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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.18 by elmex, Mon Aug 14 01:15:12 2006 UTC vs.
Revision 1.32 by root, Wed Dec 26 18:26:15 2007 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game.
462 </attribute> 647 </attribute>
648 <attribute arch="tag" editor="tag" type="string">
649 You can tag objects with an identifier. Tagged objects can be found quickly
650 from their tag, which makes them useful to tag exits and refer to those by
651 their name.
652 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 653 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 654 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 655 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 656 any pickable object - otherwise it won't be mergeable into a stack.
467 </attribute> 657 </attribute>
505 </attribute> 695 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 696 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 697 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 698 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 699 only for pickable items inside shops.
700 </attribute>
701 <attribute arch="sound" editor="sound" type="string">
702 The sound this objects makes on a map. Enter either a sound alias from
703 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
704 field it will point to sound/&lt;path&gt;.ext
705 </attribute>
706 <attribute arch="sound_destroy" editor="destroy sound" type="string">
707 The sound this objects makes when it is destroyed. Enter either a sound alias from
708 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
709 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 710 </attribute>
511</default_type> 711</default_type>
512 712
513<!-- This ignorelist is for all system objects which are non pickable 713<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 714 and invisible. They don't interact with players at all. -->
756 in the exact moment when the altar is activated. 956 in the exact moment when the altar is activated.
757 </attribute> 957 </attribute>
758</type> 958</type>
759 959
760<!--####################################################################--> 960<!--####################################################################-->
961<type number="74" name="Skill Tool">
962 <description><![CDATA[
963 Wearing a skill tool will give the player the ability to use a skill.
964 ]]>
965 </description>
966 <use><![CDATA[
967 Feel free to assign resistancies and stats to a skill tools or change
968 the skill that is given.
969 ]]>
970 </use>
971 <attribute arch="skill" editor="skill name" type="string">
972 This field describes which skill the player will be able to use wearing this item.
973 </attribute>
974 &player_stat_resist_sections;
975</type>
976<!--####################################################################-->
761<type number="39" name="Amulet"> 977<type number="39" name="Amulet">
762 <description><![CDATA[ 978 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 979 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 980 the player. Amulets are usually meant for protection and defense. ]]>
765 </description> 981 </description>
784 amount of &lt;item power&gt;, depending on their own level. This is the 1000 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1001 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1002 (like gifts from other players or cheated items).
787 1003
788 It is very important to adjust the &lt;item power&gt; value carefully 1004 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1005 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1006 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1007 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1008 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1009 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1010 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1036 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1037 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1038 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1039 is NOT in a monster's inventory.
824 </attribute> 1040 </attribute>
825<section name="resistance"> 1041 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1042<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1043 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1044 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1045 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1046 Unless the &lt;luck bonus&gt; is very high, the effect will be
1076 get teleported after they died on this battleground. 1161 get teleported after they died on this battleground.
1077 </attribute> 1162 </attribute>
1078</type> 1163</type>
1079 1164
1080<!--####################################################################--> 1165<!--####################################################################-->
1166<type number="165" name="Safe ground">
1167 <ignore>
1168 <ignore_list name="non_pickable" />
1169 </ignore>
1170 <description><![CDATA[
1171 Safe ground is a special object that prevents any effects that might
1172 be harmful for the map, other players or items on the map.
1173 It blocks all magic and prayers, usage of alchemy, prevents potions
1174 from being used and blocks bombs from exploding. Note that altars that
1175 do cast spells still work.
1176 ]]>
1177 </description>
1178 <use><![CDATA[
1179 Safe ground can be used to prevents any means of burning
1180 or destroying the items in a shop. Put this object below all floor tiles
1181 in your map and your shop will be safe. It's generally useful for making
1182 areas where really no kind of spell should be invoked by a player.
1183 ]]>
1184 </use>
1185 &movement_types_terrain;
1186 <attribute arch="no_pick" value="1" type="fixed" />
1187</type>
1188
1189<!--####################################################################-->
1081<type number="8" name="Book"> 1190<type number="8" name="Book">
1082 <description><![CDATA[ 1191 <description><![CDATA[
1083 Applying a book, the containing message is displayed to the player. ]]> 1192 Applying a book, the containing message is displayed to the player. ]]>
1084 </description> 1193 </description>
1085 <attribute arch="level" editor="literacy level" type="int"> 1194 <attribute arch="level" editor="literacy level" type="int">
1428 <ignore_list name="system_object" /> 1537 <ignore_list name="system_object" />
1429 </ignore> 1538 </ignore>
1430 <description><![CDATA[ 1539 <description><![CDATA[
1431 A creator is an object which creates another object when it 1540 A creator is an object which creates another object when it
1432 is triggered. The child object can be anything. Creators are 1541 is triggered. The child object can be anything. Creators are
1433 VERY useful for all kinds of map-mechanisms. ]]> 1542 VERY useful for all kinds of map-mechanisms. They can even
1543 periodically create things. ]]>
1434 </description> 1544 </description>
1435 <use><![CDATA[ 1545 <use><![CDATA[
1436 Don't hesitate to hide your creators under the floor. 1546 Don't hesitate to hide your creators under the floor.
1437 The created items will still always appear ontop of the floor. ]]> 1547 The created items will still always appear ontop of the floor. ]]>
1438 </use> 1548 </use>
1450 </attribute> 1560 </attribute>
1451 &activate_on; 1561 &activate_on;
1452 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1562 <attribute arch="lifesave" editor="infinit uses" type="bool">
1453 If &lt;infinit uses&gt; is set, the creator will work 1563 If &lt;infinit uses&gt; is set, the creator will work
1454 infinitely, regardless of the value in &lt;number of uses&gt;. 1564 infinitely, regardless of the value in &lt;number of uses&gt;.
1565 </attribute>
1566 <attribute arch="speed" editor="speed" type="float">
1567 When this field is set the creator will periodically create stuff
1568 (and will still do so when the connection is triggered).
1569 A value of 1 means roughly 8 times a second.
1455 </attribute> 1570 </attribute>
1456 <attribute arch="hp" editor="number of uses" type="int"> 1571 <attribute arch="hp" editor="number of uses" type="int">
1457 The creator can be triggered &lt;number of uses&gt; times, thus 1572 The creator can be triggered &lt;number of uses&gt; times, thus
1458 creating that many objects, before it dissappears. 1573 creating that many objects, before it dissappears.
1459 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1574 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1548<type number="158" name="Disease"> 1663<type number="158" name="Disease">
1549 <ignore> 1664 <ignore>
1550 <ignore_list name="system_object" /> 1665 <ignore_list name="system_object" />
1551 </ignore> 1666 </ignore>
1552 <description><![CDATA[ 1667 <description><![CDATA[
1553 Diseases are an intersting form of spellcraft in Crossfire. 1668 Diseases are an intersting form of spellcraft in Deliantra.
1554 Once casted, they can spread out and infect creatures in a large 1669 Once casted, they can spread out and infect creatures in a large
1555 area. Being infected can have various effects, from amusing farts 1670 area. Being infected can have various effects, from amusing farts
1556 to horrible damage - almost everything is possible. ]]> 1671 to horrible damage - almost everything is possible. ]]>
1557 </description> 1672 </description>
1558 <use><![CDATA[ 1673 <use><![CDATA[
1732 This string defines the object that will be created when the door was 1847 This string defines the object that will be created when the door was
1733 defeated. 1848 defeated.
1734 </attribute> 1849 </attribute>
1735 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1850 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1736 This entry determines what kind of traps will appear in the door. 1851 This entry determines what kind of traps will appear in the door.
1852 </attribute>
1853 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1854 Set this flag to move treasure items created into the environment (map)
1855 instead of putting them into the object.
1737 </attribute> 1856 </attribute>
1738</type> 1857</type>
1739 1858
1740<!--####################################################################--> 1859<!--####################################################################-->
1741<type number="83" name="Duplicator"> 1860<type number="83" name="Duplicator">
1829 If set, this message will be displayed to the player when he applies the exit. 1948 If set, this message will be displayed to the player when he applies the exit.
1830 This is quite useful to throw in some "role-play feeling": "As you enter the 1949 This is quite useful to throw in some "role-play feeling": "As you enter the
1831 dark cave you hear the sound of rustling dragonscales...". Well, my english 1950 dark cave you hear the sound of rustling dragonscales...". Well, my english
1832 is poor, but you get the point. =) 1951 is poor, but you get the point. =)
1833 </attribute> 1952 </attribute>
1834 <attribute arch="unique" editor="unique destination" type="bool"> 1953 <attribute arch="damned" editor="set savebed" type="bool">
1835 This flag defines the destined map as "personal unique map". If set, 1954 If set, then players using this exit will have their savebed position
1836 there will be a seperate version of that map for every player out there. 1955 set to the destination of the exit when passing through.
1837 This feature is used for the permanent apartments
1838 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1839 than apartments, since Crossfire is a *multi*player game. In such a permanent
1840 apartment don't forget to set the unique-flag for all floor tiles too
1841 (see floors).
1842 An exit pointing outside of a personal unique map must have the
1843 "unique destination"-flag unset.
1844 </attribute> 1956 </attribute>
1845</type> 1957</type>
1846 1958
1847<!--####################################################################--> 1959<!--####################################################################-->
1848<type number="72" name="Flesh"> 1960<type number="72" name="Flesh">
1880 </attribute> 1992 </attribute>
1881 <attribute arch="startequip" editor="godgiven item" type="bool"> 1993 <attribute arch="startequip" editor="godgiven item" type="bool">
1882 A godgiven item vanishes as soon as the player 1994 A godgiven item vanishes as soon as the player
1883 drops it to the ground. 1995 drops it to the ground.
1884 </attribute> 1996 </attribute>
1885<section name="resistance"> 1997 &resistances_flesh_section;
1886 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1887 Resistances on flesh items make them more durable against spellcraft
1888 of the appropriate kind. It also allows dragon players to eventually gain
1889 resistance by eating it. Usually resistance should only be set for flesh
1890 items in a monster's inventory.
1891 </attribute>
1892 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1893 Resistances on flesh items make them more durable against spellcraft
1894 of the appropriate kind. It also allows dragon players to eventually gain
1895 resistance by eating it. Usually resistance should only be set for flesh
1896 items in a monster's inventory.
1897 </attribute>
1898 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1899 Resistances on flesh items make them more durable against spellcraft
1900 of the appropriate kind. It also allows dragon players to eventually gain
1901 resistance by eating it. Usually resistance should only be set for flesh
1902 items in a monster's inventory.
1903 </attribute>
1904 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1905 Resistances on flesh items make them more durable against spellcraft
1906 of the appropriate kind. It also allows dragon players to eventually gain
1907 resistance by eating it. Usually resistance should only be set for flesh
1908 items in a monster's inventory.
1909 </attribute>
1910 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1911 Resistances on flesh items make them more durable against spellcraft
1912 of the appropriate kind. It also allows dragon players to eventually gain
1913 resistance by eating it. Usually resistance should only be set for flesh
1914 items in a monster's inventory.
1915 </attribute>
1916 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1977 RResistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994</section>
1995 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1998 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1996 This text may describe the item. 1999 This text may describe the item.
1997 </attribute> 2000 </attribute>
1998</type> 2001</type>
1999 2002
2105<type number="91" name="Gate"> 2108<type number="91" name="Gate">
2106 <ignore> 2109 <ignore>
2107 <ignore_list name="non_pickable" /> 2110 <ignore_list name="non_pickable" />
2108 </ignore> 2111 </ignore>
2109 <description><![CDATA[ 2112 <description><![CDATA[
2110 Gates play an important role in Crossfire. Gates can be opened 2113 Gates play an important role in Deliantra. Gates can be opened
2111 by activating a button/trigger, by speaking passwords (-> magic_ear) 2114 by activating a button/trigger, by speaking passwords (-> magic_ear)
2112 or carrying special key-objects (-> inventory checker). 2115 or carrying special key-objects (-> inventory checker).
2113 Unlike locked doors, gates can get shut again after a player has 2116 Unlike locked doors, gates can get shut again after a player has
2114 passed, which makes them more practical in many cases. ]]> 2117 passed, which makes them more practical in many cases. ]]>
2115 </description> 2118 </description>
2409 alchemical receipes. By themselves, they have no special 2412 alchemical receipes. By themselves, they have no special
2410 functionalities. ]]> 2413 functionalities. ]]>
2411 </description> 2414 </description>
2412 <attribute arch="is_dust" editor="is dust" type="bool"> 2415 <attribute arch="is_dust" editor="is dust" type="bool">
2413 </attribute> 2416 </attribute>
2414<section name="resistance"> 2417 &resistances_basic;
2415 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2416 </attribute>
2417 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2418 </attribute>
2419 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2420 </attribute>
2421 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2422 </attribute>
2423 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2424 </attribute>
2425 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2426 </attribute>
2427 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2428 </attribute>
2429 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2430 </attribute>
2431 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2432 </attribute>
2433 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2434 </attribute>
2435 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2436 </attribute>
2437 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2438 </attribute>
2439</section>
2440</type> 2418</type>
2441 2419
2442<!--####################################################################--> 2420<!--####################################################################-->
2443<type number="64" name="Inventory Checker"> 2421<type number="64" name="Inventory Checker">
2444 <ignore> 2422 <ignore>
2594 <attribute arch="no_pick" value="1" type="fixed" /> 2572 <attribute arch="no_pick" value="1" type="fixed" />
2595 <attribute arch="slaying" editor="key string" type="string"> 2573 <attribute arch="slaying" editor="key string" type="string">
2596 The &lt;key string&gt; in the door must be identical with the 2574 The &lt;key string&gt; in the door must be identical with the
2597 &lt;key string&gt; in the special key, then the door is unlocked. 2575 &lt;key string&gt; in the special key, then the door is unlocked.
2598 It is VERY important to set the &lt;key string&gt; to something that 2576 It is VERY important to set the &lt;key string&gt; to something that
2599 is unique among the CF mapset. 2577 is unique among the Deliantra mapset.
2600 2578
2601 DONT EVER USE the default string "set_individual_value". 2579 DONT EVER USE the default string "set_individual_value".
2602 </attribute> 2580 </attribute>
2603 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2581 <attribute arch="no_magic" editor="restrict spells" type="bool">
2604 Restricting the use of spells to pass this door. 2582 Restricting the use of spells to pass this door.
2738 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2716 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2739 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2717 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2740 to &lt;weapon class&gt;. 2718 to &lt;weapon class&gt;.
2741 </attribute> 2719 </attribute>
2742</section> 2720</section>
2743<section name="resistance"> 2721&resistances_basic;
2744 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2773 </attribute>
2774 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2785 </attribute>
2786</section>
2787</type> 2722</type>
2788 2723
2789<!--####################################################################--> 2724<!--####################################################################-->
2790<type number="55" name="Marker"> 2725<type number="55" name="Marker">
2791 <ignore> 2726 <ignore>
2935 2870
2936 Note that you can always put items into the monster's 2871 Note that you can always put items into the monster's
2937 inventory. Those will drop-at-kill just like the stuff 2872 inventory. Those will drop-at-kill just like the stuff
2938 from the &lt;treasurelist&gt;. 2873 from the &lt;treasurelist&gt;.
2939 </attribute> 2874 </attribute>
2875 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2876 Set this flag to move treasure items created into the environment (map)
2877 instead of putting them into the object.
2878 </attribute>
2940 <attribute arch="level" editor="level" type="int"> 2879 <attribute arch="level" editor="level" type="int">
2941 A monster's &lt;level&gt; is the most important attribute. 2880 A monster's &lt;level&gt; is the most important attribute.
2942 &lt;level&gt; affects the power of a monster in various ways. 2881 &lt;level&gt; affects the power of a monster in various ways.
2943 </attribute> 2882 </attribute>
2944 <attribute arch="race" editor="race" type="string"> 2883 <attribute arch="race" editor="race" type="string">
2990 </attribute> 2929 </attribute>
2991 <attribute arch="carrying" editor="carries weight" type="int"> 2930 <attribute arch="carrying" editor="carries weight" type="int">
2992 If a monster has something in the inventory, this 2931 If a monster has something in the inventory, this
2993 value can be set to reflect the slowdown due to 2932 value can be set to reflect the slowdown due to
2994 the carried weight. 2933 the carried weight.
2934 </attribute>
2935 <attribute arch="precious" editor="precious" type="bool">
2936 Set this flag to indicate that this monster is precious, i.e.
2937 it should not be lightly destroyed. This is most useful on pets and
2938 keeps the server from destroying them on destroy_pets/monster floors
2939 and will try to save them when the player logs out.
2995 </attribute> 2940 </attribute>
2996 2941
2997<section name="melee"> 2942<section name="melee">
2998 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2943 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2999 This number is a bitmask, specifying the monster's attacktypes 2944 This number is a bitmask, specifying the monster's attacktypes
3171 <attribute arch="stand_still" editor="stand still" type="bool"> 3116 <attribute arch="stand_still" editor="stand still" type="bool">
3172 Monsters which &lt;stand still&gt; won't move to leave their position. 3117 Monsters which &lt;stand still&gt; won't move to leave their position.
3173 When agressive, they will attack all enemies who get close to 3118 When agressive, they will attack all enemies who get close to
3174 them. This behaviour is commonly known from castle guards. 3119 them. This behaviour is commonly known from castle guards.
3175 3120
3176 In older versions of Crossfire it was possible to eventually 3121 In older versions of Deliantra it was possible to eventually
3177 push a &lt;stand still&gt;-monster out of position by force. 3122 push a &lt;stand still&gt;-monster out of position by force.
3178 I believe this is no longer possible. Neverthless, you should 3123 I believe this is no longer possible. Neverthless, you should
3179 still be cautious when lining up &lt;stand still&gt;-monster in order 3124 still be cautious when lining up &lt;stand still&gt;-monster in order
3180 to "defend" something: Such monsters are rather easy to kill. 3125 to "defend" something: Such monsters are rather easy to kill.
3181 It's good for low level maps, but not much more. 3126 It's good for low level maps, but not much more.
3217 When the monster's health points drop below this percentage 3162 When the monster's health points drop below this percentage
3218 (relative to max health), it attempts to run away from the 3163 (relative to max health), it attempts to run away from the
3219 attacker. 3164 attacker.
3220 </attribute> 3165 </attribute>
3221</section> 3166</section>
3222 3167 &resistances_basic;
3223<section name="resistance">
3224 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3253 </attribute>
3254 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3265 </attribute>
3266</section>
3267 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3168 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3268 </attribute> 3169 </attribute>
3269</type> 3170</type>
3270 3171
3271<!--####################################################################--> 3172<!--####################################################################-->
3276 <attribute arch="name_pl" /> 3177 <attribute arch="name_pl" />
3277 <attribute arch="nrof" /> 3178 <attribute arch="nrof" />
3278 <attribute arch="value" /> 3179 <attribute arch="value" />
3279 <attribute arch="unpaid" /> 3180 <attribute arch="unpaid" />
3280 </ignore> 3181 </ignore>
3281 <description><![CDATA[ 3182 <description>
3282 A grimreaper is a monster that vanishes after it did some number of 3183 A grimreaper is a monster that vanishes after it did some number of
3283 draining attacks. ]]> <!-- XXX: is this ok? --> 3184 draining attacks.
3284 </description> 3185 </description>
3285<section name="grimreaper"> 3186<section name="grimreaper">
3286 <attribute arch="value" editor="attacks" type="int"> 3187 <attribute arch="value" editor="attacks" type="int">
3287 The object vanishes after this number of draining attacks. 3188 The object vanishes after this number of draining attacks.
3288 </attribute> 3189 </attribute>
3561 </attribute> 3462 </attribute>
3562 <attribute arch="startequip" editor="godgiven item" type="bool"> 3463 <attribute arch="startequip" editor="godgiven item" type="bool">
3563 A godgiven item vanishes as soon as the player 3464 A godgiven item vanishes as soon as the player
3564 drops it to the ground. 3465 drops it to the ground.
3565 </attribute> 3466 </attribute>
3566<section name="stats"> 3467 &player_stat_resist_sections;
3567 <attribute arch="Str" editor="strength" type="int">
3568 The player's strentgh will rise/fall by the given value for permanent
3569 (of course there is an upper limit). Generally there shouldn't be stat
3570 potions granting more than one stat. Cursed potions will subtract the
3571 stats if positive.
3572 </attribute>
3573 <attribute arch="Dex" editor="dexterity" type="int">
3574 The player's dexterity will rise/fall by the given value for permanent
3575 (of course there is an upper limit). Generally there shouldn't be stat
3576 potions granting more than one stat. Cursed potions will subtract the
3577 stats if positive.
3578 </attribute>
3579 <attribute arch="Con" editor="constitution" type="int">
3580 The player's constitution will rise/fall by the given value for permanent
3581 (of course there is an upper limit). Generally there shouldn't be stat
3582 potions granting more than one stat. Cursed potions will subtract the
3583 stats if positive.
3584 </attribute>
3585 <attribute arch="Int" editor="intelligence" type="int">
3586 The player's intelligence will rise/fall by the given value for permanent
3587 (of course there is an upper limit). Generally there shouldn't be stat
3588 potions granting more than one stat. Cursed potions will subtract the
3589 stats if positive.
3590 </attribute>
3591 <attribute arch="Pow" editor="power" type="int">
3592 The player's power will rise/fall by the given value for permanent
3593 (of course there is an upper limit). Generally there shouldn't be stat
3594 potions granting more than one stat. Cursed potions will subtract the
3595 stats if positive.
3596 </attribute>
3597 <attribute arch="Wis" editor="wisdom" type="int">
3598 The player's wisdom will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Cha" editor="charisma" type="int">
3604 The player's charisma will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609</section>
3610<section name="resistance">
3611 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3612 The player's resistance to physical will rise by this value in percent
3613 (range -100 till +100). The effect is only temporare, and it does NOT
3614 add on the values from the player's equipment.
3615 Cursed potions will make negative resistance.. very nasty in combat!
3616 </attribute>
3617 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3618 The player's resistance to magic will rise by this value in percent
3619 (range -100 till +100). The effect is only temporare, and it does NOT
3620 add on the values from the player's equipment.
3621 Cursed potions will make negative resistance.. very nasty in combat!
3622 </attribute>
3623 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3624 The player's resistance to fire will rise by this value in percent
3625 (range -100 till +100). The effect is only temporare, and it does NOT
3626 add on the values from the player's equipment.
3627 Cursed potions will make negative resistance.. very nasty in combat!
3628 </attribute>
3629 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3630 The player's resistance to electricity will rise by this value in percent
3631 (range -100 till +100). The effect is only temporare, and it does NOT
3632 add on the values from the player's equipment.
3633 Cursed potions will make negative resistance.. very nasty in combat!
3634 </attribute>
3635 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3636 The player's resistance to cold will rise by this value in percent
3637 (range -100 till +100). The effect is only temporare, and it does NOT
3638 add on the values from the player's equipment.
3639 Cursed potions will make negative resistance.. very nasty in combat!
3640 </attribute>
3641 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3642 The player's resistance to acid will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3648 The player's resistance to confusion will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3654 The player's resistance to weaponmagic will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3660 The player's resistance to paralyze will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3666 The player's resistance to draining will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3672 The player's resistance to depletion will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3678 The player's resistance to poison will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683</section>
3684</type> 3468</type>
3685 3469
3686<!--####################################################################--> 3470<!--####################################################################-->
3687<type number="156" name="Power Crystal"> 3471<type number="156" name="Power Crystal">
3688 <description><![CDATA[ 3472 <description><![CDATA[
3957 It is absolutely neccessary that a place with savebeds is 100% secure. 3741 It is absolutely neccessary that a place with savebeds is 100% secure.
3958 That means: 3742 That means:
3959 <UL> 3743 <UL>
3960 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3744 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3961 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3745 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3962 <LI> Insert a relyable exit! Make sure there is no possibility that 3746 <LI> Insert a reliable exit! Make sure there is no possibility that
3963 players get trapped in a savebed location. 3747 players get trapped in a savebed location.
3964 <LI> If possible, mark the whole site as no-spell area (Insert this 3748 <LI> If possible, mark the whole site as no-spell area (Insert this
3965 arch called "dungeon_magic" everywhere). This is not required, 3749 arch called "dungeon_magic" everywhere). This is not required,
3966 but it makes the place much more safe. 3750 but it makes the place much more safe.
3967 </UL> ]]> 3751 </UL> ]]>
4076 amount of &lt;item power&gt;, depending on their own level. This is the 3860 amount of &lt;item power&gt;, depending on their own level. This is the
4077 only way to prevent low level players to wear "undeserved" equipment 3861 only way to prevent low level players to wear "undeserved" equipment
4078 (like gifts from other players or cheated items). 3862 (like gifts from other players or cheated items).
4079 3863
4080 It is very important to adjust the &lt;item power&gt; value carefully 3864 It is very important to adjust the &lt;item power&gt; value carefully
4081 for every artifact you create! If zero/unset, the CF server will 3865 for every artifact you create! If zero/unset, the Deliantra server will
4082 calculate a provisional value at runtime, but this is never 3866 calculate a provisional value at runtime, but this is never
4083 going to be an accurate measurement of &lt;item power&gt;. 3867 going to be an accurate measurement of &lt;item power&gt;.
4084 </attribute> 3868 </attribute>
4085 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3869 <attribute arch="no_strength" editor="ignore strength" type="bool">
4086 Usually the player's strentgh takes effect on the damage 3870 Usually the player's strentgh takes effect on the damage
4269 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4053 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4270 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4054 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4271 </attribute> 4055 </attribute>
4272 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4056 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4273 This text will be displayed to the player. 4057 This text will be displayed to the player.
4058 </attribute>
4059</type>
4060
4061<type number="150" name="Shop Inventory">
4062 <ignore>
4063 <ignore_list name="non_pickable" />
4064 </ignore>
4065 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4066 </description>
4067 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4068 </use>
4069 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4070 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4071 the map that will be searched for unpaid items.
4274 </attribute> 4072 </attribute>
4275</type> 4073</type>
4276 4074
4277<!--####################################################################--> 4075<!--####################################################################-->
4278<type number="43" name="Skill"> 4076<type number="43" name="Skill">
4315 expmul is 1, the player will get 500 added to that skill as well as 4113 expmul is 1, the player will get 500 added to that skill as well as
4316 500 to their total. 4114 500 to their total.
4317 </attribute> 4115 </attribute>
4318 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4116 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4319 The &lt;skill type&gt; defines the base functionality of the skill. 4117 The &lt;skill type&gt; defines the base functionality of the skill.
4320 Skill types are hardcoded in the Crossfire server. It isn't hard to 4118 Skill types are hardcoded in the Deliantra server. It isn't hard to
4321 create new skill types, but it requires a bit of server-coding. 4119 create new skill types, but it requires a bit of server-coding.
4322 </attribute> 4120 </attribute>
4323 <attribute arch="level" editor="level" type="int"> 4121 <attribute arch="level" editor="level" type="int">
4324 </attribute> 4122 </attribute>
4325 <attribute arch="exp" editor="experience" type="int"> 4123 <attribute arch="exp" editor="experience" type="int">
4654<type number="26" name="Timed Gate"> 4452<type number="26" name="Timed Gate">
4655 <ignore> 4453 <ignore>
4656 <ignore_list name="non_pickable" /> 4454 <ignore_list name="non_pickable" />
4657 </ignore> 4455 </ignore>
4658 <description><![CDATA[ 4456 <description><![CDATA[
4659 Gates play an important role in Crossfire. Gates can be opened 4457 Gates play an important role in Deliantra. Gates can be opened
4660 by activating a button/trigger, by speaking passwords (-> magic_ear) 4458 by activating a button/trigger, by speaking passwords (-> magic_ear)
4661 or carrying special key-objects (-> inventory checker). 4459 or carrying special key-objects (-> inventory checker).
4662 Unlike locked doors, gates can get shut again after a player has 4460 Unlike locked doors, gates can get shut again after a player has
4663 passed, which makes them more practical in many cases. Unlike normal 4461 passed, which makes them more practical in many cases. Unlike normal
4664 gates, timed gates open when triggered but automatically close again 4462 gates, timed gates open when triggered but automatically close again
4715 and generally have either a physical attack or trigger a reaction. 4513 and generally have either a physical attack or trigger a reaction.
4716 <br><br> 4514 <br><br>
4717 Traps hit any monster or person who steps on them for 'dam' damage in 4515 Traps hit any monster or person who steps on them for 'dam' damage in
4718 'attacktype' attacktype and/or trigger a reaction. 4516 'attacktype' attacktype and/or trigger a reaction.
4719 <br><br> 4517 <br><br>
4720 Many traps are already defined in the archetypes. ]]> 4518 Many traps are already defined in the archetypes.]]>
4721 </description> 4519 </description>
4722 <use><![CDATA[ 4520 <use><![CDATA[
4723 Avoid monsters stepping on your traps. For example, a party of orcs setting 4521 Avoid monsters stepping on your traps. For example, a party of orcs setting
4724off your lightning wall and pit trap is usually a bad idea. ]]> 4522 off your lightning wall and pit trap is usually a bad idea.]]>
4725 </use> 4523 </use>
4726 <attribute arch="no_pick" value="1" type="fixed" /> 4524 <attribute arch="no_pick" value="1" type="fixed" />
4727 &move_on; 4525 &move_on;
4728 <attribute arch="level" editor="trap level" type="int"> 4526 <attribute arch="level" editor="trap level" type="int">
4729 Level effects how easily a trap may be found and disarmed, and 4527 Level effects how easily a trap may be found and disarmed, and
5026 </attribute> 4824 </attribute>
5027 <attribute arch="ac" editor="armour class" type="int"> 4825 <attribute arch="ac" editor="armour class" type="int">
5028 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4826 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5029 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4827 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5030 </attribute> 4828 </attribute>
5031<section name="resistance"> 4829 &resistances_basic;
5032 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5055 </attribute>
5056 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5057 </attribute>
5058 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5059 </attribute>
5060 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5061 </attribute>
5062 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5073 </attribute>
5074</section>
5075</type> 4830</type>
5076 4831
5077<!--####################################################################--> 4832<!--####################################################################-->
5078<type number="15" name="Weapon"> 4833<type number="15" name="Weapon">
5079 <description><![CDATA[ 4834 <description><![CDATA[
5147 amount of &lt;item power&gt;, depending on their own level. This is the 4902 amount of &lt;item power&gt;, depending on their own level. This is the
5148 only way to prevent low level players to wear "undeserved" equipment 4903 only way to prevent low level players to wear "undeserved" equipment
5149 (like gifts from other players or cheated items). 4904 (like gifts from other players or cheated items).
5150 4905
5151 It is very important to adjust the &lt;item power&gt; value carefully 4906 It is very important to adjust the &lt;item power&gt; value carefully
5152 for every artifact you create! If zero/unset, the CF server will 4907 for every artifact you create! If zero/unset, the Deliantra server will
5153 calculate a provisional value at runtime, but this is never 4908 calculate a provisional value at runtime, but this is never
5154 going to be an accurate measurement of &lt;item power&gt;. 4909 going to be an accurate measurement of &lt;item power&gt;.
5155 </attribute> 4910 </attribute>
5156 <attribute arch="damned" editor="damnation" type="bool"> 4911 <attribute arch="damned" editor="damnation" type="bool">
5157 A damned weapon cannot be unwielded unless 4912 A damned weapon cannot be unwielded unless
5177 </attribute> 4932 </attribute>
5178 <attribute arch="startequip" editor="godgiven item" type="bool"> 4933 <attribute arch="startequip" editor="godgiven item" type="bool">
5179 A godgiven item vanishes as soon as the player 4934 A godgiven item vanishes as soon as the player
5180 drops it to the ground. 4935 drops it to the ground.
5181 </attribute> 4936 </attribute>
5182<section name="resistance"> 4937 &player_stat_resist_sections;
5183 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5184 This adds physical resistance to the weapon (= armour value). The number is
5185 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5186 and what they require to do for getting this-and-that artifact.
5187 </attribute>
5188 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5189 This adds magic resistance to the weapon. The number is a percent-value in
5190 the range 0-100. Treat this with CARE. Look at other maps and what they
5191 require to do for getting this-and-that artifact.
5192 </attribute>
5193 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5194 This adds fire resistance to the weapon. The number is a percent-value in
5195 the range 0-100. Treat this with CARE. Look at other maps and what they
5196 require to do for getting this-and-that artifact.
5197 </attribute>
5198 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5199 This adds electricity resistance to the weapon. The number is a percent-value in
5200 the range 0-100. Treat this with CARE. Look at other maps and what they
5201 require to do for getting this-and-that artifact.
5202 </attribute>
5203 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5204 This adds fire resistance to the weapon. The number is a percent-value in
5205 the range 0-100. Treat this with CARE. Look at other maps and what they
5206 require to do for getting this-and-that artifact.
5207 </attribute>
5208 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5209 This adds confusion resistance to the weapon. The number is a percent-value in
5210 the range 0-100. Confusion resistance is not very effective
5211 unless the value comes close to 100 (= perfect immunity).
5212 </attribute>
5213 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5214 This adds acid resistance to the weapon. The number is a percent-value in
5215 the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5219 This adds draining resistance to the weapon. The number is a percent-value
5220 in the range 0-100. Draining resistance is little effective
5221 unless the value is 100 (= perfect immunity).
5222 </attribute>
5223 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5224 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Weaponmagic resistance generally should not exist on
5226 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5227 are not meant to be easily resisted.
5228 </attribute>
5229 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5230 This adds ghosthit resistance to the weapon. The number is a percent-value
5231 in the range 0-100. Treat this with CARE. Look at other maps and what they
5232 require to do for getting this-and-that artifact.
5233 </attribute>
5234 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5235 This adds poison resistance to the weapon. The number is a percent-value in
5236 the range 0-100. Treat this with CARE. Look at other maps and what they
5237 require to do for getting this-and-that artifact.
5238 </attribute>
5239 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5240 This adds fear resistance to the weapon. The number is a percent-value in
5241 the range 0-100. Resistance to fear is pretty useless.
5242 </attribute>
5243 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5244 This adds paralyze resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Paralyze resistance is little effective
5246 unless the value is 100 (= perfect immunity).
5247 </attribute>
5248 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5249 This adds fear resistance to the weapon. The number is a percent-value in
5250 the range 0-100. Resistance to fear is pretty useless.
5251 </attribute>
5252 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5253 This adds depletion resistance to the weapon. The number is a percent-value
5254 in the range 0-100. Depletion resistance is little effective
5255 unless the value is 100 (= perfect immunity).
5256 </attribute>
5257 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5258 This adds death-attack resistance to the weapon. The number is a
5259 percent-value in the range 0-100. Death-attack resistance is little
5260 effective unless the value is 100 (= perfect immunity).
5261 Generally, resistance to death-attack is not supposed to be
5262 available to players!
5263 </attribute>
5264 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5265 This adds chaos resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5269 combination of other attacktypes.
5270 </attribute>
5271 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5272 This adds blinding resistance to the weapon. The number is a percent-value
5273 in the range 0-100. Treat this with CARE. Look at other maps and what they
5274 require to do for getting this-and-that artifact.
5275 </attribute>
5276 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5277 This adds holy power resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Holy power is the attacktype that holyword-type spells
5279 use to hurt undead creatures. This kind of resistance is only reasonable
5280 for undead players (wraith or devourer cult).
5281 Generally, resistance to holy word should not be available for players.
5282 </attribute>
5283</section>
5284<section name="stats">
5285 <attribute arch="Str" editor="strength" type="int">
5286 The player's strentgh will rise/fall by the given value
5287 while wearing this weapon.
5288 </attribute>
5289 <attribute arch="Dex" editor="dexterity" type="int">
5290 The player's dexterity will rise/fall by the given value
5291 while wearing this weapon.
5292 </attribute>
5293 <attribute arch="Con" editor="constitution" type="int">
5294 The player's constitution will rise/fall by the given value
5295 while wearing this weapon.
5296 </attribute>
5297 <attribute arch="Int" editor="intelligence" type="int">
5298 The player's intelligence will rise/fall by the given value
5299 while wearing this weapon.
5300 </attribute>
5301 <attribute arch="Pow" editor="power" type="int">
5302 The player's power will rise/fall by the given value
5303 while wearing this weapon.
5304 </attribute>
5305 <attribute arch="Wis" editor="wisdom" type="int">
5306 The player's wisdom will rise/fall by the given value while
5307 wearing this weapon.
5308 </attribute>
5309 <attribute arch="Cha" editor="charisma" type="int">
5310 The player's charisma will rise/fall by the given value
5311 while wearing this weapon.
5312 </attribute>
5313</section>
5314<section name="misc"> 4938<section name="misc">
5315 <attribute arch="luck" editor="luck bonus" type="int"> 4939 <attribute arch="luck" editor="luck bonus" type="int">
5316 With positive luck bonus, the player is more likely to 4940 With positive luck bonus, the player is more likely to
5317 succeed in all sorts of things (spellcasting, praying,...). 4941 succeed in all sorts of things (spellcasting, praying,...).
5318 Unless the &lt;luck bonus&gt; is very high, the effect will be 4942 Unless the &lt;luck bonus&gt; is very high, the effect will be
5397</type> 5021</type>
5398 5022
5399<type number="116" name="Event Connector"> 5023<type number="116" name="Event Connector">
5400 <description><![CDATA[ 5024 <description><![CDATA[
5401 Event connectors link specific events that happen to objects to 5025 Event connectors link specific events that happen to objects to
5402 a crossfire plug-in. ]]> 5026 a crossfire plug-in. They are not used at all in Deliantra ]]>
5403 </description> 5027 </description>
5404 <attribute arch="subtype" editor="event type" type="list_event_type">
5405 The type of event that triggers a notify to the plug-in.
5406 </attribute>
5407 <attribute arch="title" editor="plug-in" type="string">
5408 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5409 for python and "perl" for the Crossfire-Perl plug-in.
5410 </attribute>
5411 <attribute arch="slaying" editor="extension" type="string">
5412 The name of the extension to invoke (for python, this is the path to a script,
5413 for perl this is the name of a extension package without the ".ext" extension.
5414 </attribute>
5415 <attribute arch="name" editor="options" type="string">
5416 A string that is passed unaltered to the extension above. Often used to pass
5417 options to the extension that alter its behaviour.
5418 </attribute>
5419</type> 5028</type>
5420 5029
5421</types> 5030</types>

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