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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 1.51 by root, Mon Oct 12 02:58:49 2009 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# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
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.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
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>
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
354 <!ENTITY match_compat "
355 If the string starts with 'match ', then it is interpreted
356 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
357 in applied type=CONTAINER in inv in originator'). For details, see
358 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
168 "> 359 ">
169]> 360]>
170 361
171<types> 362<types>
172 363
456 <attribute arch="title" editor="title" type="string"> 647 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 648 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 649 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 650 </attribute>
460 <attribute arch="face" editor="image" type="string"> 651 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 652 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
653 object has an animation! See also the 'animation' attribute.
654 </attribute>
655 <attribute arch="animation" editor="animation" type="string">
656 The animation-name of the object. If you assign custom faces and the archetype
657 defines an animation you can disable the animation of an archetype by setting this
658 field to NONE.
659 </attribute>
660 <attribute arch="tag" editor="tag" type="string">
661 You can tag objects with an identifier. Tagged objects can be found quickly
662 from their tag, which makes them useful to tag exits and refer to those by
663 their name.
462 </attribute> 664 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 665 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 666 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 667 100 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. 668 any pickable object - otherwise it won't be mergeable into a stack.
478 usually inevitable. 680 usually inevitable.
479 </attribute> 681 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int"> 682 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object 683 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value 684 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit. 685 between 0 and 9, the higher, the more light does the object emit.
484 </attribute> 686 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material"> 687 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the 688 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object 689 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects. 690 can be destroyed by hazardous spell-effects.
496 Putting an invisible object under the floor always prevents it from being 698 Putting an invisible object under the floor always prevents it from being
497 shown. 699 shown.
498 </attribute> 700 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool"> 701 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot 702 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop. 703 see beyond it unless they cross it or manage to stand ontop.
502 </attribute> 704 </attribute>
503 <attribute arch="identified" editor="identified" type="bool"> 705 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it. 706 If an item is identified, the player has full knowledge about it.
505 </attribute> 707 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 708 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 709 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 710 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 711 only for pickable items inside shops.
712 </attribute>
713 <attribute arch="sound" editor="sound" type="string">
714 The sound this objects makes on a map. Enter either a sound alias from
715 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
716 field it will point to sound/&lt;path&gt;.ext
717 </attribute>
718 <attribute arch="sound_destroy" editor="destroy sound" type="string">
719 The sound this objects makes when it is destroyed. Enter either a sound alias from
720 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 722 </attribute>
511</default_type> 723</default_type>
512 724
513<!-- This ignorelist is for all system objects which are non pickable 725<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 726 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 784 This text may describe the object.
573 </attribute> 785 </attribute>
574</type> 786</type>
575 787
576<!--####################################################################--> 788<!--####################################################################-->
789<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 790<type number="999" name="Ability">
578 <ignore> 791 <ignore>
579 <ignore_list name="system_object" /> 792 <ignore_list name="system_object" />
580 </ignore> 793 </ignore>
581 <description><![CDATA[ 794 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 795 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in 796 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 797 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 798 <br><br>
586 A particularly nice feature of abilities is that they can hold two 799 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 800 spells: One for short range - and one for long range use.
588 \n\n 801 \n\n
589 You should know that spellcasting monsters receive abilities via 802 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 803 &lt;treasurelist&gt;.]]>
591 </description> 804 </description>
592 <use><![CDATA[ 805 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 806 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 807 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 808 The long/short-range spell feature can make boss-monsters more
597 <br><br> 810 <br><br>
598 You should keep in mind that magic abilities allow players 811 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 812 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 813 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 814 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 815 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 816 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 817 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 818 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 819 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 820 The monster will use the specified &lt;short range spell&gt;
636 Note that non-magical abilities are more dangerous because 849 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute> 850 magic resistance does not protect from those.</attribute>
638</type> 851</type>
639 852
640<!--####################################################################--> 853<!--####################################################################-->
854
855<type number="81" name="Torch">
856 <description><![CDATA[
857 Torches are a special kind of Lamp, they are worn out by repeatedly
858 lightening them up (when the is_lightable flag is set) and otherwise
859 they can only be used once.]]>
860 </description>
861 <attribute arch="food" editor="burning duration" type="int">
862 This field specifies the burning duration of the torch.
863 </attribute>
864 <attribute arch="range" editor="enabled glow radius" type="int">
865 This field sets the glow radius of the torch if it is enabled.
866 If you want to make a torch that is already burning set the
867 "glow radius" field.
868 </attribute>
869 <attribute arch="level" editor="level" type="int">
870 If this field specyfies the cursed effect's level. If it is
871 0 no cursed effect will be generate. See also the "cursed" flag.
872 </attribute>
873 <attribute arch="cursed" editor="cursed" type="bool">
874 Cursed torches, which have a level above 0, explode if the
875 player applies them.
876 </attribute>
877</type>
878
879<type number="82" name="Lamp">
880 <description><![CDATA[
881 Lamps are carryable light sources for players with a fuel tank.]]>
882 </description>
883 <attribute arch="speed" editor="burn speed" type="float">
884 This field is the speed of the lamp. (If the value 0.00208 is given
885 here the fuel field will specify the burning duration in minutes.)
886 </attribute>
887 <attribute arch="food" editor="fuel" type="int">
888 This field sets the burning duration of the lamp, which depends on the speed
889 field of this object.
890 </attribute>
891 <attribute arch="range" editor="enabled glow radius" type="int">
892 This field sets the glow radius of the lamp if it is enabled.
893 If you want to make a lamp that is already burning set the
894 "glow radius" field.
895 </attribute>
896 <attribute arch="level" editor="level" type="int">
897 If this field specyfies the cursed effect's level. If it is
898 0 no cursed effect will be generate. See also the "cursed" flag.
899 </attribute>
900 <attribute arch="cursed" editor="cursed" type="bool">
901 Cursed lamps, which have a level above 0, explode if the
902 player applies them.
903 </attribute>
904</type>
905
906<!--####################################################################-->
641<type number="18" name="Altar"> 907<type number="18" name="Altar">
642 <ignore> 908 <ignore>
643 <ignore_list name="non_pickable" /> 909 <ignore_list name="non_pickable" />
644 </ignore> 910 </ignore>
645 <description><![CDATA[ 911 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 912 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is 913 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once. 914 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 915 Either way, the sacrificed item disappears.]]>
650 </description> 916 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 917 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 918 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 919 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 920 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 921 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 922 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 923 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 924 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums") 925 &match_compat;
660 </attribute> 926 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 927 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 928 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 929 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 930
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 932 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.) 933 200 silver, 20 gold, or 4 platinum will all work.)
668 934
669 Note that the maximum possible for &lt;drop amount&gt; is 32767. 935 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute> 936 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 937 <attribute arch="connected" editor="connection" type="string">
672 If a connection value is set, the altar will trigger all objects 938 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once. 939 with the same value, when activated. This will only work once.
674 </attribute> 940 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 941 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the 942 When activated, the selected &lt;spell&gt; will be casted (once, on the
690 <ignore_list name="non_pickable" /> 956 <ignore_list name="non_pickable" />
691 </ignore> 957 </ignore>
692 <description><![CDATA[ 958 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 959 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 960 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 961 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 962 </description>
697 <use><![CDATA[ 963 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 964 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 965 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 966 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 967 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 968 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 969 </UL>
704 The big advantage over normal altars is the infinite usability 970 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 971 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 972 quite grateful if things work more than once. =)]]>
707 </use> 973 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 974 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 975 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 976 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 977 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 978 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 979 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 980 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums") 981 &match_compat;
716 </attribute> 982 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 983 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 984 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 985 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 986
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 988 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.) 989 200 silver, 20 gold, or 4 platinum will all work.)
724 990
725 Note that the maximum possible for &lt;drop amount&gt; is 32767. 991 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute> 992 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 993 <attribute arch="connected" editor="connection" type="string">
728 If a connection value is set, the altar will trigger all objects 994 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once. 995 with the same value, when activated. This will only work once.
730 </attribute> 996 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 997 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player). 998 When activated, this &lt;spell&gt; will be casted (once, on the player).
756 in the exact moment when the altar is activated. 1022 in the exact moment when the altar is activated.
757 </attribute> 1023 </attribute>
758</type> 1024</type>
759 1025
760<!--####################################################################--> 1026<!--####################################################################-->
1027<type number="74" name="Skill Tool">
1028 <description><![CDATA[
1029 Wearing a skill tool will give the player the ability to use a skill.
1030 ]]>
1031 </description>
1032 <use><![CDATA[
1033 Feel free to assign resistancies and stats to a skill tools or change
1034 the skill that is given.
1035 ]]>
1036 </use>
1037 <attribute arch="skill" editor="skill name" type="string">
1038 This field describes which skill the player will be able to use wearing this item.
1039 </attribute>
1040 &player_stat_resist_sections;
1041</type>
1042<!--####################################################################-->
761<type number="39" name="Amulet"> 1043<type number="39" name="Amulet">
762 <description><![CDATA[ 1044 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 1045 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 1046 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 1047 </description>
766 <use><![CDATA[ 1048 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 1049 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 1050 important that you keep your artifact in balance with existing maps.]]>
769 </use> 1051 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 1052 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 1053 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1054 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 1055 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1066 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 1067 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1068 (like gifts from other players or cheated items).
787 1069
788 It is very important to adjust the &lt;item power&gt; value carefully 1070 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 1071 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1072 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1073 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1074 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1075 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1076 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1102 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1103 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1104 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1105 is NOT in a monster's inventory.
824 </attribute> 1106 </attribute>
825<section name="resistance"> 1107 &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"> 1108<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1109 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1110 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1111 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1112 Unless the &lt;luck bonus&gt; is very high, the effect will be
1049 Battleground is very special: In short, players can die on battleground 1200 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1201 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1202 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1203 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1204 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1205 location which is defined in the battleground object.]]>
1055 </description> 1206 </description>
1056 <use><![CDATA[ 1207 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1208 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1209 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1210 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1212 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1213 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1214 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1215 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1216 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1217 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1218 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1219 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1220 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1221 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1222 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1227 get teleported after they died on this battleground.
1077 </attribute> 1228 </attribute>
1078</type> 1229</type>
1079 1230
1080<!--####################################################################--> 1231<!--####################################################################-->
1232<type number="165" name="Safe ground">
1233 <ignore>
1234 <ignore_list name="non_pickable" />
1235 </ignore>
1236 <description><![CDATA[
1237 Safe ground is a special object that prevents any effects that might
1238 be harmful for the map, other players or items on the map.
1239 It blocks all magic and prayers, usage of alchemy, prevents potions
1240 from being used and blocks bombs from exploding. Note that altars that
1241 do cast spells still work.
1242 ]]>
1243 </description>
1244 <use><![CDATA[
1245 Safe ground can be used to prevents any means of burning
1246 or destroying the items in a shop. Put this object below all floor tiles
1247 in your map and your shop will be safe. It's generally useful for making
1248 areas where really no kind of spell should be invoked by a player.
1249 ]]>
1250 </use>
1251 &movement_types_terrain;
1252 <attribute arch="no_pick" value="1" type="fixed" />
1253</type>
1254
1255<!--####################################################################-->
1081<type number="8" name="Book"> 1256<type number="8" name="Book">
1082 <description><![CDATA[ 1257 <description><![CDATA[
1083 Applying a book, the containing message is displayed to the player. ]]> 1258 Applying a book, the containing message is displayed to the player.]]>
1084 </description> 1259 </description>
1085 <attribute arch="level" editor="literacy level" type="int"> 1260 <attribute arch="level" editor="literacy level" type="int">
1086 If this value is set to be greater than zero, the player needs a 1261 If this value is set to be greater than zero, the player needs a
1087 certain literacy level to succeed reading the book. The book can be 1262 certain literacy level to succeed reading the book. The book can be
1088 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1263 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1104 </attribute> 1279 </attribute>
1105 <attribute arch="slaying" editor="key string" type="string"> 1280 <attribute arch="slaying" editor="key string" type="string">
1106 This is the key string of the book. The key string is checked by an inventory checker. 1281 This is the key string of the book. The key string is checked by an inventory checker.
1107 (This is used eg. for the gate/port passes in scorn) 1282 (This is used eg. for the gate/port passes in scorn)
1108 </attribute> 1283 </attribute>
1284 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1285 If this flag is true the player won't be able to identify this
1286 item with by using a skill.
1287 </attribute>
1288</type>
1289
1290<!--####################################################################-->
1291<type number="110" name="Inscribable">
1292 <description><![CDATA[
1293 Inscribable Item - when inscribed, it becomes another object.]]>
1294 </description>
1295 <attribute arch="startequip" editor="godgiven item" type="bool">
1296 A godgiven item vanishes as soon as the player
1297 drops it to the ground.
1298 </attribute>
1299 <attribute arch="unique" editor="unique item" type="bool">
1300 Unique items exist only one time on a server. If the item
1301 is taken, lost or destroyed - it's gone for good.
1302 </attribute>
1303 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1304 This is the item created after being inscribed - scrolls are treated
1305 like spell scrolls, all else will have it's message replaced.
1306 </attribute>
1109</type> 1307</type>
1110 1308
1111<!--####################################################################--> 1309<!--####################################################################-->
1112<type number="99" name="Boots"> 1310<type number="99" name="Boots">
1113 <import_type name="Amulet" /> 1311 <import_type name="Amulet" />
1114 <description><![CDATA[ 1312 <description><![CDATA[
1115 Wearing boots, the object's stats will directly be inherited to 1313 Wearing boots, the object's stats will directly be inherited to
1116 the player. Usually enhancing his speed, or granting some minor 1314 the player. Usually enhancing his speed, or granting some minor
1117 protection bonus. ]]> 1315 protection bonus.]]>
1118 </description> 1316 </description>
1119 <use><![CDATA[ 1317 <use><![CDATA[
1120 Feel free to create your own special artifacts. However, it is very 1318 Feel free to create your own special artifacts. However, it is very
1121 important that you keep your artifact in balance with existing maps. ]]> 1319 important that you keep your artifact in balance with existing maps.]]>
1122 </use> 1320 </use>
1123 <attribute arch="exp" editor="speed bonus" type="int"> 1321 <attribute arch="exp" editor="speed bonus" type="int">
1124 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1322 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1125 while worn. This kind of bonus is quite desirable for players of low- 1323 while worn. This kind of bonus is quite desirable for players of low-
1126 and medium level. High level players usually have fastest possible 1324 and medium level. High level players usually have fastest possible
1142<type number="104" name="Bracers"> 1340<type number="104" name="Bracers">
1143 <import_type name="Amulet" /> 1341 <import_type name="Amulet" />
1144 <description><![CDATA[ 1342 <description><![CDATA[
1145 Bracers are armour-plates worn around the wrists. 1343 Bracers are armour-plates worn around the wrists.
1146 Wearing bracer, the object's stats will directly be inherited to 1344 Wearing bracer, the object's stats will directly be inherited to
1147 the player. Usually enhancing his defense. ]]> 1345 the player. Usually enhancing his defense.]]>
1148 </description> 1346 </description>
1149 <use><![CDATA[ 1347 <use><![CDATA[
1150 Feel free to create your own special artifacts. However, it is very 1348 Feel free to create your own special artifacts. However, it is very
1151 important that you keep your artifact in balance with existing maps. ]]> 1349 important that you keep your artifact in balance with existing maps.]]>
1152 </use> 1350 </use>
1153 <attribute arch="magic" editor="magic bonus" type="int"> 1351 <attribute arch="magic" editor="magic bonus" type="int">
1154 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1352 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1155 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1353 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1156 than direct armour-class bonus on the bracers. 1354 than direct armour-class bonus on the bracers.
1160<!--####################################################################--> 1358<!--####################################################################-->
1161<type number="16" name="Brestplate Armour"> 1359<type number="16" name="Brestplate Armour">
1162 <import_type name="Amulet" /> 1360 <import_type name="Amulet" />
1163 <description><![CDATA[ 1361 <description><![CDATA[
1164 Wearing an armour, the object's stats will directly be inherited to 1362 Wearing an armour, the object's stats will directly be inherited to
1165 the player. Usually enhancing his defense. ]]> 1363 the player. Usually enhancing his defense.]]>
1166 </description> 1364 </description>
1167 <use><![CDATA[ 1365 <use><![CDATA[
1168 Feel free to create your own special artifacts. However, it is very 1366 Feel free to create your own special artifacts. However, it is very
1169 important that you keep your artifact in balance with existing maps. ]]> 1367 important that you keep your artifact in balance with existing maps.]]>
1170 </use> 1368 </use>
1171 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1369 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1172 This poses a penalty to spell regeneration speed, for wearing the armour. 1370 This poses a penalty to spell regeneration speed, for wearing the armour.
1173 The bigger the spellpoint penalty, the worse. 1371 The bigger the spellpoint penalty, the worse.
1174 </attribute> 1372 </attribute>
1190 </ignore> 1388 </ignore>
1191 <description><![CDATA[ 1389 <description><![CDATA[
1192 When a predefined amount of weigh is placed on a button, the 1390 When a predefined amount of weigh is placed on a button, the
1193 &lt;connection&gt; value is triggered. In most cases this happens when a 1391 &lt;connection&gt; value is triggered. In most cases this happens when a
1194 player or monster steps on it. When the button is "released", the 1392 player or monster steps on it. When the button is "released", the
1195 &lt;connection&gt; value get's triggered a second time. ]]> 1393 &lt;connection&gt; value get's triggered a second time.]]>
1196 </description> 1394 </description>
1197 &move_on; 1395 &move_on;
1198 &move_off; 1396 &move_off;
1199 <attribute arch="no_pick" value="1" type="fixed" /> 1397 <attribute arch="no_pick" value="1" type="fixed" />
1200 <attribute arch="weight" editor="press weight" type="int"> 1398 <attribute arch="weight" editor="press weight" type="int">
1201 The button is pressed (triggered), as soon as 1399 The button is pressed (triggered), as soon as
1202 &lt;press weigh&gt; gram are placed ontop of it. 1400 &lt;press weigh&gt; gram are placed ontop of it.
1203 </attribute> 1401 </attribute>
1204 <attribute arch="connected" editor="connection" type="int"> 1402 <attribute arch="connected" editor="connection" type="string">
1205 Every time the button is pressed or released, all objects 1403 Every time the button is pressed or released, all objects
1206 with the same &lt;connection&gt; value are activated. 1404 with the same &lt;connection&gt; value are activated.
1207 </attribute> 1405 </attribute>
1208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1406 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1209 This text may describe the item. You can use this 1407 This text may describe the item. You can use this
1218 <ignore_list name="non_pickable" /> 1416 <ignore_list name="non_pickable" />
1219 </ignore> 1417 </ignore>
1220 <description><![CDATA[ 1418 <description><![CDATA[
1221 Handle buttons are buttons which reset after a short period 1419 Handle buttons are buttons which reset after a short period
1222 of time. Every time it is either applied or reset, the 1420 of time. Every time it is either applied or reset, the
1223 &lt;connection&gt; value is triggered. ]]> 1421 &lt;connection&gt; value is triggered.]]>
1224 </description> 1422 </description>
1225</type> 1423</type>
1226 1424
1227<!--####################################################################--> 1425<!--####################################################################-->
1228<type number="37" name="Class Changer"> 1426<type number="37" name="Class Changer">
1229 <ignore> 1427 <ignore>
1230 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1231 </ignore> 1429 </ignore>
1232 <description><![CDATA[ 1430 <description><![CDATA[
1233 Class changer are used while creating a character. ]]> 1431 Class changer are used while creating a character.]]>
1234 </description> 1432 </description>
1235 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1433 <attribute arch="randomitems" editor="class items" type="treasurelist">
1236 This entry determines which initial items the character receives. 1434 This entry determines which initial items the character receives.
1237 </attribute> 1435 </attribute>
1238<section name="stats"> 1436<section name="stats">
1271<type number="87" name="Cloak"> 1469<type number="87" name="Cloak">
1272 <import_type name="Amulet" /> 1470 <import_type name="Amulet" />
1273 <description><![CDATA[ 1471 <description><![CDATA[
1274 Wearing a cloak, the object's stats will directly be inherited to 1472 Wearing a cloak, the object's stats will directly be inherited to
1275 the player. Cloaks usually add minor &lt;armour class&gt; and 1473 the player. Cloaks usually add minor &lt;armour class&gt; and
1276 sometimes a bit of resistance. ]]> 1474 sometimes a bit of resistance.]]>
1277 </description> 1475 </description>
1278 <use><![CDATA[ 1476 <use><![CDATA[
1279 Feel free to create your own special artifacts. However, it is very 1477 Feel free to create your own special artifacts. However, it is very
1280 important that you keep your artifact in balance with existing maps. ]]> 1478 important that you keep your artifact in balance with existing maps.]]>
1281 </use> 1479 </use>
1282 <attribute arch="magic" editor="magic bonus" type="int"> 1480 <attribute arch="magic" editor="magic bonus" type="int">
1283 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1481 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1284 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1482 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1285 than direct armour-class bonus on the cloak. 1483 than direct armour-class bonus on the cloak.
1290</type> 1488</type>
1291 1489
1292<!--####################################################################--> 1490<!--####################################################################-->
1293<type number="9" name="Clock"> 1491<type number="9" name="Clock">
1294 <description><![CDATA[ 1492 <description><![CDATA[
1295 Applying a clock, the time is displayed to the player. ]]> 1493 Applying a clock, the time is displayed to the player.]]>
1296 </description> 1494 </description>
1297 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1495 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1298 This text may describe the item 1496 This text may describe the item
1299 </attribute> 1497 </attribute>
1300</type> 1498</type>
1305 A player can put (certain kinds of) items in the container. 1503 A player can put (certain kinds of) items in the container.
1306 The overall weight of items is reduced when put inside a 1504 The overall weight of items is reduced when put inside a
1307 container, depending on the settings. 1505 container, depending on the settings.
1308 <br><br> 1506 <br><br>
1309 A special feature of containers is the "cauldron", 1507 A special feature of containers is the "cauldron",
1310 capable of mixing alchemical receipes. ]]> 1508 capable of mixing alchemical receipes.]]>
1311 </description> 1509 </description>
1312 <use><![CDATA[ 1510 <use><![CDATA[
1313 Note on chests - There are two types of chests: 1511 Note on chests - There are two types of chests:
1314 <UL> 1512 <UL>
1315 <LI> First the random treasure chests - Those are NOT containers 1513 <LI> First the random treasure chests - Those are NOT containers
1316 (but object type Treasure), they create random treasures when 1514 (but object type Treasure), they create random treasures when
1317 applied. Archetype name is "chest". 1515 applied. Archetype name is "chest".
1318 <LI> Second there are the permanent chests - Those are containers, 1516 <LI> Second there are the permanent chests - Those are containers,
1319 they can be opened and closed again. Archetype name is "chest_2". 1517 they can be opened and closed again. Archetype name is "chest_2".
1320 </UL> ]]> 1518 </UL>]]>
1321 </use> 1519 </use>
1322 <attribute arch="race" editor="container class" type="string"> 1520 <attribute arch="race" editor="container class" type="string">
1323 If set, the container will hold only certain types of objects. 1521 If set, the container will hold only certain types of objects.
1324 Possible choices for &lt;container class&gt; are: "gold and jewels", 1522 Possible choices for &lt;container class&gt; are: "gold and jewels",
1325 "arrows" and "keys". 1523 "arrows" and "keys".
1380 <attribute arch="title" /> 1578 <attribute arch="title" />
1381 </ignore> 1579 </ignore>
1382 <description><![CDATA[ 1580 <description><![CDATA[
1383 Converters are like "exchange tables". When the player drops a 1581 Converters are like "exchange tables". When the player drops a
1384 specific type of items, they get converted into other items, at a 1582 specific type of items, they get converted into other items, at a
1385 predefined exchange-ratio. ]]> 1583 predefined exchange-ratio.]]>
1386 </description> 1584 </description>
1387 <use><![CDATA[ 1585 <use><![CDATA[
1388 Converters are better than shopping with doormats, because the 1586 Converters are better than shopping with doormats, because the
1389 converters never get sold out. For some items like food or jewels 1587 converters never get sold out. For some items like food or jewels
1390 those "exchange tables" are really nice, while for the more important 1588 those "exchange tables" are really nice, while for the more important
1392 <br><br> 1590 <br><br>
1393 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1591 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1394 items on a converter, the stuff you get must be of equal or lesser 1592 items on a converter, the stuff you get must be of equal or lesser
1395 value than before! (Except if you are using "rare" items like 1593 value than before! (Except if you are using "rare" items like
1396 dragonscales for payment). The code will not check if your ratio is 1594 dragonscales for payment). The code will not check if your ratio is
1397 sane, so the player could gain infinite wealth by using your converter. ]]> 1595 sane, so the player could gain infinite wealth by using your converter.]]>
1398 </use> 1596 </use>
1399 <attribute arch="no_pick" value="1" type="fixed" /> 1597 <attribute arch="no_pick" value="1" type="fixed" />
1400 <attribute arch="slaying" editor="cost arch" type="string"> 1598 <attribute arch="slaying" editor="cost arch" type="string">
1401 &lt;cost arch&gt; is the name of the archetype the player has to 1599 &lt;cost arch&gt; is the name of the archetype the player has to
1402 put on the converter, as payment. 1600 put on the converter, as payment.
1418 of &lt;receive arch&gt;. 1616 of &lt;receive arch&gt;.
1419 </attribute> 1617 </attribute>
1420 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1618 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1421 This text may contain a description of the converter. 1619 This text may contain a description of the converter.
1422 </attribute> 1620 </attribute>
1621 <attribute arch="precious" editor="output unpaid" type="bool">
1622 If the converter has this flag set the generated items will
1623 be flagged as unpaid. Useful if you want to make a converter in a shop.
1624 (For instance for 'dragon scale' to 'dragon shield' converters in some
1625 armour shops.)
1626 </attribute>
1423</type> 1627</type>
1424 1628
1425<!--####################################################################--> 1629<!--####################################################################-->
1426<type number="42" name="Creator"> 1630<type number="42" name="Creator">
1427 <ignore> 1631 <ignore>
1428 <ignore_list name="system_object" /> 1632 <ignore_list name="system_object" />
1429 </ignore> 1633 </ignore>
1430 <description><![CDATA[ 1634 <description><![CDATA[
1431 A creator is an object which creates another object when it 1635 A creator is an object which creates another object when it
1432 is triggered. The child object can be anything. Creators are 1636 is triggered. The child object can be anything. Creators are
1433 VERY useful for all kinds of map-mechanisms. ]]> 1637 VERY useful for all kinds of map-mechanisms. They can even
1638 periodically create things.]]>
1434 </description> 1639 </description>
1435 <use><![CDATA[ 1640 <use><![CDATA[
1436 Don't hesitate to hide your creators under the floor. 1641 Don't hesitate to hide your creators under the floor.
1437 The created items will still always appear ontop of the floor. ]]> 1642 The created items will still always appear ontop of the floor.]]>
1438 </use> 1643 </use>
1439 <attribute arch="no_pick" value="1" type="fixed" /> 1644 <attribute arch="no_pick" value="1" type="fixed" />
1440 <attribute arch="other_arch" editor="create arch" type="string"> 1645 <attribute arch="other_arch" editor="create arch" type="string">
1441 This string defines the object that will be created. 1646 This string defines the object that will be created.
1442 You can choose any of the existing arches. 1647 You can choose any of the existing arches.
1443 This field is ignored if the creator has items in inventory. In this case 1648 This field is ignored if the creator has items in inventory. In this case
1444 one of the inventory items is duplicated. The duplicated item is randomly 1649 one of the inventory items is duplicated. The duplicated item is randomly
1445 chosen from all items present. 1650 chosen from all items present.
1446 </attribute> 1651 </attribute>
1447 <attribute arch="connected" editor="connection" type="int"> 1652 <attribute arch="connected" editor="connection" type="string">
1448 Whenever the connection value is activated, 1653 Whenever the connection value is activated,
1449 the creator gets triggered. 1654 the creator gets triggered.
1450 </attribute> 1655 </attribute>
1451 &activate_on; 1656 &activate_on;
1452 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1657 <attribute arch="lifesave" editor="infinit uses" type="bool">
1453 If &lt;infinit uses&gt; is set, the creator will work 1658 If &lt;infinit uses&gt; is set, the creator will work
1454 infinitely, regardless of the value in &lt;number of uses&gt;. 1659 infinitely, regardless of the value in &lt;number of uses&gt;.
1660 </attribute>
1661 <attribute arch="speed" editor="speed" type="float">
1662 When this field is set the creator will periodically create stuff
1663 (and will still do so when the connection is triggered).
1664 A value of 1 means roughly 8 times a second.
1455 </attribute> 1665 </attribute>
1456 <attribute arch="hp" editor="number of uses" type="int"> 1666 <attribute arch="hp" editor="number of uses" type="int">
1457 The creator can be triggered &lt;number of uses&gt; times, thus 1667 The creator can be triggered &lt;number of uses&gt; times, thus
1458 creating that many objects, before it dissappears. 1668 creating that many objects, before it dissappears.
1459 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1669 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1478 Detectors work quite much like inv. checkers/pedestals: If the detector 1688 Detectors work quite much like inv. checkers/pedestals: If the detector
1479 finds a specific object, it toggles its connected value. 1689 finds a specific object, it toggles its connected value.
1480 <br><br> 1690 <br><br>
1481 What is "unique" about them, compared to inv. checkers/ pedestals? 1691 What is "unique" about them, compared to inv. checkers/ pedestals?
1482 - First, detectors check their square for a match periodically, not 1692 - First, detectors check their square for a match periodically, not
1693 instantly, so generate much higher server load
1483 instantly. Second, detectors check directly for object names. Third, 1694 Second, detectors check directly for object names. Third,
1484 detectors do not check the inventory of players/monsters. ]]> 1695 detectors do not check the inventory of players/monsters.]]>
1485 </description> 1696 </description>
1486 <use><![CDATA[ 1697 <use>
1487 There is one major speciality about detectors: You can detect spells 1698 Best avoid this type at all costs, use a pedestal instead.
1488 blown over a detector! To detect a lighting bolt for example, set
1489 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1490 walls, this can be very useful for map-mechanisms. ]]>
1491 </use> 1699 </use>
1492 <attribute arch="no_pick" value="1" type="fixed" /> 1700 <attribute arch="no_pick" value="1" type="fixed" />
1493 <attribute arch="slaying" editor="match name" type="string"> 1701 <attribute arch="slaying" editor="match name" type="string">
1494 &lt;match name&gt; specifies the name of the object we are looking for. 1702 &lt;match name&gt; specifies the name of the object we are looking for.
1495 Actually it does also check for the &lt;key string&gt; in key-objects, 1703 Actually it does also check for the &lt;key string&gt; in key-objects,
1496 but for this case inventory checkers are often more powerful to use. 1704 but for this case inventory checkers are often more powerful to use.
1497 </attribute> 1705 </attribute>
1498 <attribute arch="connected" editor="connection" type="int"> 1706 <attribute arch="connected" editor="connection" type="string">
1499 When the detector is triggered, all objects with the same 1707 When the detector is triggered, all objects with the same
1500 connection value get activated. 1708 connection value get activated.
1501 </attribute> 1709 </attribute>
1502 <attribute arch="speed" editor="detection speed" type="float"> 1710 <attribute arch="speed" editor="detection speed" type="float">
1503 This value defines the time between two detector-checks. 1711 This value defines the time between two detector-checks.
1511 by 1. 1719 by 1.
1512 </attribute> 1720 </attribute>
1513</type> 1721</type>
1514 1722
1515<!--####################################################################--> 1723<!--####################################################################-->
1724<type number="164" name="Map Script">
1725 <ignore>
1726 <ignore_list name="system_object" />
1727 </ignore>
1728 <description><![CDATA[
1729 The map script object is a very special object that can react to connected
1730 events and executes a perl script.
1731 ]]>
1732 </description>
1733 <use><![CDATA[
1734 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1735 to react to/trigger other objects.
1736 ]]>
1737 </use>
1738 <attribute arch="connected" editor="connection" type="string">
1739 When the map script object is triggered, it will execute
1740 the perl script with the triggering object as $activator.
1741 </attribute>
1742 &activate_on;
1743 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1744 This perl script will be executed each time the objetc is triggered.
1745 </attribute>
1746</type>
1747
1748<!--####################################################################-->
1516<type number="112" name="Director"> 1749<type number="112" name="Director">
1517 <ignore> 1750 <ignore>
1518 <ignore_list name="non_pickable" /> 1751 <ignore_list name="non_pickable" />
1519 </ignore> 1752 </ignore>
1520 <description><![CDATA[ 1753 <description><![CDATA[
1521 Directors change the direction of spell objects and other projectiles 1754 Directors change the direction of spell objects and other projectiles
1522 that fly past. Unlike spinners, directors always move objects in the 1755 that fly past. Unlike spinners, directors always move objects in the
1523 same direction. It does not make a difference from what angle you 1756 same direction. It does not make a difference from what angle you
1524 shoot into it.<br> 1757 shoot into it.<br>
1525 Directors are visible per default. ]]> 1758 Directors are visible per default.]]>
1526 </description> 1759 </description>
1527 <use><![CDATA[ 1760 <use><![CDATA[
1528 Directors are rarely used in maps. Sometimes they are placed to 1761 Directors are rarely used in maps. Sometimes they are placed to
1529 change the direction of spells coming out of magic walls, 1762 change the direction of spells coming out of magic walls,
1530 "channeling" spell-projectiles in some direction. When doing this, 1763 "channeling" spell-projectiles in some direction. When doing this,
1532 into them!</B> The spell-projectiles bouncing between the directors 1765 into them!</B> The spell-projectiles bouncing between the directors
1533 would accumulate to huge numbers and at some point slow down the 1766 would accumulate to huge numbers and at some point slow down the
1534 server by eating memory- and CPU-time. 1767 server by eating memory- and CPU-time.
1535 <br><br> 1768 <br><br>
1536 You'd better not place directors in monster vs. player combat 1769 You'd better not place directors in monster vs. player combat
1537 areas too much, because that freaks out wizard-type players. ]]> 1770 areas too much, because that freaks out wizard-type players.]]>
1538 </use> 1771 </use>
1539 <attribute arch="sp" editor="direction" type="list_direction"> 1772 <attribute arch="sp" editor="direction" type="list_direction">
1540 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1773 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1541 A director with direction &lt;none&gt; simply stops projectiles. 1774 A director with direction &lt;none&gt; simply stops projectiles.
1542 (The latter works out a bit strange for some spells). 1775 (The latter works out a bit strange for some spells).
1548<type number="158" name="Disease"> 1781<type number="158" name="Disease">
1549 <ignore> 1782 <ignore>
1550 <ignore_list name="system_object" /> 1783 <ignore_list name="system_object" />
1551 </ignore> 1784 </ignore>
1552 <description><![CDATA[ 1785 <description><![CDATA[
1553 Diseases are an intersting form of spellcraft in Crossfire. 1786 Diseases are an intersting form of spellcraft in Deliantra.
1554 Once casted, they can spread out and infect creatures in a large 1787 Once casted, they can spread out and infect creatures in a large
1555 area. Being infected can have various effects, from amusing farts 1788 area. Being infected can have various effects, from amusing farts
1556 to horrible damage - almost everything is possible. ]]> 1789 to horrible damage - almost everything is possible.]]>
1557 </description> 1790 </description>
1558 <use><![CDATA[ 1791 <use><![CDATA[
1559 Diseases are extremely flexible and usable in a many ways. 1792 Diseases are extremely flexible and usable in a many ways.
1560 So far they are mostly used for causing bad, unwanted effects. 1793 So far they are mostly used for causing bad, unwanted effects.
1561 You could just as well create a disease which helps the player 1794 You could just as well create a disease which helps the player
1562 (recharging mana for example). 1795 (recharging mana for example).
1563 Infection with a "positive disease" could even be a quest reward. ]]> 1796 Infection with a "positive disease" could even be a quest reward.]]>
1564 </use> 1797 </use>
1565 <attribute arch="invisible" value="1" type="fixed" /> 1798 <attribute arch="invisible" value="1" type="fixed" />
1566 <attribute arch="level" editor="plaque level" type="int"> 1799 <attribute arch="level" editor="plaque level" type="int">
1567 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1800 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1568 This mainly reflects in the &lt;damage&gt;. It has no effect on 1801 This mainly reflects in the &lt;damage&gt;. It has no effect on
1713 </ignore> 1946 </ignore>
1714 <description><![CDATA[ 1947 <description><![CDATA[
1715 A door can be opened with a normal key. It also can be broken by attacking 1948 A door can be opened with a normal key. It also can be broken by attacking
1716 it, and it can be defeated with the lockpicking skill. If a door is 1949 it, and it can be defeated with the lockpicking skill. If a door is
1717 defeated, horizontally and vertically adjacent doors are automatically 1950 defeated, horizontally and vertically adjacent doors are automatically
1718 removed. ]]> 1951 removed.]]>
1719 </description> 1952 </description>
1720 <attribute arch="no_pick" value="1" type="fixed" /> 1953 <attribute arch="no_pick" value="1" type="fixed" />
1721 <attribute arch="alive" value="1" type="fixed" /> 1954 <attribute arch="alive" value="1" type="fixed" />
1722 &movement_types_terrain; 1955 &movement_types_terrain;
1723 <attribute arch="hp" editor="hitpoints" type="int"> 1956 <attribute arch="hp" editor="hitpoints" type="int">
1733 defeated. 1966 defeated.
1734 </attribute> 1967 </attribute>
1735 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1968 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1736 This entry determines what kind of traps will appear in the door. 1969 This entry determines what kind of traps will appear in the door.
1737 </attribute> 1970 </attribute>
1971 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1972 Set this flag to move treasure items created into the environment (map)
1973 instead of putting them into the object.
1974 </attribute>
1738</type> 1975</type>
1739 1976
1740<!--####################################################################--> 1977<!--####################################################################-->
1741<type number="83" name="Duplicator"> 1978<type number="83" name="Duplicator">
1742 <ignore> 1979 <ignore>
1746 When activated, a duplicator can duplicate, multiply or destroy a pile of 1983 When activated, a duplicator can duplicate, multiply or destroy a pile of
1747 objects which lies somewhere on top of the duplicator. 1984 objects which lies somewhere on top of the duplicator.
1748 The duplicator has one arch name specified as &lt;target arch&gt;, 1985 The duplicator has one arch name specified as &lt;target arch&gt;,
1749 and only objects of this archetype can be affected.<br> 1986 and only objects of this archetype can be affected.<br>
1750 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1987 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1751 If the latter is set to zero, it will destroy objects. ]]> 1988 If the latter is set to zero, it will destroy objects.]]>
1752 </description> 1989 </description>
1753 <use><![CDATA[ 1990 <use><![CDATA[
1754 I hope it is clear that one must be very cautious when inserting a duplicator 1991 I hope it is clear that one must be very cautious when inserting a duplicator
1755 anywhere with &lt;multiply factor&gt; greater than one. 1992 anywhere with &lt;multiply factor&gt; greater than one.
1756 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1993 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1757 It is <b>not acceptable</b> to allow duplication of anything other than 1994 It is <b>not acceptable</b> to allow duplication of anything other than
1758 coins, gold and jewels. Besides, it is very important that the chance to 1995 coins, gold and jewels. Besides, it is very important that the chance to
1759 loose the input matches the chance to earn winnings.<br> 1996 loose the input matches the chance to earn winnings.<br>
1760 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1997 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1761 loosing rate of 2/3 = 67%. ]]> 1998 loosing rate of 2/3 = 67%.]]>
1762 </use> 1999 </use>
1763 <attribute arch="other_arch" editor="target arch" type="string"> 2000 <attribute arch="other_arch" editor="target arch" type="string">
1764 Only objects of matching archtype, lying ontop of the duplicator will be 2001 Only objects of matching archtype, lying ontop of the duplicator will be
1765 duplicated, multiplied or removed. All other objects will be ignored. 2002 duplicated, multiplied or removed. All other objects will be ignored.
1766 </attribute> 2003 </attribute>
1767 <attribute arch="level" editor="multiply factor" type="int"> 2004 <attribute arch="level" editor="multiply factor" type="int">
1768 The number of items in the target pile will be multiplied by the 2005 The number of items in the target pile will be multiplied by the
1769 &lt;multiply factor&gt;. If it is set to zero, all target objects 2006 &lt;multiply factor&gt;. If it is set to zero, all target objects
1770 will be destroyed. 2007 will be destroyed.
1771 </attribute> 2008 </attribute>
1772 <attribute arch="connected" editor="connection" type="int"> 2009 <attribute arch="connected" editor="connection" type="string">
1773 An activator (lever, altar, button, etc) with matching connection value 2010 An activator (lever, altar, button, etc) with matching connection value
1774 is able to trigger this duplicator. Be very careful that players cannot 2011 is able to trigger this duplicator. Be very careful that players cannot
1775 abuse it to create endless amounts of money or other valuable stuff! 2012 abuse it to create endless amounts of money or other valuable stuff!
1776 </attribute> 2013 </attribute>
1777 &activate_on; 2014 &activate_on;
1784 </ignore> 2021 </ignore>
1785 <description><![CDATA[ 2022 <description><![CDATA[
1786 When the player applies an exit, he is transferred to a different location. 2023 When the player applies an exit, he is transferred to a different location.
1787 (Monsters cannot use exits.) Depending on how it is set, the player applies 2024 (Monsters cannot use exits.) Depending on how it is set, the player applies
1788 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2025 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1789 the exit. ]]> 2026 the exit. ]]>
1790 </description> 2027 </description>
1791 <use><![CDATA[ 2028 <use><![CDATA[
1792 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2029 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1793 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2030 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1794 detected with the show_invisible spell. 2031 detected with the show_invisible spell.
1795 <br><br> 2032 <br><br>
1796 You can be quite creative with the outlook of secret exits (their "face"). 2033 You can be quite creative with the outlook of secret exits (their "face").
1797 Don't forget to give the player relyable hints about them though. ]]> 2034 Don't forget to give the player relyable hints about them though.]]>
1798 </use> 2035 </use>
1799 <attribute arch="slaying" editor="exit path" type="string"> 2036 <attribute arch="slaying" editor="exit path" type="string">
1800 The exit path defines the map that the player is transferred to. 2037 The exit path defines the map that the player is transferred to.
1801 You can enter an absolute path, beginning with '/' (for example 2038 You can enter an absolute path, beginning with '/' (for example
1802 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2039 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1829 If set, this message will be displayed to the player when he applies the exit. 2066 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 2067 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 2068 dark cave you hear the sound of rustling dragonscales...". Well, my english
1832 is poor, but you get the point. =) 2069 is poor, but you get the point. =)
1833 </attribute> 2070 </attribute>
1834 <attribute arch="unique" editor="unique destination" type="bool"> 2071 <attribute arch="damned" editor="set savebed" type="bool">
1835 This flag defines the destined map as "personal unique map". If set, 2072 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. 2073 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> 2074 </attribute>
1845</type> 2075</type>
1846 2076
1847<!--####################################################################--> 2077<!--####################################################################-->
1848<type number="72" name="Flesh"> 2078<type number="72" name="Flesh">
1851 little health by eating flesh-objects. <br> 2081 little health by eating flesh-objects. <br>
1852 For dragon players, flesh plays a very special role though: If the 2082 For dragon players, flesh plays a very special role though: If the
1853 flesh has resistances set, a dragon player has a chance to gain resistance in 2083 flesh has resistances set, a dragon player has a chance to gain resistance in
1854 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2084 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1855 Don't forget that flesh items with resistances have to be balanced 2085 Don't forget that flesh items with resistances have to be balanced
1856 according to map/monster difficulty. ]]> 2086 according to map/monster difficulty.]]>
1857 </description> 2087 </description>
1858 <use><![CDATA[ 2088 <use><![CDATA[
1859 For dragon players, flesh items can be highly valuable. Note that many 2089 For dragon players, flesh items can be highly valuable. Note that many
1860 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2090 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1861 These flesh items "inherit" resistances and level from the monster they belong to. 2091 These flesh items "inherit" resistances and level from the monster they belong to.
1863 not the case - so you have to set it manually. 2093 not the case - so you have to set it manually.
1864 <br><br> 2094 <br><br>
1865 Generally adding special flesh-treaties for dragon players is a great thing 2095 Generally adding special flesh-treaties for dragon players is a great thing
1866 to do. Always consider that dragon players might really not be interested 2096 to do. Always consider that dragon players might really not be interested
1867 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2097 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1868 out on the reward completely. ]]> 2098 out on the reward completely.]]>
1869 </use> 2099 </use>
1870 <attribute arch="food" editor="foodpoints" type="int"> 2100 <attribute arch="food" editor="foodpoints" type="int">
1871 The player's stomache will get filled with this amount of foodpoints. 2101 The player's stomache will get filled with this amount of foodpoints.
1872 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2102 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1873 </attribute> 2103 </attribute>
1880 </attribute> 2110 </attribute>
1881 <attribute arch="startequip" editor="godgiven item" type="bool"> 2111 <attribute arch="startequip" editor="godgiven item" type="bool">
1882 A godgiven item vanishes as soon as the player 2112 A godgiven item vanishes as soon as the player
1883 drops it to the ground. 2113 drops it to the ground.
1884 </attribute> 2114 </attribute>
1885<section name="resistance"> 2115 &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"> 2116 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1996 This text may describe the item. 2117 This text may describe the item.
1997 </attribute> 2118 </attribute>
1998</type> 2119</type>
1999 2120
2006 <ignore> 2127 <ignore>
2007 <ignore_list name="non_pickable" /> 2128 <ignore_list name="non_pickable" />
2008 </ignore> 2129 </ignore>
2009 <description><![CDATA[ 2130 <description><![CDATA[
2010 Floor is a very basic thing whithout too much 2131 Floor is a very basic thing whithout too much
2011 functionality. It's a floor - you stand on it. ]]> 2132 functionality. It's a floor - you stand on it.]]>
2012 </description> 2133 </description>
2013 <attribute arch="is_floor" value="1" type="fixed" /> 2134 <attribute arch="is_floor" value="1" type="fixed" />
2014 <attribute arch="no_pick" value="1" type="fixed" /> 2135 <attribute arch="no_pick" value="1" type="fixed" />
2015<section name="terrain"> 2136<section name="terrain">
2016 &movement_types_terrain; 2137 &movement_types_terrain;
2031 If enabled, it is impossible for players to use prayers 2152 If enabled, it is impossible for players to use prayers
2032 on that spot. It also prevents players from saving. 2153 on that spot. It also prevents players from saving.
2033 </attribute> 2154 </attribute>
2034 <attribute arch="unique" editor="unique map" type="bool"> 2155 <attribute arch="unique" editor="unique map" type="bool">
2035 Unique floor means that any items dropped on that spot 2156 Unique floor means that any items dropped on that spot
2036 will be saved byond map reset. For permanent apartments, 2157 will be saved beyond map reset. For permanent apartments,
2037 all floor tiles must be set &lt;unique map&gt;. 2158 all floor tiles must be set &lt;unique map&gt;.
2038 </attribute> 2159 </attribute>
2039 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2160 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2040 This text may describe the object. 2161 This text may describe the object.
2041 </attribute> 2162 </attribute>
2050 Encounter-Floor is pretty much the same as normal floor. 2171 Encounter-Floor is pretty much the same as normal floor.
2051 Most outdoor floor/ground-arches are set to be "encounters". 2172 Most outdoor floor/ground-arches are set to be "encounters".
2052 That is kind of a relict from former code: When walking over 2173 That is kind of a relict from former code: When walking over
2053 encounter-floor, players sometimes got beamed to little maps 2174 encounter-floor, players sometimes got beamed to little maps
2054 with monsters on them. Nowadays this feature is disabled - 2175 with monsters on them. Nowadays this feature is disabled -
2055 Hence encounter floor is not different from normal floor. ]]> 2176 Hence encounter floor is not different from normal floor.]]>
2056 </description> 2177 </description>
2057 <attribute arch="is_floor" value="1" type="fixed" /> 2178 <attribute arch="is_floor" value="1" type="fixed" />
2058 <attribute arch="no_pick" value="1" type="fixed" /> 2179 <attribute arch="no_pick" value="1" type="fixed" />
2059<section name="terrain"> 2180<section name="terrain">
2060 &movement_types_terrain; 2181 &movement_types_terrain;
2075 If enabled, it is impossible for players to use prayers 2196 If enabled, it is impossible for players to use prayers
2076 on that spot. It also prevents players from saving. 2197 on that spot. It also prevents players from saving.
2077 </attribute> 2198 </attribute>
2078 <attribute arch="unique" editor="unique map" type="bool"> 2199 <attribute arch="unique" editor="unique map" type="bool">
2079 Unique floor means that any items dropped on that spot 2200 Unique floor means that any items dropped on that spot
2080 will be saved byond map reset. For permanent apartments, 2201 will be saved beyond map reset. For permanent apartments,
2081 all floor tiles must be set &lt;unique map&gt;. 2202 all floor tiles must be set &lt;unique map&gt;.
2082 </attribute> 2203 </attribute>
2083 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2204 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2084 This text may describe the object. 2205 This text may describe the object.
2085 </attribute> 2206 </attribute>
2087 2208
2088<!--####################################################################--> 2209<!--####################################################################-->
2089<type number="6" name="Food"> 2210<type number="6" name="Food">
2090 <description><![CDATA[ 2211 <description><![CDATA[
2091 By eating/drinking food-objects, the player can fill his 2212 By eating/drinking food-objects, the player can fill his
2092 stomache and gain a little health. ]]> 2213 stomache and gain a little health.]]>
2093 </description> 2214 </description>
2094 <attribute arch="food" editor="foodpoints" type="int"> 2215 <attribute arch="food" editor="foodpoints" type="int">
2095 The player's stomache will get filled with this amount of foodpoints. 2216 The player's stomache will get filled with this amount of foodpoints.
2096 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2217 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2097 </attribute> 2218 </attribute>
2105<type number="91" name="Gate"> 2226<type number="91" name="Gate">
2106 <ignore> 2227 <ignore>
2107 <ignore_list name="non_pickable" /> 2228 <ignore_list name="non_pickable" />
2108 </ignore> 2229 </ignore>
2109 <description><![CDATA[ 2230 <description><![CDATA[
2110 Gates play an important role in Crossfire. Gates can be opened 2231 Gates play an important role in Deliantra. Gates can be opened
2111 by activating a button/trigger, by speaking passwords (-> magic_ear) 2232 by activating a button/trigger, by speaking passwords (-> magic_ear)
2112 or carrying special key-objects (-> inventory checker). 2233 or carrying special key-objects (-> inventory checker).
2113 Unlike locked doors, gates can get shut again after a player has 2234 Unlike locked doors, gates can get shut again after a player has
2114 passed, which makes them more practical in many cases. ]]> 2235 passed, which makes them more practical in many cases.]]>
2115 </description> 2236 </description>
2116 <use><![CDATA[ 2237 <use><![CDATA[
2117 Use gates to divide your maps into seperated areas. After solving 2238 Use gates to divide your maps into seperated areas. After solving
2118 area A, the player gains access to area B, and so on. Make your 2239 area A, the player gains access to area B, and so on. Make your
2119 maps more complex than "one-way". ]]> 2240 maps more complex than "one-way".]]>
2120 </use> 2241 </use>
2121 <attribute arch="no_pick" value="1" type="fixed" /> 2242 <attribute arch="no_pick" value="1" type="fixed" />
2122 <attribute arch="speed" value="1" type="float"> 2243 <attribute arch="speed" value="1" type="float">
2123 The speed of the gate affects how fast it is closing/opening. 2244 The speed of the gate affects how fast it is closing/opening.
2124 </attribute> 2245 </attribute>
2125 <attribute arch="connected" editor="connection" type="int"> 2246 <attribute arch="connected" editor="connection" type="string">
2126 Whenever the inventory checker is triggered, all objects with identical 2247 Whenever the inventory checker is triggered, all objects with identical
2127 &lt;connection&gt; value get activated. This only makes sense together with 2248 &lt;connection&gt; value get activated. This only makes sense together with
2128 &lt;blocking passage&gt; disabled. 2249 &lt;blocking passage&gt; disabled.
2129 </attribute> 2250 </attribute>
2130 <attribute arch="wc" editor="position state" type="int"> 2251 <attribute arch="wc" editor="position state" type="int">
2148<type number="113" name="Girdle"> 2269<type number="113" name="Girdle">
2149 <import_type name="Amulet" /> 2270 <import_type name="Amulet" />
2150 <description><![CDATA[ 2271 <description><![CDATA[
2151 Wearing a girdle, the object's stats will directly be inherited to 2272 Wearing a girdle, the object's stats will directly be inherited to
2152 the player. Girdles usually provide stats- or damage bonuses and no 2273 the player. Girdles usually provide stats- or damage bonuses and no
2153 defense. ]]> 2274 defense.]]>
2154 </description> 2275 </description>
2155 <use><![CDATA[ 2276 <use><![CDATA[
2156 Feel free to create your own special artifacts. However, it is very 2277 Feel free to create your own special artifacts. However, it is very
2157 important that you keep your artifact in balance with existing maps. ]]> 2278 important that you keep your artifact in balance with existing maps.]]>
2158 </use> 2279 </use>
2159 <attribute arch="magic" editor="magic bonus" type="int"> 2280 <attribute arch="magic" editor="magic bonus" type="int">
2160 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2281 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2161 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2282 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2162 than direct armour-class bonus on the helmet. 2283 than direct armour-class bonus on the helmet.
2170<!--####################################################################--> 2291<!--####################################################################-->
2171<type number="100" name="Gloves"> 2292<type number="100" name="Gloves">
2172 <import_type name="Amulet" /> 2293 <import_type name="Amulet" />
2173 <description><![CDATA[ 2294 <description><![CDATA[
2174 Wearing gloves, the object's stats will directly be inherited to 2295 Wearing gloves, the object's stats will directly be inherited to
2175 the player. Gloves can add defense or damage bonuses. ]]> 2296 the player. Gloves can add defense or damage bonuses.]]>
2176 </description> 2297 </description>
2177 <use><![CDATA[ 2298 <use><![CDATA[
2178 Feel free to create your own special artifacts. However, it is very 2299 Feel free to create your own special artifacts. However, it is very
2179 important that you keep your artifact in balance with existing maps. ]]> 2300 important that you keep your artifact in balance with existing maps.]]>
2180 </use> 2301 </use>
2181 <attribute arch="magic" editor="magic bonus" type="int"> 2302 <attribute arch="magic" editor="magic bonus" type="int">
2182 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2303 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2183 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2304 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2184 will increase that. 2305 will increase that.
2190 <ignore> 2311 <ignore>
2191 <ignore_list name="non_pickable" /> 2312 <ignore_list name="non_pickable" />
2192 </ignore> 2313 </ignore>
2193 <description><![CDATA[ 2314 <description><![CDATA[
2194 A handle can be applied by players and (certain) monsters. 2315 A handle can be applied by players and (certain) monsters.
2195 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2316 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2196 </description> 2317 </description>
2197 <use><![CDATA[ 2318 <use><![CDATA[
2198 Handles are commonly used to move gates. When placing your lever, 2319 Handles are commonly used to move gates. When placing your lever,
2199 don't forget that some monsters are able to apply it. 2320 don't forget that some monsters are able to apply it.
2200 The ability to apply levers is rare among monsters - 2321 The ability to apply levers is rare among monsters -
2201 but vampires can do it for example. ]]> 2322 but vampires can do it for example.]]>
2202 </use> 2323 </use>
2203 <attribute arch="no_pick" value="1" type="fixed" /> 2324 <attribute arch="no_pick" value="1" type="fixed" />
2204 <attribute arch="connected" editor="connection" type="int"> 2325 <attribute arch="connected" editor="connection" type="string">
2205 Every time the handle is applied, all objects 2326 Every time the handle is applied, all objects
2206 with the same &lt;connection&gt; value are activated. 2327 with the same &lt;connection&gt; value are activated.
2207 </attribute> 2328 </attribute>
2208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2329 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2209 This text may describe the item. You can use this 2330 This text may describe the item. You can use this
2218 <ignore_list name="non_pickable" /> 2339 <ignore_list name="non_pickable" />
2219 </ignore> 2340 </ignore>
2220 <description><![CDATA[ 2341 <description><![CDATA[
2221 Handle triggers are handles which reset after a short period 2342 Handle triggers are handles which reset after a short period
2222 of time. Every time it is either applied or reset, the 2343 of time. Every time it is either applied or reset, the
2223 &lt;connection&gt; value is triggered. ]]> 2344 &lt;connection&gt; value is triggered.]]>
2224 </description> 2345 </description>
2225 <use><![CDATA[ 2346 <use><![CDATA[
2226 When you connect an ordinary handle to a gate, the gate normally remains 2347 When you connect an ordinary handle to a gate, the gate normally remains
2227 opened after the first player passed. If you want to keep the gate shut, 2348 opened after the first player passed. If you want to keep the gate shut,
2228 connecting it to a handle trigger is an easy solution. ]]> 2349 connecting it to a handle trigger is an easy solution. ]]>
2229 </use> 2350 </use>
2230</type> 2351</type>
2231 2352
2232<!--####################################################################--> 2353<!--####################################################################-->
2233<type number="88" name="Hazard Floor"> 2354<type number="88" name="Hazard Floor">
2238 <ignore_list name="non_pickable" /> 2359 <ignore_list name="non_pickable" />
2239 </ignore> 2360 </ignore>
2240 <description><![CDATA[ 2361 <description><![CDATA[
2241 The best example for Hazard Floor is lava. It works like standard 2362 The best example for Hazard Floor is lava. It works like standard
2242 floor, but damages all creatures standing on it. 2363 floor, but damages all creatures standing on it.
2243 Damage is taken in regular time intervals. ]]> 2364 Damage is taken in regular time intervals.]]>
2244 </description> 2365 </description>
2245 <use><![CDATA[ 2366 <use><![CDATA[
2246 The default lava for example does minor damage. But you can turn 2367 The default lava for example does minor damage. But you can turn
2247 it up so that your hazard floor poses a real threat.<br> 2368 it up so that your hazard floor poses a real threat.<br>
2248 Like magic walls, such floors add a permanent thrill to your map. 2369 Like magic walls, such floors add a permanent thrill to your map.
2249 You can use that to safely chase off too-weak players, or just 2370 You can use that to safely chase off too-weak players, or just
2250 to have something different. ]]> 2371 to have something different.]]>
2251 </use> 2372 </use>
2252 <attribute arch="is_floor" value="1" type="fixed" /> 2373 <attribute arch="is_floor" value="1" type="fixed" />
2253 <attribute arch="lifesave" value="1" type="fixed" /> 2374 <attribute arch="lifesave" value="1" type="fixed" />
2254 &move_on; 2375 &move_on;
2255 <attribute arch="no_pick" value="1" type="fixed" /> 2376 <attribute arch="no_pick" value="1" type="fixed" />
2294 If enabled, it is impossible for players to use prayers 2415 If enabled, it is impossible for players to use prayers
2295 on that spot. It also prevents players from saving. 2416 on that spot. It also prevents players from saving.
2296 </attribute> 2417 </attribute>
2297 <attribute arch="unique" editor="unique map" type="bool"> 2418 <attribute arch="unique" editor="unique map" type="bool">
2298 Unique floor means that any items dropped on that spot 2419 Unique floor means that any items dropped on that spot
2299 will be saved byond map reset. For permanent apartments, 2420 will be saved beyond map reset. For permanent apartments,
2300 all floor tiles must be set &lt;unique map&gt;. 2421 all floor tiles must be set &lt;unique map&gt;.
2301 </attribute> 2422 </attribute>
2302</type> 2423</type>
2303 2424
2304<!--####################################################################--> 2425<!--####################################################################-->
2306 <import_type name="Amulet" /> 2427 <import_type name="Amulet" />
2307 <description><![CDATA[ 2428 <description><![CDATA[
2308 Wearing a helmet, the object's stats will directly be inherited to 2429 Wearing a helmet, the object's stats will directly be inherited to
2309 the player. Normal helmets usually increase defense, while crowns 2430 the player. Normal helmets usually increase defense, while crowns
2310 add more special bonuses like stats/resistances paired with 2431 add more special bonuses like stats/resistances paired with
2311 low defense. ]]> 2432 low defense.]]>
2312 </description> 2433 </description>
2313 <use><![CDATA[ 2434 <use><![CDATA[
2314 Feel free to create your own special artifacts. However, it is very 2435 Feel free to create your own special artifacts. However, it is very
2315 important that you keep your artifact in balance with existing maps. ]]> 2436 important that you keep your artifact in balance with existing maps.]]>
2316 </use> 2437 </use>
2317 <attribute arch="magic" editor="magic bonus" type="int"> 2438 <attribute arch="magic" editor="magic bonus" type="int">
2318 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2439 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2319 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2440 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2320 than direct armour-class bonus on the helmet. 2441 than direct armour-class bonus on the helmet.
2329<type number="56" name="Holy Altar"> 2450<type number="56" name="Holy Altar">
2330 <ignore> 2451 <ignore>
2331 <ignore_list name="non_pickable" /> 2452 <ignore_list name="non_pickable" />
2332 </ignore> 2453 </ignore>
2333 <description><![CDATA[ 2454 <description><![CDATA[
2334 Holy_altars are altars for the various religions. Praying 2455 Holy Altars are altars for the various religions. Praying
2335 at a Holy_altar will make you a follower of that god, and 2456 at a Holy_altar will make you a follower of that god, and
2336 if you already follow that god, you may get some extra bonus. ]]> 2457 if you already follow that god, you may get some extra bonus.]]>
2337 </description> 2458 </description>
2338 <attribute arch="no_pick" value="1" type="fixed" /> 2459 <attribute arch="no_pick" value="1" type="fixed" />
2339 <attribute arch="other_arch" editor="god name" type="string"> 2460 <attribute arch="other_arch" editor="god name" type="string">
2340 The altar belongs to the god of the given name. Possible options for 2461 The altar belongs to the god of the given name. Possible options for
2341 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2462 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2364 Horns are very similar to rods. The difference is that horns regenerate 2485 Horns are very similar to rods. The difference is that horns regenerate
2365 spellpoints faster and thus are more valuable than rods. 2486 spellpoints faster and thus are more valuable than rods.
2366 <br><br> 2487 <br><br>
2367 A horn contains a spell. The player can use this spell by applying and 2488 A horn contains a spell. The player can use this spell by applying and
2368 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2489 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2369 used endlessly. ]]> 2490 used endlessly.]]>
2370 </description> 2491 </description>
2371 <use><![CDATA[ 2492 <use><![CDATA[
2372 Horns are powerful due to their fast recharge rate. They should 2493 Horns are powerful due to their fast recharge rate. They should
2373 never contain high level attacking spells. Even curing/healing spells 2494 never contain high level attacking spells. Even curing/healing spells
2374 are almost too good on a horn. ]]> 2495 are almost too good on a horn.]]>
2375 </use> 2496 </use>
2376 <attribute arch="sp" editor="spell" type="spell"> 2497 <attribute arch="sp" editor="spell" type="spell">
2377 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2498 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2378 horns to players, since they can be used endlessly without any mana cost! 2499 horns to players, since they can be used endlessly without any mana cost!
2379 Horns with heal/ restoration/ protection spells, IF available, MUST be 2500 Horns with heal/ restoration/ protection spells, IF available, MUST be
2405<!--####################################################################--> 2526<!--####################################################################-->
2406<type number="73" name="Inorganic"> 2527<type number="73" name="Inorganic">
2407 <description><![CDATA[ 2528 <description><![CDATA[
2408 Inorganic materials are generally used as ingredients for 2529 Inorganic materials are generally used as ingredients for
2409 alchemical receipes. By themselves, they have no special 2530 alchemical receipes. By themselves, they have no special
2410 functionalities. ]]> 2531 functionalities.]]>
2411 </description> 2532 </description>
2412 <attribute arch="is_dust" editor="is dust" type="bool"> 2533 <attribute arch="is_dust" editor="is dust" type="bool">
2413 </attribute> 2534 </attribute>
2414<section name="resistance"> 2535 &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> 2536</type>
2441 2537
2442<!--####################################################################--> 2538<!--####################################################################-->
2443<type number="64" name="Inventory Checker"> 2539<type number="64" name="Inventory Checker">
2444 <ignore> 2540 <ignore>
2453 <br><br> 2549 <br><br>
2454 Alternatively, you can set your inv. checker to block all players 2550 Alternatively, you can set your inv. checker to block all players
2455 that do/don't carry the matching object. 2551 that do/don't carry the matching object.
2456 <br><br> 2552 <br><br>
2457 As you can see, inv. checkers are quite powerful, holding a 2553 As you can see, inv. checkers are quite powerful, holding a
2458 great variety of possibilities. ]]> 2554 great variety of possibilities.]]>
2459 </description> 2555 </description>
2460 <use><![CDATA[ 2556 <use><![CDATA[
2461 Putting a check_inventory space in front of a gate (one below) and 2557 Putting a check_inventory space in front of a gate (one below) and
2462 one on the opposite side works reasonably well as a control mechanism. 2558 one on the opposite side works reasonably well as a control mechanism.
2463 Unlike the key/door-combo, this one works infinite since it is 2559 Unlike the key/door-combo, this one works infinite since it is
2464 independant from map reset. Use it to put a "structure" into your 2560 independant from map reset. Use it to put a "structure" into your
2465 maps: Player must solve area A to gain access to area B. This concept 2561 maps: Player must solve area A to gain access to area B. This concept
2466 can be found in nearly every RPG - simple but effective. ]]> 2562 can be found in nearly every RPG - simple but effective.]]>
2467 </use> 2563 </use>
2468 <attribute arch="no_pick" value="1" type="fixed" /> 2564 <attribute arch="no_pick" value="1" type="fixed" />
2469 <attribute arch="slaying" editor="match key string" type="string"> 2565 <attribute arch="slaying" editor="match key string" type="string">
2470 This string specifies the object we are looking for: We have a match 2566 This string specifies the object we are looking for: We have a match
2471 if the player does/don't carry a key object or a mark with identical 2567 if the player does/don't carry a key object or a mark with identical
2487 </attribute> 2583 </attribute>
2488 <attribute arch="last_sp" editor="match = having" type="bool"> 2584 <attribute arch="last_sp" editor="match = having" type="bool">
2489 Enabled means having that object is a match. 2585 Enabled means having that object is a match.
2490 Disabled means not having that object is a match. 2586 Disabled means not having that object is a match.
2491 </attribute> 2587 </attribute>
2492 <attribute arch="connected" editor="connection" type="int"> 2588 <attribute arch="connected" editor="connection" type="string">
2493 Whenever the inventory checker is triggered, all objects with identical 2589 Whenever the inventory checker is triggered, all objects with identical
2494 &lt;connection&gt; value get activated. This only makes sense together with 2590 &lt;connection&gt; value get activated. This only makes sense together with
2495 &lt;blocking passage&gt; disabled. 2591 &lt;blocking passage&gt; disabled.
2496 </attribute> 2592 </attribute>
2497 &movement_types_terrain; 2593 &movement_types_terrain;
2547<!--####################################################################--> 2643<!--####################################################################-->
2548<type number="60" name="Jewel"> 2644<type number="60" name="Jewel">
2549 <description><![CDATA[ 2645 <description><![CDATA[
2550 Items of the type Gold &amp; Jewels are handled like a currency. 2646 Items of the type Gold &amp; Jewels are handled like a currency.
2551 Unlike for any other type of item, in shops, the buy- and selling 2647 Unlike for any other type of item, in shops, the buy- and selling
2552 prices differ only marginally. ]]> 2648 prices differ only marginally.]]>
2553 </description> 2649 </description>
2554 <attribute arch="race" value="gold and jewels" type="fixed" /> 2650 <attribute arch="race" value="gold and jewels" type="fixed" />
2555 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2651 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2556 This text may describe the object. 2652 This text may describe the object.
2557 </attribute> 2653 </attribute>
2559 2655
2560<!--####################################################################--> 2656<!--####################################################################-->
2561<type number="24" name="Key"> 2657<type number="24" name="Key">
2562 <description><![CDATA[ 2658 <description><![CDATA[
2563 When carrying a key, a normal door can be opened. The key will 2659 When carrying a key, a normal door can be opened. The key will
2564 disappear. ]]> 2660 disappear.]]>
2565 </description> 2661 </description>
2566 <attribute arch="startequip" editor="godgiven item" type="bool"> 2662 <attribute arch="startequip" editor="godgiven item" type="bool">
2567 A godgiven item vanishes as soon as the player 2663 A godgiven item vanishes as soon as the player
2568 drops it to the ground. 2664 drops it to the ground.
2569 </attribute> 2665 </attribute>
2574 <ignore> 2670 <ignore>
2575 <ignore_list name="non_pickable" /> 2671 <ignore_list name="non_pickable" />
2576 </ignore> 2672 </ignore>
2577 <description><![CDATA[ 2673 <description><![CDATA[
2578 A locked door can be opened only when carrying 2674 A locked door can be opened only when carrying
2579 the appropriate special key. ]]> 2675 the appropriate special key.]]>
2580 </description> 2676 </description>
2581 <use><![CDATA[ 2677 <use><![CDATA[
2582 If you want to create a locked door that cannot be opened (no key), 2678 If you want to create a locked door that cannot be opened (no key),
2583 set a &lt;key string&gt; like "no_key_available". This will clearify things 2679 set a &lt;key string&gt; like "no_key_available". This will clearify things
2584 and only a fool would create a key matching that string. 2680 and only a fool would create a key matching that string.
2586 Door-objects can not only be used for "doors". In many maps these 2682 Door-objects can not only be used for "doors". In many maps these
2587 are used with all kinds of faces/names, especially often as 2683 are used with all kinds of faces/names, especially often as
2588 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2684 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2589 There you have magic forces (door objects) put under certain artifact 2685 There you have magic forces (door objects) put under certain artifact
2590 items. To get your hands on the artifacts, you need to bring up the 2686 items. To get your hands on the artifacts, you need to bring up the
2591 appropriate quest items (key objects). ]]> 2687 appropriate quest items (key objects).]]>
2592 </use> 2688 </use>
2593 <attribute arch="move_type" value="0" type="fixed" /> 2689 <attribute arch="move_type" value="0" type="fixed" />
2594 <attribute arch="no_pick" value="1" type="fixed" /> 2690 <attribute arch="no_pick" value="1" type="fixed" />
2595 <attribute arch="slaying" editor="key string" type="string"> 2691 <attribute arch="slaying" editor="key string" type="string">
2596 The &lt;key string&gt; in the door must be identical with the 2692 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. 2693 &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 2694 It is VERY important to set the &lt;key string&gt; to something that
2599 is unique among the CF mapset. 2695 is unique among the Deliantra mapset.
2600 2696
2601 DONT EVER USE the default string "set_individual_value". 2697 DONT EVER USE the default string "set_individual_value".
2602 </attribute> 2698 </attribute>
2603 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2699 <attribute arch="no_magic" editor="restrict spells" type="bool">
2604 Restricting the use of spells to pass this door. 2700 Restricting the use of spells to pass this door.
2623 <ignore> 2719 <ignore>
2624 <ignore_list name="system_object" /> 2720 <ignore_list name="system_object" />
2625 </ignore> 2721 </ignore>
2626 <description><![CDATA[ 2722 <description><![CDATA[
2627 Magic_ears trigger a connected value 2723 Magic_ears trigger a connected value
2628 when the player speaks a specific keyword. ]]> 2724 when the player speaks a specific keyword.]]>
2629 </description> 2725 </description>
2630 <use><![CDATA[ 2726 <use><![CDATA[
2631 Whenever you put magic_ears on your maps, make sure there are 2727 Whenever you put magic_ears on your maps, make sure there are
2632 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2728 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2633 something like a gate that is opened by speaking "open" or 2729 something like a gate that is opened by speaking "open" or
2635 <br><br> 2731 <br><br>
2636 Magic_ears are typically used for interaction with NPCs. You 2732 Magic_ears are typically used for interaction with NPCs. You
2637 can create the impression that the NPC actually *does* something 2733 can create the impression that the NPC actually *does* something
2638 according to his conversation with a player. Mostly this means 2734 according to his conversation with a player. Mostly this means
2639 opening a gate or handing out some item, but you could be quite 2735 opening a gate or handing out some item, but you could be quite
2640 creative here. ]]> 2736 creative here.]]>
2641 </use> 2737 </use>
2642 <attribute arch="no_pick" value="1" type="fixed" /> 2738 <attribute arch="no_pick" value="1" type="fixed" />
2643 <attribute arch="connected" editor="connection" type="int"> 2739 <attribute arch="connected" editor="connection" type="string">
2644 The Magic_ear will trigger all objects with the 2740 The Magic_ear will trigger all objects with the
2645 same connection value, every time it is activated. 2741 same connection value, every time it is activated.
2646 </attribute> 2742 </attribute>
2647 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2743 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2648 This textfield contains the keyword-matching-syntax. The text should 2744 This textfield contains the keyword-matching-syntax. The text should
2667 Magic walls can contain any spell. However, some spells do not 2763 Magic walls can contain any spell. However, some spells do not
2668 operate very successfully in them. The only way to know is to test 2764 operate very successfully in them. The only way to know is to test
2669 the spell you want to use with a wall. 2765 the spell you want to use with a wall.
2670 <br><br> 2766 <br><br>
2671 Several types of magical walls are predefined for you in the 2767 Several types of magical walls are predefined for you in the
2672 archetypes, and can be found on the "connected" Pickmap. ]]> 2768 archetypes, and can be found on the "connected" Pickmap.]]>
2673 </description> 2769 </description>
2674 <use><![CDATA[ 2770 <use><![CDATA[
2675 Spellcasting walls pose an interesting alternative to monsters. 2771 Spellcasting walls pose an interesting alternative to monsters.
2676 Usually they are set to be undestroyable. Thus, while monsters 2772 Usually they are set to be undestroyable. Thus, while monsters
2677 in a map can be cleared out, the magic walls remain. Low level 2773 in a map can be cleared out, the magic walls remain. Low level
2688 walls' spell(s). 2784 walls' spell(s).
2689 <br><br> 2785 <br><br>
2690 It is possible to make walls rotate when triggered. But that is so 2786 It is possible to make walls rotate when triggered. But that is so
2691 confusing (and useless IMHO) that I did not mention it above. You 2787 confusing (and useless IMHO) that I did not mention it above. You
2692 can find a working example on the map 2788 can find a working example on the map
2693 "/pup_land/castle_eureca/castle_eureca8". ]]> 2789 "/pup_land/castle_eureca/castle_eureca8".]]>
2694 </use> 2790 </use>
2695 <attribute arch="dam" editor="spell" type="spell"> 2791 <attribute arch="dam" editor="spell" type="spell">
2696 The magic wall will cast this &lt;spell&gt;. 2792 The magic wall will cast this &lt;spell&gt;.
2697 </attribute> 2793 </attribute>
2698 <attribute arch="level" editor="spell level" type="int"> 2794 <attribute arch="level" editor="spell level" type="int">
2699 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2795 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2700 walls cast spells at minimal strength. "level 100" walls cast deadly 2796 walls cast spells at minimal strength. "level 100" walls cast deadly
2701 spells. Arch default is level 1 - you should always set this value 2797 spells. Arch default is level 1 - you should always set this value
2702 to meet the overall difficulty of your map. 2798 to meet the overall difficulty of your map.
2703 </attribute> 2799 </attribute>
2704 <attribute arch="connected" editor="connection" type="int"> 2800 <attribute arch="connected" editor="connection" type="string">
2705 Every time the &lt;connection&gt; value is triggered, the wall will cast 2801 Every time the &lt;connection&gt; value is triggered, the wall will cast
2706 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2802 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2707 have much visible effect. 2803 have much visible effect.
2708 </attribute> 2804 </attribute>
2709 &activate_on; 2805 &activate_on;
2738 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2834 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" 2835 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2740 to &lt;weapon class&gt;. 2836 to &lt;weapon class&gt;.
2741 </attribute> 2837 </attribute>
2742</section> 2838</section>
2743<section name="resistance"> 2839&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> 2840</type>
2788 2841
2789<!--####################################################################--> 2842<!--####################################################################-->
2790<type number="55" name="Marker"> 2843<type number="55" name="Marker">
2791 <ignore> 2844 <ignore>
2796 player stepping on it. This force does nothing except containing a 2849 player stepping on it. This force does nothing except containing a
2797 &lt;key string&gt; which can be discovered by detectors or inventory 2850 &lt;key string&gt; which can be discovered by detectors or inventory
2798 checkers. It is also possible to use markers for removing marks again. 2851 checkers. It is also possible to use markers for removing marks again.
2799 <br><br> 2852 <br><br>
2800 Note that the player has no possibility to "see" his own marks, 2853 Note that the player has no possibility to "see" his own marks,
2801 except by the effect that they cause on the maps. ]]> 2854 except by the effect that they cause on the maps.]]>
2802 </description> 2855 </description>
2803 <use><![CDATA[ 2856 <use><![CDATA[
2804 Markers hold real cool possibilities for map-making. I encourage 2857 Markers hold real cool possibilities for map-making. I encourage
2805 you to use them frequently. However there is one negative point 2858 you to use them frequently. However there is one negative point
2806 about markers: Players don't "see" what's going on with them. It is 2859 about markers: Players don't "see" what's going on with them. It is
2807 your task, as map-creator, to make sure the player is always well 2860 your task, as map-creator, to make sure the player is always well
2808 informed and never confused. 2861 informed and never confused.
2809 <br><br> 2862 <br><br>
2810 Please avoid infinite markers when they aren't needed. They're 2863 Please avoid infinite markers when they aren't needed. They're
2811 using a little space in the player file after all, so if there 2864 using a little space in the player file after all, so if there
2812 is no real purpose, set an expire time. ]]> 2865 is no real purpose, set an expire time.]]>
2813 </use> 2866 </use>
2814 <attribute arch="no_pick" value="1" type="fixed" /> 2867 <attribute arch="no_pick" value="1" type="fixed" />
2815 <attribute arch="slaying" editor="key string" type="string"> 2868 <attribute arch="slaying" editor="key string" type="string">
2816 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2869 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2817 If the player already has a force with that &lt;key string&gt;, 2870 If the player already has a force with that &lt;key string&gt;,
2818 there won't be inserted a second one. 2871 there won't be inserted a second one.
2819 </attribute> 2872 </attribute>
2820 <attribute arch="connected" editor="connection" type="int"> 2873 <attribute arch="connected" editor="connection" type="string">
2821 When the detector is triggered, all objects with the same 2874 When the detector is triggered, all objects with the same
2822 connection value get activated. 2875 connection value get activated.
2823 </attribute> 2876 </attribute>
2824 <attribute arch="speed" editor="marking speed" type="float"> 2877 <attribute arch="speed" editor="marking speed" type="float">
2825 The &lt;marking speed&gt; defines how quickly it will mark something 2878 The &lt;marking speed&gt; defines how quickly it will mark something
2863 When a player picks an item from a shop and attempts to 2916 When a player picks an item from a shop and attempts to
2864 walk over the shop mat, the item's selling-price is automatically 2917 walk over the shop mat, the item's selling-price is automatically
2865 subtracted from the player's money. 2918 subtracted from the player's money.
2866 <br><br> 2919 <br><br>
2867 For money, always use the default arches. 2920 For money, always use the default arches.
2868 Don't modify them. ]]> 2921 Don't modify them.]]>
2869 </description> 2922 </description>
2870 <attribute arch="race" value="gold and jewels" type="fixed" /> 2923 <attribute arch="race" value="gold and jewels" type="fixed" />
2871</type> 2924</type>
2872 2925
2873<!--####################################################################--> 2926<!--####################################################################-->
2888 Monsters can behave in various kinds of ways. 2941 Monsters can behave in various kinds of ways.
2889 They can be aggressive, attacking the player. Or peaceful, 2942 They can be aggressive, attacking the player. Or peaceful,
2890 helping the player - maybe joining him as pet. 2943 helping the player - maybe joining him as pet.
2891 The unagressive creatures who communicate with players are 2944 The unagressive creatures who communicate with players are
2892 usually called "NPCs" (Non Player Character), a well-known 2945 usually called "NPCs" (Non Player Character), a well-known
2893 term in role-play environments. ]]> 2946 term in role-play environments.]]>
2894 </description> 2947 </description>
2895 <use><![CDATA[ 2948 <use><![CDATA[
2896 Monsters play a central role in most maps. Choosing the right 2949 Monsters play a central role in most maps. Choosing the right
2897 combination of monsters for your map is vital: 2950 combination of monsters for your map is vital:
2898 <UL> 2951 <UL>
2923 can use. 2976 can use.
2924 </UL> 2977 </UL>
2925 I know it's impossible to make the perfectly balanced map. There's always 2978 I know it's impossible to make the perfectly balanced map. There's always
2926 some part which is found too easy or too hard for a certain kind of player. 2979 some part which is found too easy or too hard for a certain kind of player.
2927 Just give it your best shot. And listen to feedback from players if you 2980 Just give it your best shot. And listen to feedback from players if you
2928 receive some. :-) ]]> 2981 receive some. :-)]]>
2929 </use> 2982 </use>
2930 <attribute arch="alive" value="1" type="fixed" /> 2983 <attribute arch="alive" value="1" type="fixed" />
2931 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2984 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2932 When the monster is killed, items from the treasurelist will 2985 When the monster is killed, items from the treasurelist will
2933 drop to the ground. This is a common way to reward players 2986 drop to the ground. This is a common way to reward players
2934 for killing (masses of) monsters. 2987 for killing (masses of) monsters.
2935 2988
2936 Note that you can always put items into the monster's 2989 Note that you can always put items into the monster's
2937 inventory. Those will drop-at-kill just like the stuff 2990 inventory. Those will drop-at-kill just like the stuff
2938 from the &lt;treasurelist&gt;. 2991 from the &lt;treasurelist&gt;.
2992 </attribute>
2993 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2994 Set this flag to move treasure items created into the environment (map)
2995 instead of putting them into the object.
2939 </attribute> 2996 </attribute>
2940 <attribute arch="level" editor="level" type="int"> 2997 <attribute arch="level" editor="level" type="int">
2941 A monster's &lt;level&gt; is the most important attribute. 2998 A monster's &lt;level&gt; is the most important attribute.
2942 &lt;level&gt; affects the power of a monster in various ways. 2999 &lt;level&gt; affects the power of a monster in various ways.
2943 </attribute> 3000 </attribute>
2990 </attribute> 3047 </attribute>
2991 <attribute arch="carrying" editor="carries weight" type="int"> 3048 <attribute arch="carrying" editor="carries weight" type="int">
2992 If a monster has something in the inventory, this 3049 If a monster has something in the inventory, this
2993 value can be set to reflect the slowdown due to 3050 value can be set to reflect the slowdown due to
2994 the carried weight. 3051 the carried weight.
3052 </attribute>
3053 <attribute arch="precious" editor="precious" type="bool">
3054 Set this flag to indicate that this monster is precious, i.e.
3055 it should not be lightly destroyed. This is most useful on pets and
3056 keeps the server from destroying them on destroy_pets/monster floors
3057 and will try to save them when the player logs out.
2995 </attribute> 3058 </attribute>
2996 3059
2997<section name="melee"> 3060<section name="melee">
2998 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3061 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2999 This number is a bitmask, specifying the monster's attacktypes 3062 This number is a bitmask, specifying the monster's attacktypes
3171 <attribute arch="stand_still" editor="stand still" type="bool"> 3234 <attribute arch="stand_still" editor="stand still" type="bool">
3172 Monsters which &lt;stand still&gt; won't move to leave their position. 3235 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 3236 When agressive, they will attack all enemies who get close to
3174 them. This behaviour is commonly known from castle guards. 3237 them. This behaviour is commonly known from castle guards.
3175 3238
3176 In older versions of Crossfire it was possible to eventually 3239 In older versions of Deliantra it was possible to eventually
3177 push a &lt;stand still&gt;-monster out of position by force. 3240 push a &lt;stand still&gt;-monster out of position by force.
3178 I believe this is no longer possible. Neverthless, you should 3241 I believe this is no longer possible. Neverthless, you should
3179 still be cautious when lining up &lt;stand still&gt;-monster in order 3242 still be cautious when lining up &lt;stand still&gt;-monster in order
3180 to "defend" something: Such monsters are rather easy to kill. 3243 to "defend" something: Such monsters are rather easy to kill.
3181 It's good for low level maps, but not much more. 3244 It's good for low level maps, but not much more.
3217 When the monster's health points drop below this percentage 3280 When the monster's health points drop below this percentage
3218 (relative to max health), it attempts to run away from the 3281 (relative to max health), it attempts to run away from the
3219 attacker. 3282 attacker.
3220 </attribute> 3283 </attribute>
3221</section> 3284</section>
3222 3285 &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"> 3286 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3268 </attribute> 3287 </attribute>
3269</type> 3288</type>
3270 3289
3271<!--####################################################################--> 3290<!--####################################################################-->
3276 <attribute arch="name_pl" /> 3295 <attribute arch="name_pl" />
3277 <attribute arch="nrof" /> 3296 <attribute arch="nrof" />
3278 <attribute arch="value" /> 3297 <attribute arch="value" />
3279 <attribute arch="unpaid" /> 3298 <attribute arch="unpaid" />
3280 </ignore> 3299 </ignore>
3281 <description><![CDATA[ 3300 <description>
3282 A grimreaper is a monster that vanishes after it did some number of 3301 A grimreaper is a monster that vanishes after it did some number of
3283 draining attacks. ]]> <!-- XXX: is this ok? --> 3302 draining attacks.
3284 </description> 3303 </description>
3285<section name="grimreaper"> 3304<section name="grimreaper">
3286 <attribute arch="value" editor="attacks" type="int"> 3305 <attribute arch="value" editor="attacks" type="int">
3287 The object vanishes after this number of draining attacks. 3306 The object vanishes after this number of draining attacks.
3288 </attribute> 3307 </attribute>
3296 </ignore> 3315 </ignore>
3297 <description><![CDATA[ 3316 <description><![CDATA[
3298 As the name implies, mood floors can change the "mood" of 3317 As the name implies, mood floors can change the "mood" of
3299 a monsters/NPC. For example, an unagressive monster could be 3318 a monsters/NPC. For example, an unagressive monster could be
3300 turned mad to start attacking. Similar, an agressive monster 3319 turned mad to start attacking. Similar, an agressive monster
3301 could be calmed. ]]> 3320 could be calmed.]]>
3302 </description> 3321 </description>
3303 <use><![CDATA[ 3322 <use><![CDATA[
3304 Mood floors are absolutely cool for NPC interaction. To make an 3323 Mood floors are absolutely cool for NPC interaction. To make an
3305 unaggressive monster/NPC attack, put a creator with "other_arch 3324 unaggressive monster/NPC attack, put a creator with "other_arch
3306 furious_floor" under it. Connect the creator to a magic_ear, so the 3325 furious_floor" under it. Connect the creator to a magic_ear, so the
3310 it directly to a magic_ear. Then the player speaks a keyword like 3329 it directly to a magic_ear. Then the player speaks a keyword like
3311 "help me" - and the NPC joins him as pet. 3330 "help me" - and the NPC joins him as pet.
3312 <br><br> 3331 <br><br>
3313 (Of course you must always give clear hints about keywords! 3332 (Of course you must always give clear hints about keywords!
3314 And there is no reason why you couldn't use a button/lever/pedestal 3333 And there is no reason why you couldn't use a button/lever/pedestal
3315 etc. instead of a magic_ear.) ]]> 3334 etc. instead of a magic_ear.)]]>
3316 </use> 3335 </use>
3317 <attribute arch="no_pick" value="1" type="fixed" /> 3336 <attribute arch="no_pick" value="1" type="fixed" />
3318 <attribute arch="last_sp" editor="mood" type="list_mood"> 3337 <attribute arch="last_sp" editor="mood" type="list_mood">
3319 &lt;mood&gt; is used to determine what will happen to the 3338 &lt;mood&gt; is used to determine what will happen to the
3320 monster when affected by the mood floor: 3339 monster when affected by the mood floor:
3330 &lt;mood&gt; 'charm': Turns monster into a pet of person 3349 &lt;mood&gt; 'charm': Turns monster into a pet of person
3331 who triggers the square. This setting is not 3350 who triggers the square. This setting is not
3332 enabled for continous operation, you need to 3351 enabled for continous operation, you need to
3333 insert a &lt;connection&gt; value! 3352 insert a &lt;connection&gt; value!
3334 </attribute> 3353 </attribute>
3335 <attribute arch="connected" editor="connection" type="int"> 3354 <attribute arch="connected" editor="connection" type="string">
3336 This should only be set in combination with &lt;mood number&gt; 4. 3355 This should only be set in combination with &lt;mood number&gt; 4.
3337 Normally, monsters are affected by the mood floor as soon as they 3356 Normally, monsters are affected by the mood floor as soon as they
3338 step on it. But charming (monster -&gt; pet) is too powerful, 3357 step on it. But charming (monster -&gt; pet) is too powerful,
3339 so it needs to be activated. 3358 so it needs to be activated.
3340 3359
3364 can monsters. Motion is involuntary. Additionally, players or 3383 can monsters. Motion is involuntary. Additionally, players or
3365 monsters can be "frozen" while ontop of movers so that they MUST 3384 monsters can be "frozen" while ontop of movers so that they MUST
3366 move along a chain of them. 3385 move along a chain of them.
3367 <br><br> 3386 <br><br>
3368 Multisquare monsters can be moved as well, given 3387 Multisquare monsters can be moved as well, given
3369 enough space. Movers are usually invisible. ]]> 3388 enough space. Movers are usually invisible.]]>
3370 </description> 3389 </description>
3371 <use><![CDATA[ 3390 <use><![CDATA[
3372 NEVER EVER consider a mover being unpassable in the backwards 3391 NEVER EVER consider a mover being unpassable in the backwards
3373 direction. Setting "forced movement" makes it seemingly impossible 3392 direction. Setting "forced movement" makes it seemingly impossible
3374 but there is still a trick: One player can push a second player 3393 but there is still a trick: One player can push a second player
3381 cannot be discovered with the show_invisible spell. 3400 cannot be discovered with the show_invisible spell.
3382 <br><br> 3401 <br><br>
3383 Note that Movers and Directors are seperate objects, even though 3402 Note that Movers and Directors are seperate objects, even though
3384 they look and act similar. Directors only do spells/missiles, 3403 they look and act similar. Directors only do spells/missiles,
3385 while movers only do living creatures (depending on how it 3404 while movers only do living creatures (depending on how it
3386 is set: monsters and players). ]]> 3405 is set: monsters and players).]]>
3387 </use> 3406 </use>
3388 <attribute arch="attacktype" editor="forced movement" type="bool"> 3407 <attribute arch="attacktype" editor="forced movement" type="bool">
3389 If forced movement is enabled, the mover "freezes" anyone it 3408 If forced movement is enabled, the mover "freezes" anyone it
3390 moves (so they are forced to move along a chain). 3409 moves (so they are forced to move along a chain).
3391 For players there is no way to escape this forced movement, 3410 For players there is no way to escape this forced movement,
3443 <ignore_list name="non_pickable" /> 3462 <ignore_list name="non_pickable" />
3444 </ignore> 3463 </ignore>
3445 <description><![CDATA[ 3464 <description><![CDATA[
3446 Pedestals are designed to detect certain types of living objects. 3465 Pedestals are designed to detect certain types of living objects.
3447 When a predefined type of living creature steps on the pedestal, the 3466 When a predefined type of living creature steps on the pedestal, the
3448 connected value is triggered. ]]> 3467 connected value is triggered.]]>
3449 </description> 3468 </description>
3450 <use><![CDATA[ 3469 <use><![CDATA[
3451 If you want to create a place where only players of a certain race 3470 If you want to create a place where only players of a certain race
3452 can enter, put a teleporter over your pedestal. So the teleporter is 3471 can enter, put a teleporter over your pedestal. So the teleporter is
3453 only activated for players of the matching race. Do not use gates, 3472 only activated for players of the matching race. Do not use gates,
3454 because many other players could sneak in. If you put powerful 3473 because many other players could sneak in. If you put powerful
3455 artifacts into such places, generally set "startequip 1", so that 3474 artifacts into such places, generally set "startequip 1", so that
3456 they are preserved for that one race and can't be traded to others. ]]> 3475 they are preserved for that one race and can't be traded to others.]]>
3457 </use> 3476 </use>
3458 <attribute arch="no_pick" value="1" type="fixed" /> 3477 <attribute arch="no_pick" value="1" type="fixed" />
3459 <attribute arch="slaying" editor="match race" type="string"> 3478 <attribute arch="slaying" editor="match race" type="string">
3460 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3479 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3461 matches the monster's or the player's race, we have a match. 3480 matches the monster's or the player's race, we have a match.
3463 place where only fireborns can enter, by setting "slaying unnatural". 3482 place where only fireborns can enter, by setting "slaying unnatural".
3464 3483
3465 If it is set to "player", any player stepping on the pedestal 3484 If it is set to "player", any player stepping on the pedestal
3466 is a match. Very useful if you want to open a gate for players 3485 is a match. Very useful if you want to open a gate for players
3467 but not for monsters. 3486 but not for monsters.
3487
3488 &match_compat;
3468 </attribute> 3489 </attribute>
3469 <attribute arch="connected" editor="connection" type="int"> 3490 <attribute arch="connected" editor="connection" type="string">
3470 When the pedestal is triggered, all objects with the same 3491 When the pedestal is triggered, all objects with the same
3471 connection value get activated. 3492 connection value get activated.
3472 </attribute> 3493 </attribute>
3473 &move_on; 3494 &move_on;
3474</type> 3495</type>
3479 <ignore_list name="non_pickable" /> 3500 <ignore_list name="non_pickable" />
3480 </ignore> 3501 </ignore>
3481 <description><![CDATA[ 3502 <description><![CDATA[
3482 Pits are holes, transporting the player when he walks (and falls) into them. 3503 Pits are holes, transporting the player when he walks (and falls) into them.
3483 A speciality about pits is that they don't transport the player to 3504 A speciality about pits is that they don't transport the player to
3484 the exact destination, but within a two-square radius of the destination 3505 the exact destination, but within a configurable radius of the destination
3485 (never on blocked squares).<br> 3506 (never on blocked squares).<br>
3486 Optionally, pits can get closed and opened, similar to gates.<br><br> 3507 Optionally, pits can get closed and opened, similar to gates.<br><br>
3487 Monsters and items are affected by pits just as well as players. 3508 Monsters and items are affected by pits just as well as players.
3488 Even multipart monsters can fall through them, given enough space. ]]> 3509 Even multipart monsters can fall through them, given enough space.]]>
3489 </description> 3510 </description>
3490 <use><![CDATA[ 3511 <use><![CDATA[
3491 Pits can add interesting effects to your map. When using them, make 3512 Pits can add interesting effects to your map. When using them, make
3492 sure to use them in a "logical way": Pits should always drop the 3513 sure to use them in a "logical way": Pits should always drop the
3493 player to some kind of lower level. They should not be used to 3514 player to some kind of lower level. They should not be used to
3494 randomly interconnect maps like teleporters do. ]]> 3515 randomly interconnect maps like teleporters do.]]>
3495 </use> 3516 </use>
3496 <attribute arch="no_pick" value="1" type="fixed" /> 3517 <attribute arch="no_pick" value="1" type="fixed" />
3518 <attribute arch="range" editor="spread radius" type="int">
3519 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3520 </attribute>
3497 <attribute arch="connected" editor="connection" type="int"> 3521 <attribute arch="connected" editor="connection" type="string">
3498 When a &lt;connection&gt; value is set, the pit can be opened/closed 3522 When a &lt;connection&gt; value is set, the pit can be opened/closed
3499 by activating the connection. 3523 by activating the connection.
3500 </attribute> 3524 </attribute>
3501 &activate_on; 3525 &activate_on;
3502 <attribute arch="hp" editor="destination X" type="int"> 3526 <attribute arch="hp" editor="destination X" type="int">
3522 3546
3523<!--####################################################################--> 3547<!--####################################################################-->
3524<type number="7" name="Poison Food"> 3548<type number="7" name="Poison Food">
3525 <description><![CDATA[ 3549 <description><![CDATA[
3526 When eating, the player's stomache is drained by 1/4 of food. 3550 When eating, the player's stomache is drained by 1/4 of food.
3527 If his food drops to zero, the player might even die. ]]> 3551 If his food drops to zero, the player might even die.]]>
3528 </description> 3552 </description>
3529</type> 3553</type>
3530 3554
3531<!--####################################################################--> 3555<!--####################################################################-->
3532<type number="5" name="Potion"> 3556<type number="5" name="Potion">
3533 <description><![CDATA[ 3557 <description><![CDATA[
3534 The player can drink these and gain various kinds of benefits 3558 The player can drink these and gain various kinds of benefits
3535 (/penalties) by doing so. ]]> 3559 (/penalties) by doing so.]]>
3536 </description> 3560 </description>
3537 <use><![CDATA[ 3561 <use><![CDATA[
3538 One potion should never give multiple benefits at once. ]]> 3562 One potion should never give multiple benefits at once.]]>
3539 </use> 3563 </use>
3540 <attribute arch="level" editor="potion level" type="int"> 3564 <attribute arch="level" editor="potion level" type="int">
3541 If the potion contains a spell, the spell is cast at this level. 3565 If the potion contains a spell, the spell is cast at this level.
3542 For other potions it should be set at least to 1. 3566 For other potions it should be set at least to 1.
3543 </attribute> 3567 </attribute>
3561 </attribute> 3585 </attribute>
3562 <attribute arch="startequip" editor="godgiven item" type="bool"> 3586 <attribute arch="startequip" editor="godgiven item" type="bool">
3563 A godgiven item vanishes as soon as the player 3587 A godgiven item vanishes as soon as the player
3564 drops it to the ground. 3588 drops it to the ground.
3565 </attribute> 3589 </attribute>
3566<section name="stats"> 3590 &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> 3591</type>
3685 3592
3686<!--####################################################################--> 3593<!--####################################################################-->
3687<type number="156" name="Power Crystal"> 3594<type number="156" name="Power Crystal">
3688 <description><![CDATA[ 3595 <description><![CDATA[
3689 Power crystals can store a player's mana: 3596 Power crystals can store a player's mana:
3690 When the player applies the crystal with full mana, half of 3597 When the player applies the crystal with full mana, half of
3691 it flows into the crystal. When the player applies it with 3598 it flows into the crystal. When the player applies it with
3692 lacking mana, the crystal replenishes the player's mana. ]]> 3599 lacking mana, the crystal replenishes the player's mana.]]>
3693 </description> 3600 </description>
3694 <attribute arch="sp" editor="initial mana" type="int"> 3601 <attribute arch="sp" editor="initial mana" type="int">
3695 &lt;initial mana&gt; is the amount of spellpoints that the 3602 &lt;initial mana&gt; is the amount of spellpoints that the
3696 crystal holds when the map is loaded. 3603 crystal holds when the map is loaded.
3697 </attribute> 3604 </attribute>
3709 Projectiles like arrows/crossbow bolts are used as ammunition 3616 Projectiles like arrows/crossbow bolts are used as ammunition
3710 for shooting weapons. 3617 for shooting weapons.
3711 <br><br> 3618 <br><br>
3712 It's very easy to add new pairs of weapons &amp; projectiles. 3619 It's very easy to add new pairs of weapons &amp; projectiles.
3713 Just set matching &lt;ammunition class&gt; both for shooting 3620 Just set matching &lt;ammunition class&gt; both for shooting
3714 weapon and projectile. ]]> 3621 weapon and projectile.]]>
3715 </description> 3622 </description>
3716 <use><![CDATA[ 3623 <use><![CDATA[
3717 If you want to create new kinds of projectiles, you could 3624 If you want to create new kinds of projectiles, you could
3718 add an alchemical receipe to create these. 3625 add an alchemical receipe to create these.
3719 3626
3720 Don't create new pairs of weapons &amp; projectiles unless 3627 Don't create new pairs of weapons &amp; projectiles unless
3721 they really fullfill a useful purpose. In fact, even bows 3628 they really fullfill a useful purpose. In fact, even bows
3722 and crossbows are rarely ever used. ]]> 3629 and crossbows are rarely ever used.]]>
3723 </use> 3630 </use>
3724 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3631 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3725 This number is a bitmask, specifying the projectile's attacktypes. 3632 This number is a bitmask, specifying the projectile's attacktypes.
3726 Attacktypes are: physical, magical, fire, cold.. etc. 3633 Attacktypes are: physical, magical, fire, cold.. etc.
3727 This works identical to melee weapons. Note that shooting 3634 This works identical to melee weapons. Note that shooting
3789<type number="70" name="Ring"> 3696<type number="70" name="Ring">
3790 <import_type name="Amulet" /> 3697 <import_type name="Amulet" />
3791 <description><![CDATA[ 3698 <description><![CDATA[
3792 Rings are worn on the hands - one ring each. 3699 Rings are worn on the hands - one ring each.
3793 Wearing rings, the object's stats will directly be inherited to 3700 Wearing rings, the object's stats will directly be inherited to
3794 the player. Usually enhancing his spellcasting potential. ]]> 3701 the player. Usually enhancing his spellcasting potential.]]>
3795 </description> 3702 </description>
3796 <use><![CDATA[ 3703 <use><![CDATA[
3797 When you create an artifact ring, never forget that players can 3704 When you create an artifact ring, never forget that players can
3798 wear <B>two</B> rings! Due to that it is extremely important to 3705 wear <B>two</B> rings! Due to that it is extremely important to
3799 keep rings in balance with the game. 3706 keep rings in balance with the game.
3800 <br><br> 3707 <br><br>
3801 Also keep in mind that rings are generally the wizard's tools. 3708 Also keep in mind that rings are generally the wizard's tools.
3802 They should primarily grant bonuses to spellcasting abilities 3709 They should primarily grant bonuses to spellcasting abilities
3803 and non-physical resistances. ]]> 3710 and non-physical resistances.]]>
3804 </use> 3711 </use>
3805</type> 3712</type>
3806 3713
3807<!--####################################################################--> 3714<!--####################################################################-->
3808<type number="3" name="Rod"> 3715<type number="3" name="Rod">
3811 </ignore> 3718 </ignore>
3812 <description><![CDATA[ 3719 <description><![CDATA[
3813 A rod contains a spell. The player can use this spell by applying and 3720 A rod contains a spell. The player can use this spell by applying and
3814 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3721 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3815 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3722 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3816 used endlessly. ]]> 3723 used endlessly.]]>
3817 </description> 3724 </description>
3818 <use><![CDATA[ 3725 <use><![CDATA[
3819 Rods with healing/curing spells are extremely powerful. Usually, potions have 3726 Rods with healing/curing spells are extremely powerful. Usually, potions have
3820 to be used for that purpose. Though, potions are expensive and only good for 3727 to be used for that purpose. Though, potions are expensive and only good for
3821 one-time-use.<br> ]]> 3728 one-time-use.<br>]]>
3822 </use> 3729 </use>
3823 <attribute arch="sp" editor="spell" type="spell"> 3730 <attribute arch="sp" editor="spell" type="spell">
3824 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3731 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3825 rods to players, since they can be used endlessly without any mana cost! 3732 rods to players, since they can be used endlessly without any mana cost!
3826 Rods with heal/ restoration/ protection spells, IF available, MUST be 3733 Rods with heal/ restoration/ protection spells, IF available, MUST be
3866 Runes hit any monster or person who steps on them for 'dam' damage in 3773 Runes hit any monster or person who steps on them for 'dam' damage in
3867 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3774 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3868 and will cast this spell when it detonates. Yet another kind is the 3775 and will cast this spell when it detonates. Yet another kind is the
3869 "summoning rune", summoning predefined monsters of any kind, at detonation. 3776 "summoning rune", summoning predefined monsters of any kind, at detonation.
3870 <br><br> 3777 <br><br>
3871 Many runes are already defined in the archetypes. ]]> 3778 Many runes are already defined in the archetypes.]]>
3872 </description> 3779 </description>
3873 <use><![CDATA[ 3780 <use><![CDATA[
3874 Avoid monsters stepping on your runes. For example, summoning runes 3781 Avoid monsters stepping on your runes. For example, summoning runes
3875 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3782 together with spellcasting- and attack-runes is usually a bad idea.]]>
3876 </use> 3783 </use>
3877 <attribute arch="no_pick" value="1" type="fixed" /> 3784 <attribute arch="no_pick" value="1" type="fixed" />
3878 &move_on; 3785 &move_on;
3879 <attribute arch="level" editor="rune level" type="int"> 3786 <attribute arch="level" editor="rune level" type="int">
3880 This value sets the level the rune will cast the spell it contains at, 3787 This value sets the level the rune will cast the spell it contains at,
3948 <ignore_list name="non_pickable" /> 3855 <ignore_list name="non_pickable" />
3949 </ignore> 3856 </ignore>
3950 <description><![CDATA[ 3857 <description><![CDATA[
3951 When the player applies a savebed, he is not only saved. Both his 3858 When the player applies a savebed, he is not only saved. Both his
3952 respawn-after-death and his word-of-recall positions are pointing 3859 respawn-after-death and his word-of-recall positions are pointing
3953 to the last-applied savebed. ]]> 3860 to the last-applied savebed.]]>
3954 </description> 3861 </description>
3955 <use><![CDATA[ 3862 <use><![CDATA[
3956 Put savebed locations in towns, do not put them into dungeons. 3863 Put savebed locations in towns, do not put them into dungeons.
3957 It is absolutely neccessary that a place with savebeds is 100% secure. 3864 It is absolutely neccessary that a place with savebeds is 100% secure.
3958 That means: 3865 That means:
3959 <UL> 3866 <UL>
3960 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3867 <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. 3868 <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 3869 <LI> Insert a reliable exit! Make sure there is no possibility that
3963 players get trapped in a savebed location. 3870 players get trapped in a savebed location.
3964 <LI> If possible, mark the whole site as no-spell area (Insert this 3871 <LI> If possible, mark the whole site as no-spell area (Insert this
3965 arch called "dungeon_magic" everywhere). This is not required, 3872 arch called "dungeon_magic" everywhere). This is not required,
3966 but it makes the place much more safe. 3873 but it makes the place much more safe.
3967 </UL> ]]> 3874 </UL>]]>
3968 </use> 3875 </use>
3969 <attribute arch="no_pick" value="1" type="fixed" /> 3876 <attribute arch="no_pick" value="1" type="fixed" />
3970 <attribute arch="no_magic" value="1" type="fixed" /> 3877 <attribute arch="no_magic" value="1" type="fixed" />
3971 <attribute arch="damned" value="1" type="fixed" /> 3878 <attribute arch="damned" value="1" type="fixed" />
3972</type> 3879</type>
3979 <description><![CDATA[ 3886 <description><![CDATA[
3980 Scrolls contain spells (similar to spell-potions). Unlike potions, 3887 Scrolls contain spells (similar to spell-potions). Unlike potions,
3981 scrolls require a certain literacy skill to read successfully. 3888 scrolls require a certain literacy skill to read successfully.
3982 Accordingly, for a successful reading, a small amount of 3889 Accordingly, for a successful reading, a small amount of
3983 experience is gained. Scrolls allow only one time usage, but 3890 experience is gained. Scrolls allow only one time usage, but
3984 usually they are sold in bulks. ]]> 3891 usually they are sold in bulks.]]>
3985 </description> 3892 </description>
3986 <use><![CDATA[ 3893 <use><![CDATA[
3987 For low level quests, scrolls of healing/curing-spells 3894 For low level quests, scrolls of healing/curing-spells
3988 can be a nice reward. At higher levels, scrolls become less 3895 can be a nice reward. At higher levels, scrolls become less
3989 and less useful. ]]> 3896 and less useful.]]>
3990 </use> 3897 </use>
3991 <attribute arch="level" editor="casting level" type="int"> 3898 <attribute arch="level" editor="casting level" type="int">
3992 The spell of the scroll will be casted at this level. 3899 The spell of the scroll will be casted at this level.
3993 This value should always be set, at least to 1. 3900 This value should always be set, at least to 1.
3994 </attribute> 3901 </attribute>
4006<type number="33" name="Shield"> 3913<type number="33" name="Shield">
4007 <import_type name="Amulet" /> 3914 <import_type name="Amulet" />
4008 <description><![CDATA[ 3915 <description><![CDATA[
4009 Wearing a shield, the object's stats will directly be inherited to 3916 Wearing a shield, the object's stats will directly be inherited to
4010 the player. Shields usually provide good defense, only surpassed 3917 the player. Shields usually provide good defense, only surpassed
4011 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3918 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4012 </description> 3919 </description>
4013 <use><![CDATA[ 3920 <use><![CDATA[
4014 Feel free to create your own special artifacts. However, it is very 3921 Feel free to create your own special artifacts. However, it is very
4015 important that you keep your artifact in balance with existing maps. ]]> 3922 important that you keep your artifact in balance with existing maps.]]>
4016 </use> 3923 </use>
4017 <attribute arch="magic" editor="magic bonus" type="int"> 3924 <attribute arch="magic" editor="magic bonus" type="int">
4018 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3925 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4019 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3926 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4020 than direct armour-class bonus on the shield. 3927 than direct armour-class bonus on the shield.
4029 wielded both at the same time. Like with any other equipment, 3936 wielded both at the same time. Like with any other equipment,
4030 stats/bonuses from shooting weapons are directly inherited to the player. 3937 stats/bonuses from shooting weapons are directly inherited to the player.
4031 <br><br> 3938 <br><br>
4032 It's very easy to add new pairs of weapons &amp; projectiles. 3939 It's very easy to add new pairs of weapons &amp; projectiles.
4033 Just set matching &lt;ammunition class&gt; both for shooting 3940 Just set matching &lt;ammunition class&gt; both for shooting
4034 weapon and projectile. ]]> 3941 weapon and projectile.]]>
4035 </description> 3942 </description>
4036 <use><![CDATA[ 3943 <use><![CDATA[
4037 Shooting weapons should not add bonuses in general. There's already 3944 Shooting weapons should not add bonuses in general. There's already
4038 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3945 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4039 Shooting weapons should especially not add bonuses to the player 3946 Shooting weapons should especially not add bonuses to the player
4040 that have nothing to do with schooting. A Wisdom bonus on a bow 3947 that have nothing to do with schooting. A Wisdom bonus on a bow
4041 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3948 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4042 - still crap. ]]> 3949 - still crap.]]>
4043 </use> 3950 </use>
4044 <attribute arch="race" editor="ammunition class" type="string"> 3951 <attribute arch="race" editor="ammunition class" type="string">
4045 Only projectiles with matching &lt;ammunition class&gt; can be fired 3952 Only projectiles with matching &lt;ammunition class&gt; can be fired
4046 with this weapon. For normal bows set "arrows", for normal 3953 with this weapon. For normal bows set "arrows", for normal
4047 crossbows set "crossbow bolts". 3954 crossbows set "crossbow bolts".
4076 amount of &lt;item power&gt;, depending on their own level. This is the 3983 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 3984 only way to prevent low level players to wear "undeserved" equipment
4078 (like gifts from other players or cheated items). 3985 (like gifts from other players or cheated items).
4079 3986
4080 It is very important to adjust the &lt;item power&gt; value carefully 3987 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 3988 for every artifact you create! If zero/unset, the Deliantra server will
4082 calculate a provisional value at runtime, but this is never 3989 calculate a provisional value at runtime, but this is never
4083 going to be an accurate measurement of &lt;item power&gt;. 3990 going to be an accurate measurement of &lt;item power&gt;.
4084 </attribute> 3991 </attribute>
4085 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3992 <attribute arch="no_strength" editor="ignore strength" type="bool">
4086 Usually the player's strentgh takes effect on the damage 3993 Usually the player's strentgh takes effect on the damage
4168 These items are all flagged as unpaid. 4075 These items are all flagged as unpaid.
4169 When a player drops an item onto shop floor, the item becomes 4076 When a player drops an item onto shop floor, the item becomes
4170 unpaid and the player receives payment according to the item's 4077 unpaid and the player receives payment according to the item's
4171 selling-value. 4078 selling-value.
4172 Shopfloor always prevents magic (To hinder players from burning 4079 Shopfloor always prevents magic (To hinder players from burning
4173 or freezing the goods). ]]> 4080 or freezing the goods).]]>
4174 </description> 4081 </description>
4175 <use><![CDATA[ 4082 <use><![CDATA[
4176 Tile your whole shop-interior space which shop floor. 4083 Tile your whole shop-interior space which shop floor.
4177 (That assures players receive payment for dropping items). 4084 (That assures players receive payment for dropping items).
4178 Place shop mats to enter/leave the shop, and make sure 4085 Place shop mats to enter/leave the shop, and make sure
4179 there is no other exit than the shop mat. ]]> 4086 there is no other exit than the shop mat.]]>
4180 </use> 4087 </use>
4181 <attribute arch="is_floor" value="1" type="fixed" /> 4088 <attribute arch="is_floor" value="1" type="fixed" />
4182 <attribute arch="no_pick" value="1" type="fixed" /> 4089 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="no_magic" value="1" type="fixed" /> 4090 <attribute arch="no_magic" value="1" type="fixed" />
4184 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4091 <attribute arch="auto_apply" editor="generate goods" type="bool">
4218 "shopping-area" and one outside. Shop mats don't use exit paths/ 4125 "shopping-area" and one outside. Shop mats don't use exit paths/
4219 or -destinations. When stepping onto a shopmat the player gets beamed 4126 or -destinations. When stepping onto a shopmat the player gets beamed
4220 to the nearest other mat. If the player has unpaid items in his 4127 to the nearest other mat. If the player has unpaid items in his
4221 inventory, the price gets charged from his coins automatically. 4128 inventory, the price gets charged from his coins automatically.
4222 If the player has insufficient coins to buy his unpaid items, he 4129 If the player has insufficient coins to buy his unpaid items, he
4223 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4130 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4224 </description> 4131 </description>
4225 <use><![CDATA[ 4132 <use><![CDATA[
4226 As stated above, always place TWO shop mats into your shop. 4133 As stated above, always place TWO shop mats into your shop.
4227 Not more and not less than that. ]]> 4134 Not more and not less than that.]]>
4228 </use> 4135 </use>
4229 <attribute arch="no_pick" value="1" type="fixed" /> 4136 <attribute arch="no_pick" value="1" type="fixed" />
4230 &move_on; 4137 &move_on;
4231</type> 4138</type>
4232 4139
4237 </ignore> 4144 </ignore>
4238 <description><![CDATA[ 4145 <description><![CDATA[
4239 The purpose of a sign or magic_mouth is to display a certain message to 4146 The purpose of a sign or magic_mouth is to display a certain message to
4240 the player. There are three ways to have the player get this message: 4147 the player. There are three ways to have the player get this message:
4241 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4148 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4242 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4149 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4243 </description> 4150 </description>
4244 <use><![CDATA[ 4151 <use><![CDATA[
4245 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4152 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4246 some true roleplay feeling to your maps, support your storyline or give 4153 some true roleplay feeling to your maps, support your storyline or give
4247 hints about hidden secrets/dangers. Place signs to provide the player 4154 hints about hidden secrets/dangers. Place signs to provide the player
4248 with all kinds of useful information for getting along in your maps. ]]> 4155 with all kinds of useful information for getting along in your maps.]]>
4249 </use> 4156 </use>
4250 <attribute arch="connected" editor="connection" type="int"> 4157 <attribute arch="connected" editor="connection" type="string">
4251 When a connection value is set, the message will be printed whenever 4158 When a connection value is set, the message will be printed whenever
4252 the connection is triggered. This should be used in combination with 4159 the connection is triggered. This should be used in combination with
4253 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4160 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4254 If activating your magic_mouth this way, the message will not only be 4161 If activating your magic_mouth this way, the message will not only be
4255 printed to one player, but all players on the current map. 4162 printed to one player, but all players on the current map.
4272 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4179 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4273 This text will be displayed to the player. 4180 This text will be displayed to the player.
4274 </attribute> 4181 </attribute>
4275</type> 4182</type>
4276 4183
4184<type number="150" name="Shop Inventory">
4185 <ignore>
4186 <ignore_list name="non_pickable" />
4187 </ignore>
4188 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4189 </description>
4190 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4191 </use>
4192 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4193 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4194 the map that will be searched for unpaid items.
4195 </attribute>
4196</type>
4197
4277<!--####################################################################--> 4198<!--####################################################################-->
4278<type number="43" name="Skill"> 4199<type number="43" name="Skill">
4279 <ignore> 4200 <ignore>
4280 <ignore_list name="system_object" /> 4201 <ignore_list name="system_object" />
4281 </ignore> 4202 </ignore>
4282 <description><![CDATA[ 4203 <description><![CDATA[
4283 Skills are objects which exist in the player/monster inventory. 4204 Skills are objects which exist in the player/monster inventory.
4284 Both NPC/monsters and players use the same skill archetypes. Not all skills 4205 Both NPC/monsters and players use the same skill archetypes. Not all skills
4285 are enabled for monster use however. ]]> 4206 are enabled for monster use however.]]>
4286 </description> 4207 </description>
4287 <use><![CDATA[ 4208 <use><![CDATA[
4288 For mapmaking, Skill objects serve two purposes: 4209 For mapmaking, Skill objects serve two purposes:
4289 <p>First, the predefined skill archtypes (in the 'skills' directory) 4210 <p>First, the predefined skill archtypes (in the 'skills' directory)
4290 can be seen as the global skill definitions. A skill which doesn't 4211 can be seen as the global skill definitions. A skill which doesn't
4295 </p><p> 4216 </p><p>
4296 Secondly, in order to enable monsters to use skills, you will need to 4217 Secondly, in order to enable monsters to use skills, you will need to
4297 copy default skill archtypes into the monsters' inventories. 4218 copy default skill archtypes into the monsters' inventories.
4298 You can even customize the skills by changing stats. It is not 4219 You can even customize the skills by changing stats. It is not
4299 recommended however, to use skills in your maps which are totally 4220 recommended however, to use skills in your maps which are totally
4300 unrelated to any predefined skill archtype.</p> ]]> 4221 unrelated to any predefined skill archtype.</p>]]>
4301 </use> 4222 </use>
4302 <attribute arch="invisible" value="1" type="fixed" /> 4223 <attribute arch="invisible" value="1" type="fixed" />
4303 <attribute arch="no_drop" value="1" type="fixed" /> 4224 <attribute arch="no_drop" value="1" type="fixed" />
4304 <attribute arch="skill" editor="skill name" type="string"> 4225 <attribute arch="skill" editor="skill name" type="string">
4305 The &lt;skill name&gt; is used for matchings. When a usable 4226 The &lt;skill name&gt; is used for matchings. When a usable
4315 expmul is 1, the player will get 500 added to that skill as well as 4236 expmul is 1, the player will get 500 added to that skill as well as
4316 500 to their total. 4237 500 to their total.
4317 </attribute> 4238 </attribute>
4318 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4239 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4319 The &lt;skill type&gt; defines the base functionality of the skill. 4240 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 4241 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. 4242 create new skill types, but it requires a bit of server-coding.
4322 </attribute> 4243 </attribute>
4323 <attribute arch="level" editor="level" type="int"> 4244 <attribute arch="level" editor="level" type="int">
4324 </attribute> 4245 </attribute>
4325 <attribute arch="exp" editor="experience" type="int"> 4246 <attribute arch="exp" editor="experience" type="int">
4334 4255
4335<!--####################################################################--> 4256<!--####################################################################-->
4336<type number="130" name="Skill Scroll"> 4257<type number="130" name="Skill Scroll">
4337 <description><![CDATA[ 4258 <description><![CDATA[
4338 By reading a skill scroll, a player has a chance to learn the 4259 By reading a skill scroll, a player has a chance to learn the
4339 contained skill. ]]> 4260 contained skill.]]>
4340 </description> 4261 </description>
4341 <use><![CDATA[ 4262 <use><![CDATA[
4342 Skill scrolls are very much sought for by players. Currently, 4263 Skill scrolls are very much sought for by players. Currently,
4343 all skill scrolls are sold in shops randomly, which is in fact not 4264 all skill scrolls are sold in shops randomly, which is in fact not
4344 a good system. It would be nice to have some cool quests with 4265 a good system. It would be nice to have some cool quests with
4345 skill scrolls rewarded at the end. ]]> 4266 skill scrolls rewarded at the end.]]>
4346 </use> 4267 </use>
4347 <attribute arch="race" value="scrolls" type="fixed" /> 4268 <attribute arch="race" value="scrolls" type="fixed" />
4348 <attribute arch="skill" editor="skill name" type="string"> 4269 <attribute arch="skill" editor="skill name" type="string">
4349 The &lt;skill name&gt; matches the skill object that can 4270 The &lt;skill name&gt; matches the skill object that can
4350 be learned from this scroll. 4271 be learned from this scroll.
4360 When carrying the appropriate special key, a locked door can 4281 When carrying the appropriate special key, a locked door can
4361 be opened. The key will dissapear. 4282 be opened. The key will dissapear.
4362 <br><br> 4283 <br><br>
4363 This object-type can also be used for "passport"-like items: 4284 This object-type can also be used for "passport"-like items:
4364 When walking onto an invetory checker, a gate for example might 4285 When walking onto an invetory checker, a gate for example might
4365 get opened. The "passport" will stay in the player's inventory. ]]> 4286 get opened. The "passport" will stay in the player's inventory.]]>
4366 </description> 4287 </description>
4367 <use><![CDATA[ 4288 <use><![CDATA[
4368 How to make a "passport": You take the special key arch 4289 How to make a "passport": You take the special key arch
4369 (archetype name is "key2"), set the face to something like 4290 (archetype name is "key2"), set the face to something like
4370 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4291 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4371 certainly must match with the appropiate inventory checker. 4292 certainly must match with the appropiate inventory checker.
4372 <br><br> 4293 <br><br>
4373 Of course you can be creative with names and faces of 4294 Of course you can be creative with names and faces of
4374 key-objects. A "mysterious crystal" or a "big dragon claw" 4295 key-objects. A "mysterious crystal" or a "big dragon claw"
4375 (with appropriate faces) appear more interesting than just 4296 (with appropriate faces) appear more interesting than just
4376 a "strange key", or "passport". ]]> 4297 a "strange key", or "passport".]]>
4377 </use> 4298 </use>
4378 <attribute arch="slaying" editor="key string" type="string"> 4299 <attribute arch="slaying" editor="key string" type="string">
4379 This string must be identical with the &lt;key string&gt; in the 4300 This string must be identical with the &lt;key string&gt; in the
4380 locked door, then it can be unlocked. It can also be used 4301 locked door, then it can be unlocked. It can also be used
4381 to trigger inventory checkers. 4302 to trigger inventory checkers.
4416 players can learn it by reading the book. Once learned, players 4337 players can learn it by reading the book. Once learned, players
4417 can use the spell as often as they like. With increasing skill level 4338 can use the spell as often as they like. With increasing skill level
4418 of the player, spells may gain power but also increase cost.<br> 4339 of the player, spells may gain power but also increase cost.<br>
4419 Monsters can use spells which are put in their inventory (provided 4340 Monsters can use spells which are put in their inventory (provided
4420 that certain "enabling" settings are correct). The monster's 4341 that certain "enabling" settings are correct). The monster's
4421 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4342 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4422 </description> 4343 </description>
4423 <use><![CDATA[ 4344 <use><![CDATA[
4424 A lot of the spells' settings can be tuned and customized. 4345 A lot of the spells' settings can be tuned and customized.
4425 When creating new spells which are accessible to players, it is 4346 When creating new spells which are accessible to players, it is
4426 important to think about balance. A single spell which is too 4347 important to think about balance. A single spell which is too
4427 powerful and/or too easy to use can eventually toss the whole skill 4348 powerful and/or too easy to use can eventually toss the whole skill
4428 and magic school system out of whack. Testing new spells is 4349 and magic school system out of whack. Testing new spells is
4429 quite important therefore. ]]> 4350 quite important therefore.]]>
4430 </use> 4351 </use>
4431 <attribute arch="no_drop" value="1" type="fixed" /> 4352 <attribute arch="no_drop" value="1" type="fixed" />
4432 <attribute arch="invisible" value="1" type="fixed" /> 4353 <attribute arch="invisible" value="1" type="fixed" />
4433 <attribute arch="skill" editor="skill name" type="string"> 4354 <attribute arch="skill" editor="skill name" type="string">
4434 The &lt;skill name&gt; matches the skill which is needed 4355 The &lt;skill name&gt; matches the skill which is needed
4466 to read.<br><br> 4387 to read.<br><br>
4467 You can create widely customized spells only by adjusting the 4388 You can create widely customized spells only by adjusting the
4468 spell object in the spellbooks inventory. Refer to the description 4389 spell object in the spellbooks inventory. Refer to the description
4469 of spell objects for detailed information how to customize spells.<br> 4390 of spell objects for detailed information how to customize spells.<br>
4470 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4391 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4471 with a compilation of spells that the book may contain. ]]> 4392 with a compilation of spells that the book may contain.]]>
4472 </description> 4393 </description>
4473 <use><![CDATA[ 4394 <use><![CDATA[
4474 Don't put any of the godgiven spells into a spellbook! These are 4395 Don't put any of the godgiven spells into a spellbook! These are
4475 reserved for the followers of the appropriate cults. Handing them 4396 reserved for the followers of the appropriate cults. Handing them
4476 out in a spellbook would violate the balance between different religions. 4397 out in a spellbook would violate the balance between different religions.
4477 <br><br> 4398 <br><br>
4478 Note that there is no fundamental difference between the spellbooks 4399 Note that there is no fundamental difference between the spellbooks
4479 of varying schools (pyromancy, sorcery, evocation, summoning, and 4400 of varying schools (pyromancy, sorcery, evocation, summoning, and
4480 even praying). The difference lies only in the spells they contain. 4401 even praying). The difference lies only in the spells they contain.
4481 It is up to you, the mapmaker, to pick the right type of book 4402 It is up to you, the mapmaker, to pick the right type of book
4482 for your spells. ]]> 4403 for your spells.]]>
4483 </use> 4404 </use>
4484 <attribute arch="skill" value="literacy" type="fixed" /> 4405 <attribute arch="skill" value="literacy" type="fixed" />
4485 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4406 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4486 There are two ways to put spells into a spellbook: 4407 There are two ways to put spells into a spellbook:
4487 1. Put a spell object in the books inventory. In this case, 4408 1. Put a spell object in the books inventory. In this case,
4506 </ignore> 4427 </ignore>
4507 <description><![CDATA[ 4428 <description><![CDATA[
4508 Spinners change the direction of spell objects and other projectiles 4429 Spinners change the direction of spell objects and other projectiles
4509 that fly past. Unlike directors, it does make a difference from what 4430 that fly past. Unlike directors, it does make a difference from what
4510 angle you shoot into the spinner. The direction of objects flying past 4431 angle you shoot into the spinner. The direction of objects flying past
4511 is always changed by a certain degree. ]]> 4432 is always changed by a certain degree.]]>
4512 </description> 4433 </description>
4513 <use><![CDATA[ 4434 <use><![CDATA[
4514 Spinners are very rarely used. I believe they are quite 4435 Spinners are very rarely used. I believe they are quite
4515 confusing and pointless. The only use I can think of is building 4436 confusing and pointless. The only use I can think of is building
4516 some puzzle about where to shoot into spinners to shoot somewhere you 4437 some puzzle about where to shoot into spinners to shoot somewhere you
4517 otherwise couldn't. 4438 otherwise couldn't.
4518 4439
4519 When placing spinners on a map with magic walls, make sure the spell- 4440 When placing spinners on a map with magic walls, make sure the spell-
4520 projectiles from magic walls don't get to fly in loops. ]]> 4441 projectiles from magic walls don't get to fly in loops.]]>
4521 </use> 4442 </use>
4522 <attribute arch="sp" editor="direction number" type="int"> 4443 <attribute arch="sp" editor="direction number" type="int">
4523 The spinner will change the direction of flying objects by 4444 The spinner will change the direction of flying objects by
4524 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4445 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4525 positive values counter clockwise. 4446 positive values counter clockwise.
4538 Swamp areas show a special behaviour: 4459 Swamp areas show a special behaviour:
4539 When a player stands still on a swamp-square for too long, 4460 When a player stands still on a swamp-square for too long,
4540 he will start to sink in and eventually drown and die. 4461 he will start to sink in and eventually drown and die.
4541 Items dropped on the swamp sink in and dissapear. 4462 Items dropped on the swamp sink in and dissapear.
4542 Players with knowledge of the woodsman skill are a lot less likely 4463 Players with knowledge of the woodsman skill are a lot less likely
4543 to die in the swamp. ]]> 4464 to die in the swamp.]]>
4544 </description> 4465 </description>
4545 <attribute arch="is_floor" value="1" type="fixed" /> 4466 <attribute arch="is_floor" value="1" type="fixed" />
4546 <attribute arch="is_wooded" value="1" type="fixed" /> 4467 <attribute arch="is_wooded" value="1" type="fixed" />
4547 <attribute arch="speed" editor="drowning speed" type="float"> 4468 <attribute arch="speed" editor="drowning speed" type="float">
4548 The higher the &lt;drowning speed&gt;, the faster will players and items 4469 The higher the &lt;drowning speed&gt;, the faster will players and items
4572 different location. The main difference to the object-type exit 4493 different location. The main difference to the object-type exit
4573 is the possibility to have teleporters connected to levers/buttons/etc. 4494 is the possibility to have teleporters connected to levers/buttons/etc.
4574 Sometimes teleporters are activated even against the players will. 4495 Sometimes teleporters are activated even against the players will.
4575 <br><br> 4496 <br><br>
4576 Unlike exits, teleporters can also transfer items and 4497 Unlike exits, teleporters can also transfer items and
4577 monsters to different locations on the same map. ]]> 4498 monsters to different locations on the same map.]]>
4578 </description> 4499 </description>
4579 <use><![CDATA[ 4500 <use><![CDATA[
4580 When creating maps, I guess sooner or later you'll want to have 4501 When creating maps, I guess sooner or later you'll want to have
4581 an invisible teleporter. If using "invisible 1", the teleporter 4502 an invisible teleporter. If using "invisible 1", the teleporter
4582 can still be discovered with the show_invisible spell. And in 4503 can still be discovered with the show_invisible spell. And in
4583 some cases you can't place it under the floor to prevent this. 4504 some cases you can't place it under the floor to prevent this.
4584 <br><br> 4505 <br><br>
4585 Fortunately, there is a cool trick to make a perfectly invisible 4506 Fortunately, there is a cool trick to make a perfectly invisible
4586 teleporter: You simply add teleporter functionality to the floor 4507 teleporter: You simply add teleporter functionality to the floor
4587 itself. That means: You take the floor arch (e.g. "flagstone"), 4508 itself. That means: You take the floor arch (e.g. "flagstone"),
4588 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4509 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4589 </use> 4510 </use>
4590 <attribute arch="slaying" editor="exit path" type="string"> 4511 <attribute arch="slaying" editor="exit path" type="string">
4591 The exit path specifies the map that the player is transferred to. 4512 The exit path specifies the map that the player is transferred to.
4592 &lt;exit path&gt; can be an absolute path, beginning with '/' 4513 &lt;exit path&gt; can be an absolute path, beginning with '/'
4593 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4514 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4629 be transferred to the "default enter location" of the destined map. 4550 be transferred to the "default enter location" of the destined map.
4630 The latter can be set in the map-properties as "Enter X/Y". Though, 4551 The latter can be set in the map-properties as "Enter X/Y". Though,
4631 please DO NOT use that. It turned out to be a source for numerous 4552 please DO NOT use that. It turned out to be a source for numerous
4632 map-bugs. 4553 map-bugs.
4633 </attribute> 4554 </attribute>
4634 <attribute arch="connected" editor="connection" type="int"> 4555 <attribute arch="connected" editor="connection" type="string">
4635 If a connection value is set, the teleporter will be activated 4556 If a connection value is set, the teleporter will be activated
4636 whenever the connection is triggered. To use this properly, 4557 whenever the connection is triggered. To use this properly,
4637 &lt;activation speed&gt; must be zero. 4558 &lt;activation speed&gt; must be zero.
4638 </attribute> 4559 </attribute>
4639 &activate_on; 4560 &activate_on;
4654<type number="26" name="Timed Gate"> 4575<type number="26" name="Timed Gate">
4655 <ignore> 4576 <ignore>
4656 <ignore_list name="non_pickable" /> 4577 <ignore_list name="non_pickable" />
4657 </ignore> 4578 </ignore>
4658 <description><![CDATA[ 4579 <description><![CDATA[
4659 Gates play an important role in Crossfire. Gates can be opened 4580 Gates play an important role in Deliantra. Gates can be opened
4660 by activating a button/trigger, by speaking passwords (-> magic_ear) 4581 by activating a button/trigger, by speaking passwords (-> magic_ear)
4661 or carrying special key-objects (-> inventory checker). 4582 or carrying special key-objects (-> inventory checker).
4662 Unlike locked doors, gates can get shut again after a player has 4583 Unlike locked doors, gates can get shut again after a player has
4663 passed, which makes them more practical in many cases. Unlike normal 4584 passed, which makes them more practical in many cases. Unlike normal
4664 gates, timed gates open when triggered but automatically close again 4585 gates, timed gates open when triggered but automatically close again
4665 after some time.]]> 4586 after some time.]]>
4666 </description> 4587 </description>
4667 <use><![CDATA[ 4588 <use><![CDATA[
4668 Use gates to divide your maps into separated areas. After solving 4589 Use gates to divide your maps into separated areas. After solving
4669 area A, the player gains access to area B, and so on. Make your 4590 area A, the player gains access to area B, and so on. Make your
4670 maps more complex than "one-way". ]]> 4591 maps more complex than "one-way".]]>
4671 </use> 4592 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" /> 4593 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="connected" editor="connection" type="int"> 4594 <attribute arch="connected" editor="connection" type="string">
4674 Whenever the inventory checker is triggered, all objects with identical 4595 Whenever the inventory checker is triggered, all objects with identical
4675 &lt;connection&gt; value get activated. This only makes sense together with 4596 &lt;connection&gt; value get activated. This only makes sense together with
4676 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4597 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4677 after some time. 4598 after some time.
4678 </attribute> 4599 </attribute>
4715 and generally have either a physical attack or trigger a reaction. 4636 and generally have either a physical attack or trigger a reaction.
4716 <br><br> 4637 <br><br>
4717 Traps hit any monster or person who steps on them for 'dam' damage in 4638 Traps hit any monster or person who steps on them for 'dam' damage in
4718 'attacktype' attacktype and/or trigger a reaction. 4639 'attacktype' attacktype and/or trigger a reaction.
4719 <br><br> 4640 <br><br>
4720 Many traps are already defined in the archetypes. ]]> 4641 Many traps are already defined in the archetypes.]]>
4721 </description> 4642 </description>
4722 <use><![CDATA[ 4643 <use><![CDATA[
4723 Avoid monsters stepping on your traps. For example, a party of orcs setting 4644 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. ]]> 4645 off your lightning wall and pit trap is usually a bad idea.]]>
4725 </use> 4646 </use>
4726 <attribute arch="no_pick" value="1" type="fixed" /> 4647 <attribute arch="no_pick" value="1" type="fixed" />
4727 &move_on; 4648 &move_on;
4728 <attribute arch="level" editor="trap level" type="int"> 4649 <attribute arch="level" editor="trap level" type="int">
4729 Level effects how easily a trap may be found and disarmed, and 4650 Level effects how easily a trap may be found and disarmed, and
4745 </attribute> 4666 </attribute>
4746 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4667 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4747 This attribute defines what attacktype to use for direct damage when 4668 This attribute defines what attacktype to use for direct damage when
4748 the trap detonates. 4669 the trap detonates.
4749 </attribute> 4670 </attribute>
4750 <attribute arch="connected" editor="connection" type="int"> 4671 <attribute arch="connected" editor="connection" type="string">
4751 When the trap is detonated, all objects with the same 4672 When the trap is detonated, all objects with the same
4752 connection value get activated. 4673 connection value get activated.
4753 </attribute> 4674 </attribute>
4754 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4675 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4755 When the trap detonates, this text is displayed to the 4676 When the trap detonates, this text is displayed to the
4767 Trapdoors are very similar to pits. The difference is that they 4688 Trapdoors are very similar to pits. The difference is that they
4768 can not be closed. Instead, the weight of the object on the 4689 can not be closed. Instead, the weight of the object on the
4769 trapdoor determines weither it slams the trapdoor open and falls through 4690 trapdoor determines weither it slams the trapdoor open and falls through
4770 or not.<br> 4691 or not.<br>
4771 Once a trapdoor has been opened (by a creature or items of sufficient 4692 Once a trapdoor has been opened (by a creature or items of sufficient
4772 weight,) it remains open, acting like an opened pit. ]]> 4693 weight,) it remains open, acting like an opened pit.]]>
4773 </description> 4694 </description>
4774 <use><![CDATA[ 4695 <use><![CDATA[
4775 Trapdoors should be used in the same fashion as pits: 4696 Trapdoors should be used in the same fashion as pits:
4776 They should always drop the victims to some kind of lower level. They 4697 They should always drop the victims to some kind of lower level. They
4777 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4698 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4778 </use> 4699 </use>
4779 <attribute arch="no_pick" value="1" type="fixed" /> 4700 <attribute arch="no_pick" value="1" type="fixed" />
4780 &move_on; 4701 &move_on;
4781 <attribute arch="weight" editor="hold weight" type="int"> 4702 <attribute arch="weight" editor="hold weight" type="int">
4782 This value defines how much weight the trapdoor can hold. 4703 This value defines how much weight the trapdoor can hold.
4808 <attribute arch="value" /> 4729 <attribute arch="value" />
4809 <attribute arch="material" /> 4730 <attribute arch="material" />
4810 </ignore> 4731 </ignore>
4811 <description><![CDATA[ 4732 <description><![CDATA[
4812 A treasure-object turns into certain randomitems when the map is loaded 4733 A treasure-object turns into certain randomitems when the map is loaded
4813 into the game. ]]> 4734 into the game.]]>
4814 </description> 4735 </description>
4815 <use><![CDATA[ 4736 <use><![CDATA[
4816 About usage of the "random-artifact" treasurelist: 4737 About usage of the "random-artifact" treasurelist:
4817 This will generate powerful stuff like girdles, xray helmets, special 4738 This will generate powerful stuff like girdles, xray helmets, special
4818 swords etc. If you put this as reward to your quest, players might be 4739 swords etc. If you put this as reward to your quest, players might be
4819 motivated to do it more than once. BUT, by doing so they will get a huge 4740 motivated to do it more than once. BUT, by doing so they will get a huge
4820 number of different artifacts! Besides, players will always seek the place 4741 number of different artifacts! Besides, players will always seek the place
4821 with the most easy-to-get random artifact and ignore all others. 4742 with the most easy-to-get random artifact and ignore all others.
4822 My advice: Don't use it! Attract players with good fighting experience 4743 My advice: Don't use it! Attract players with good fighting experience
4823 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4744 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4824 </use> 4745 </use>
4825 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4746 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4826 This entry determines what kind of treasure will appear. Look into 4747 This entry determines what kind of treasure will appear. Look into
4827 /crossfire/share/crossfire/treasures for details about existing 4748 /crossfire/share/crossfire/treasures for details about existing
4828 treasurelists. 4749 treasurelists.
4859 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4780 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4860 &lt;key string&gt; which can be discovered by detectors or inventory 4781 &lt;key string&gt; which can be discovered by detectors or inventory
4861 checkers. It is also possible to use markers for removing marks again. 4782 checkers. It is also possible to use markers for removing marks again.
4862 <br><br> 4783 <br><br>
4863 Note that the player has no possibility to "see" his own marks, 4784 Note that the player has no possibility to "see" his own marks,
4864 except by the effect that they cause on the maps. ]]> 4785 except by the effect that they cause on the maps.]]>
4865 </description> 4786 </description>
4866 <use><![CDATA[ 4787 <use><![CDATA[
4867 Markers hold real cool possibilities for map-making. I encourage 4788 Markers hold real cool possibilities for map-making. I encourage
4868 you to use them frequently. However there is one negative point 4789 you to use them frequently. However there is one negative point
4869 about markers: Players don't "see" what's going on with them. It is 4790 about markers: Players don't "see" what's going on with them. It is
4870 your task, as map-creator, to make sure the player is always well 4791 your task, as map-creator, to make sure the player is always well
4871 informed and never confused. 4792 informed and never confused.
4872 <br><br> 4793 <br><br>
4873 Please avoid infinite markers when they aren't needed. They're 4794 Please avoid infinite markers when they aren't needed. They're
4874 using a little space in the player file after all, so if there 4795 using a little space in the player file after all, so if there
4875 is no real purpose, set an expire time. ]]> 4796 is no real purpose, set an expire time.]]>
4876 </use> 4797 </use>
4877 <attribute arch="no_pick" value="1" type="fixed" /> 4798 <attribute arch="no_pick" value="1" type="fixed" />
4878 <attribute arch="slaying" editor="key string" type="string"> 4799 <attribute arch="slaying" editor="key string" type="string">
4879 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4800 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4880 If the player already has a force with that &lt;key string&gt;, 4801 If the player already has a force with that &lt;key string&gt;,
4881 there won't be inserted a second one. 4802 there won't be inserted a second one.
4882 </attribute> 4803 </attribute>
4883 <attribute arch="connected" editor="connection" type="int"> 4804 <attribute arch="connected" editor="connection" type="string">
4884 Unlike a regular marker this is the connection that triggers this marker to activate. 4805 Unlike a regular marker this is the connection that triggers this marker to activate.
4885 </attribute> 4806 </attribute>
4886 <attribute arch="food" editor="mark duration" type="int"> 4807 <attribute arch="food" editor="mark duration" type="int">
4887 This value defines the duration of the force it inserts. 4808 This value defines the duration of the force it inserts.
4888 If nonzero, the duration of the player's mark is finite: 4809 If nonzero, the duration of the player's mark is finite:
4919 <attribute arch="name_pl" /> 4840 <attribute arch="name_pl" />
4920 <attribute arch="value" /> 4841 <attribute arch="value" />
4921 <attribute arch="unpaid" /> 4842 <attribute arch="unpaid" />
4922 </ignore> 4843 </ignore>
4923 <description><![CDATA[ 4844 <description><![CDATA[
4924 Walls usually block passage and sight. ]]> 4845 Walls usually block passage and sight.]]>
4925 </description> 4846 </description>
4926 &movement_types_terrain; 4847 &movement_types_terrain;
4927 <attribute arch="can_roll" editor="moveable" type="bool"> 4848 <attribute arch="can_roll" editor="moveable" type="bool">
4928 If set, the object is able to "roll", so it can be pushed around. 4849 If set, the object is able to "roll", so it can be pushed around.
4929 This setting is used for boulders and barrels. 4850 This setting is used for boulders and barrels.
4942<type number="109" name="Wand &amp; Staff"> 4863<type number="109" name="Wand &amp; Staff">
4943 <description><![CDATA[ 4864 <description><![CDATA[
4944 Wands contain a certain spell. The player can apply (ready) and 4865 Wands contain a certain spell. The player can apply (ready) and
4945 fire the wand. After a defined number of casts, the wand is 4866 fire the wand. After a defined number of casts, the wand is
4946 "used up". It is possible to recharge a wand with scrolls of 4867 "used up". It is possible to recharge a wand with scrolls of
4947 charging, but usually that isn't worth the cost. ]]> 4868 charging, but usually that isn't worth the cost.]]>
4948 </description> 4869 </description>
4949 <use><![CDATA[ 4870 <use><![CDATA[
4950 Wands are quite seldomly used. The reason prolly is that they're 4871 Wands are quite seldomly used. The reason prolly is that they're
4951 generally not cost-efficient. Handing out high-level wands with 4872 generally not cost-efficient. Handing out high-level wands with
4952 powerful special spells isn't a good idea either, because of 4873 powerful special spells isn't a good idea either, because of
4953 the recharge ability. 4874 the recharge ability.
4954 <br><br> 4875 <br><br>
4955 For low levels, staffs of healing/cure and word of recall are 4876 For low levels, staffs of healing/cure and word of recall are
4956 quite desirable though. Ideal rewards for low level quests. ]]> 4877 quite desirable though. Ideal rewards for low level quests.]]>
4957 </use> 4878 </use>
4958 <attribute arch="sp" editor="spell" type="spell"> 4879 <attribute arch="sp" editor="spell" type="spell">
4959 The &lt;spell&gt; specifies the contained spell. 4880 The &lt;spell&gt; specifies the contained spell.
4960 </attribute> 4881 </attribute>
4961 <attribute arch="level" editor="casting level" type="int"> 4882 <attribute arch="level" editor="casting level" type="int">
4986 <ignore_list name="non_pickable" /> 4907 <ignore_list name="non_pickable" />
4987 </ignore> 4908 </ignore>
4988 <description><![CDATA[ 4909 <description><![CDATA[
4989 A weak wall is a breakable spot amidsts a solid wall. Typically 4910 A weak wall is a breakable spot amidsts a solid wall. Typically
4990 these weak walls look similar to their solid "relatives" except 4911 these weak walls look similar to their solid "relatives" except
4991 for a small crack or little chunks of wall on the ground. ]]> 4912 for a small crack or little chunks of wall on the ground.]]>
4992 </description> 4913 </description>
4993 <use><![CDATA[ 4914 <use><![CDATA[
4994 If you want to create hidden rooms, using weak walls is alot 4915 If you want to create hidden rooms, using weak walls is alot
4995 better than completely indiscernible passages in a wall.<br> 4916 better than completely indiscernible passages in a wall.<br>
4996 Anyways, there can be a lot more to weak walls than just finding 4917 Anyways, there can be a lot more to weak walls than just finding
4997 them: Rising their defensive stats, weak walls can become a 4918 them: Rising their defensive stats, weak walls can become a
4998 serious obstacle. An ice wall might only be torn down by a fire 4919 serious obstacle. An ice wall might only be torn down by a fire
4999 attack for example. A granite wall for instance might be very 4920 attack for example. A granite wall for instance might be very
5000 hard to destroy. ]]> 4921 hard to destroy.]]>
5001 </use> 4922 </use>
5002 <attribute arch="alive" value="1" type="fixed" /> 4923 <attribute arch="alive" value="1" type="fixed" />
5003 <attribute arch="no_pick" value="1" type="fixed" /> 4924 <attribute arch="no_pick" value="1" type="fixed" />
5004 <attribute arch="tear_down" value="1" type="fixed" /> 4925 <attribute arch="tear_down" value="1" type="fixed" />
5005 <attribute arch="race" editor="race" type="string"> 4926 <attribute arch="race" editor="race" type="string">
5026 </attribute> 4947 </attribute>
5027 <attribute arch="ac" editor="armour class" type="int"> 4948 <attribute arch="ac" editor="armour class" type="int">
5028 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4949 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;. 4950 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5030 </attribute> 4951 </attribute>
5031<section name="resistance"> 4952 &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> 4953</type>
5076 4954
5077<!--####################################################################--> 4955<!--####################################################################-->
5078<type number="15" name="Weapon"> 4956<type number="15" name="Weapon">
5079 <description><![CDATA[ 4957 <description><![CDATA[
5080 Wielding a weapon, the object's stats will directly be inherited to the 4958 Wielding a weapon, the object's stats will directly be inherited to the
5081 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4959 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5082 be improved with scrolls. ]]> 4960 be improved with scrolls.]]>
5083 </description> 4961 </description>
5084 <use><![CDATA[ 4962 <use><![CDATA[
5085 If you create artifacts (equipment) with stats- or resistance-bonus: 4963 If you create artifacts (equipment) with stats- or resistance-bonus:
5086 Keep playbalance in mind! Such items mustn't be reachable without hard 4964 Keep playbalance in mind! Such items mustn't be reachable without hard
5087 fighting AND questing. ]]> 4965 fighting AND questing.]]>
5088 </use> 4966 </use>
5089 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4967 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5090 This number is a bitmask, specifying the weapon's attacktypes. 4968 This number is a bitmask, specifying the weapon's attacktypes.
5091 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4969 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5092 have no more than one or two attacktypes. Keep in mind that all weapons 4970 have no more than one or two attacktypes. Keep in mind that all weapons
5147 amount of &lt;item power&gt;, depending on their own level. This is the 5025 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 5026 only way to prevent low level players to wear "undeserved" equipment
5149 (like gifts from other players or cheated items). 5027 (like gifts from other players or cheated items).
5150 5028
5151 It is very important to adjust the &lt;item power&gt; value carefully 5029 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 5030 for every artifact you create! If zero/unset, the Deliantra server will
5153 calculate a provisional value at runtime, but this is never 5031 calculate a provisional value at runtime, but this is never
5154 going to be an accurate measurement of &lt;item power&gt;. 5032 going to be an accurate measurement of &lt;item power&gt;.
5155 </attribute> 5033 </attribute>
5156 <attribute arch="damned" editor="damnation" type="bool"> 5034 <attribute arch="damned" editor="damnation" type="bool">
5157 A damned weapon cannot be unwielded unless 5035 A damned weapon cannot be unwielded unless
5177 </attribute> 5055 </attribute>
5178 <attribute arch="startequip" editor="godgiven item" type="bool"> 5056 <attribute arch="startequip" editor="godgiven item" type="bool">
5179 A godgiven item vanishes as soon as the player 5057 A godgiven item vanishes as soon as the player
5180 drops it to the ground. 5058 drops it to the ground.
5181 </attribute> 5059 </attribute>
5182<section name="resistance"> 5060 &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"> 5061<section name="misc">
5315 <attribute arch="luck" editor="luck bonus" type="int"> 5062 <attribute arch="luck" editor="luck bonus" type="int">
5316 With positive luck bonus, the player is more likely to 5063 With positive luck bonus, the player is more likely to
5317 succeed in all sorts of things (spellcasting, praying,...). 5064 succeed in all sorts of things (spellcasting, praying,...).
5318 Unless the &lt;luck bonus&gt; is very high, the effect will be 5065 Unless the &lt;luck bonus&gt; is very high, the effect will be
5397</type> 5144</type>
5398 5145
5399<type number="116" name="Event Connector"> 5146<type number="116" name="Event Connector">
5400 <description><![CDATA[ 5147 <description><![CDATA[
5401 Event connectors link specific events that happen to objects to 5148 Event connectors link specific events that happen to objects to
5402 a crossfire plug-in. ]]> 5149 a crossfire plug-in. They are not used at all in Deliantra.]]>
5403 </description> 5150 </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> 5151</type>
5420 5152
5421</types> 5153</types>

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