as the player drops it to the ground.
-
- - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - RResistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - -
+ &resistances_flesh_section; This text may describe the item. @@ -2056,7 +2114,7 @@ magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has @@ -2068,6 +2126,9 @@ maps more complex than "one-way". ]]> + + The speed of the gate affects how fast it is closing/opening. + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with @@ -2295,7 +2356,7 @@ high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. - Altars located in temples should have at least <reconsecrate level> 100. + Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult. @@ -2357,32 +2418,7 @@ -
- - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -2542,7 +2578,7 @@ The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that - is unique among the CF mapset. + is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value". @@ -2652,12 +2688,14 @@ it's spell. You should set <casting speed> to zero, or this won't have much visible effect. + &activate_on; The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0". + &speed_left; The magic wall will cast it's spells always in the specified <direction>. A magic wall with direction set to <none> will @@ -2684,50 +2722,7 @@ to <weapon class>.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+&resistances_basic;
@@ -2771,6 +2766,7 @@ sure the player really gets his mark. I think <marking speed> 1.0 should do fine. + &speed_left; This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: @@ -2880,12 +2876,16 @@ inventory. Those will drop-at-kill just like the stuff from the <treasurelist>. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways. - Every monster should have a race set to cathegorize it. + Every monster should have a race set to categorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god. @@ -2893,7 +2893,7 @@ When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into - the skill-cathegory the player used for the kill. + the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a @@ -2905,6 +2905,7 @@ The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger. + &speed_left; This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> @@ -2935,6 +2936,12 @@ value can be set to reflect the slowdown due to the carried weight. + + Set this flag to indicate that this monster is precious, i.e. + it should not be lightly destroyed. This is most useful on pets and + keeps the server from destroying them on destroy_pets/monster floors + and will try to save them when the player logs out. +
@@ -3115,7 +3122,7 @@ When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. - In older versions of Crossfire it was possible to eventually + In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order @@ -3147,7 +3154,12 @@ 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1. - + + If this is set to default, the standard mode of movement will be used. + + + This movement is not in effect when the monster has an enemy and should + only be used for non agressive monsters. This is a percentage value in the range 0-100. @@ -3156,51 +3168,7 @@ attacker.
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -3215,9 +3183,9 @@ - A grimreaper is a monster that vanishes after it did some number of - draining attacks. ]]> + draining attacks.
@@ -3338,6 +3306,7 @@ The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2). + &speed_left; The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, @@ -3434,6 +3403,7 @@ When a <connection> value is set, the pit can be opened/closed by activating the connection. + &activate_on; The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. @@ -3453,6 +3423,17 @@ mess with this value - Leave the default in place. &move_on; + + If the <activation speed> is nonzero, the pit will + automatically be activated in regular time-intervals. Hence, the + player can just step on it and gets teleported sooner or later. + The duration between two activates depends on the given value. + Default in the pit arch is <activation speed> 0, i.e. disabled. + + VERY IMPORTANT: If you want to have your pit activated via + button/handle/magic_ear/etc, you must set <activation speed> to zero! + + &speed_left; @@ -3498,124 +3479,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
- - The player's strentgh will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's dexterity will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's constitution will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's intelligence will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's power will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's wisdom will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's charisma will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - -
-
- - The player's resistance to physical will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to magic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to fire will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to electricity will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to cold will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to acid will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to confusion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to weaponmagic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to paralyze will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to draining will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to depletion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to poison will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - -
+ &player_stat_resist_sections; @@ -3894,7 +3758,7 @@
  • Monsters must not be able to reach the savebeds under any circumstances!
  • If there are NPCs around, make sure they have the friendly-flag set. -
  • Insert a relyable exit! Make sure there is no possibility that +
  • Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location.
  • If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, @@ -3959,7 +3823,7 @@ @@ -4013,7 +3877,7 @@ (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully - for every artifact you create! If zero/unset, the CF server will + for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>. @@ -4189,6 +4053,7 @@ If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map. + &activate_on; &move_on; If a counter-value is set (greater zero), the sign/magic_mouth can be applied @@ -4208,6 +4073,20 @@ + + + + + + + + + + The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on + the map that will be searched for unpaid items. + + + @@ -4251,7 +4130,7 @@ The <skill type> defines the base functionality of the skill. - Skill types are hardcoded in the Crossfire server. It isn't hard to + Skill types are hardcoded in the Deliantra server. It isn't hard to create new skill types, but it requires a bit of server-coding. @@ -4483,6 +4362,7 @@ sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas. + &speed_left; &move_on; &movement_types_terrain; @@ -4569,6 +4449,7 @@ whenever the connection is triggered. To use this properly, <activation speed> must be zero. + &activate_on; If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the @@ -4579,6 +4460,7 @@ VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero! + &speed_left; @@ -4587,7 +4469,7 @@ magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has @@ -4607,6 +4489,7 @@ <blocking passage> disabled. If unset, the gate opens automatically after some time. + &activate_on; The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually @@ -4647,11 +4530,11 @@ Traps hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype and/or trigger a reaction.

    - Many traps are already defined in the archetypes. ]]> + Many traps are already defined in the archetypes.]]>
    + off your lightning wall and pit trap is usually a bad idea.]]> &move_on; @@ -4841,7 +4724,7 @@ - + @@ -4958,50 +4841,7 @@ Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>. -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    + &resistances_basic; @@ -5079,7 +4919,7 @@ (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully - for every artifact you create! If zero/unset, the CF server will + for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.
    @@ -5109,138 +4949,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
    - - This adds physical resistance to the weapon (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the weapon. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the weapon. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the weapon. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the weapon. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the weapon. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the weapon. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the weapon. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
    -
    - - The player's strentgh will rise/fall by the given value - while wearing this weapon. - - - The player's dexterity will rise/fall by the given value - while wearing this weapon. - - - The player's constitution will rise/fall by the given value - while wearing this weapon. - - - The player's intelligence will rise/fall by the given value - while wearing this weapon. - - - The player's power will rise/fall by the given value - while wearing this weapon. - - - The player's wisdom will rise/fall by the given value while - wearing this weapon. - - - The player's charisma will rise/fall by the given value - while wearing this weapon. - -
    + &player_stat_resist_sections;
    With positive luck bonus, the player is more likely to @@ -5329,23 +5038,8 @@ + a crossfire plug-in. They are not used at all in Deliantra ]]> - - The type of event that triggers a notify to the plug-in. - - - The name of the plug-in that should be notified of the event, e.g. "cfpython" - for python and "perl" for the Crossfire-Perl plug-in. - - - The name of the extension to invoke (for python, this is the path to a script, - for perl this is the name of a extension package without the ".ext" extension. - - - A string that is passed unaltered to the extension above. Often used to pass - options to the extension that alter its behaviour. -