--- deliantra/Deliantra/res/types.xml 2006/08/14 01:15:12 1.18 +++ deliantra/Deliantra/res/types.xml 2007/12/26 18:26:15 1.32 @@ -2,24 +2,15 @@ + + + + + + + This field describes which skill the player will be able to use wearing this item. + + &player_stat_resist_sections; + + @@ -822,138 +1038,7 @@ 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 @@ -1078,6 +1163,30 @@ + + + + + + + + + &movement_types_terrain; + + + + @@ -1430,7 +1539,8 @@ + VERY useful for all kinds of map-mechanisms. They can even + periodically create things. ]]> + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1550,7 +1665,7 @@ @@ -1735,6 +1850,10 @@ 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. + @@ -1831,16 +1950,9 @@ 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. @@ -1882,116 +1994,7 @@ 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. @@ -2107,7 +2110,7 @@ magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has @@ -2411,32 +2414,7 @@ -
- - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -2596,7 +2574,7 @@ 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". @@ -2740,50 +2718,7 @@ to <weapon class>.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+&resistances_basic;
@@ -2937,6 +2872,10 @@ 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. @@ -2993,6 +2932,12 @@ 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. +
@@ -3173,7 +3118,7 @@ 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 @@ -3219,51 +3164,7 @@ attacker.
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -3278,9 +3179,9 @@ - A grimreaper is a monster that vanishes after it did some number of - draining attacks. ]]> + draining attacks.
@@ -3563,124 +3464,7 @@ 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; @@ -3959,7 +3743,7 @@
  • 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, @@ -4078,7 +3862,7 @@ (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>. @@ -4274,6 +4058,20 @@ + + + + + + + + + + The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on + the map that will be searched for unpaid items. + + + @@ -4317,7 +4115,7 @@ 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. @@ -4656,7 +4454,7 @@ magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has @@ -4717,11 +4515,11 @@ Traps hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype and/or trigger a reaction.

    - Many traps are already defined in the archetypes. ]]> + Many traps are already defined in the archetypes.]]>
    + off your lightning wall and pit trap is usually a bad idea.]]> &move_on; @@ -5028,50 +4826,7 @@ Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>. -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    + &resistances_basic;
    @@ -5149,7 +4904,7 @@ (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>. @@ -5179,138 +4934,7 @@ 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 @@ -5399,23 +5023,8 @@ + 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. -