--- 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 @@
+
+
+
+
+
+
+
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+
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+
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+
+
@@ -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. ]]>
@@ -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.]]>
&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>.
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+ &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.
-