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