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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 1.58 by root, Tue Nov 3 14:56:58 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 on' 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 off' 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 move_block "
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>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 132 <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'. 133 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 134 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 135 <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 136 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. 137 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 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 152 every tick.
159 </attribute> 153 </attribute>
160 "> 154 ">
161 <!ENTITY activate_on " 155 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
164 </attribute> 158 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
167 </attribute> 161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
168 "> 362 ">
169]> 363]>
170 364
171<types> 365<types>
172 366
283 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
284 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
285 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
286 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
287 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
288</list> 484</list>
289 485
290<list name="potion_effect"> 486<list name="potion_effect">
291 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
292 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
456 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 653 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. 654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 655 </attribute>
460 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 657 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658 object has an animation! See also the 'animation' attribute.
659 </attribute>
660 <attribute arch="animation" editor="animation" type="string">
661 The animation-name of the object. If you assign custom faces and the archetype
662 defines an animation you can disable the animation of an archetype by setting this
663 field to NONE.
664 </attribute>
665 <attribute arch="tag" editor="tag" type="string">
666 You can tag objects with an identifier. Tagged objects can be found quickly
667 from their tag, which makes them useful to tag exits and refer to those by
668 their name.
462 </attribute> 669 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 670 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 671 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 672 100 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. 673 any pickable object - otherwise it won't be mergeable into a stack.
478 usually inevitable. 685 usually inevitable.
479 </attribute> 686 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object 688 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 689 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. 690 between 0 and 9, the higher, the more light does the object emit.
484 </attribute> 691 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
496 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
497 shown. 704 shown.
498 </attribute> 705 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot 707 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. 708 see beyond it unless they cross it or manage to stand ontop.
502 </attribute> 709 </attribute>
503 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
505 </attribute> 712 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 714 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 715 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 716 only for pickable items inside shops.
717 </attribute>
718 <attribute arch="sound" editor="sound" type="string">
719 The sound this objects makes on a map. 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
722 </attribute>
723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
724 The sound this objects makes when it is destroyed. Enter either a sound alias from
725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
726 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 727 </attribute>
511</default_type> 728</default_type>
512 729
513<!-- This ignorelist is for all system objects which are non pickable 730<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 731 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 789 This text may describe the object.
573 </attribute> 790 </attribute>
574</type> 791</type>
575 792
576<!--####################################################################--> 793<!--####################################################################-->
794<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 795<type number="999" name="Ability">
578 <ignore> 796 <ignore>
579 <ignore_list name="system_object" /> 797 <ignore_list name="system_object" />
580 </ignore> 798 </ignore>
581 <description><![CDATA[ 799 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 800 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 801 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 802 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 803 <br><br>
586 A particularly nice feature of abilities is that they can hold two 804 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 805 spells: One for short range - and one for long range use.
588 \n\n 806 \n\n
589 You should know that spellcasting monsters receive abilities via 807 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 808 &lt;treasurelist&gt;.]]>
591 </description> 809 </description>
592 <use><![CDATA[ 810 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 811 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 812 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 813 The long/short-range spell feature can make boss-monsters more
597 <br><br> 815 <br><br>
598 You should keep in mind that magic abilities allow players 816 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 817 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 818 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 819 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 820 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 821 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 822 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 823 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 824 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 825 The monster will use the specified &lt;short range spell&gt;
636 Note that non-magical abilities are more dangerous because 854 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute> 855 magic resistance does not protect from those.</attribute>
638</type> 856</type>
639 857
640<!--####################################################################--> 858<!--####################################################################-->
859
860<type number="81" name="Torch">
861 <description><![CDATA[
862 Torches are a special kind of Lamp that offer the option of lighting them
863 up without using a lighter (These torches are usually
864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
873 <attribute arch="food" editor="burning duration" type="int">
874 This field specifies the burning duration of the torch.
875 </attribute>
876 <attribute arch="range" editor="enabled glow radius" type="int">
877 This field sets the glow radius of the torch if it is enabled.
878 If you want to make a torch that is already burning set the
879 "glow radius" field.
880 </attribute>
881 <attribute arch="level" editor="level" type="int">
882 If this field specyfies the cursed effect's level. If it is
883 0 no cursed effect will be generate. See also the "cursed" flag.
884 </attribute>
885 <attribute arch="cursed" editor="cursed" type="bool">
886 Cursed torches, which have a level above 0, explode if the
887 player applies them.
888 </attribute>
889</type>
890
891<type number="82" name="Lamp">
892 <description><![CDATA[
893 Lamps are carryable light sources for players with a fuel tank.]]>
894 </description>
895 <attribute arch="speed" editor="burn speed" type="float">
896 This field is the speed of the lamp. (If the value 0.00208 is given
897 here the fuel field will specify the burning duration in minutes.)
898 </attribute>
899 <attribute arch="food" editor="fuel" type="int">
900 This field sets the burning duration of the lamp, which depends on the speed
901 field of this object.
902 </attribute>
903 <attribute arch="range" editor="enabled glow radius" type="int">
904 This field sets the glow radius of the lamp if it is enabled.
905 If you want to make a lamp that is already burning set the
906 "glow radius" field.
907 </attribute>
908 <attribute arch="level" editor="level" type="int">
909 If this field specyfies the cursed effect's level. If it is
910 0 no cursed effect will be generate. See also the "cursed" flag.
911 </attribute>
912 <attribute arch="cursed" editor="cursed" type="bool">
913 Cursed lamps, which have a level above 0, explode if the
914 player applies them.
915 </attribute>
916</type>
917
918<!--####################################################################-->
641<type number="18" name="Altar"> 919<type number="18" name="Altar">
642 <ignore> 920 <ignore>
643 <ignore_list name="non_pickable" /> 921 <ignore_list name="non_pickable" />
644 </ignore> 922 </ignore>
645 <description><![CDATA[ 923 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 924 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 925 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. 926 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 927 Either way, the sacrificed item disappears.]]>
650 </description> 928 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 929 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 930 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 931 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 932 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 933 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. 934 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 935 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 936 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums") 937 &match_compat;
660 </attribute> 938 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 941 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 942
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 944 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.) 945 200 silver, 20 gold, or 4 platinum will all work.)
668 946
669 Note that the maximum possible for &lt;drop amount&gt; is 32767. 947 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute> 948 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 949 <attribute arch="connected" editor="connection" type="string">
672 If a connection value is set, the altar will trigger all objects 950 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once. 951 with the same value, when activated. This will only work once.
674 </attribute> 952 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 953 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the 954 When activated, the selected &lt;spell&gt; will be casted (once, on the
690 <ignore_list name="non_pickable" /> 968 <ignore_list name="non_pickable" />
691 </ignore> 969 </ignore>
692 <description><![CDATA[ 970 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 971 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 972 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 973 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 974 </description>
697 <use><![CDATA[ 975 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 976 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 977 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 978 <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. 979 <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. 980 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 981 </UL>
704 The big advantage over normal altars is the infinite usability 982 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 983 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 984 quite grateful if things work more than once. =)]]>
707 </use> 985 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 986 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 987 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 988 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 989 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. 990 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 991 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 992 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums") 993 &match_compat;
716 </attribute> 994 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 997 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 998
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1000 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.) 1001 200 silver, 20 gold, or 4 platinum will all work.)
724 1002
725 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1003 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute> 1004 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 1005 <attribute arch="connected" editor="connection" type="string">
728 If a connection value is set, the altar will trigger all objects 1006 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once. 1007 with the same value, when activated. This will only work once.
730 </attribute> 1008 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 1009 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player). 1010 When activated, this &lt;spell&gt; will be casted (once, on the player).
756 in the exact moment when the altar is activated. 1034 in the exact moment when the altar is activated.
757 </attribute> 1035 </attribute>
758</type> 1036</type>
759 1037
760<!--####################################################################--> 1038<!--####################################################################-->
1039<type number="74" name="Skill Tool">
1040 <description><![CDATA[
1041 Wearing a skill tool will give the player the ability to use a skill.
1042 ]]>
1043 </description>
1044 <use><![CDATA[
1045 Feel free to assign resistancies and stats to a skill tools or change
1046 the skill that is given.
1047 ]]>
1048 </use>
1049 <attribute arch="skill" editor="skill name" type="string">
1050 This field describes which skill the player will be able to use wearing this item.
1051 </attribute>
1052 &player_stat_resist_sections;
1053</type>
1054<!--####################################################################-->
761<type number="39" name="Amulet"> 1055<type number="39" name="Amulet">
762 <description><![CDATA[ 1056 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 1057 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 1058 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 1059 </description>
766 <use><![CDATA[ 1060 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 1061 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 1062 important that you keep your artifact in balance with existing maps.]]>
769 </use> 1063 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 1064 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 1065 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 1066 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. 1067 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 1078 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 1079 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1080 (like gifts from other players or cheated items).
787 1081
788 It is very important to adjust the &lt;item power&gt; value carefully 1082 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 1083 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1084 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1085 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1086 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1087 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1088 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1114 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1115 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1116 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1117 is NOT in a monster's inventory.
824 </attribute> 1118 </attribute>
825<section name="resistance"> 1119 &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"> 1120<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1121 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1122 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1123 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1124 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 1212 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1213 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1214 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1215 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1216 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1217 location which is defined in the battleground object.]]>
1055 </description> 1218 </description>
1056 <use><![CDATA[ 1219 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1220 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1221 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1222 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1224 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1225 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1226 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1227 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1228 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1229 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1230 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1231 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1232 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1233 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1234 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1239 get teleported after they died on this battleground.
1077 </attribute> 1240 </attribute>
1078</type> 1241</type>
1079 1242
1080<!--####################################################################--> 1243<!--####################################################################-->
1244<type number="165" name="Safe ground">
1245 <ignore>
1246 <ignore_list name="non_pickable" />
1247 </ignore>
1248 <description><![CDATA[
1249 Safe ground is a special object that prevents any effects that might
1250 be harmful for the map, other players or items on the map.
1251 It blocks all magic and prayers, usage of alchemy, prevents potions
1252 from being used and blocks bombs from exploding. Note that altars that
1253 do cast spells still work.
1254 ]]>
1255 </description>
1256 <use><![CDATA[
1257 Safe ground can be used to prevents any means of burning
1258 or destroying the items in a shop. Put this object below all floor tiles
1259 in your map and your shop will be safe. It's generally useful for making
1260 areas where really no kind of spell should be invoked by a player.
1261 ]]>
1262 </use>
1263 &movement_types_terrain;
1264 <attribute arch="no_pick" value="1" type="fixed" />
1265</type>
1266
1267<!--####################################################################-->
1081<type number="8" name="Book"> 1268<type number="8" name="Book">
1082 <description><![CDATA[ 1269 <description><![CDATA[
1083 Applying a book, the containing message is displayed to the player. ]]> 1270 Applying a book, the containing message is displayed to the player.]]>
1084 </description> 1271 </description>
1085 <attribute arch="level" editor="literacy level" type="int"> 1272 <attribute arch="level" editor="literacy level" type="int">
1086 If this value is set to be greater than zero, the player needs a 1273 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 1274 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 1275 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1104 </attribute> 1291 </attribute>
1105 <attribute arch="slaying" editor="key string" type="string"> 1292 <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. 1293 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) 1294 (This is used eg. for the gate/port passes in scorn)
1108 </attribute> 1295 </attribute>
1296 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297 If this flag is true the player won't be able to identify this
1298 item with by using a skill.
1299 </attribute>
1300</type>
1301
1302<!--####################################################################-->
1303<type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1109</type> 1319</type>
1110 1320
1111<!--####################################################################--> 1321<!--####################################################################-->
1112<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1113 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1114 <description><![CDATA[ 1324 <description><![CDATA[
1115 Wearing boots, the object's stats will directly be inherited to 1325 Wearing boots, the object's stats will directly be inherited to
1116 the player. Usually enhancing his speed, or granting some minor 1326 the player. Usually enhancing his speed, or granting some minor
1117 protection bonus. ]]> 1327 protection bonus.]]>
1118 </description> 1328 </description>
1119 <use><![CDATA[ 1329 <use><![CDATA[
1120 Feel free to create your own special artifacts. However, it is very 1330 Feel free to create your own special artifacts. However, it is very
1121 important that you keep your artifact in balance with existing maps. ]]> 1331 important that you keep your artifact in balance with existing maps.]]>
1122 </use> 1332 </use>
1123 <attribute arch="exp" editor="speed bonus" type="int"> 1333 <attribute arch="exp" editor="speed bonus" type="int">
1124 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1334 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- 1335 while worn. This kind of bonus is quite desirable for players of low-
1126 and medium level. High level players usually have fastest possible 1336 and medium level. High level players usually have fastest possible
1142<type number="104" name="Bracers"> 1352<type number="104" name="Bracers">
1143 <import_type name="Amulet" /> 1353 <import_type name="Amulet" />
1144 <description><![CDATA[ 1354 <description><![CDATA[
1145 Bracers are armour-plates worn around the wrists. 1355 Bracers are armour-plates worn around the wrists.
1146 Wearing bracer, the object's stats will directly be inherited to 1356 Wearing bracer, the object's stats will directly be inherited to
1147 the player. Usually enhancing his defense. ]]> 1357 the player. Usually enhancing his defense.]]>
1148 </description> 1358 </description>
1149 <use><![CDATA[ 1359 <use><![CDATA[
1150 Feel free to create your own special artifacts. However, it is very 1360 Feel free to create your own special artifacts. However, it is very
1151 important that you keep your artifact in balance with existing maps. ]]> 1361 important that you keep your artifact in balance with existing maps.]]>
1152 </use> 1362 </use>
1153 <attribute arch="magic" editor="magic bonus" type="int"> 1363 <attribute arch="magic" editor="magic bonus" type="int">
1154 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1364 &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 1365 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1156 than direct armour-class bonus on the bracers. 1366 than direct armour-class bonus on the bracers.
1160<!--####################################################################--> 1370<!--####################################################################-->
1161<type number="16" name="Brestplate Armour"> 1371<type number="16" name="Brestplate Armour">
1162 <import_type name="Amulet" /> 1372 <import_type name="Amulet" />
1163 <description><![CDATA[ 1373 <description><![CDATA[
1164 Wearing an armour, the object's stats will directly be inherited to 1374 Wearing an armour, the object's stats will directly be inherited to
1165 the player. Usually enhancing his defense. ]]> 1375 the player. Usually enhancing his defense.]]>
1166 </description> 1376 </description>
1167 <use><![CDATA[ 1377 <use><![CDATA[
1168 Feel free to create your own special artifacts. However, it is very 1378 Feel free to create your own special artifacts. However, it is very
1169 important that you keep your artifact in balance with existing maps. ]]> 1379 important that you keep your artifact in balance with existing maps.]]>
1170 </use> 1380 </use>
1171 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1381 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1172 This poses a penalty to spell regeneration speed, for wearing the armour. 1382 This poses a penalty to spell regeneration speed, for wearing the armour.
1173 The bigger the spellpoint penalty, the worse. 1383 The bigger the spellpoint penalty, the worse.
1174 </attribute> 1384 </attribute>
1190 </ignore> 1400 </ignore>
1191 <description><![CDATA[ 1401 <description><![CDATA[
1192 When a predefined amount of weigh is placed on a button, the 1402 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 1403 &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 1404 player or monster steps on it. When the button is "released", the
1195 &lt;connection&gt; value get's triggered a second time. ]]> 1405 &lt;connection&gt; value get's triggered a second time.]]>
1196 </description> 1406 </description>
1197 &move_on; 1407 &move_on;
1198 &move_off; 1408 &move_off;
1199 <attribute arch="no_pick" value="1" type="fixed" /> 1409 <attribute arch="no_pick" value="1" type="fixed" />
1200 <attribute arch="weight" editor="press weight" type="int"> 1410 <attribute arch="weight" editor="press weight" type="int">
1201 The button is pressed (triggered), as soon as 1411 The button is pressed (triggered), as soon as
1202 &lt;press weigh&gt; gram are placed ontop of it. 1412 &lt;press weigh&gt; gram are placed ontop of it.
1203 </attribute> 1413 </attribute>
1204 <attribute arch="connected" editor="connection" type="int"> 1414 <attribute arch="connected" editor="connection" type="string">
1205 Every time the button is pressed or released, all objects 1415 Every time the button is pressed or released, all objects
1206 with the same &lt;connection&gt; value are activated. 1416 with the same &lt;connection&gt; value are activated.
1207 </attribute> 1417 </attribute>
1208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1209 This text may describe the item. You can use this 1419 This text may describe the item. You can use this
1218 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1219 </ignore> 1429 </ignore>
1220 <description><![CDATA[ 1430 <description><![CDATA[
1221 Handle buttons are buttons which reset after a short period 1431 Handle buttons are buttons which reset after a short period
1222 of time. Every time it is either applied or reset, the 1432 of time. Every time it is either applied or reset, the
1223 &lt;connection&gt; value is triggered. ]]> 1433 &lt;connection&gt; value is triggered.]]>
1224 </description> 1434 </description>
1225</type> 1435</type>
1226 1436
1227<!--####################################################################--> 1437<!--####################################################################-->
1228<type number="37" name="Class Changer"> 1438<type number="37" name="Class Changer">
1229 <ignore> 1439 <ignore>
1230 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1231 </ignore> 1441 </ignore>
1232 <description><![CDATA[ 1442 <description><![CDATA[
1233 Class changer are used while creating a character. ]]> 1443 Class changer are used while creating a character.]]>
1234 </description> 1444 </description>
1235 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1445 <attribute arch="randomitems" editor="class items" type="treasurelist">
1236 This entry determines which initial items the character receives. 1446 This entry determines which initial items the character receives.
1237 </attribute> 1447 </attribute>
1238<section name="stats"> 1448<section name="stats">
1271<type number="87" name="Cloak"> 1481<type number="87" name="Cloak">
1272 <import_type name="Amulet" /> 1482 <import_type name="Amulet" />
1273 <description><![CDATA[ 1483 <description><![CDATA[
1274 Wearing a cloak, the object's stats will directly be inherited to 1484 Wearing a cloak, the object's stats will directly be inherited to
1275 the player. Cloaks usually add minor &lt;armour class&gt; and 1485 the player. Cloaks usually add minor &lt;armour class&gt; and
1276 sometimes a bit of resistance. ]]> 1486 sometimes a bit of resistance.]]>
1277 </description> 1487 </description>
1278 <use><![CDATA[ 1488 <use><![CDATA[
1279 Feel free to create your own special artifacts. However, it is very 1489 Feel free to create your own special artifacts. However, it is very
1280 important that you keep your artifact in balance with existing maps. ]]> 1490 important that you keep your artifact in balance with existing maps.]]>
1281 </use> 1491 </use>
1282 <attribute arch="magic" editor="magic bonus" type="int"> 1492 <attribute arch="magic" editor="magic bonus" type="int">
1283 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1493 &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 1494 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1285 than direct armour-class bonus on the cloak. 1495 than direct armour-class bonus on the cloak.
1290</type> 1500</type>
1291 1501
1292<!--####################################################################--> 1502<!--####################################################################-->
1293<type number="9" name="Clock"> 1503<type number="9" name="Clock">
1294 <description><![CDATA[ 1504 <description><![CDATA[
1295 Applying a clock, the time is displayed to the player. ]]> 1505 Applying a clock, the time is displayed to the player.]]>
1296 </description> 1506 </description>
1297 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1298 This text may describe the item 1508 This text may describe the item
1299 </attribute> 1509 </attribute>
1300</type> 1510</type>
1305 A player can put (certain kinds of) items in the container. 1515 A player can put (certain kinds of) items in the container.
1306 The overall weight of items is reduced when put inside a 1516 The overall weight of items is reduced when put inside a
1307 container, depending on the settings. 1517 container, depending on the settings.
1308 <br><br> 1518 <br><br>
1309 A special feature of containers is the "cauldron", 1519 A special feature of containers is the "cauldron",
1310 capable of mixing alchemical receipes. ]]> 1520 capable of mixing alchemical receipes.]]>
1311 </description> 1521 </description>
1312 <use><![CDATA[ 1522 <use><![CDATA[
1313 Note on chests - There are two types of chests: 1523 Note on chests - There are two types of chests:
1314 <UL> 1524 <UL>
1315 <LI> First the random treasure chests - Those are NOT containers 1525 <LI> First the random treasure chests - Those are NOT containers
1316 (but object type Treasure), they create random treasures when 1526 (but object type Treasure), they create random treasures when
1317 applied. Archetype name is "chest". 1527 applied. Archetype name is "chest".
1318 <LI> Second there are the permanent chests - Those are containers, 1528 <LI> Second there are the permanent chests - Those are containers,
1319 they can be opened and closed again. Archetype name is "chest_2". 1529 they can be opened and closed again. Archetype name is "chest_2".
1320 </UL> ]]> 1530 </UL>]]>
1321 </use> 1531 </use>
1322 <attribute arch="race" editor="container class" type="string"> 1532 <attribute arch="race" editor="container class" type="string">
1323 If set, the container will hold only certain types of objects. 1533 If set, the container will hold only certain types of objects.
1324 Possible choices for &lt;container class&gt; are: "gold and jewels", 1534 Possible choices for &lt;container class&gt; are: "gold and jewels",
1325 "arrows" and "keys". 1535 "arrows" and "keys".
1380 <attribute arch="title" /> 1590 <attribute arch="title" />
1381 </ignore> 1591 </ignore>
1382 <description><![CDATA[ 1592 <description><![CDATA[
1383 Converters are like "exchange tables". When the player drops a 1593 Converters are like "exchange tables". When the player drops a
1384 specific type of items, they get converted into other items, at a 1594 specific type of items, they get converted into other items, at a
1385 predefined exchange-ratio. ]]> 1595 predefined exchange-ratio.]]>
1386 </description> 1596 </description>
1387 <use><![CDATA[ 1597 <use><![CDATA[
1388 Converters are better than shopping with doormats, because the 1598 Converters are better than shopping with doormats, because the
1389 converters never get sold out. For some items like food or jewels 1599 converters never get sold out. For some items like food or jewels
1390 those "exchange tables" are really nice, while for the more important 1600 those "exchange tables" are really nice, while for the more important
1392 <br><br> 1602 <br><br>
1393 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1603 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 1604 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 1605 value than before! (Except if you are using "rare" items like
1396 dragonscales for payment). The code will not check if your ratio is 1606 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. ]]> 1607 sane, so the player could gain infinite wealth by using your converter.]]>
1398 </use> 1608 </use>
1399 <attribute arch="no_pick" value="1" type="fixed" /> 1609 <attribute arch="no_pick" value="1" type="fixed" />
1400 <attribute arch="slaying" editor="cost arch" type="string"> 1610 <attribute arch="slaying" editor="cost arch" type="string">
1401 &lt;cost arch&gt; is the name of the archetype the player has to 1611 &lt;cost arch&gt; is the name of the archetype the player has to
1402 put on the converter, as payment. 1612 put on the converter, as payment.
1418 of &lt;receive arch&gt;. 1628 of &lt;receive arch&gt;.
1419 </attribute> 1629 </attribute>
1420 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1421 This text may contain a description of the converter. 1631 This text may contain a description of the converter.
1422 </attribute> 1632 </attribute>
1633 <attribute arch="precious" editor="output unpaid" type="bool">
1634 If the converter has this flag set the generated items will
1635 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636 (For instance for 'dragon scale' to 'dragon shield' converters in some
1637 armour shops.)
1638 </attribute>
1423</type> 1639</type>
1424 1640
1425<!--####################################################################--> 1641<!--####################################################################-->
1426<type number="42" name="Creator"> 1642<type number="42" name="Creator">
1427 <ignore> 1643 <ignore>
1428 <ignore_list name="system_object" /> 1644 <ignore_list name="system_object" />
1429 </ignore> 1645 </ignore>
1430 <description><![CDATA[ 1646 <description><![CDATA[
1431 A creator is an object which creates another object when it 1647 A creator is an object which creates another object when it
1432 is triggered. The child object can be anything. Creators are 1648 is triggered. The child object can be anything. Creators are
1433 VERY useful for all kinds of map-mechanisms. ]]> 1649 VERY useful for all kinds of map-mechanisms. They can even
1650 periodically create things.]]>
1434 </description> 1651 </description>
1435 <use><![CDATA[ 1652 <use><![CDATA[
1436 Don't hesitate to hide your creators under the floor. 1653 Don't hesitate to hide your creators under the floor.
1437 The created items will still always appear ontop of the floor. ]]> 1654 The created items will still always appear ontop of the floor.]]>
1438 </use> 1655 </use>
1439 <attribute arch="no_pick" value="1" type="fixed" /> 1656 <attribute arch="no_pick" value="1" type="fixed" />
1440 <attribute arch="other_arch" editor="create arch" type="string"> 1657 <attribute arch="other_arch" editor="create arch" type="string">
1441 This string defines the object that will be created. 1658 This string defines the object that will be created.
1442 You can choose any of the existing arches. 1659 You can choose any of the existing arches.
1443 This field is ignored if the creator has items in inventory. In this case 1660 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 1661 one of the inventory items is duplicated. The duplicated item is randomly
1445 chosen from all items present. 1662 chosen from all items present.
1446 </attribute> 1663 </attribute>
1447 <attribute arch="connected" editor="connection" type="int"> 1664 <attribute arch="connected" editor="connection" type="string">
1448 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1449 the creator gets triggered. 1666 the creator gets triggered.
1450 </attribute> 1667 </attribute>
1451 &activate_on; 1668 &activate_on;
1452 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1453 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1454 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1672 </attribute>
1673 <attribute arch="speed" editor="speed" type="float">
1674 When this field is set the creator will periodically create stuff
1675 (and will still do so when the connection is triggered).
1676 A value of 1 means roughly 8 times a second.
1455 </attribute> 1677 </attribute>
1456 <attribute arch="hp" editor="number of uses" type="int"> 1678 <attribute arch="hp" editor="number of uses" type="int">
1457 The creator can be triggered &lt;number of uses&gt; times, thus 1679 The creator can be triggered &lt;number of uses&gt; times, thus
1458 creating that many objects, before it dissappears. 1680 creating that many objects, before it dissappears.
1459 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1681 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1478 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1479 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1480 <br><br> 1702 <br><br>
1481 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1482 - First, detectors check their square for a match periodically, not 1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1483 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1484 detectors do not check the inventory of players/monsters. ]]> 1707 detectors do not check the inventory of players/monsters.]]>
1485 </description> 1708 </description>
1486 <use><![CDATA[ 1709 <use>
1487 There is one major speciality about detectors: You can detect spells 1710 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> 1711 </use>
1492 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1493 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1494 &lt;match name&gt; specifies the name of the object we are looking for. 1714 &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, 1715 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. 1716 but for this case inventory checkers are often more powerful to use.
1497 </attribute> 1717 </attribute>
1498 <attribute arch="connected" editor="connection" type="int"> 1718 <attribute arch="connected" editor="connection" type="string">
1499 When the detector is triggered, all objects with the same 1719 When the detector is triggered, all objects with the same
1500 connection value get activated. 1720 connection value get activated.
1501 </attribute> 1721 </attribute>
1502 <attribute arch="speed" editor="detection speed" type="float"> 1722 <attribute arch="speed" editor="detection speed" type="float">
1503 This value defines the time between two detector-checks. 1723 This value defines the time between two detector-checks.
1511 by 1. 1731 by 1.
1512 </attribute> 1732 </attribute>
1513</type> 1733</type>
1514 1734
1515<!--####################################################################--> 1735<!--####################################################################-->
1736<type number="164" name="Map Script">
1737 <ignore>
1738 <ignore_list name="system_object" />
1739 </ignore>
1740 <description><![CDATA[
1741 The map script object is a very special object that can react to connected
1742 events and executes a perl script in the msg slot.
1743 ]]>
1744 </description>
1745 <use><![CDATA[
1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 ]]>
1749 </use>
1750 <attribute arch="connected" editor="connection" type="string">
1751 When the map script object is triggered, it will execute
1752 the perl script with the triggering object as $activator.
1753 </attribute>
1754 &activate_on;
1755 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756 This perl script will be executed each time the objetc is triggered.
1757 </attribute>
1758</type>
1759
1760<!--####################################################################-->
1516<type number="112" name="Director"> 1761<type number="112" name="Director">
1517 <ignore> 1762 <ignore>
1518 <ignore_list name="non_pickable" /> 1763 <ignore_list name="non_pickable" />
1519 </ignore> 1764 </ignore>
1520 <description><![CDATA[ 1765 <description><![CDATA[
1521 Directors change the direction of spell objects and other projectiles 1766 Directors change the direction of spell objects and other projectiles
1522 that fly past. Unlike spinners, directors always move objects in the 1767 that fly past. Unlike spinners, directors always move objects in the
1523 same direction. It does not make a difference from what angle you 1768 same direction. It does not make a difference from what angle you
1524 shoot into it.<br> 1769 shoot into it.<br>
1525 Directors are visible per default. ]]> 1770 Directors are visible per default.]]>
1526 </description> 1771 </description>
1527 <use><![CDATA[ 1772 <use><![CDATA[
1528 Directors are rarely used in maps. Sometimes they are placed to 1773 Directors are rarely used in maps. Sometimes they are placed to
1529 change the direction of spells coming out of magic walls, 1774 change the direction of spells coming out of magic walls,
1530 "channeling" spell-projectiles in some direction. When doing this, 1775 "channeling" spell-projectiles in some direction. When doing this,
1532 into them!</B> The spell-projectiles bouncing between the directors 1777 into them!</B> The spell-projectiles bouncing between the directors
1533 would accumulate to huge numbers and at some point slow down the 1778 would accumulate to huge numbers and at some point slow down the
1534 server by eating memory- and CPU-time. 1779 server by eating memory- and CPU-time.
1535 <br><br> 1780 <br><br>
1536 You'd better not place directors in monster vs. player combat 1781 You'd better not place directors in monster vs. player combat
1537 areas too much, because that freaks out wizard-type players. ]]> 1782 areas too much, because that freaks out wizard-type players.]]>
1538 </use> 1783 </use>
1539 <attribute arch="sp" editor="direction" type="list_direction"> 1784 <attribute arch="sp" editor="direction" type="list_direction">
1540 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1785 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1541 A director with direction &lt;none&gt; simply stops projectiles. 1786 A director with direction &lt;none&gt; simply stops projectiles.
1542 (The latter works out a bit strange for some spells). 1787 (The latter works out a bit strange for some spells).
1548<type number="158" name="Disease"> 1793<type number="158" name="Disease">
1549 <ignore> 1794 <ignore>
1550 <ignore_list name="system_object" /> 1795 <ignore_list name="system_object" />
1551 </ignore> 1796 </ignore>
1552 <description><![CDATA[ 1797 <description><![CDATA[
1553 Diseases are an intersting form of spellcraft in Crossfire. 1798 Diseases are an intersting form of spellcraft in Deliantra.
1554 Once casted, they can spread out and infect creatures in a large 1799 Once casted, they can spread out and infect creatures in a large
1555 area. Being infected can have various effects, from amusing farts 1800 area. Being infected can have various effects, from amusing farts
1556 to horrible damage - almost everything is possible. ]]> 1801 to horrible damage - almost everything is possible.]]>
1557 </description> 1802 </description>
1558 <use><![CDATA[ 1803 <use><![CDATA[
1559 Diseases are extremely flexible and usable in a many ways. 1804 Diseases are extremely flexible and usable in a many ways.
1560 So far they are mostly used for causing bad, unwanted effects. 1805 So far they are mostly used for causing bad, unwanted effects.
1561 You could just as well create a disease which helps the player 1806 You could just as well create a disease which helps the player
1562 (recharging mana for example). 1807 (recharging mana for example).
1563 Infection with a "positive disease" could even be a quest reward. ]]> 1808 Infection with a "positive disease" could even be a quest reward.]]>
1564 </use> 1809 </use>
1565 <attribute arch="invisible" value="1" type="fixed" /> 1810 <attribute arch="invisible" value="1" type="fixed" />
1566 <attribute arch="level" editor="plaque level" type="int"> 1811 <attribute arch="level" editor="plaque level" type="int">
1567 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1812 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 1813 This mainly reflects in the &lt;damage&gt;. It has no effect on
1713 </ignore> 1958 </ignore>
1714 <description><![CDATA[ 1959 <description><![CDATA[
1715 A door can be opened with a normal key. It also can be broken by attacking 1960 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 1961 it, and it can be defeated with the lockpicking skill. If a door is
1717 defeated, horizontally and vertically adjacent doors are automatically 1962 defeated, horizontally and vertically adjacent doors are automatically
1718 removed. ]]> 1963 removed.]]>
1719 </description> 1964 </description>
1720 <attribute arch="no_pick" value="1" type="fixed" /> 1965 <attribute arch="no_pick" value="1" type="fixed" />
1721 <attribute arch="alive" value="1" type="fixed" /> 1966 <attribute arch="alive" value="1" type="fixed" />
1722 &movement_types_terrain; 1967 &movement_types_terrain;
1723 <attribute arch="hp" editor="hitpoints" type="int"> 1968 <attribute arch="hp" editor="hitpoints" type="int">
1733 defeated. 1978 defeated.
1734 </attribute> 1979 </attribute>
1735 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1980 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1736 This entry determines what kind of traps will appear in the door. 1981 This entry determines what kind of traps will appear in the door.
1737 </attribute> 1982 </attribute>
1983 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1984 Set this flag to move treasure items created into the environment (map)
1985 instead of putting them into the object.
1986 </attribute>
1738</type> 1987</type>
1739 1988
1740<!--####################################################################--> 1989<!--####################################################################-->
1741<type number="83" name="Duplicator"> 1990<type number="83" name="Duplicator">
1742 <ignore> 1991 <ignore>
1746 When activated, a duplicator can duplicate, multiply or destroy a pile of 1995 When activated, a duplicator can duplicate, multiply or destroy a pile of
1747 objects which lies somewhere on top of the duplicator. 1996 objects which lies somewhere on top of the duplicator.
1748 The duplicator has one arch name specified as &lt;target arch&gt;, 1997 The duplicator has one arch name specified as &lt;target arch&gt;,
1749 and only objects of this archetype can be affected.<br> 1998 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;. 1999 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. ]]> 2000 If the latter is set to zero, it will destroy objects.]]>
1752 </description> 2001 </description>
1753 <use><![CDATA[ 2002 <use><![CDATA[
1754 I hope it is clear that one must be very cautious when inserting a duplicator 2003 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. 2004 anywhere with &lt;multiply factor&gt; greater than one.
1756 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2005 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 2006 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 2007 coins, gold and jewels. Besides, it is very important that the chance to
1759 loose the input matches the chance to earn winnings.<br> 2008 loose the input matches the chance to earn winnings.<br>
1760 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2009 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1761 loosing rate of 2/3 = 67%. ]]> 2010 loosing rate of 2/3 = 67%.]]>
1762 </use> 2011 </use>
1763 <attribute arch="other_arch" editor="target arch" type="string"> 2012 <attribute arch="other_arch" editor="target arch" type="string">
1764 Only objects of matching archtype, lying ontop of the duplicator will be 2013 Only objects of matching archtype, lying ontop of the duplicator will be
1765 duplicated, multiplied or removed. All other objects will be ignored. 2014 duplicated, multiplied or removed. All other objects will be ignored.
1766 </attribute> 2015 </attribute>
1767 <attribute arch="level" editor="multiply factor" type="int"> 2016 <attribute arch="level" editor="multiply factor" type="int">
1768 The number of items in the target pile will be multiplied by the 2017 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 2018 &lt;multiply factor&gt;. If it is set to zero, all target objects
1770 will be destroyed. 2019 will be destroyed.
1771 </attribute> 2020 </attribute>
1772 <attribute arch="connected" editor="connection" type="int"> 2021 <attribute arch="connected" editor="connection" type="string">
1773 An activator (lever, altar, button, etc) with matching connection value 2022 An activator (lever, altar, button, etc) with matching connection value
1774 is able to trigger this duplicator. Be very careful that players cannot 2023 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! 2024 abuse it to create endless amounts of money or other valuable stuff!
1776 </attribute> 2025 </attribute>
1777 &activate_on; 2026 &activate_on;
1784 </ignore> 2033 </ignore>
1785 <description><![CDATA[ 2034 <description><![CDATA[
1786 When the player applies an exit, he is transferred to a different location. 2035 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 2036 (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 2037 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1789 the exit. ]]> 2038 the exit. ]]>
1790 </description> 2039 </description>
1791 <use><![CDATA[ 2040 <use><![CDATA[
1792 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2041 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 2042 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1794 detected with the show_invisible spell. 2043 detected with the show_invisible spell.
1795 <br><br> 2044 <br><br>
1796 You can be quite creative with the outlook of secret exits (their "face"). 2045 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. ]]> 2046 Don't forget to give the player relyable hints about them though.]]>
1798 </use> 2047 </use>
1799 <attribute arch="slaying" editor="exit path" type="string"> 2048 <attribute arch="slaying" editor="exit path" type="string">
1800 The exit path defines the map that the player is transferred to. 2049 The exit path defines the map that the player is transferred to.
1801 You can enter an absolute path, beginning with '/' (for example 2050 You can enter an absolute path, beginning with '/' (for example
1802 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2051 "/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. 2078 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 2079 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 2080 dark cave you hear the sound of rustling dragonscales...". Well, my english
1832 is poor, but you get the point. =) 2081 is poor, but you get the point. =)
1833 </attribute> 2082 </attribute>
1834 <attribute arch="unique" editor="unique destination" type="bool"> 2083 <attribute arch="damned" editor="set savebed" type="bool">
1835 This flag defines the destined map as "personal unique map". If set, 2084 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. 2085 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> 2086 </attribute>
1845</type> 2087</type>
1846 2088
1847<!--####################################################################--> 2089<!--####################################################################-->
1848<type number="72" name="Flesh"> 2090<type number="72" name="Flesh">
1851 little health by eating flesh-objects. <br> 2093 little health by eating flesh-objects. <br>
1852 For dragon players, flesh plays a very special role though: If the 2094 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 2095 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;. 2096 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 2097 Don't forget that flesh items with resistances have to be balanced
1856 according to map/monster difficulty. ]]> 2098 according to map/monster difficulty.]]>
1857 </description> 2099 </description>
1858 <use><![CDATA[ 2100 <use><![CDATA[
1859 For dragon players, flesh items can be highly valuable. Note that many 2101 For dragon players, flesh items can be highly valuable. Note that many
1860 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2102 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1861 These flesh items "inherit" resistances and level from the monster they belong to. 2103 These flesh items "inherit" resistances and level from the monster they belong to.
1863 not the case - so you have to set it manually. 2105 not the case - so you have to set it manually.
1864 <br><br> 2106 <br><br>
1865 Generally adding special flesh-treaties for dragon players is a great thing 2107 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 2108 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 2109 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1868 out on the reward completely. ]]> 2110 out on the reward completely.]]>
1869 </use> 2111 </use>
1870 <attribute arch="food" editor="foodpoints" type="int"> 2112 <attribute arch="food" editor="foodpoints" type="int">
1871 The player's stomache will get filled with this amount of foodpoints. 2113 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. 2114 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1873 </attribute> 2115 </attribute>
1880 </attribute> 2122 </attribute>
1881 <attribute arch="startequip" editor="godgiven item" type="bool"> 2123 <attribute arch="startequip" editor="godgiven item" type="bool">
1882 A godgiven item vanishes as soon as the player 2124 A godgiven item vanishes as soon as the player
1883 drops it to the ground. 2125 drops it to the ground.
1884 </attribute> 2126 </attribute>
1885<section name="resistance"> 2127 &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"> 2128 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1996 This text may describe the item. 2129 This text may describe the item.
1997 </attribute> 2130 </attribute>
1998</type> 2131</type>
1999 2132
2006 <ignore> 2139 <ignore>
2007 <ignore_list name="non_pickable" /> 2140 <ignore_list name="non_pickable" />
2008 </ignore> 2141 </ignore>
2009 <description><![CDATA[ 2142 <description><![CDATA[
2010 Floor is a very basic thing whithout too much 2143 Floor is a very basic thing whithout too much
2011 functionality. It's a floor - you stand on it. ]]> 2144 functionality. It's a floor - you stand on it.]]>
2012 </description> 2145 </description>
2013 <attribute arch="is_floor" value="1" type="fixed" /> 2146 <attribute arch="is_floor" value="1" type="fixed" />
2014 <attribute arch="no_pick" value="1" type="fixed" /> 2147 <attribute arch="no_pick" value="1" type="fixed" />
2015<section name="terrain"> 2148<section name="terrain">
2016 &movement_types_terrain; 2149 &movement_types_terrain;
2031 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
2032 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
2033 </attribute> 2166 </attribute>
2034 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
2035 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
2036 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
2037 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
2038 </attribute> 2171 </attribute>
2039 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2040 This text may describe the object. 2173 This text may describe the object.
2041 </attribute> 2174 </attribute>
2050 Encounter-Floor is pretty much the same as normal floor. 2183 Encounter-Floor is pretty much the same as normal floor.
2051 Most outdoor floor/ground-arches are set to be "encounters". 2184 Most outdoor floor/ground-arches are set to be "encounters".
2052 That is kind of a relict from former code: When walking over 2185 That is kind of a relict from former code: When walking over
2053 encounter-floor, players sometimes got beamed to little maps 2186 encounter-floor, players sometimes got beamed to little maps
2054 with monsters on them. Nowadays this feature is disabled - 2187 with monsters on them. Nowadays this feature is disabled -
2055 Hence encounter floor is not different from normal floor. ]]> 2188 Hence encounter floor is not different from normal floor.]]>
2056 </description> 2189 </description>
2057 <attribute arch="is_floor" value="1" type="fixed" /> 2190 <attribute arch="is_floor" value="1" type="fixed" />
2058 <attribute arch="no_pick" value="1" type="fixed" /> 2191 <attribute arch="no_pick" value="1" type="fixed" />
2059<section name="terrain"> 2192<section name="terrain">
2060 &movement_types_terrain; 2193 &movement_types_terrain;
2075 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2076 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2077 </attribute> 2210 </attribute>
2078 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2079 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2080 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2081 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2082 </attribute> 2215 </attribute>
2083 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2084 This text may describe the object. 2217 This text may describe the object.
2085 </attribute> 2218 </attribute>
2087 2220
2088<!--####################################################################--> 2221<!--####################################################################-->
2089<type number="6" name="Food"> 2222<type number="6" name="Food">
2090 <description><![CDATA[ 2223 <description><![CDATA[
2091 By eating/drinking food-objects, the player can fill his 2224 By eating/drinking food-objects, the player can fill his
2092 stomache and gain a little health. ]]> 2225 stomache and gain a little health.]]>
2093 </description> 2226 </description>
2094 <attribute arch="food" editor="foodpoints" type="int"> 2227 <attribute arch="food" editor="foodpoints" type="int">
2095 The player's stomache will get filled with this amount of foodpoints. 2228 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. 2229 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2097 </attribute> 2230 </attribute>
2105<type number="91" name="Gate"> 2238<type number="91" name="Gate">
2106 <ignore> 2239 <ignore>
2107 <ignore_list name="non_pickable" /> 2240 <ignore_list name="non_pickable" />
2108 </ignore> 2241 </ignore>
2109 <description><![CDATA[ 2242 <description><![CDATA[
2110 Gates play an important role in Crossfire. Gates can be opened 2243 Gates play an important role in Deliantra. Gates can be opened
2111 by activating a button/trigger, by speaking passwords (-> magic_ear) 2244 by activating a button/trigger, by speaking passwords (-> magic_ear)
2112 or carrying special key-objects (-> inventory checker). 2245 or carrying special key-objects (-> inventory checker).
2113 Unlike locked doors, gates can get shut again after a player has 2246 Unlike locked doors, gates can get shut again after a player has
2114 passed, which makes them more practical in many cases. ]]> 2247 passed, which makes them more practical in many cases.]]>
2115 </description> 2248 </description>
2116 <use><![CDATA[ 2249 <use><![CDATA[
2117 Use gates to divide your maps into seperated areas. After solving 2250 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 2251 area A, the player gains access to area B, and so on. Make your
2119 maps more complex than "one-way". ]]> 2252 maps more complex than "one-way".]]>
2120 </use> 2253 </use>
2121 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2122 <attribute arch="speed" value="1" type="float"> 2255 <attribute arch="speed" value="1" type="float">
2123 The speed of the gate affects how fast it is closing/opening. 2256 The speed of the gate affects how fast it is closing/opening.
2124 </attribute> 2257 </attribute>
2125 <attribute arch="connected" editor="connection" type="int"> 2258 <attribute arch="connected" editor="connection" type="string">
2126 Whenever the inventory checker is triggered, all objects with identical 2259 Whenever the inventory checker is triggered, all objects with identical
2127 &lt;connection&gt; value get activated. This only makes sense together with 2260 &lt;connection&gt; value get activated. This only makes sense together with
2128 &lt;blocking passage&gt; disabled. 2261 &lt;blocking passage&gt; disabled.
2129 </attribute> 2262 </attribute>
2130 <attribute arch="wc" editor="position state" type="int"> 2263 <attribute arch="wc" editor="position state" type="int">
2148<type number="113" name="Girdle"> 2281<type number="113" name="Girdle">
2149 <import_type name="Amulet" /> 2282 <import_type name="Amulet" />
2150 <description><![CDATA[ 2283 <description><![CDATA[
2151 Wearing a girdle, the object's stats will directly be inherited to 2284 Wearing a girdle, the object's stats will directly be inherited to
2152 the player. Girdles usually provide stats- or damage bonuses and no 2285 the player. Girdles usually provide stats- or damage bonuses and no
2153 defense. ]]> 2286 defense.]]>
2154 </description> 2287 </description>
2155 <use><![CDATA[ 2288 <use><![CDATA[
2156 Feel free to create your own special artifacts. However, it is very 2289 Feel free to create your own special artifacts. However, it is very
2157 important that you keep your artifact in balance with existing maps. ]]> 2290 important that you keep your artifact in balance with existing maps.]]>
2158 </use> 2291 </use>
2159 <attribute arch="magic" editor="magic bonus" type="int"> 2292 <attribute arch="magic" editor="magic bonus" type="int">
2160 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2293 &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 2294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2162 than direct armour-class bonus on the helmet. 2295 than direct armour-class bonus on the helmet.
2170<!--####################################################################--> 2303<!--####################################################################-->
2171<type number="100" name="Gloves"> 2304<type number="100" name="Gloves">
2172 <import_type name="Amulet" /> 2305 <import_type name="Amulet" />
2173 <description><![CDATA[ 2306 <description><![CDATA[
2174 Wearing gloves, the object's stats will directly be inherited to 2307 Wearing gloves, the object's stats will directly be inherited to
2175 the player. Gloves can add defense or damage bonuses. ]]> 2308 the player. Gloves can add defense or damage bonuses.]]>
2176 </description> 2309 </description>
2177 <use><![CDATA[ 2310 <use><![CDATA[
2178 Feel free to create your own special artifacts. However, it is very 2311 Feel free to create your own special artifacts. However, it is very
2179 important that you keep your artifact in balance with existing maps. ]]> 2312 important that you keep your artifact in balance with existing maps.]]>
2180 </use> 2313 </use>
2181 <attribute arch="magic" editor="magic bonus" type="int"> 2314 <attribute arch="magic" editor="magic bonus" type="int">
2182 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2315 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; 2316 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2184 will increase that. 2317 will increase that.
2190 <ignore> 2323 <ignore>
2191 <ignore_list name="non_pickable" /> 2324 <ignore_list name="non_pickable" />
2192 </ignore> 2325 </ignore>
2193 <description><![CDATA[ 2326 <description><![CDATA[
2194 A handle can be applied by players and (certain) monsters. 2327 A handle can be applied by players and (certain) monsters.
2195 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2328 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2196 </description> 2329 </description>
2197 <use><![CDATA[ 2330 <use><![CDATA[
2198 Handles are commonly used to move gates. When placing your lever, 2331 Handles are commonly used to move gates. When placing your lever,
2199 don't forget that some monsters are able to apply it. 2332 don't forget that some monsters are able to apply it.
2200 The ability to apply levers is rare among monsters - 2333 The ability to apply levers is rare among monsters -
2201 but vampires can do it for example. ]]> 2334 but vampires can do it for example.]]>
2202 </use> 2335 </use>
2203 <attribute arch="no_pick" value="1" type="fixed" /> 2336 <attribute arch="no_pick" value="1" type="fixed" />
2204 <attribute arch="connected" editor="connection" type="int"> 2337 <attribute arch="connected" editor="connection" type="string">
2205 Every time the handle is applied, all objects 2338 Every time the handle is applied, all objects
2206 with the same &lt;connection&gt; value are activated. 2339 with the same &lt;connection&gt; value are activated.
2207 </attribute> 2340 </attribute>
2208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2209 This text may describe the item. You can use this 2342 This text may describe the item. You can use this
2218 <ignore_list name="non_pickable" /> 2351 <ignore_list name="non_pickable" />
2219 </ignore> 2352 </ignore>
2220 <description><![CDATA[ 2353 <description><![CDATA[
2221 Handle triggers are handles which reset after a short period 2354 Handle triggers are handles which reset after a short period
2222 of time. Every time it is either applied or reset, the 2355 of time. Every time it is either applied or reset, the
2223 &lt;connection&gt; value is triggered. ]]> 2356 &lt;connection&gt; value is triggered.]]>
2224 </description> 2357 </description>
2225 <use><![CDATA[ 2358 <use><![CDATA[
2226 When you connect an ordinary handle to a gate, the gate normally remains 2359 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, 2360 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. ]]> 2361 connecting it to a handle trigger is an easy solution. ]]>
2229 </use> 2362 </use>
2230</type> 2363</type>
2231 2364
2232<!--####################################################################--> 2365<!--####################################################################-->
2233<type number="88" name="Hazard Floor"> 2366<type number="88" name="Hazard Floor">
2238 <ignore_list name="non_pickable" /> 2371 <ignore_list name="non_pickable" />
2239 </ignore> 2372 </ignore>
2240 <description><![CDATA[ 2373 <description><![CDATA[
2241 The best example for Hazard Floor is lava. It works like standard 2374 The best example for Hazard Floor is lava. It works like standard
2242 floor, but damages all creatures standing on it. 2375 floor, but damages all creatures standing on it.
2243 Damage is taken in regular time intervals. ]]> 2376 Damage is taken in regular time intervals.]]>
2244 </description> 2377 </description>
2245 <use><![CDATA[ 2378 <use><![CDATA[
2246 The default lava for example does minor damage. But you can turn 2379 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> 2380 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. 2381 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 2382 You can use that to safely chase off too-weak players, or just
2250 to have something different. ]]> 2383 to have something different.]]>
2251 </use> 2384 </use>
2252 <attribute arch="is_floor" value="1" type="fixed" /> 2385 <attribute arch="is_floor" value="1" type="fixed" />
2253 <attribute arch="lifesave" value="1" type="fixed" /> 2386 <attribute arch="lifesave" value="1" type="fixed" />
2254 &move_on; 2387 &move_on;
2255 <attribute arch="no_pick" value="1" type="fixed" /> 2388 <attribute arch="no_pick" value="1" type="fixed" />
2294 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2295 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2296 </attribute> 2429 </attribute>
2297 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2298 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2299 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2300 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2301 </attribute> 2434 </attribute>
2302</type> 2435</type>
2303 2436
2304<!--####################################################################--> 2437<!--####################################################################-->
2306 <import_type name="Amulet" /> 2439 <import_type name="Amulet" />
2307 <description><![CDATA[ 2440 <description><![CDATA[
2308 Wearing a helmet, the object's stats will directly be inherited to 2441 Wearing a helmet, the object's stats will directly be inherited to
2309 the player. Normal helmets usually increase defense, while crowns 2442 the player. Normal helmets usually increase defense, while crowns
2310 add more special bonuses like stats/resistances paired with 2443 add more special bonuses like stats/resistances paired with
2311 low defense. ]]> 2444 low defense.]]>
2312 </description> 2445 </description>
2313 <use><![CDATA[ 2446 <use><![CDATA[
2314 Feel free to create your own special artifacts. However, it is very 2447 Feel free to create your own special artifacts. However, it is very
2315 important that you keep your artifact in balance with existing maps. ]]> 2448 important that you keep your artifact in balance with existing maps.]]>
2316 </use> 2449 </use>
2317 <attribute arch="magic" editor="magic bonus" type="int"> 2450 <attribute arch="magic" editor="magic bonus" type="int">
2318 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2451 &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 2452 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2320 than direct armour-class bonus on the helmet. 2453 than direct armour-class bonus on the helmet.
2329<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2330 <ignore> 2463 <ignore>
2331 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2332 </ignore> 2465 </ignore>
2333 <description><![CDATA[ 2466 <description><![CDATA[
2334 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2335 at a Holy_altar will make you a follower of that god, and 2468 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. ]]> 2469 if you already follow that god, you may get some extra bonus.]]>
2337 </description> 2470 </description>
2338 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2339 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2340 The altar belongs to the god of the given name. Possible options for 2473 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, 2474 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2364 Horns are very similar to rods. The difference is that horns regenerate 2497 Horns are very similar to rods. The difference is that horns regenerate
2365 spellpoints faster and thus are more valuable than rods. 2498 spellpoints faster and thus are more valuable than rods.
2366 <br><br> 2499 <br><br>
2367 A horn contains a spell. The player can use this spell by applying and 2500 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 2501 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2369 used endlessly. ]]> 2502 used endlessly.]]>
2370 </description> 2503 </description>
2371 <use><![CDATA[ 2504 <use><![CDATA[
2372 Horns are powerful due to their fast recharge rate. They should 2505 Horns are powerful due to their fast recharge rate. They should
2373 never contain high level attacking spells. Even curing/healing spells 2506 never contain high level attacking spells. Even curing/healing spells
2374 are almost too good on a horn. ]]> 2507 are almost too good on a horn.]]>
2375 </use> 2508 </use>
2376 <attribute arch="sp" editor="spell" type="spell"> 2509 <attribute arch="sp" editor="spell" type="spell">
2377 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2510 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! 2511 horns to players, since they can be used endlessly without any mana cost!
2379 Horns with heal/ restoration/ protection spells, IF available, MUST be 2512 Horns with heal/ restoration/ protection spells, IF available, MUST be
2405<!--####################################################################--> 2538<!--####################################################################-->
2406<type number="73" name="Inorganic"> 2539<type number="73" name="Inorganic">
2407 <description><![CDATA[ 2540 <description><![CDATA[
2408 Inorganic materials are generally used as ingredients for 2541 Inorganic materials are generally used as ingredients for
2409 alchemical receipes. By themselves, they have no special 2542 alchemical receipes. By themselves, they have no special
2410 functionalities. ]]> 2543 functionalities.]]>
2411 </description> 2544 </description>
2412 <attribute arch="is_dust" editor="is dust" type="bool"> 2545 <attribute arch="is_dust" editor="is dust" type="bool">
2413 </attribute> 2546 </attribute>
2414<section name="resistance"> 2547 &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> 2548</type>
2441 2549
2442<!--####################################################################--> 2550<!--####################################################################-->
2443<type number="64" name="Inventory Checker"> 2551<type number="64" name="Inventory Checker">
2444 <ignore> 2552 <ignore>
2453 <br><br> 2561 <br><br>
2454 Alternatively, you can set your inv. checker to block all players 2562 Alternatively, you can set your inv. checker to block all players
2455 that do/don't carry the matching object. 2563 that do/don't carry the matching object.
2456 <br><br> 2564 <br><br>
2457 As you can see, inv. checkers are quite powerful, holding a 2565 As you can see, inv. checkers are quite powerful, holding a
2458 great variety of possibilities. ]]> 2566 great variety of possibilities.]]>
2459 </description> 2567 </description>
2460 <use><![CDATA[ 2568 <use><![CDATA[
2461 Putting a check_inventory space in front of a gate (one below) and 2569 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. 2570 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 2571 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 2572 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 2573 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. ]]> 2574 can be found in nearly every RPG - simple but effective.]]>
2467 </use> 2575 </use>
2468 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2469 <attribute arch="slaying" editor="match key string" type="string"> 2577 <attribute arch="slaying" editor="match key string" type="string">
2470 This string specifies the object we are looking for: We have a match 2578 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 2579 if the player does/don't carry a key object or a mark with identical
2487 </attribute> 2595 </attribute>
2488 <attribute arch="last_sp" editor="match = having" type="bool"> 2596 <attribute arch="last_sp" editor="match = having" type="bool">
2489 Enabled means having that object is a match. 2597 Enabled means having that object is a match.
2490 Disabled means not having that object is a match. 2598 Disabled means not having that object is a match.
2491 </attribute> 2599 </attribute>
2492 <attribute arch="connected" editor="connection" type="int"> 2600 <attribute arch="connected" editor="connection" type="string">
2493 Whenever the inventory checker is triggered, all objects with identical 2601 Whenever the inventory checker is triggered, all objects with identical
2494 &lt;connection&gt; value get activated. This only makes sense together with 2602 &lt;connection&gt; value get activated. This only makes sense together with
2495 &lt;blocking passage&gt; disabled. 2603 &lt;blocking passage&gt; disabled.
2496 </attribute> 2604 </attribute>
2497 &movement_types_terrain; 2605 &movement_types_terrain;
2547<!--####################################################################--> 2655<!--####################################################################-->
2548<type number="60" name="Jewel"> 2656<type number="60" name="Jewel">
2549 <description><![CDATA[ 2657 <description><![CDATA[
2550 Items of the type Gold &amp; Jewels are handled like a currency. 2658 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 2659 Unlike for any other type of item, in shops, the buy- and selling
2552 prices differ only marginally. ]]> 2660 prices differ only marginally.]]>
2553 </description> 2661 </description>
2554 <attribute arch="race" value="gold and jewels" type="fixed" /> 2662 <attribute arch="race" value="gold and jewels" type="fixed" />
2555 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2663 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2556 This text may describe the object. 2664 This text may describe the object.
2557 </attribute> 2665 </attribute>
2559 2667
2560<!--####################################################################--> 2668<!--####################################################################-->
2561<type number="24" name="Key"> 2669<type number="24" name="Key">
2562 <description><![CDATA[ 2670 <description><![CDATA[
2563 When carrying a key, a normal door can be opened. The key will 2671 When carrying a key, a normal door can be opened. The key will
2564 disappear. ]]> 2672 disappear.]]>
2565 </description> 2673 </description>
2566 <attribute arch="startequip" editor="godgiven item" type="bool"> 2674 <attribute arch="startequip" editor="godgiven item" type="bool">
2567 A godgiven item vanishes as soon as the player 2675 A godgiven item vanishes as soon as the player
2568 drops it to the ground. 2676 drops it to the ground.
2569 </attribute> 2677 </attribute>
2574 <ignore> 2682 <ignore>
2575 <ignore_list name="non_pickable" /> 2683 <ignore_list name="non_pickable" />
2576 </ignore> 2684 </ignore>
2577 <description><![CDATA[ 2685 <description><![CDATA[
2578 A locked door can be opened only when carrying 2686 A locked door can be opened only when carrying
2579 the appropriate special key. ]]> 2687 the appropriate special key.]]>
2580 </description> 2688 </description>
2581 <use><![CDATA[ 2689 <use><![CDATA[
2582 If you want to create a locked door that cannot be opened (no key), 2690 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 2691 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. 2692 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 2694 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 2695 are used with all kinds of faces/names, especially often as
2588 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2696 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2589 There you have magic forces (door objects) put under certain artifact 2697 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 2698 items. To get your hands on the artifacts, you need to bring up the
2591 appropriate quest items (key objects). ]]> 2699 appropriate quest items (key objects).]]>
2592 </use> 2700 </use>
2593 <attribute arch="move_type" value="0" type="fixed" /> 2701 <attribute arch="move_type" value="0" type="fixed" />
2594 <attribute arch="no_pick" value="1" type="fixed" /> 2702 <attribute arch="no_pick" value="1" type="fixed" />
2595 <attribute arch="slaying" editor="key string" type="string"> 2703 <attribute arch="slaying" editor="key string" type="string">
2596 The &lt;key string&gt; in the door must be identical with the 2704 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. 2705 &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 2706 It is VERY important to set the &lt;key string&gt; to something that
2599 is unique among the CF mapset. 2707 is unique among the Deliantra mapset.
2600 2708
2601 DONT EVER USE the default string "set_individual_value". 2709 DONT EVER USE the default string "set_individual_value".
2602 </attribute> 2710 </attribute>
2603 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2711 <attribute arch="no_magic" editor="restrict spells" type="bool">
2604 Restricting the use of spells to pass this door. 2712 Restricting the use of spells to pass this door.
2623 <ignore> 2731 <ignore>
2624 <ignore_list name="system_object" /> 2732 <ignore_list name="system_object" />
2625 </ignore> 2733 </ignore>
2626 <description><![CDATA[ 2734 <description><![CDATA[
2627 Magic_ears trigger a connected value 2735 Magic_ears trigger a connected value
2628 when the player speaks a specific keyword. ]]> 2736 when the player speaks a specific keyword.]]>
2629 </description> 2737 </description>
2630 <use><![CDATA[ 2738 <use><![CDATA[
2631 Whenever you put magic_ears on your maps, make sure there are 2739 Whenever you put magic_ears on your maps, make sure there are
2632 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2740 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2633 something like a gate that is opened by speaking "open" or 2741 something like a gate that is opened by speaking "open" or
2635 <br><br> 2743 <br><br>
2636 Magic_ears are typically used for interaction with NPCs. You 2744 Magic_ears are typically used for interaction with NPCs. You
2637 can create the impression that the NPC actually *does* something 2745 can create the impression that the NPC actually *does* something
2638 according to his conversation with a player. Mostly this means 2746 according to his conversation with a player. Mostly this means
2639 opening a gate or handing out some item, but you could be quite 2747 opening a gate or handing out some item, but you could be quite
2640 creative here. ]]> 2748 creative here.]]>
2641 </use> 2749 </use>
2642 <attribute arch="no_pick" value="1" type="fixed" /> 2750 <attribute arch="no_pick" value="1" type="fixed" />
2643 <attribute arch="connected" editor="connection" type="int"> 2751 <attribute arch="connected" editor="connection" type="string">
2644 The Magic_ear will trigger all objects with the 2752 The Magic_ear will trigger all objects with the
2645 same connection value, every time it is activated. 2753 same connection value, every time it is activated.
2646 </attribute> 2754 </attribute>
2647 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2755 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2648 This textfield contains the keyword-matching-syntax. The text should 2756 This textfield contains the keyword-matching-syntax. The text should
2667 Magic walls can contain any spell. However, some spells do not 2775 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 2776 operate very successfully in them. The only way to know is to test
2669 the spell you want to use with a wall. 2777 the spell you want to use with a wall.
2670 <br><br> 2778 <br><br>
2671 Several types of magical walls are predefined for you in the 2779 Several types of magical walls are predefined for you in the
2672 archetypes, and can be found on the "connected" Pickmap. ]]> 2780 archetypes, and can be found on the "connected" Pickmap.]]>
2673 </description> 2781 </description>
2674 <use><![CDATA[ 2782 <use><![CDATA[
2675 Spellcasting walls pose an interesting alternative to monsters. 2783 Spellcasting walls pose an interesting alternative to monsters.
2676 Usually they are set to be undestroyable. Thus, while monsters 2784 Usually they are set to be undestroyable. Thus, while monsters
2677 in a map can be cleared out, the magic walls remain. Low level 2785 in a map can be cleared out, the magic walls remain. Low level
2688 walls' spell(s). 2796 walls' spell(s).
2689 <br><br> 2797 <br><br>
2690 It is possible to make walls rotate when triggered. But that is so 2798 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 2799 confusing (and useless IMHO) that I did not mention it above. You
2692 can find a working example on the map 2800 can find a working example on the map
2693 "/pup_land/castle_eureca/castle_eureca8". ]]> 2801 "/pup_land/castle_eureca/castle_eureca8".]]>
2694 </use> 2802 </use>
2695 <attribute arch="dam" editor="spell" type="spell"> 2803 <attribute arch="dam" editor="spell" type="spell">
2696 The magic wall will cast this &lt;spell&gt;. 2804 The magic wall will cast this &lt;spell&gt;.
2697 </attribute> 2805 </attribute>
2698 <attribute arch="level" editor="spell level" type="int"> 2806 <attribute arch="level" editor="spell level" type="int">
2699 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2807 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 2808 walls cast spells at minimal strength. "level 100" walls cast deadly
2701 spells. Arch default is level 1 - you should always set this value 2809 spells. Arch default is level 1 - you should always set this value
2702 to meet the overall difficulty of your map. 2810 to meet the overall difficulty of your map.
2703 </attribute> 2811 </attribute>
2704 <attribute arch="connected" editor="connection" type="int"> 2812 <attribute arch="connected" editor="connection" type="string">
2705 Every time the &lt;connection&gt; value is triggered, the wall will cast 2813 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 2814 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2707 have much visible effect. 2815 have much visible effect.
2708 </attribute> 2816 </attribute>
2709 &activate_on; 2817 &activate_on;
2738 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2846 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" 2847 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2740 to &lt;weapon class&gt;. 2848 to &lt;weapon class&gt;.
2741 </attribute> 2849 </attribute>
2742</section> 2850</section>
2743<section name="resistance"> 2851&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> 2852</type>
2788 2853
2789<!--####################################################################--> 2854<!--####################################################################-->
2790<type number="55" name="Marker"> 2855<type number="55" name="Marker">
2791 <ignore> 2856 <ignore>
2793 </ignore> 2858 </ignore>
2794 <description><![CDATA[ 2859 <description><![CDATA[
2795 A marker is an object that inserts an invisible force (a mark) into a 2860 A marker is an object that inserts an invisible force (a mark) into a
2796 player stepping on it. This force does nothing except containing a 2861 player stepping on it. This force does nothing except containing a
2797 &lt;key string&gt; which can be discovered by detectors or inventory 2862 &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. 2863 checkers. It is also possible to use markers for removing marks again
2864 (by setting the "name" slot to the name of the marker to be removed).
2799 <br><br> 2865 <br><br>
2800 Note that the player has no possibility to "see" his own marks, 2866 Note that the player has no possibility to "see" his own marks,
2801 except by the effect that they cause on the maps. ]]> 2867 except by the effect that they cause on the maps.]]>
2802 </description> 2868 </description>
2803 <use><![CDATA[ 2869 <use><![CDATA[
2804 Markers hold real cool possibilities for map-making. I encourage 2870 Markers hold real cool possibilities for map-making. I encourage
2805 you to use them frequently. However there is one negative point 2871 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 2872 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 2873 your task, as map-creator, to make sure the player is always well
2808 informed and never confused. 2874 informed and never confused.
2809 <br><br> 2875 <br><br>
2810 Please avoid infinite markers when they aren't needed. They're 2876 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 2877 using a little space in the player file after all, so if there
2812 is no real purpose, set an expire time. ]]> 2878 is no real purpose, set an expire time.]]>
2813 </use> 2879 </use>
2814 <attribute arch="no_pick" value="1" type="fixed" /> 2880 <attribute arch="no_pick" value="1" type="fixed" />
2815 <attribute arch="slaying" editor="key string" type="string"> 2881 <attribute arch="slaying" editor="key string" type="string">
2816 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2882 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;, 2883 If the player already has a force with that &lt;key string&gt;,
2818 there won't be inserted a second one. 2884 there won't be inserted a second one.
2819 </attribute> 2885 </attribute>
2820 <attribute arch="connected" editor="connection" type="int"> 2886 <attribute arch="connected" editor="connection" type="string">
2821 When the detector is triggered, all objects with the same 2887 When the detector is triggered, all objects with the same
2822 connection value get activated. 2888 connection value get activated.
2823 </attribute> 2889 </attribute>
2824 <attribute arch="speed" editor="marking speed" type="float"> 2890 <attribute arch="speed" editor="marking speed" type="float">
2825 The &lt;marking speed&gt; defines how quickly it will mark something 2891 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 2929 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 2930 walk over the shop mat, the item's selling-price is automatically
2865 subtracted from the player's money. 2931 subtracted from the player's money.
2866 <br><br> 2932 <br><br>
2867 For money, always use the default arches. 2933 For money, always use the default arches.
2868 Don't modify them. ]]> 2934 Don't modify them.]]>
2869 </description> 2935 </description>
2870 <attribute arch="race" value="gold and jewels" type="fixed" /> 2936 <attribute arch="race" value="gold and jewels" type="fixed" />
2871</type> 2937</type>
2872 2938
2873<!--####################################################################--> 2939<!--####################################################################-->
2888 Monsters can behave in various kinds of ways. 2954 Monsters can behave in various kinds of ways.
2889 They can be aggressive, attacking the player. Or peaceful, 2955 They can be aggressive, attacking the player. Or peaceful,
2890 helping the player - maybe joining him as pet. 2956 helping the player - maybe joining him as pet.
2891 The unagressive creatures who communicate with players are 2957 The unagressive creatures who communicate with players are
2892 usually called "NPCs" (Non Player Character), a well-known 2958 usually called "NPCs" (Non Player Character), a well-known
2893 term in role-play environments. ]]> 2959 term in role-play environments.]]>
2894 </description> 2960 </description>
2895 <use><![CDATA[ 2961 <use><![CDATA[
2896 Monsters play a central role in most maps. Choosing the right 2962 Monsters play a central role in most maps. Choosing the right
2897 combination of monsters for your map is vital: 2963 combination of monsters for your map is vital:
2898 <UL> 2964 <UL>
2923 can use. 2989 can use.
2924 </UL> 2990 </UL>
2925 I know it's impossible to make the perfectly balanced map. There's always 2991 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. 2992 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 2993 Just give it your best shot. And listen to feedback from players if you
2928 receive some. :-) ]]> 2994 receive some. :-)]]>
2929 </use> 2995 </use>
2930 <attribute arch="alive" value="1" type="fixed" /> 2996 <attribute arch="alive" value="1" type="fixed" />
2931 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2997 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2932 When the monster is killed, items from the treasurelist will 2998 When the monster is killed, items from the treasurelist will
2933 drop to the ground. This is a common way to reward players 2999 drop to the ground. This is a common way to reward players
2934 for killing (masses of) monsters. 3000 for killing (masses of) monsters.
2935 3001
2936 Note that you can always put items into the monster's 3002 Note that you can always put items into the monster's
2937 inventory. Those will drop-at-kill just like the stuff 3003 inventory. Those will drop-at-kill just like the stuff
2938 from the &lt;treasurelist&gt;. 3004 from the &lt;treasurelist&gt;.
3005 </attribute>
3006 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3007 Set this flag to move treasure items created into the environment (map)
3008 instead of putting them into the object.
2939 </attribute> 3009 </attribute>
2940 <attribute arch="level" editor="level" type="int"> 3010 <attribute arch="level" editor="level" type="int">
2941 A monster's &lt;level&gt; is the most important attribute. 3011 A monster's &lt;level&gt; is the most important attribute.
2942 &lt;level&gt; affects the power of a monster in various ways. 3012 &lt;level&gt; affects the power of a monster in various ways.
2943 </attribute> 3013 </attribute>
2990 </attribute> 3060 </attribute>
2991 <attribute arch="carrying" editor="carries weight" type="int"> 3061 <attribute arch="carrying" editor="carries weight" type="int">
2992 If a monster has something in the inventory, this 3062 If a monster has something in the inventory, this
2993 value can be set to reflect the slowdown due to 3063 value can be set to reflect the slowdown due to
2994 the carried weight. 3064 the carried weight.
3065 </attribute>
3066 <attribute arch="precious" editor="precious" type="bool">
3067 Set this flag to indicate that this monster is precious, i.e.
3068 it should not be lightly destroyed. This is most useful on pets and
3069 keeps the server from destroying them on destroy_pets/monster floors
3070 and will try to save them when the player logs out.
2995 </attribute> 3071 </attribute>
2996 3072
2997<section name="melee"> 3073<section name="melee">
2998 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3074 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2999 This number is a bitmask, specifying the monster's attacktypes 3075 This number is a bitmask, specifying the monster's attacktypes
3171 <attribute arch="stand_still" editor="stand still" type="bool"> 3247 <attribute arch="stand_still" editor="stand still" type="bool">
3172 Monsters which &lt;stand still&gt; won't move to leave their position. 3248 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 3249 When agressive, they will attack all enemies who get close to
3174 them. This behaviour is commonly known from castle guards. 3250 them. This behaviour is commonly known from castle guards.
3175 3251
3176 In older versions of Crossfire it was possible to eventually 3252 In older versions of Deliantra it was possible to eventually
3177 push a &lt;stand still&gt;-monster out of position by force. 3253 push a &lt;stand still&gt;-monster out of position by force.
3178 I believe this is no longer possible. Neverthless, you should 3254 I believe this is no longer possible. Neverthless, you should
3179 still be cautious when lining up &lt;stand still&gt;-monster in order 3255 still be cautious when lining up &lt;stand still&gt;-monster in order
3180 to "defend" something: Such monsters are rather easy to kill. 3256 to "defend" something: Such monsters are rather easy to kill.
3181 It's good for low level maps, but not much more. 3257 It's good for low level maps, but not much more.
3217 When the monster's health points drop below this percentage 3293 When the monster's health points drop below this percentage
3218 (relative to max health), it attempts to run away from the 3294 (relative to max health), it attempts to run away from the
3219 attacker. 3295 attacker.
3220 </attribute> 3296 </attribute>
3221</section> 3297</section>
3222 3298 &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"> 3299 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3268 </attribute> 3300 </attribute>
3269</type> 3301</type>
3270 3302
3271<!--####################################################################--> 3303<!--####################################################################-->
3276 <attribute arch="name_pl" /> 3308 <attribute arch="name_pl" />
3277 <attribute arch="nrof" /> 3309 <attribute arch="nrof" />
3278 <attribute arch="value" /> 3310 <attribute arch="value" />
3279 <attribute arch="unpaid" /> 3311 <attribute arch="unpaid" />
3280 </ignore> 3312 </ignore>
3281 <description><![CDATA[ 3313 <description>
3282 A grimreaper is a monster that vanishes after it did some number of 3314 A grimreaper is a monster that vanishes after it did some number of
3283 draining attacks. ]]> <!-- XXX: is this ok? --> 3315 draining attacks.
3284 </description> 3316 </description>
3285<section name="grimreaper"> 3317<section name="grimreaper">
3286 <attribute arch="value" editor="attacks" type="int"> 3318 <attribute arch="value" editor="attacks" type="int">
3287 The object vanishes after this number of draining attacks. 3319 The object vanishes after this number of draining attacks.
3288 </attribute> 3320 </attribute>
3296 </ignore> 3328 </ignore>
3297 <description><![CDATA[ 3329 <description><![CDATA[
3298 As the name implies, mood floors can change the "mood" of 3330 As the name implies, mood floors can change the "mood" of
3299 a monsters/NPC. For example, an unagressive monster could be 3331 a monsters/NPC. For example, an unagressive monster could be
3300 turned mad to start attacking. Similar, an agressive monster 3332 turned mad to start attacking. Similar, an agressive monster
3301 could be calmed. ]]> 3333 could be calmed.]]>
3302 </description> 3334 </description>
3303 <use><![CDATA[ 3335 <use><![CDATA[
3304 Mood floors are absolutely cool for NPC interaction. To make an 3336 Mood floors are absolutely cool for NPC interaction. To make an
3305 unaggressive monster/NPC attack, put a creator with "other_arch 3337 unaggressive monster/NPC attack, put a creator with "other_arch
3306 furious_floor" under it. Connect the creator to a magic_ear, so the 3338 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 3342 it directly to a magic_ear. Then the player speaks a keyword like
3311 "help me" - and the NPC joins him as pet. 3343 "help me" - and the NPC joins him as pet.
3312 <br><br> 3344 <br><br>
3313 (Of course you must always give clear hints about keywords! 3345 (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 3346 And there is no reason why you couldn't use a button/lever/pedestal
3315 etc. instead of a magic_ear.) ]]> 3347 etc. instead of a magic_ear.)]]>
3316 </use> 3348 </use>
3317 <attribute arch="no_pick" value="1" type="fixed" /> 3349 <attribute arch="no_pick" value="1" type="fixed" />
3318 <attribute arch="last_sp" editor="mood" type="list_mood"> 3350 <attribute arch="last_sp" editor="mood" type="list_mood">
3319 &lt;mood&gt; is used to determine what will happen to the 3351 &lt;mood&gt; is used to determine what will happen to the
3320 monster when affected by the mood floor: 3352 monster when affected by the mood floor:
3330 &lt;mood&gt; 'charm': Turns monster into a pet of person 3362 &lt;mood&gt; 'charm': Turns monster into a pet of person
3331 who triggers the square. This setting is not 3363 who triggers the square. This setting is not
3332 enabled for continous operation, you need to 3364 enabled for continous operation, you need to
3333 insert a &lt;connection&gt; value! 3365 insert a &lt;connection&gt; value!
3334 </attribute> 3366 </attribute>
3335 <attribute arch="connected" editor="connection" type="int"> 3367 <attribute arch="connected" editor="connection" type="string">
3336 This should only be set in combination with &lt;mood number&gt; 4. 3368 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 3369 Normally, monsters are affected by the mood floor as soon as they
3338 step on it. But charming (monster -&gt; pet) is too powerful, 3370 step on it. But charming (monster -&gt; pet) is too powerful,
3339 so it needs to be activated. 3371 so it needs to be activated.
3340 3372
3364 can monsters. Motion is involuntary. Additionally, players or 3396 can monsters. Motion is involuntary. Additionally, players or
3365 monsters can be "frozen" while ontop of movers so that they MUST 3397 monsters can be "frozen" while ontop of movers so that they MUST
3366 move along a chain of them. 3398 move along a chain of them.
3367 <br><br> 3399 <br><br>
3368 Multisquare monsters can be moved as well, given 3400 Multisquare monsters can be moved as well, given
3369 enough space. Movers are usually invisible. ]]> 3401 enough space. Movers are usually invisible.]]>
3370 </description> 3402 </description>
3371 <use><![CDATA[ 3403 <use><![CDATA[
3372 NEVER EVER consider a mover being unpassable in the backwards 3404 NEVER EVER consider a mover being unpassable in the backwards
3373 direction. Setting "forced movement" makes it seemingly impossible 3405 direction. Setting "forced movement" makes it seemingly impossible
3374 but there is still a trick: One player can push a second player 3406 but there is still a trick: One player can push a second player
3381 cannot be discovered with the show_invisible spell. 3413 cannot be discovered with the show_invisible spell.
3382 <br><br> 3414 <br><br>
3383 Note that Movers and Directors are seperate objects, even though 3415 Note that Movers and Directors are seperate objects, even though
3384 they look and act similar. Directors only do spells/missiles, 3416 they look and act similar. Directors only do spells/missiles,
3385 while movers only do living creatures (depending on how it 3417 while movers only do living creatures (depending on how it
3386 is set: monsters and players). ]]> 3418 is set: monsters and players).]]>
3387 </use> 3419 </use>
3388 <attribute arch="attacktype" editor="forced movement" type="bool"> 3420 <attribute arch="attacktype" editor="forced movement" type="bool">
3389 If forced movement is enabled, the mover "freezes" anyone it 3421 If forced movement is enabled, the mover "freezes" anyone it
3390 moves (so they are forced to move along a chain). 3422 moves (so they are forced to move along a chain).
3391 For players there is no way to escape this forced movement, 3423 For players there is no way to escape this forced movement,
3443 <ignore_list name="non_pickable" /> 3475 <ignore_list name="non_pickable" />
3444 </ignore> 3476 </ignore>
3445 <description><![CDATA[ 3477 <description><![CDATA[
3446 Pedestals are designed to detect certain types of living objects. 3478 Pedestals are designed to detect certain types of living objects.
3447 When a predefined type of living creature steps on the pedestal, the 3479 When a predefined type of living creature steps on the pedestal, the
3448 connected value is triggered. ]]> 3480 connected value is triggered.]]>
3449 </description> 3481 </description>
3450 <use><![CDATA[ 3482 <use><![CDATA[
3451 If you want to create a place where only players of a certain race 3483 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 3484 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, 3485 only activated for players of the matching race. Do not use gates,
3454 because many other players could sneak in. If you put powerful 3486 because many other players could sneak in. If you put powerful
3455 artifacts into such places, generally set "startequip 1", so that 3487 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. ]]> 3488 they are preserved for that one race and can't be traded to others.]]>
3457 </use> 3489 </use>
3458 <attribute arch="no_pick" value="1" type="fixed" /> 3490 <attribute arch="no_pick" value="1" type="fixed" />
3459 <attribute arch="slaying" editor="match race" type="string"> 3491 <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; 3492 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. 3493 matches the monster's or the player's race, we have a match.
3463 place where only fireborns can enter, by setting "slaying unnatural". 3495 place where only fireborns can enter, by setting "slaying unnatural".
3464 3496
3465 If it is set to "player", any player stepping on the pedestal 3497 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 3498 is a match. Very useful if you want to open a gate for players
3467 but not for monsters. 3499 but not for monsters.
3500
3501 &match_compat;
3468 </attribute> 3502 </attribute>
3469 <attribute arch="connected" editor="connection" type="int"> 3503 <attribute arch="connected" editor="connection" type="string">
3470 When the pedestal is triggered, all objects with the same 3504 When the pedestal is triggered, all objects with the same
3471 connection value get activated. 3505 connection value get activated.
3472 </attribute> 3506 </attribute>
3473 &move_on; 3507 &move_on;
3474</type> 3508</type>
3475 3509
3476<!--####################################################################--> 3510<!--####################################################################-->
3511<type number="32" name="Pedestal Trigger">
3512 <import_type name="Pedestal" />
3513 <ignore>
3514 <ignore_list name="non_pickable" />
3515 </ignore>
3516 <description><![CDATA[
3517 Pedestal triggers are pedestals which reset after a short period
3518 of time. Every time it is either applied or reset, the
3519 &lt;connection&gt; value is triggered.]]>
3520 </description>
3521</type>
3522
3523<!--####################################################################-->
3524<type number="19" name="Item Match">
3525 <ignore>
3526 <ignore_list name="non_pickable" />
3527 </ignore>
3528 <description><![CDATA[
3529 Match objects use the deliantra matching language
3530 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3531 to match items on the same mapspace (if move_on/off are unset) or
3532 items trying to enter (if move_blocked is set).
3533
3534 If a connected value is given, then it is triggered if the first object
3535 matching the expression is put on it, and the last is removed.]]>
3536 </description>
3537 <use><![CDATA[
3538 If you want to trigger something else (e.g. a gate) when an item is above this object,
3539 use the move_on/move_off settings.
3540
3541 If you want to keep something from entering if it has (or lacks) a specific item,
3542 use the move_blocked setting.]]>
3543 </use>
3544 <attribute arch="no_pick" value="1" type="fixed" />
3545 <attribute arch="slaying" editor="match expression" type="string">
3546 &match_compat;
3547
3548 Optionally you can leave out the "match " prefix.
3549 </attribute>
3550 <attribute arch="connected" editor="connection" type="string">
3551 When the match is triggered, all objects with the same
3552 connection value get activated.
3553 </attribute>
3554 &move_on;
3555 &move_off;
3556 &move_block;
3557</type>
3558
3559<!--####################################################################-->
3477<type number="94" name="Pit"> 3560<type number="94" name="Pit">
3478 <ignore> 3561 <ignore>
3479 <ignore_list name="non_pickable" /> 3562 <ignore_list name="non_pickable" />
3480 </ignore> 3563 </ignore>
3481 <description><![CDATA[ 3564 <description><![CDATA[
3482 Pits are holes, transporting the player when he walks (and falls) into them. 3565 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 3566 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 3567 the exact destination, but within a configurable radius of the destination
3485 (never on blocked squares).<br> 3568 (never on blocked squares).<br>
3486 Optionally, pits can get closed and opened, similar to gates.<br><br> 3569 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. 3570 Monsters and items are affected by pits just as well as players.
3488 Even multipart monsters can fall through them, given enough space. ]]> 3571 Even multipart monsters can fall through them, given enough space.]]>
3489 </description> 3572 </description>
3490 <use><![CDATA[ 3573 <use><![CDATA[
3491 Pits can add interesting effects to your map. When using them, make 3574 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 3575 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 3576 player to some kind of lower level. They should not be used to
3494 randomly interconnect maps like teleporters do. ]]> 3577 randomly interconnect maps like teleporters do.]]>
3495 </use> 3578 </use>
3496 <attribute arch="no_pick" value="1" type="fixed" /> 3579 <attribute arch="no_pick" value="1" type="fixed" />
3580 <attribute arch="range" editor="spread radius" type="int">
3581 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3582 </attribute>
3497 <attribute arch="connected" editor="connection" type="int"> 3583 <attribute arch="connected" editor="connection" type="string">
3498 When a &lt;connection&gt; value is set, the pit can be opened/closed 3584 When a &lt;connection&gt; value is set, the pit can be opened/closed
3499 by activating the connection. 3585 by activating the connection.
3500 </attribute> 3586 </attribute>
3501 &activate_on; 3587 &activate_on;
3502 <attribute arch="hp" editor="destination X" type="int"> 3588 <attribute arch="hp" editor="destination X" type="int">
3522 3608
3523<!--####################################################################--> 3609<!--####################################################################-->
3524<type number="7" name="Poison Food"> 3610<type number="7" name="Poison Food">
3525 <description><![CDATA[ 3611 <description><![CDATA[
3526 When eating, the player's stomache is drained by 1/4 of food. 3612 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. ]]> 3613 If his food drops to zero, the player might even die.]]>
3528 </description> 3614 </description>
3529</type> 3615</type>
3530 3616
3531<!--####################################################################--> 3617<!--####################################################################-->
3532<type number="5" name="Potion"> 3618<type number="5" name="Potion">
3533 <description><![CDATA[ 3619 <description><![CDATA[
3534 The player can drink these and gain various kinds of benefits 3620 The player can drink these and gain various kinds of benefits
3535 (/penalties) by doing so. ]]> 3621 (/penalties) by doing so.]]>
3536 </description> 3622 </description>
3537 <use><![CDATA[ 3623 <use><![CDATA[
3538 One potion should never give multiple benefits at once. ]]> 3624 One potion should never give multiple benefits at once.]]>
3539 </use> 3625 </use>
3540 <attribute arch="level" editor="potion level" type="int"> 3626 <attribute arch="level" editor="potion level" type="int">
3541 If the potion contains a spell, the spell is cast at this level. 3627 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. 3628 For other potions it should be set at least to 1.
3543 </attribute> 3629 </attribute>
3561 </attribute> 3647 </attribute>
3562 <attribute arch="startequip" editor="godgiven item" type="bool"> 3648 <attribute arch="startequip" editor="godgiven item" type="bool">
3563 A godgiven item vanishes as soon as the player 3649 A godgiven item vanishes as soon as the player
3564 drops it to the ground. 3650 drops it to the ground.
3565 </attribute> 3651 </attribute>
3566<section name="stats"> 3652 &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> 3653</type>
3685 3654
3686<!--####################################################################--> 3655<!--####################################################################-->
3687<type number="156" name="Power Crystal"> 3656<type number="156" name="Power Crystal">
3688 <description><![CDATA[ 3657 <description><![CDATA[
3689 Power crystals can store a player's mana: 3658 Power crystals can store a player's mana:
3690 When the player applies the crystal with full mana, half of 3659 When the player applies the crystal with full mana, half of
3691 it flows into the crystal. When the player applies it with 3660 it flows into the crystal. When the player applies it with
3692 lacking mana, the crystal replenishes the player's mana. ]]> 3661 lacking mana, the crystal replenishes the player's mana.]]>
3693 </description> 3662 </description>
3694 <attribute arch="sp" editor="initial mana" type="int"> 3663 <attribute arch="sp" editor="initial mana" type="int">
3695 &lt;initial mana&gt; is the amount of spellpoints that the 3664 &lt;initial mana&gt; is the amount of spellpoints that the
3696 crystal holds when the map is loaded. 3665 crystal holds when the map is loaded.
3697 </attribute> 3666 </attribute>
3709 Projectiles like arrows/crossbow bolts are used as ammunition 3678 Projectiles like arrows/crossbow bolts are used as ammunition
3710 for shooting weapons. 3679 for shooting weapons.
3711 <br><br> 3680 <br><br>
3712 It's very easy to add new pairs of weapons &amp; projectiles. 3681 It's very easy to add new pairs of weapons &amp; projectiles.
3713 Just set matching &lt;ammunition class&gt; both for shooting 3682 Just set matching &lt;ammunition class&gt; both for shooting
3714 weapon and projectile. ]]> 3683 weapon and projectile.]]>
3715 </description> 3684 </description>
3716 <use><![CDATA[ 3685 <use><![CDATA[
3717 If you want to create new kinds of projectiles, you could 3686 If you want to create new kinds of projectiles, you could
3718 add an alchemical receipe to create these. 3687 add an alchemical receipe to create these.
3719 3688
3720 Don't create new pairs of weapons &amp; projectiles unless 3689 Don't create new pairs of weapons &amp; projectiles unless
3721 they really fullfill a useful purpose. In fact, even bows 3690 they really fullfill a useful purpose. In fact, even bows
3722 and crossbows are rarely ever used. ]]> 3691 and crossbows are rarely ever used.]]>
3723 </use> 3692 </use>
3724 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3693 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3725 This number is a bitmask, specifying the projectile's attacktypes. 3694 This number is a bitmask, specifying the projectile's attacktypes.
3726 Attacktypes are: physical, magical, fire, cold.. etc. 3695 Attacktypes are: physical, magical, fire, cold.. etc.
3727 This works identical to melee weapons. Note that shooting 3696 This works identical to melee weapons. Note that shooting
3789<type number="70" name="Ring"> 3758<type number="70" name="Ring">
3790 <import_type name="Amulet" /> 3759 <import_type name="Amulet" />
3791 <description><![CDATA[ 3760 <description><![CDATA[
3792 Rings are worn on the hands - one ring each. 3761 Rings are worn on the hands - one ring each.
3793 Wearing rings, the object's stats will directly be inherited to 3762 Wearing rings, the object's stats will directly be inherited to
3794 the player. Usually enhancing his spellcasting potential. ]]> 3763 the player. Usually enhancing his spellcasting potential.]]>
3795 </description> 3764 </description>
3796 <use><![CDATA[ 3765 <use><![CDATA[
3797 When you create an artifact ring, never forget that players can 3766 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 3767 wear <B>two</B> rings! Due to that it is extremely important to
3799 keep rings in balance with the game. 3768 keep rings in balance with the game.
3800 <br><br> 3769 <br><br>
3801 Also keep in mind that rings are generally the wizard's tools. 3770 Also keep in mind that rings are generally the wizard's tools.
3802 They should primarily grant bonuses to spellcasting abilities 3771 They should primarily grant bonuses to spellcasting abilities
3803 and non-physical resistances. ]]> 3772 and non-physical resistances.]]>
3804 </use> 3773 </use>
3805</type> 3774</type>
3806 3775
3807<!--####################################################################--> 3776<!--####################################################################-->
3808<type number="3" name="Rod"> 3777<type number="3" name="Rod">
3811 </ignore> 3780 </ignore>
3812 <description><![CDATA[ 3781 <description><![CDATA[
3813 A rod contains a spell. The player can use this spell by applying and 3782 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, 3783 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3815 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3784 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3816 used endlessly. ]]> 3785 used endlessly.]]>
3817 </description> 3786 </description>
3818 <use><![CDATA[ 3787 <use><![CDATA[
3819 Rods with healing/curing spells are extremely powerful. Usually, potions have 3788 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 3789 to be used for that purpose. Though, potions are expensive and only good for
3821 one-time-use.<br> ]]> 3790 one-time-use.<br>]]>
3822 </use> 3791 </use>
3823 <attribute arch="sp" editor="spell" type="spell"> 3792 <attribute arch="sp" editor="spell" type="spell">
3824 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3793 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! 3794 rods to players, since they can be used endlessly without any mana cost!
3826 Rods with heal/ restoration/ protection spells, IF available, MUST be 3795 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 3835 Runes hit any monster or person who steps on them for 'dam' damage in
3867 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3836 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3868 and will cast this spell when it detonates. Yet another kind is the 3837 and will cast this spell when it detonates. Yet another kind is the
3869 "summoning rune", summoning predefined monsters of any kind, at detonation. 3838 "summoning rune", summoning predefined monsters of any kind, at detonation.
3870 <br><br> 3839 <br><br>
3871 Many runes are already defined in the archetypes. ]]> 3840 Many runes are already defined in the archetypes.]]>
3872 </description> 3841 </description>
3873 <use><![CDATA[ 3842 <use><![CDATA[
3874 Avoid monsters stepping on your runes. For example, summoning runes 3843 Avoid monsters stepping on your runes. For example, summoning runes
3875 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3844 together with spellcasting- and attack-runes is usually a bad idea.]]>
3876 </use> 3845 </use>
3877 <attribute arch="no_pick" value="1" type="fixed" /> 3846 <attribute arch="no_pick" value="1" type="fixed" />
3878 &move_on; 3847 &move_on;
3879 <attribute arch="level" editor="rune level" type="int"> 3848 <attribute arch="level" editor="rune level" type="int">
3880 This value sets the level the rune will cast the spell it contains at, 3849 This value sets the level the rune will cast the spell it contains at,
3948 <ignore_list name="non_pickable" /> 3917 <ignore_list name="non_pickable" />
3949 </ignore> 3918 </ignore>
3950 <description><![CDATA[ 3919 <description><![CDATA[
3951 When the player applies a savebed, he is not only saved. Both his 3920 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 3921 respawn-after-death and his word-of-recall positions are pointing
3953 to the last-applied savebed. ]]> 3922 to the last-applied savebed.]]>
3954 </description> 3923 </description>
3955 <use><![CDATA[ 3924 <use><![CDATA[
3956 Put savebed locations in towns, do not put them into dungeons. 3925 Put savebed locations in towns, do not put them into dungeons.
3957 It is absolutely neccessary that a place with savebeds is 100% secure. 3926 It is absolutely neccessary that a place with savebeds is 100% secure.
3958 That means: 3927 That means:
3959 <UL> 3928 <UL>
3960 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3929 <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. 3930 <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 3931 <LI> Insert a reliable exit! Make sure there is no possibility that
3963 players get trapped in a savebed location. 3932 players get trapped in a savebed location.
3964 <LI> If possible, mark the whole site as no-spell area (Insert this 3933 <LI> If possible, mark the whole site as no-spell area (Insert this
3965 arch called "dungeon_magic" everywhere). This is not required, 3934 arch called "dungeon_magic" everywhere). This is not required,
3966 but it makes the place much more safe. 3935 but it makes the place much more safe.
3967 </UL> ]]> 3936 </UL>]]>
3968 </use> 3937 </use>
3969 <attribute arch="no_pick" value="1" type="fixed" /> 3938 <attribute arch="no_pick" value="1" type="fixed" />
3970 <attribute arch="no_magic" value="1" type="fixed" /> 3939 <attribute arch="no_magic" value="1" type="fixed" />
3971 <attribute arch="damned" value="1" type="fixed" /> 3940 <attribute arch="damned" value="1" type="fixed" />
3972</type> 3941</type>
3979 <description><![CDATA[ 3948 <description><![CDATA[
3980 Scrolls contain spells (similar to spell-potions). Unlike potions, 3949 Scrolls contain spells (similar to spell-potions). Unlike potions,
3981 scrolls require a certain literacy skill to read successfully. 3950 scrolls require a certain literacy skill to read successfully.
3982 Accordingly, for a successful reading, a small amount of 3951 Accordingly, for a successful reading, a small amount of
3983 experience is gained. Scrolls allow only one time usage, but 3952 experience is gained. Scrolls allow only one time usage, but
3984 usually they are sold in bulks. ]]> 3953 usually they are sold in bulks.]]>
3985 </description> 3954 </description>
3986 <use><![CDATA[ 3955 <use><![CDATA[
3987 For low level quests, scrolls of healing/curing-spells 3956 For low level quests, scrolls of healing/curing-spells
3988 can be a nice reward. At higher levels, scrolls become less 3957 can be a nice reward. At higher levels, scrolls become less
3989 and less useful. ]]> 3958 and less useful.]]>
3990 </use> 3959 </use>
3991 <attribute arch="level" editor="casting level" type="int"> 3960 <attribute arch="level" editor="casting level" type="int">
3992 The spell of the scroll will be casted at this level. 3961 The spell of the scroll will be casted at this level.
3993 This value should always be set, at least to 1. 3962 This value should always be set, at least to 1.
3994 </attribute> 3963 </attribute>
4006<type number="33" name="Shield"> 3975<type number="33" name="Shield">
4007 <import_type name="Amulet" /> 3976 <import_type name="Amulet" />
4008 <description><![CDATA[ 3977 <description><![CDATA[
4009 Wearing a shield, the object's stats will directly be inherited to 3978 Wearing a shield, the object's stats will directly be inherited to
4010 the player. Shields usually provide good defense, only surpassed 3979 the player. Shields usually provide good defense, only surpassed
4011 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3980 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4012 </description> 3981 </description>
4013 <use><![CDATA[ 3982 <use><![CDATA[
4014 Feel free to create your own special artifacts. However, it is very 3983 Feel free to create your own special artifacts. However, it is very
4015 important that you keep your artifact in balance with existing maps. ]]> 3984 important that you keep your artifact in balance with existing maps.]]>
4016 </use> 3985 </use>
4017 <attribute arch="magic" editor="magic bonus" type="int"> 3986 <attribute arch="magic" editor="magic bonus" type="int">
4018 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3987 &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 3988 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4020 than direct armour-class bonus on the shield. 3989 than direct armour-class bonus on the shield.
4029 wielded both at the same time. Like with any other equipment, 3998 wielded both at the same time. Like with any other equipment,
4030 stats/bonuses from shooting weapons are directly inherited to the player. 3999 stats/bonuses from shooting weapons are directly inherited to the player.
4031 <br><br> 4000 <br><br>
4032 It's very easy to add new pairs of weapons &amp; projectiles. 4001 It's very easy to add new pairs of weapons &amp; projectiles.
4033 Just set matching &lt;ammunition class&gt; both for shooting 4002 Just set matching &lt;ammunition class&gt; both for shooting
4034 weapon and projectile. ]]> 4003 weapon and projectile.]]>
4035 </description> 4004 </description>
4036 <use><![CDATA[ 4005 <use><![CDATA[
4037 Shooting weapons should not add bonuses in general. There's already 4006 Shooting weapons should not add bonuses in general. There's already
4038 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4007 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4039 Shooting weapons should especially not add bonuses to the player 4008 Shooting weapons should especially not add bonuses to the player
4040 that have nothing to do with schooting. A Wisdom bonus on a bow 4009 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 4010 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4042 - still crap. ]]> 4011 - still crap.]]>
4043 </use> 4012 </use>
4044 <attribute arch="race" editor="ammunition class" type="string"> 4013 <attribute arch="race" editor="ammunition class" type="string">
4045 Only projectiles with matching &lt;ammunition class&gt; can be fired 4014 Only projectiles with matching &lt;ammunition class&gt; can be fired
4046 with this weapon. For normal bows set "arrows", for normal 4015 with this weapon. For normal bows set "arrows", for normal
4047 crossbows set "crossbow bolts". 4016 crossbows set "crossbow bolts".
4076 amount of &lt;item power&gt;, depending on their own level. This is the 4045 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 4046 only way to prevent low level players to wear "undeserved" equipment
4078 (like gifts from other players or cheated items). 4047 (like gifts from other players or cheated items).
4079 4048
4080 It is very important to adjust the &lt;item power&gt; value carefully 4049 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 4050 for every artifact you create! If zero/unset, the Deliantra server will
4082 calculate a provisional value at runtime, but this is never 4051 calculate a provisional value at runtime, but this is never
4083 going to be an accurate measurement of &lt;item power&gt;. 4052 going to be an accurate measurement of &lt;item power&gt;.
4084 </attribute> 4053 </attribute>
4085 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4054 <attribute arch="no_strength" editor="ignore strength" type="bool">
4086 Usually the player's strentgh takes effect on the damage 4055 Usually the player's strentgh takes effect on the damage
4168 These items are all flagged as unpaid. 4137 These items are all flagged as unpaid.
4169 When a player drops an item onto shop floor, the item becomes 4138 When a player drops an item onto shop floor, the item becomes
4170 unpaid and the player receives payment according to the item's 4139 unpaid and the player receives payment according to the item's
4171 selling-value. 4140 selling-value.
4172 Shopfloor always prevents magic (To hinder players from burning 4141 Shopfloor always prevents magic (To hinder players from burning
4173 or freezing the goods). ]]> 4142 or freezing the goods).]]>
4174 </description> 4143 </description>
4175 <use><![CDATA[ 4144 <use><![CDATA[
4176 Tile your whole shop-interior space which shop floor. 4145 Tile your whole shop-interior space which shop floor.
4177 (That assures players receive payment for dropping items). 4146 (That assures players receive payment for dropping items).
4178 Place shop mats to enter/leave the shop, and make sure 4147 Place shop mats to enter/leave the shop, and make sure
4179 there is no other exit than the shop mat. ]]> 4148 there is no other exit than the shop mat.]]>
4180 </use> 4149 </use>
4181 <attribute arch="is_floor" value="1" type="fixed" /> 4150 <attribute arch="is_floor" value="1" type="fixed" />
4182 <attribute arch="no_pick" value="1" type="fixed" /> 4151 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="no_magic" value="1" type="fixed" /> 4152 <attribute arch="no_magic" value="1" type="fixed" />
4184 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4153 <attribute arch="auto_apply" editor="generate goods" type="bool">
4218 "shopping-area" and one outside. Shop mats don't use exit paths/ 4187 "shopping-area" and one outside. Shop mats don't use exit paths/
4219 or -destinations. When stepping onto a shopmat the player gets beamed 4188 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 4189 to the nearest other mat. If the player has unpaid items in his
4221 inventory, the price gets charged from his coins automatically. 4190 inventory, the price gets charged from his coins automatically.
4222 If the player has insufficient coins to buy his unpaid items, he 4191 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). ]]> 4192 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4224 </description> 4193 </description>
4225 <use><![CDATA[ 4194 <use><![CDATA[
4226 As stated above, always place TWO shop mats into your shop. 4195 As stated above, always place TWO shop mats into your shop.
4227 Not more and not less than that. ]]> 4196 Not more and not less than that.]]>
4228 </use> 4197 </use>
4229 <attribute arch="no_pick" value="1" type="fixed" /> 4198 <attribute arch="no_pick" value="1" type="fixed" />
4230 &move_on; 4199 &move_on;
4231</type> 4200</type>
4232 4201
4237 </ignore> 4206 </ignore>
4238 <description><![CDATA[ 4207 <description><![CDATA[
4239 The purpose of a sign or magic_mouth is to display a certain message to 4208 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: 4209 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 4210 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). ]]> 4211 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4243 </description> 4212 </description>
4244 <use><![CDATA[ 4213 <use><![CDATA[
4245 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4214 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 4215 some true roleplay feeling to your maps, support your storyline or give
4247 hints about hidden secrets/dangers. Place signs to provide the player 4216 hints about hidden secrets/dangers. Place signs to provide the player
4248 with all kinds of useful information for getting along in your maps. ]]> 4217 with all kinds of useful information for getting along in your maps.]]>
4249 </use> 4218 </use>
4250 <attribute arch="connected" editor="connection" type="int"> 4219 <attribute arch="connected" editor="connection" type="string">
4251 When a connection value is set, the message will be printed whenever 4220 When a connection value is set, the message will be printed whenever
4252 the connection is triggered. This should be used in combination with 4221 the connection is triggered. This should be used in combination with
4253 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4222 &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 4223 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. 4224 printed to one player, but all players on the current map.
4272 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4241 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4273 This text will be displayed to the player. 4242 This text will be displayed to the player.
4274 </attribute> 4243 </attribute>
4275</type> 4244</type>
4276 4245
4246<type number="150" name="Shop Inventory">
4247 <ignore>
4248 <ignore_list name="non_pickable" />
4249 </ignore>
4250 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4251 </description>
4252 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4253 </use>
4254 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4255 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4256 the map that will be searched for unpaid items.
4257 </attribute>
4258</type>
4259
4277<!--####################################################################--> 4260<!--####################################################################-->
4278<type number="43" name="Skill"> 4261<type number="43" name="Skill">
4279 <ignore> 4262 <ignore>
4280 <ignore_list name="system_object" /> 4263 <ignore_list name="system_object" />
4281 </ignore> 4264 </ignore>
4282 <description><![CDATA[ 4265 <description><![CDATA[
4283 Skills are objects which exist in the player/monster inventory. 4266 Skills are objects which exist in the player/monster inventory.
4284 Both NPC/monsters and players use the same skill archetypes. Not all skills 4267 Both NPC/monsters and players use the same skill archetypes. Not all skills
4285 are enabled for monster use however. ]]> 4268 are enabled for monster use however.]]>
4286 </description> 4269 </description>
4287 <use><![CDATA[ 4270 <use><![CDATA[
4288 For mapmaking, Skill objects serve two purposes: 4271 For mapmaking, Skill objects serve two purposes:
4289 <p>First, the predefined skill archtypes (in the 'skills' directory) 4272 <p>First, the predefined skill archtypes (in the 'skills' directory)
4290 can be seen as the global skill definitions. A skill which doesn't 4273 can be seen as the global skill definitions. A skill which doesn't
4295 </p><p> 4278 </p><p>
4296 Secondly, in order to enable monsters to use skills, you will need to 4279 Secondly, in order to enable monsters to use skills, you will need to
4297 copy default skill archtypes into the monsters' inventories. 4280 copy default skill archtypes into the monsters' inventories.
4298 You can even customize the skills by changing stats. It is not 4281 You can even customize the skills by changing stats. It is not
4299 recommended however, to use skills in your maps which are totally 4282 recommended however, to use skills in your maps which are totally
4300 unrelated to any predefined skill archtype.</p> ]]> 4283 unrelated to any predefined skill archtype.</p>]]>
4301 </use> 4284 </use>
4302 <attribute arch="invisible" value="1" type="fixed" /> 4285 <attribute arch="invisible" value="1" type="fixed" />
4303 <attribute arch="no_drop" value="1" type="fixed" /> 4286 <attribute arch="no_drop" value="1" type="fixed" />
4304 <attribute arch="skill" editor="skill name" type="string"> 4287 <attribute arch="skill" editor="skill name" type="string">
4305 The &lt;skill name&gt; is used for matchings. When a usable 4288 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 4298 expmul is 1, the player will get 500 added to that skill as well as
4316 500 to their total. 4299 500 to their total.
4317 </attribute> 4300 </attribute>
4318 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4301 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4319 The &lt;skill type&gt; defines the base functionality of the skill. 4302 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 4303 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. 4304 create new skill types, but it requires a bit of server-coding.
4322 </attribute> 4305 </attribute>
4323 <attribute arch="level" editor="level" type="int"> 4306 <attribute arch="level" editor="level" type="int">
4324 </attribute> 4307 </attribute>
4325 <attribute arch="exp" editor="experience" type="int"> 4308 <attribute arch="exp" editor="experience" type="int">
4334 4317
4335<!--####################################################################--> 4318<!--####################################################################-->
4336<type number="130" name="Skill Scroll"> 4319<type number="130" name="Skill Scroll">
4337 <description><![CDATA[ 4320 <description><![CDATA[
4338 By reading a skill scroll, a player has a chance to learn the 4321 By reading a skill scroll, a player has a chance to learn the
4339 contained skill. ]]> 4322 contained skill.]]>
4340 </description> 4323 </description>
4341 <use><![CDATA[ 4324 <use><![CDATA[
4342 Skill scrolls are very much sought for by players. Currently, 4325 Skill scrolls are very much sought for by players. Currently,
4343 all skill scrolls are sold in shops randomly, which is in fact not 4326 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 4327 a good system. It would be nice to have some cool quests with
4345 skill scrolls rewarded at the end. ]]> 4328 skill scrolls rewarded at the end.]]>
4346 </use> 4329 </use>
4347 <attribute arch="race" value="scrolls" type="fixed" /> 4330 <attribute arch="race" value="scrolls" type="fixed" />
4348 <attribute arch="skill" editor="skill name" type="string"> 4331 <attribute arch="skill" editor="skill name" type="string">
4349 The &lt;skill name&gt; matches the skill object that can 4332 The &lt;skill name&gt; matches the skill object that can
4350 be learned from this scroll. 4333 be learned from this scroll.
4360 When carrying the appropriate special key, a locked door can 4343 When carrying the appropriate special key, a locked door can
4361 be opened. The key will dissapear. 4344 be opened. The key will dissapear.
4362 <br><br> 4345 <br><br>
4363 This object-type can also be used for "passport"-like items: 4346 This object-type can also be used for "passport"-like items:
4364 When walking onto an invetory checker, a gate for example might 4347 When walking onto an invetory checker, a gate for example might
4365 get opened. The "passport" will stay in the player's inventory. ]]> 4348 get opened. The "passport" will stay in the player's inventory.]]>
4366 </description> 4349 </description>
4367 <use><![CDATA[ 4350 <use><![CDATA[
4368 How to make a "passport": You take the special key arch 4351 How to make a "passport": You take the special key arch
4369 (archetype name is "key2"), set the face to something like 4352 (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; 4353 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4371 certainly must match with the appropiate inventory checker. 4354 certainly must match with the appropiate inventory checker.
4372 <br><br> 4355 <br><br>
4373 Of course you can be creative with names and faces of 4356 Of course you can be creative with names and faces of
4374 key-objects. A "mysterious crystal" or a "big dragon claw" 4357 key-objects. A "mysterious crystal" or a "big dragon claw"
4375 (with appropriate faces) appear more interesting than just 4358 (with appropriate faces) appear more interesting than just
4376 a "strange key", or "passport". ]]> 4359 a "strange key", or "passport".]]>
4377 </use> 4360 </use>
4378 <attribute arch="slaying" editor="key string" type="string"> 4361 <attribute arch="slaying" editor="key string" type="string">
4379 This string must be identical with the &lt;key string&gt; in the 4362 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 4363 locked door, then it can be unlocked. It can also be used
4381 to trigger inventory checkers. 4364 to trigger inventory checkers.
4416 players can learn it by reading the book. Once learned, players 4399 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 4400 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> 4401 of the player, spells may gain power but also increase cost.<br>
4419 Monsters can use spells which are put in their inventory (provided 4402 Monsters can use spells which are put in their inventory (provided
4420 that certain "enabling" settings are correct). The monster's 4403 that certain "enabling" settings are correct). The monster's
4421 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4404 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4422 </description> 4405 </description>
4423 <use><![CDATA[ 4406 <use><![CDATA[
4424 A lot of the spells' settings can be tuned and customized. 4407 A lot of the spells' settings can be tuned and customized.
4425 When creating new spells which are accessible to players, it is 4408 When creating new spells which are accessible to players, it is
4426 important to think about balance. A single spell which is too 4409 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 4410 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 4411 and magic school system out of whack. Testing new spells is
4429 quite important therefore. ]]> 4412 quite important therefore.]]>
4430 </use> 4413 </use>
4431 <attribute arch="no_drop" value="1" type="fixed" /> 4414 <attribute arch="no_drop" value="1" type="fixed" />
4432 <attribute arch="invisible" value="1" type="fixed" /> 4415 <attribute arch="invisible" value="1" type="fixed" />
4433 <attribute arch="skill" editor="skill name" type="string"> 4416 <attribute arch="skill" editor="skill name" type="string">
4434 The &lt;skill name&gt; matches the skill which is needed 4417 The &lt;skill name&gt; matches the skill which is needed
4466 to read.<br><br> 4449 to read.<br><br>
4467 You can create widely customized spells only by adjusting the 4450 You can create widely customized spells only by adjusting the
4468 spell object in the spellbooks inventory. Refer to the description 4451 spell object in the spellbooks inventory. Refer to the description
4469 of spell objects for detailed information how to customize spells.<br> 4452 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; 4453 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. ]]> 4454 with a compilation of spells that the book may contain.]]>
4472 </description> 4455 </description>
4473 <use><![CDATA[ 4456 <use><![CDATA[
4474 Don't put any of the godgiven spells into a spellbook! These are 4457 Don't put any of the godgiven spells into a spellbook! These are
4475 reserved for the followers of the appropriate cults. Handing them 4458 reserved for the followers of the appropriate cults. Handing them
4476 out in a spellbook would violate the balance between different religions. 4459 out in a spellbook would violate the balance between different religions.
4477 <br><br> 4460 <br><br>
4478 Note that there is no fundamental difference between the spellbooks 4461 Note that there is no fundamental difference between the spellbooks
4479 of varying schools (pyromancy, sorcery, evocation, summoning, and 4462 of varying schools (pyromancy, sorcery, evocation, summoning, and
4480 even praying). The difference lies only in the spells they contain. 4463 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 4464 It is up to you, the mapmaker, to pick the right type of book
4482 for your spells. ]]> 4465 for your spells.]]>
4483 </use> 4466 </use>
4484 <attribute arch="skill" value="literacy" type="fixed" /> 4467 <attribute arch="skill" value="literacy" type="fixed" />
4485 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4468 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4486 There are two ways to put spells into a spellbook: 4469 There are two ways to put spells into a spellbook:
4487 1. Put a spell object in the books inventory. In this case, 4470 1. Put a spell object in the books inventory. In this case,
4506 </ignore> 4489 </ignore>
4507 <description><![CDATA[ 4490 <description><![CDATA[
4508 Spinners change the direction of spell objects and other projectiles 4491 Spinners change the direction of spell objects and other projectiles
4509 that fly past. Unlike directors, it does make a difference from what 4492 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 4493 angle you shoot into the spinner. The direction of objects flying past
4511 is always changed by a certain degree. ]]> 4494 is always changed by a certain degree.]]>
4512 </description> 4495 </description>
4513 <use><![CDATA[ 4496 <use><![CDATA[
4514 Spinners are very rarely used. I believe they are quite 4497 Spinners are very rarely used. I believe they are quite
4515 confusing and pointless. The only use I can think of is building 4498 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 4499 some puzzle about where to shoot into spinners to shoot somewhere you
4517 otherwise couldn't. 4500 otherwise couldn't.
4518 4501
4519 When placing spinners on a map with magic walls, make sure the spell- 4502 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. ]]> 4503 projectiles from magic walls don't get to fly in loops.]]>
4521 </use> 4504 </use>
4522 <attribute arch="sp" editor="direction number" type="int"> 4505 <attribute arch="sp" editor="direction number" type="int">
4523 The spinner will change the direction of flying objects by 4506 The spinner will change the direction of flying objects by
4524 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4507 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4525 positive values counter clockwise. 4508 positive values counter clockwise.
4538 Swamp areas show a special behaviour: 4521 Swamp areas show a special behaviour:
4539 When a player stands still on a swamp-square for too long, 4522 When a player stands still on a swamp-square for too long,
4540 he will start to sink in and eventually drown and die. 4523 he will start to sink in and eventually drown and die.
4541 Items dropped on the swamp sink in and dissapear. 4524 Items dropped on the swamp sink in and dissapear.
4542 Players with knowledge of the woodsman skill are a lot less likely 4525 Players with knowledge of the woodsman skill are a lot less likely
4543 to die in the swamp. ]]> 4526 to die in the swamp.]]>
4544 </description> 4527 </description>
4545 <attribute arch="is_floor" value="1" type="fixed" /> 4528 <attribute arch="is_floor" value="1" type="fixed" />
4546 <attribute arch="is_wooded" value="1" type="fixed" /> 4529 <attribute arch="is_wooded" value="1" type="fixed" />
4547 <attribute arch="speed" editor="drowning speed" type="float"> 4530 <attribute arch="speed" editor="drowning speed" type="float">
4548 The higher the &lt;drowning speed&gt;, the faster will players and items 4531 The higher the &lt;drowning speed&gt;, the faster will players and items
4572 different location. The main difference to the object-type exit 4555 different location. The main difference to the object-type exit
4573 is the possibility to have teleporters connected to levers/buttons/etc. 4556 is the possibility to have teleporters connected to levers/buttons/etc.
4574 Sometimes teleporters are activated even against the players will. 4557 Sometimes teleporters are activated even against the players will.
4575 <br><br> 4558 <br><br>
4576 Unlike exits, teleporters can also transfer items and 4559 Unlike exits, teleporters can also transfer items and
4577 monsters to different locations on the same map. ]]> 4560 monsters to different locations on the same map.]]>
4578 </description> 4561 </description>
4579 <use><![CDATA[ 4562 <use><![CDATA[
4580 When creating maps, I guess sooner or later you'll want to have 4563 When creating maps, I guess sooner or later you'll want to have
4581 an invisible teleporter. If using "invisible 1", the teleporter 4564 an invisible teleporter. If using "invisible 1", the teleporter
4582 can still be discovered with the show_invisible spell. And in 4565 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. 4566 some cases you can't place it under the floor to prevent this.
4584 <br><br> 4567 <br><br>
4585 Fortunately, there is a cool trick to make a perfectly invisible 4568 Fortunately, there is a cool trick to make a perfectly invisible
4586 teleporter: You simply add teleporter functionality to the floor 4569 teleporter: You simply add teleporter functionality to the floor
4587 itself. That means: You take the floor arch (e.g. "flagstone"), 4570 itself. That means: You take the floor arch (e.g. "flagstone"),
4588 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4571 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4589 </use> 4572 </use>
4590 <attribute arch="slaying" editor="exit path" type="string"> 4573 <attribute arch="slaying" editor="exit path" type="string">
4591 The exit path specifies the map that the player is transferred to. 4574 The exit path specifies the map that the player is transferred to.
4592 &lt;exit path&gt; can be an absolute path, beginning with '/' 4575 &lt;exit path&gt; can be an absolute path, beginning with '/'
4593 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4576 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4629 be transferred to the "default enter location" of the destined map. 4612 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, 4613 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 4614 please DO NOT use that. It turned out to be a source for numerous
4632 map-bugs. 4615 map-bugs.
4633 </attribute> 4616 </attribute>
4634 <attribute arch="connected" editor="connection" type="int"> 4617 <attribute arch="connected" editor="connection" type="string">
4635 If a connection value is set, the teleporter will be activated 4618 If a connection value is set, the teleporter will be activated
4636 whenever the connection is triggered. To use this properly, 4619 whenever the connection is triggered. To use this properly,
4637 &lt;activation speed&gt; must be zero. 4620 &lt;activation speed&gt; must be zero.
4638 </attribute> 4621 </attribute>
4639 &activate_on; 4622 &activate_on;
4654<type number="26" name="Timed Gate"> 4637<type number="26" name="Timed Gate">
4655 <ignore> 4638 <ignore>
4656 <ignore_list name="non_pickable" /> 4639 <ignore_list name="non_pickable" />
4657 </ignore> 4640 </ignore>
4658 <description><![CDATA[ 4641 <description><![CDATA[
4659 Gates play an important role in Crossfire. Gates can be opened 4642 Gates play an important role in Deliantra. Gates can be opened
4660 by activating a button/trigger, by speaking passwords (-> magic_ear) 4643 by activating a button/trigger, by speaking passwords (-> magic_ear)
4661 or carrying special key-objects (-> inventory checker). 4644 or carrying special key-objects (-> inventory checker).
4662 Unlike locked doors, gates can get shut again after a player has 4645 Unlike locked doors, gates can get shut again after a player has
4663 passed, which makes them more practical in many cases. Unlike normal 4646 passed, which makes them more practical in many cases. Unlike normal
4664 gates, timed gates open when triggered but automatically close again 4647 gates, timed gates open when triggered but automatically close again
4665 after some time.]]> 4648 after some time.]]>
4666 </description> 4649 </description>
4667 <use><![CDATA[ 4650 <use><![CDATA[
4668 Use gates to divide your maps into separated areas. After solving 4651 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 4652 area A, the player gains access to area B, and so on. Make your
4670 maps more complex than "one-way". ]]> 4653 maps more complex than "one-way".]]>
4671 </use> 4654 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" /> 4655 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="connected" editor="connection" type="int"> 4656 <attribute arch="connected" editor="connection" type="string">
4674 Whenever the inventory checker is triggered, all objects with identical 4657 Whenever the inventory checker is triggered, all objects with identical
4675 &lt;connection&gt; value get activated. This only makes sense together with 4658 &lt;connection&gt; value get activated. This only makes sense together with
4676 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4677 after some time. 4660 after some time.
4678 </attribute> 4661 </attribute>
4715 and generally have either a physical attack or trigger a reaction. 4698 and generally have either a physical attack or trigger a reaction.
4716 <br><br> 4699 <br><br>
4717 Traps hit any monster or person who steps on them for 'dam' damage in 4700 Traps hit any monster or person who steps on them for 'dam' damage in
4718 'attacktype' attacktype and/or trigger a reaction. 4701 'attacktype' attacktype and/or trigger a reaction.
4719 <br><br> 4702 <br><br>
4720 Many traps are already defined in the archetypes. ]]> 4703 Many traps are already defined in the archetypes.]]>
4721 </description> 4704 </description>
4722 <use><![CDATA[ 4705 <use><![CDATA[
4723 Avoid monsters stepping on your traps. For example, a party of orcs setting 4706 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. ]]> 4707 off your lightning wall and pit trap is usually a bad idea.]]>
4725 </use> 4708 </use>
4726 <attribute arch="no_pick" value="1" type="fixed" /> 4709 <attribute arch="no_pick" value="1" type="fixed" />
4727 &move_on; 4710 &move_on;
4728 <attribute arch="level" editor="trap level" type="int"> 4711 <attribute arch="level" editor="trap level" type="int">
4729 Level effects how easily a trap may be found and disarmed, and 4712 Level effects how easily a trap may be found and disarmed, and
4745 </attribute> 4728 </attribute>
4746 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4729 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4747 This attribute defines what attacktype to use for direct damage when 4730 This attribute defines what attacktype to use for direct damage when
4748 the trap detonates. 4731 the trap detonates.
4749 </attribute> 4732 </attribute>
4750 <attribute arch="connected" editor="connection" type="int"> 4733 <attribute arch="connected" editor="connection" type="string">
4751 When the trap is detonated, all objects with the same 4734 When the trap is detonated, all objects with the same
4752 connection value get activated. 4735 connection value get activated.
4753 </attribute> 4736 </attribute>
4754 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4737 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4755 When the trap detonates, this text is displayed to the 4738 When the trap detonates, this text is displayed to the
4767 Trapdoors are very similar to pits. The difference is that they 4750 Trapdoors are very similar to pits. The difference is that they
4768 can not be closed. Instead, the weight of the object on the 4751 can not be closed. Instead, the weight of the object on the
4769 trapdoor determines weither it slams the trapdoor open and falls through 4752 trapdoor determines weither it slams the trapdoor open and falls through
4770 or not.<br> 4753 or not.<br>
4771 Once a trapdoor has been opened (by a creature or items of sufficient 4754 Once a trapdoor has been opened (by a creature or items of sufficient
4772 weight,) it remains open, acting like an opened pit. ]]> 4755 weight,) it remains open, acting like an opened pit.]]>
4773 </description> 4756 </description>
4774 <use><![CDATA[ 4757 <use><![CDATA[
4775 Trapdoors should be used in the same fashion as pits: 4758 Trapdoors should be used in the same fashion as pits:
4776 They should always drop the victims to some kind of lower level. They 4759 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. ]]> 4760 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4778 </use> 4761 </use>
4779 <attribute arch="no_pick" value="1" type="fixed" /> 4762 <attribute arch="no_pick" value="1" type="fixed" />
4780 &move_on; 4763 &move_on;
4781 <attribute arch="weight" editor="hold weight" type="int"> 4764 <attribute arch="weight" editor="hold weight" type="int">
4782 This value defines how much weight the trapdoor can hold. 4765 This value defines how much weight the trapdoor can hold.
4808 <attribute arch="value" /> 4791 <attribute arch="value" />
4809 <attribute arch="material" /> 4792 <attribute arch="material" />
4810 </ignore> 4793 </ignore>
4811 <description><![CDATA[ 4794 <description><![CDATA[
4812 A treasure-object turns into certain randomitems when the map is loaded 4795 A treasure-object turns into certain randomitems when the map is loaded
4813 into the game. ]]> 4796 into the game.]]>
4814 </description> 4797 </description>
4815 <use><![CDATA[ 4798 <use><![CDATA[
4816 About usage of the "random-artifact" treasurelist: 4799 About usage of the "random-artifact" treasurelist:
4817 This will generate powerful stuff like girdles, xray helmets, special 4800 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 4801 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 4802 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 4803 number of different artifacts! Besides, players will always seek the place
4821 with the most easy-to-get random artifact and ignore all others. 4804 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 4805 My advice: Don't use it! Attract players with good fighting experience
4823 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4806 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4824 </use> 4807 </use>
4825 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4808 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4826 This entry determines what kind of treasure will appear. Look into 4809 This entry determines what kind of treasure will appear. Look into
4827 /crossfire/share/crossfire/treasures for details about existing 4810 /crossfire/share/crossfire/treasures for details about existing
4828 treasurelists. 4811 treasurelists.
4857 <description><![CDATA[ 4840 <description><![CDATA[
4858 A trigger marker is an object that inserts an invisible force (a mark) into a 4841 A trigger marker is an object that inserts an invisible force (a mark) into a
4859 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4842 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 4843 &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. 4844 checkers. It is also possible to use markers for removing marks again.
4845 (by setting the "name" slot to the name of the marker to be removed).
4862 <br><br> 4846 <br><br>
4863 Note that the player has no possibility to "see" his own marks, 4847 Note that the player has no possibility to "see" his own marks,
4864 except by the effect that they cause on the maps. ]]> 4848 except by the effect that they cause on the maps.]]>
4865 </description> 4849 </description>
4866 <use><![CDATA[ 4850 <use><![CDATA[
4867 Markers hold real cool possibilities for map-making. I encourage 4851 Markers hold real cool possibilities for map-making. I encourage
4868 you to use them frequently. However there is one negative point 4852 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 4853 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 4854 your task, as map-creator, to make sure the player is always well
4871 informed and never confused. 4855 informed and never confused.
4872 <br><br> 4856 <br><br>
4873 Please avoid infinite markers when they aren't needed. They're 4857 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 4858 using a little space in the player file after all, so if there
4875 is no real purpose, set an expire time. ]]> 4859 is no real purpose, set an expire time.]]>
4876 </use> 4860 </use>
4877 <attribute arch="no_pick" value="1" type="fixed" /> 4861 <attribute arch="no_pick" value="1" type="fixed" />
4878 <attribute arch="slaying" editor="key string" type="string"> 4862 <attribute arch="slaying" editor="key string" type="string">
4879 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4863 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;, 4864 If the player already has a force with that &lt;key string&gt;,
4881 there won't be inserted a second one. 4865 there won't be inserted a second one.
4882 </attribute> 4866 </attribute>
4883 <attribute arch="connected" editor="connection" type="int"> 4867 <attribute arch="connected" editor="connection" type="string">
4884 Unlike a regular marker this is the connection that triggers this marker to activate. 4868 Unlike a regular marker this is the connection that triggers this marker to activate.
4885 </attribute> 4869 </attribute>
4886 <attribute arch="food" editor="mark duration" type="int"> 4870 <attribute arch="food" editor="mark duration" type="int">
4887 This value defines the duration of the force it inserts. 4871 This value defines the duration of the force it inserts.
4888 If nonzero, the duration of the player's mark is finite: 4872 If nonzero, the duration of the player's mark is finite:
4919 <attribute arch="name_pl" /> 4903 <attribute arch="name_pl" />
4920 <attribute arch="value" /> 4904 <attribute arch="value" />
4921 <attribute arch="unpaid" /> 4905 <attribute arch="unpaid" />
4922 </ignore> 4906 </ignore>
4923 <description><![CDATA[ 4907 <description><![CDATA[
4924 Walls usually block passage and sight. ]]> 4908 Walls usually block passage and sight.]]>
4925 </description> 4909 </description>
4926 &movement_types_terrain; 4910 &movement_types_terrain;
4927 <attribute arch="can_roll" editor="moveable" type="bool"> 4911 <attribute arch="can_roll" editor="moveable" type="bool">
4928 If set, the object is able to "roll", so it can be pushed around. 4912 If set, the object is able to "roll", so it can be pushed around.
4929 This setting is used for boulders and barrels. 4913 This setting is used for boulders and barrels.
4942<type number="109" name="Wand &amp; Staff"> 4926<type number="109" name="Wand &amp; Staff">
4943 <description><![CDATA[ 4927 <description><![CDATA[
4944 Wands contain a certain spell. The player can apply (ready) and 4928 Wands contain a certain spell. The player can apply (ready) and
4945 fire the wand. After a defined number of casts, the wand is 4929 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 4930 "used up". It is possible to recharge a wand with scrolls of
4947 charging, but usually that isn't worth the cost. ]]> 4931 charging, but usually that isn't worth the cost.]]>
4948 </description> 4932 </description>
4949 <use><![CDATA[ 4933 <use><![CDATA[
4950 Wands are quite seldomly used. The reason prolly is that they're 4934 Wands are quite seldomly used. The reason prolly is that they're
4951 generally not cost-efficient. Handing out high-level wands with 4935 generally not cost-efficient. Handing out high-level wands with
4952 powerful special spells isn't a good idea either, because of 4936 powerful special spells isn't a good idea either, because of
4953 the recharge ability. 4937 the recharge ability.
4954 <br><br> 4938 <br><br>
4955 For low levels, staffs of healing/cure and word of recall are 4939 For low levels, staffs of healing/cure and word of recall are
4956 quite desirable though. Ideal rewards for low level quests. ]]> 4940 quite desirable though. Ideal rewards for low level quests.]]>
4957 </use> 4941 </use>
4958 <attribute arch="sp" editor="spell" type="spell"> 4942 <attribute arch="sp" editor="spell" type="spell">
4959 The &lt;spell&gt; specifies the contained spell. 4943 The &lt;spell&gt; specifies the contained spell.
4960 </attribute> 4944 </attribute>
4961 <attribute arch="level" editor="casting level" type="int"> 4945 <attribute arch="level" editor="casting level" type="int">
4986 <ignore_list name="non_pickable" /> 4970 <ignore_list name="non_pickable" />
4987 </ignore> 4971 </ignore>
4988 <description><![CDATA[ 4972 <description><![CDATA[
4989 A weak wall is a breakable spot amidsts a solid wall. Typically 4973 A weak wall is a breakable spot amidsts a solid wall. Typically
4990 these weak walls look similar to their solid "relatives" except 4974 these weak walls look similar to their solid "relatives" except
4991 for a small crack or little chunks of wall on the ground. ]]> 4975 for a small crack or little chunks of wall on the ground.]]>
4992 </description> 4976 </description>
4993 <use><![CDATA[ 4977 <use><![CDATA[
4994 If you want to create hidden rooms, using weak walls is alot 4978 If you want to create hidden rooms, using weak walls is alot
4995 better than completely indiscernible passages in a wall.<br> 4979 better than completely indiscernible passages in a wall.<br>
4996 Anyways, there can be a lot more to weak walls than just finding 4980 Anyways, there can be a lot more to weak walls than just finding
4997 them: Rising their defensive stats, weak walls can become a 4981 them: Rising their defensive stats, weak walls can become a
4998 serious obstacle. An ice wall might only be torn down by a fire 4982 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 4983 attack for example. A granite wall for instance might be very
5000 hard to destroy. ]]> 4984 hard to destroy.]]>
5001 </use> 4985 </use>
5002 <attribute arch="alive" value="1" type="fixed" /> 4986 <attribute arch="alive" value="1" type="fixed" />
5003 <attribute arch="no_pick" value="1" type="fixed" /> 4987 <attribute arch="no_pick" value="1" type="fixed" />
5004 <attribute arch="tear_down" value="1" type="fixed" /> 4988 <attribute arch="tear_down" value="1" type="fixed" />
5005 <attribute arch="race" editor="race" type="string"> 4989 <attribute arch="race" editor="race" type="string">
5026 </attribute> 5010 </attribute>
5027 <attribute arch="ac" editor="armour class" type="int"> 5011 <attribute arch="ac" editor="armour class" type="int">
5028 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5012 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;. 5013 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5030 </attribute> 5014 </attribute>
5031<section name="resistance"> 5015 &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> 5016</type>
5076 5017
5077<!--####################################################################--> 5018<!--####################################################################-->
5078<type number="15" name="Weapon"> 5019<type number="15" name="Weapon">
5079 <description><![CDATA[ 5020 <description><![CDATA[
5080 Wielding a weapon, the object's stats will directly be inherited to the 5021 Wielding a weapon, the object's stats will directly be inherited to the
5081 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5022 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5082 be improved with scrolls. ]]> 5023 be improved with scrolls.]]>
5083 </description> 5024 </description>
5084 <use><![CDATA[ 5025 <use><![CDATA[
5085 If you create artifacts (equipment) with stats- or resistance-bonus: 5026 If you create artifacts (equipment) with stats- or resistance-bonus:
5086 Keep playbalance in mind! Such items mustn't be reachable without hard 5027 Keep playbalance in mind! Such items mustn't be reachable without hard
5087 fighting AND questing. ]]> 5028 fighting AND questing.]]>
5088 </use> 5029 </use>
5089 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5030 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5090 This number is a bitmask, specifying the weapon's attacktypes. 5031 This number is a bitmask, specifying the weapon's attacktypes.
5091 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5032 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 5033 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 5088 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 5089 only way to prevent low level players to wear "undeserved" equipment
5149 (like gifts from other players or cheated items). 5090 (like gifts from other players or cheated items).
5150 5091
5151 It is very important to adjust the &lt;item power&gt; value carefully 5092 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 5093 for every artifact you create! If zero/unset, the Deliantra server will
5153 calculate a provisional value at runtime, but this is never 5094 calculate a provisional value at runtime, but this is never
5154 going to be an accurate measurement of &lt;item power&gt;. 5095 going to be an accurate measurement of &lt;item power&gt;.
5155 </attribute> 5096 </attribute>
5156 <attribute arch="damned" editor="damnation" type="bool"> 5097 <attribute arch="damned" editor="damnation" type="bool">
5157 A damned weapon cannot be unwielded unless 5098 A damned weapon cannot be unwielded unless
5177 </attribute> 5118 </attribute>
5178 <attribute arch="startequip" editor="godgiven item" type="bool"> 5119 <attribute arch="startequip" editor="godgiven item" type="bool">
5179 A godgiven item vanishes as soon as the player 5120 A godgiven item vanishes as soon as the player
5180 drops it to the ground. 5121 drops it to the ground.
5181 </attribute> 5122 </attribute>
5182<section name="resistance"> 5123 &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"> 5124<section name="misc">
5315 <attribute arch="luck" editor="luck bonus" type="int"> 5125 <attribute arch="luck" editor="luck bonus" type="int">
5316 With positive luck bonus, the player is more likely to 5126 With positive luck bonus, the player is more likely to
5317 succeed in all sorts of things (spellcasting, praying,...). 5127 succeed in all sorts of things (spellcasting, praying,...).
5318 Unless the &lt;luck bonus&gt; is very high, the effect will be 5128 Unless the &lt;luck bonus&gt; is very high, the effect will be
5397</type> 5207</type>
5398 5208
5399<type number="116" name="Event Connector"> 5209<type number="116" name="Event Connector">
5400 <description><![CDATA[ 5210 <description><![CDATA[
5401 Event connectors link specific events that happen to objects to 5211 Event connectors link specific events that happen to objects to
5402 a crossfire plug-in. ]]> 5212 a crossfire plug-in. They are not used at all in Deliantra.]]>
5403 </description> 5213 </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> 5214</type>
5420 5215
5421</types> 5216</types>

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