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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.19 by elmex, Tue Aug 15 18:17:10 2006 UTC vs.
Revision 1.32 by root, Wed Dec 26 18:26:15 2007 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game.
462 </attribute> 647 </attribute>
648 <attribute arch="tag" editor="tag" type="string">
649 You can tag objects with an identifier. Tagged objects can be found quickly
650 from their tag, which makes them useful to tag exits and refer to those by
651 their name.
652 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 653 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 654 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 655 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 656 any pickable object - otherwise it won't be mergeable into a stack.
467 </attribute> 657 </attribute>
505 </attribute> 695 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 696 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 697 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 698 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 699 only for pickable items inside shops.
700 </attribute>
701 <attribute arch="sound" editor="sound" type="string">
702 The sound this objects makes on a map. Enter either a sound alias from
703 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
704 field it will point to sound/&lt;path&gt;.ext
705 </attribute>
706 <attribute arch="sound_destroy" editor="destroy sound" type="string">
707 The sound this objects makes when it is destroyed. Enter either a sound alias from
708 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
709 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 710 </attribute>
511</default_type> 711</default_type>
512 712
513<!-- This ignorelist is for all system objects which are non pickable 713<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 714 and invisible. They don't interact with players at all. -->
756 in the exact moment when the altar is activated. 956 in the exact moment when the altar is activated.
757 </attribute> 957 </attribute>
758</type> 958</type>
759 959
760<!--####################################################################--> 960<!--####################################################################-->
961<type number="74" name="Skill Tool">
962 <description><![CDATA[
963 Wearing a skill tool will give the player the ability to use a skill.
964 ]]>
965 </description>
966 <use><![CDATA[
967 Feel free to assign resistancies and stats to a skill tools or change
968 the skill that is given.
969 ]]>
970 </use>
971 <attribute arch="skill" editor="skill name" type="string">
972 This field describes which skill the player will be able to use wearing this item.
973 </attribute>
974 &player_stat_resist_sections;
975</type>
976<!--####################################################################-->
761<type number="39" name="Amulet"> 977<type number="39" name="Amulet">
762 <description><![CDATA[ 978 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 979 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 980 the player. Amulets are usually meant for protection and defense. ]]>
765 </description> 981 </description>
784 amount of &lt;item power&gt;, depending on their own level. This is the 1000 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1001 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1002 (like gifts from other players or cheated items).
787 1003
788 It is very important to adjust the &lt;item power&gt; value carefully 1004 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1005 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1006 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1007 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1008 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1009 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1010 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1036 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1037 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1038 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1039 is NOT in a monster's inventory.
824 </attribute> 1040 </attribute>
825<section name="resistance"> 1041 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1042<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1043 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1044 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1045 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1046 Unless the &lt;luck bonus&gt; is very high, the effect will be
1076 get teleported after they died on this battleground. 1161 get teleported after they died on this battleground.
1077 </attribute> 1162 </attribute>
1078</type> 1163</type>
1079 1164
1080<!--####################################################################--> 1165<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1166<type number="165" name="Safe ground">
1082 <ignore> 1167 <ignore>
1083 <ignore_list name="non_pickable" /> 1168 <ignore_list name="non_pickable" />
1084 </ignore> 1169 </ignore>
1085 <description><![CDATA[ 1170 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1171 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1172 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1173 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. 1174 from being used and blocks bombs from exploding. Note that altars that
1090 (This is a Crossfire+ feature, and might not work elsewhere) 1175 do cast spells still work.
1091 ]]> 1176 ]]>
1092 </description> 1177 </description>
1093 <use><![CDATA[ 1178 <use><![CDATA[
1094 Safe ground is meant mostly for shops, it prevents any means of burning 1179 Safe ground can be used to prevents any means of burning
1095 or destroying the items on this ground. Put this object below all floor tiles 1180 or destroying the items in a shop. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]> 1181 in your map and your shop will be safe. It's generally useful for making
1182 areas where really no kind of spell should be invoked by a player.
1183 ]]>
1097 </use> 1184 </use>
1185 &movement_types_terrain;
1098 <attribute arch="no_pick" value="1" type="fixed" /> 1186 <attribute arch="no_pick" value="1" type="fixed" />
1099</type> 1187</type>
1100 1188
1101<!--####################################################################--> 1189<!--####################################################################-->
1102<type number="8" name="Book"> 1190<type number="8" name="Book">
1449 <ignore_list name="system_object" /> 1537 <ignore_list name="system_object" />
1450 </ignore> 1538 </ignore>
1451 <description><![CDATA[ 1539 <description><![CDATA[
1452 A creator is an object which creates another object when it 1540 A creator is an object which creates another object when it
1453 is triggered. The child object can be anything. Creators are 1541 is triggered. The child object can be anything. Creators are
1454 VERY useful for all kinds of map-mechanisms. ]]> 1542 VERY useful for all kinds of map-mechanisms. They can even
1543 periodically create things. ]]>
1455 </description> 1544 </description>
1456 <use><![CDATA[ 1545 <use><![CDATA[
1457 Don't hesitate to hide your creators under the floor. 1546 Don't hesitate to hide your creators under the floor.
1458 The created items will still always appear ontop of the floor. ]]> 1547 The created items will still always appear ontop of the floor. ]]>
1459 </use> 1548 </use>
1471 </attribute> 1560 </attribute>
1472 &activate_on; 1561 &activate_on;
1473 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1562 <attribute arch="lifesave" editor="infinit uses" type="bool">
1474 If &lt;infinit uses&gt; is set, the creator will work 1563 If &lt;infinit uses&gt; is set, the creator will work
1475 infinitely, regardless of the value in &lt;number of uses&gt;. 1564 infinitely, regardless of the value in &lt;number of uses&gt;.
1565 </attribute>
1566 <attribute arch="speed" editor="speed" type="float">
1567 When this field is set the creator will periodically create stuff
1568 (and will still do so when the connection is triggered).
1569 A value of 1 means roughly 8 times a second.
1476 </attribute> 1570 </attribute>
1477 <attribute arch="hp" editor="number of uses" type="int"> 1571 <attribute arch="hp" editor="number of uses" type="int">
1478 The creator can be triggered &lt;number of uses&gt; times, thus 1572 The creator can be triggered &lt;number of uses&gt; times, thus
1479 creating that many objects, before it dissappears. 1573 creating that many objects, before it dissappears.
1480 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1574 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1569<type number="158" name="Disease"> 1663<type number="158" name="Disease">
1570 <ignore> 1664 <ignore>
1571 <ignore_list name="system_object" /> 1665 <ignore_list name="system_object" />
1572 </ignore> 1666 </ignore>
1573 <description><![CDATA[ 1667 <description><![CDATA[
1574 Diseases are an intersting form of spellcraft in Crossfire. 1668 Diseases are an intersting form of spellcraft in Deliantra.
1575 Once casted, they can spread out and infect creatures in a large 1669 Once casted, they can spread out and infect creatures in a large
1576 area. Being infected can have various effects, from amusing farts 1670 area. Being infected can have various effects, from amusing farts
1577 to horrible damage - almost everything is possible. ]]> 1671 to horrible damage - almost everything is possible. ]]>
1578 </description> 1672 </description>
1579 <use><![CDATA[ 1673 <use><![CDATA[
1753 This string defines the object that will be created when the door was 1847 This string defines the object that will be created when the door was
1754 defeated. 1848 defeated.
1755 </attribute> 1849 </attribute>
1756 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1850 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757 This entry determines what kind of traps will appear in the door. 1851 This entry determines what kind of traps will appear in the door.
1852 </attribute>
1853 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1854 Set this flag to move treasure items created into the environment (map)
1855 instead of putting them into the object.
1758 </attribute> 1856 </attribute>
1759</type> 1857</type>
1760 1858
1761<!--####################################################################--> 1859<!--####################################################################-->
1762<type number="83" name="Duplicator"> 1860<type number="83" name="Duplicator">
1850 If set, this message will be displayed to the player when he applies the exit. 1948 If set, this message will be displayed to the player when he applies the exit.
1851 This is quite useful to throw in some "role-play feeling": "As you enter the 1949 This is quite useful to throw in some "role-play feeling": "As you enter the
1852 dark cave you hear the sound of rustling dragonscales...". Well, my english 1950 dark cave you hear the sound of rustling dragonscales...". Well, my english
1853 is poor, but you get the point. =) 1951 is poor, but you get the point. =)
1854 </attribute> 1952 </attribute>
1855 <attribute arch="unique" editor="unique destination" type="bool"> 1953 <attribute arch="damned" editor="set savebed" type="bool">
1856 This flag defines the destined map as "personal unique map". If set, 1954 If set, then players using this exit will have their savebed position
1857 there will be a seperate version of that map for every player out there. 1955 set to the destination of the exit when passing through.
1858 This feature is used for the permanent apartments
1859 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1860 than apartments, since Crossfire is a *multi*player game. In such a permanent
1861 apartment don't forget to set the unique-flag for all floor tiles too
1862 (see floors).
1863 An exit pointing outside of a personal unique map must have the
1864 "unique destination"-flag unset.
1865 </attribute> 1956 </attribute>
1866</type> 1957</type>
1867 1958
1868<!--####################################################################--> 1959<!--####################################################################-->
1869<type number="72" name="Flesh"> 1960<type number="72" name="Flesh">
1901 </attribute> 1992 </attribute>
1902 <attribute arch="startequip" editor="godgiven item" type="bool"> 1993 <attribute arch="startequip" editor="godgiven item" type="bool">
1903 A godgiven item vanishes as soon as the player 1994 A godgiven item vanishes as soon as the player
1904 drops it to the ground. 1995 drops it to the ground.
1905 </attribute> 1996 </attribute>
1906<section name="resistance"> 1997 &resistances_flesh_section;
1907 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1908 Resistances on flesh items make them more durable against spellcraft
1909 of the appropriate kind. It also allows dragon players to eventually gain
1910 resistance by eating it. Usually resistance should only be set for flesh
1911 items in a monster's inventory.
1912 </attribute>
1913 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1914 Resistances on flesh items make them more durable against spellcraft
1915 of the appropriate kind. It also allows dragon players to eventually gain
1916 resistance by eating it. Usually resistance should only be set for flesh
1917 items in a monster's inventory.
1918 </attribute>
1919 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1920 Resistances on flesh items make them more durable against spellcraft
1921 of the appropriate kind. It also allows dragon players to eventually gain
1922 resistance by eating it. Usually resistance should only be set for flesh
1923 items in a monster's inventory.
1924 </attribute>
1925 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1926 Resistances on flesh items make them more durable against spellcraft
1927 of the appropriate kind. It also allows dragon players to eventually gain
1928 resistance by eating it. Usually resistance should only be set for flesh
1929 items in a monster's inventory.
1930 </attribute>
1931 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1932 Resistances on flesh items make them more durable against spellcraft
1933 of the appropriate kind. It also allows dragon players to eventually gain
1934 resistance by eating it. Usually resistance should only be set for flesh
1935 items in a monster's inventory.
1936 </attribute>
1937 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1938 Resistances on flesh items make them more durable against spellcraft
1939 of the appropriate kind. It also allows dragon players to eventually gain
1940 resistance by eating it. Usually resistance should only be set for flesh
1941 items in a monster's inventory.
1942 </attribute>
1943 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1944 Resistances on flesh items make them more durable against spellcraft
1945 of the appropriate kind. It also allows dragon players to eventually gain
1946 resistance by eating it. Usually resistance should only be set for flesh
1947 items in a monster's inventory.
1948 </attribute>
1949 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1950 Resistances on flesh items make them more durable against spellcraft
1951 of the appropriate kind. It also allows dragon players to eventually gain
1952 resistance by eating it. Usually resistance should only be set for flesh
1953 items in a monster's inventory.
1954 </attribute>
1955 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1956 Resistances on flesh items make them more durable against spellcraft
1957 of the appropriate kind. It also allows dragon players to eventually gain
1958 resistance by eating it. Usually resistance should only be set for flesh
1959 items in a monster's inventory.
1960 </attribute>
1961 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1962 Resistances on flesh items make them more durable against spellcraft
1963 of the appropriate kind. It also allows dragon players to eventually gain
1964 resistance by eating it. Usually resistance should only be set for flesh
1965 items in a monster's inventory.
1966 </attribute>
1967 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1968 Resistances on flesh items make them more durable against spellcraft
1969 of the appropriate kind. It also allows dragon players to eventually gain
1970 resistance by eating it. Usually resistance should only be set for flesh
1971 items in a monster's inventory.
1972 </attribute>
1973 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1974 Resistances on flesh items make them more durable against spellcraft
1975 of the appropriate kind. It also allows dragon players to eventually gain
1976 resistance by eating it. Usually resistance should only be set for flesh
1977 items in a monster's inventory.
1978 </attribute>
1979 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1980 Resistances on flesh items make them more durable against spellcraft
1981 of the appropriate kind. It also allows dragon players to eventually gain
1982 resistance by eating it. Usually resistance should only be set for flesh
1983 items in a monster's inventory.
1984 </attribute>
1985 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1986 Resistances on flesh items make them more durable against spellcraft
1987 of the appropriate kind. It also allows dragon players to eventually gain
1988 resistance by eating it. Usually resistance should only be set for flesh
1989 items in a monster's inventory.
1990 </attribute>
1991 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1992 Resistances on flesh items make them more durable against spellcraft
1993 of the appropriate kind. It also allows dragon players to eventually gain
1994 resistance by eating it. Usually resistance should only be set for flesh
1995 items in a monster's inventory.
1996 </attribute>
1997 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1998 RResistances on flesh items make them more durable against spellcraft
1999 of the appropriate kind. It also allows dragon players to eventually gain
2000 resistance by eating it. Usually resistance should only be set for flesh
2001 items in a monster's inventory.
2002 </attribute>
2003 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2004 Resistances on flesh items make them more durable against spellcraft
2005 of the appropriate kind. It also allows dragon players to eventually gain
2006 resistance by eating it. Usually resistance should only be set for flesh
2007 items in a monster's inventory.
2008 </attribute>
2009 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2010 Resistances on flesh items make them more durable against spellcraft
2011 of the appropriate kind. It also allows dragon players to eventually gain
2012 resistance by eating it. Usually resistance should only be set for flesh
2013 items in a monster's inventory.
2014 </attribute>
2015</section>
2016 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1998 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2017 This text may describe the item. 1999 This text may describe the item.
2018 </attribute> 2000 </attribute>
2019</type> 2001</type>
2020 2002
2126<type number="91" name="Gate"> 2108<type number="91" name="Gate">
2127 <ignore> 2109 <ignore>
2128 <ignore_list name="non_pickable" /> 2110 <ignore_list name="non_pickable" />
2129 </ignore> 2111 </ignore>
2130 <description><![CDATA[ 2112 <description><![CDATA[
2131 Gates play an important role in Crossfire. Gates can be opened 2113 Gates play an important role in Deliantra. Gates can be opened
2132 by activating a button/trigger, by speaking passwords (-> magic_ear) 2114 by activating a button/trigger, by speaking passwords (-> magic_ear)
2133 or carrying special key-objects (-> inventory checker). 2115 or carrying special key-objects (-> inventory checker).
2134 Unlike locked doors, gates can get shut again after a player has 2116 Unlike locked doors, gates can get shut again after a player has
2135 passed, which makes them more practical in many cases. ]]> 2117 passed, which makes them more practical in many cases. ]]>
2136 </description> 2118 </description>
2430 alchemical receipes. By themselves, they have no special 2412 alchemical receipes. By themselves, they have no special
2431 functionalities. ]]> 2413 functionalities. ]]>
2432 </description> 2414 </description>
2433 <attribute arch="is_dust" editor="is dust" type="bool"> 2415 <attribute arch="is_dust" editor="is dust" type="bool">
2434 </attribute> 2416 </attribute>
2435<section name="resistance"> 2417 &resistances_basic;
2436 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2437 </attribute>
2438 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2439 </attribute>
2440 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2441 </attribute>
2442 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2443 </attribute>
2444 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2445 </attribute>
2446 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2447 </attribute>
2448 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2449 </attribute>
2450 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2451 </attribute>
2452 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2453 </attribute>
2454 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2455 </attribute>
2456 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2457 </attribute>
2458 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2459 </attribute>
2460</section>
2461</type> 2418</type>
2462 2419
2463<!--####################################################################--> 2420<!--####################################################################-->
2464<type number="64" name="Inventory Checker"> 2421<type number="64" name="Inventory Checker">
2465 <ignore> 2422 <ignore>
2615 <attribute arch="no_pick" value="1" type="fixed" /> 2572 <attribute arch="no_pick" value="1" type="fixed" />
2616 <attribute arch="slaying" editor="key string" type="string"> 2573 <attribute arch="slaying" editor="key string" type="string">
2617 The &lt;key string&gt; in the door must be identical with the 2574 The &lt;key string&gt; in the door must be identical with the
2618 &lt;key string&gt; in the special key, then the door is unlocked. 2575 &lt;key string&gt; in the special key, then the door is unlocked.
2619 It is VERY important to set the &lt;key string&gt; to something that 2576 It is VERY important to set the &lt;key string&gt; to something that
2620 is unique among the CF mapset. 2577 is unique among the Deliantra mapset.
2621 2578
2622 DONT EVER USE the default string "set_individual_value". 2579 DONT EVER USE the default string "set_individual_value".
2623 </attribute> 2580 </attribute>
2624 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2581 <attribute arch="no_magic" editor="restrict spells" type="bool">
2625 Restricting the use of spells to pass this door. 2582 Restricting the use of spells to pass this door.
2759 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2716 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2760 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2717 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2761 to &lt;weapon class&gt;. 2718 to &lt;weapon class&gt;.
2762 </attribute> 2719 </attribute>
2763</section> 2720</section>
2764<section name="resistance"> 2721&resistances_basic;
2765 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2766 </attribute>
2767 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2768 </attribute>
2769 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2770 </attribute>
2771 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2772 </attribute>
2773 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2774 </attribute>
2775 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2776 </attribute>
2777 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2778 </attribute>
2779 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2780 </attribute>
2781 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2784 </attribute>
2785 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2786 </attribute>
2787 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2788 </attribute>
2789 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2790 </attribute>
2791 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2792 </attribute>
2793 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2794 </attribute>
2795 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2796 </attribute>
2797 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2798 </attribute>
2799 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2800 </attribute>
2801 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2802 </attribute>
2803 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2804 </attribute>
2805 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2806 </attribute>
2807</section>
2808</type> 2722</type>
2809 2723
2810<!--####################################################################--> 2724<!--####################################################################-->
2811<type number="55" name="Marker"> 2725<type number="55" name="Marker">
2812 <ignore> 2726 <ignore>
2956 2870
2957 Note that you can always put items into the monster's 2871 Note that you can always put items into the monster's
2958 inventory. Those will drop-at-kill just like the stuff 2872 inventory. Those will drop-at-kill just like the stuff
2959 from the &lt;treasurelist&gt;. 2873 from the &lt;treasurelist&gt;.
2960 </attribute> 2874 </attribute>
2875 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2876 Set this flag to move treasure items created into the environment (map)
2877 instead of putting them into the object.
2878 </attribute>
2961 <attribute arch="level" editor="level" type="int"> 2879 <attribute arch="level" editor="level" type="int">
2962 A monster's &lt;level&gt; is the most important attribute. 2880 A monster's &lt;level&gt; is the most important attribute.
2963 &lt;level&gt; affects the power of a monster in various ways. 2881 &lt;level&gt; affects the power of a monster in various ways.
2964 </attribute> 2882 </attribute>
2965 <attribute arch="race" editor="race" type="string"> 2883 <attribute arch="race" editor="race" type="string">
3011 </attribute> 2929 </attribute>
3012 <attribute arch="carrying" editor="carries weight" type="int"> 2930 <attribute arch="carrying" editor="carries weight" type="int">
3013 If a monster has something in the inventory, this 2931 If a monster has something in the inventory, this
3014 value can be set to reflect the slowdown due to 2932 value can be set to reflect the slowdown due to
3015 the carried weight. 2933 the carried weight.
2934 </attribute>
2935 <attribute arch="precious" editor="precious" type="bool">
2936 Set this flag to indicate that this monster is precious, i.e.
2937 it should not be lightly destroyed. This is most useful on pets and
2938 keeps the server from destroying them on destroy_pets/monster floors
2939 and will try to save them when the player logs out.
3016 </attribute> 2940 </attribute>
3017 2941
3018<section name="melee"> 2942<section name="melee">
3019 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2943 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3020 This number is a bitmask, specifying the monster's attacktypes 2944 This number is a bitmask, specifying the monster's attacktypes
3192 <attribute arch="stand_still" editor="stand still" type="bool"> 3116 <attribute arch="stand_still" editor="stand still" type="bool">
3193 Monsters which &lt;stand still&gt; won't move to leave their position. 3117 Monsters which &lt;stand still&gt; won't move to leave their position.
3194 When agressive, they will attack all enemies who get close to 3118 When agressive, they will attack all enemies who get close to
3195 them. This behaviour is commonly known from castle guards. 3119 them. This behaviour is commonly known from castle guards.
3196 3120
3197 In older versions of Crossfire it was possible to eventually 3121 In older versions of Deliantra it was possible to eventually
3198 push a &lt;stand still&gt;-monster out of position by force. 3122 push a &lt;stand still&gt;-monster out of position by force.
3199 I believe this is no longer possible. Neverthless, you should 3123 I believe this is no longer possible. Neverthless, you should
3200 still be cautious when lining up &lt;stand still&gt;-monster in order 3124 still be cautious when lining up &lt;stand still&gt;-monster in order
3201 to "defend" something: Such monsters are rather easy to kill. 3125 to "defend" something: Such monsters are rather easy to kill.
3202 It's good for low level maps, but not much more. 3126 It's good for low level maps, but not much more.
3238 When the monster's health points drop below this percentage 3162 When the monster's health points drop below this percentage
3239 (relative to max health), it attempts to run away from the 3163 (relative to max health), it attempts to run away from the
3240 attacker. 3164 attacker.
3241 </attribute> 3165 </attribute>
3242</section> 3166</section>
3243 3167 &resistances_basic;
3244<section name="resistance">
3245 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3246 </attribute>
3247 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3248 </attribute>
3249 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3250 </attribute>
3251 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3252 </attribute>
3253 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3254 </attribute>
3255 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3256 </attribute>
3257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3258 </attribute>
3259 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3260 </attribute>
3261 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3262 </attribute>
3263 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3264 </attribute>
3265 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3266 </attribute>
3267 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3268 </attribute>
3269 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3270 </attribute>
3271 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3272 </attribute>
3273 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3274 </attribute>
3275 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3276 </attribute>
3277 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3278 </attribute>
3279 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3280 </attribute>
3281 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3282 </attribute>
3283 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3284 </attribute>
3285 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3286 </attribute>
3287</section>
3288 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3168 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289 </attribute> 3169 </attribute>
3290</type> 3170</type>
3291 3171
3292<!--####################################################################--> 3172<!--####################################################################-->
3297 <attribute arch="name_pl" /> 3177 <attribute arch="name_pl" />
3298 <attribute arch="nrof" /> 3178 <attribute arch="nrof" />
3299 <attribute arch="value" /> 3179 <attribute arch="value" />
3300 <attribute arch="unpaid" /> 3180 <attribute arch="unpaid" />
3301 </ignore> 3181 </ignore>
3302 <description><![CDATA[ 3182 <description>
3303 A grimreaper is a monster that vanishes after it did some number of 3183 A grimreaper is a monster that vanishes after it did some number of
3304 draining attacks. ]]> <!-- XXX: is this ok? --> 3184 draining attacks.
3305 </description> 3185 </description>
3306<section name="grimreaper"> 3186<section name="grimreaper">
3307 <attribute arch="value" editor="attacks" type="int"> 3187 <attribute arch="value" editor="attacks" type="int">
3308 The object vanishes after this number of draining attacks. 3188 The object vanishes after this number of draining attacks.
3309 </attribute> 3189 </attribute>
3582 </attribute> 3462 </attribute>
3583 <attribute arch="startequip" editor="godgiven item" type="bool"> 3463 <attribute arch="startequip" editor="godgiven item" type="bool">
3584 A godgiven item vanishes as soon as the player 3464 A godgiven item vanishes as soon as the player
3585 drops it to the ground. 3465 drops it to the ground.
3586 </attribute> 3466 </attribute>
3587<section name="stats"> 3467 &player_stat_resist_sections;
3588 <attribute arch="Str" editor="strength" type="int">
3589 The player's strentgh will rise/fall by the given value for permanent
3590 (of course there is an upper limit). Generally there shouldn't be stat
3591 potions granting more than one stat. Cursed potions will subtract the
3592 stats if positive.
3593 </attribute>
3594 <attribute arch="Dex" editor="dexterity" type="int">
3595 The player's dexterity will rise/fall by the given value for permanent
3596 (of course there is an upper limit). Generally there shouldn't be stat
3597 potions granting more than one stat. Cursed potions will subtract the
3598 stats if positive.
3599 </attribute>
3600 <attribute arch="Con" editor="constitution" type="int">
3601 The player's constitution will rise/fall by the given value for permanent
3602 (of course there is an upper limit). Generally there shouldn't be stat
3603 potions granting more than one stat. Cursed potions will subtract the
3604 stats if positive.
3605 </attribute>
3606 <attribute arch="Int" editor="intelligence" type="int">
3607 The player's intelligence will rise/fall by the given value for permanent
3608 (of course there is an upper limit). Generally there shouldn't be stat
3609 potions granting more than one stat. Cursed potions will subtract the
3610 stats if positive.
3611 </attribute>
3612 <attribute arch="Pow" editor="power" type="int">
3613 The player's power will rise/fall by the given value for permanent
3614 (of course there is an upper limit). Generally there shouldn't be stat
3615 potions granting more than one stat. Cursed potions will subtract the
3616 stats if positive.
3617 </attribute>
3618 <attribute arch="Wis" editor="wisdom" type="int">
3619 The player's wisdom will rise/fall by the given value for permanent
3620 (of course there is an upper limit). Generally there shouldn't be stat
3621 potions granting more than one stat. Cursed potions will subtract the
3622 stats if positive.
3623 </attribute>
3624 <attribute arch="Cha" editor="charisma" type="int">
3625 The player's charisma will rise/fall by the given value for permanent
3626 (of course there is an upper limit). Generally there shouldn't be stat
3627 potions granting more than one stat. Cursed potions will subtract the
3628 stats if positive.
3629 </attribute>
3630</section>
3631<section name="resistance">
3632 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3633 The player's resistance to physical will rise by this value in percent
3634 (range -100 till +100). The effect is only temporare, and it does NOT
3635 add on the values from the player's equipment.
3636 Cursed potions will make negative resistance.. very nasty in combat!
3637 </attribute>
3638 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3639 The player's resistance to magic will rise by this value in percent
3640 (range -100 till +100). The effect is only temporare, and it does NOT
3641 add on the values from the player's equipment.
3642 Cursed potions will make negative resistance.. very nasty in combat!
3643 </attribute>
3644 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3645 The player's resistance to fire will rise by this value in percent
3646 (range -100 till +100). The effect is only temporare, and it does NOT
3647 add on the values from the player's equipment.
3648 Cursed potions will make negative resistance.. very nasty in combat!
3649 </attribute>
3650 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3651 The player's resistance to electricity will rise by this value in percent
3652 (range -100 till +100). The effect is only temporare, and it does NOT
3653 add on the values from the player's equipment.
3654 Cursed potions will make negative resistance.. very nasty in combat!
3655 </attribute>
3656 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3657 The player's resistance to cold will rise by this value in percent
3658 (range -100 till +100). The effect is only temporare, and it does NOT
3659 add on the values from the player's equipment.
3660 Cursed potions will make negative resistance.. very nasty in combat!
3661 </attribute>
3662 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3663 The player's resistance to acid will rise by this value in percent
3664 (range -100 till +100). The effect is only temporare, and it does NOT
3665 add on the values from the player's equipment.
3666 Cursed potions will make negative resistance.. very nasty in combat!
3667 </attribute>
3668 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3669 The player's resistance to confusion will rise by this value in percent
3670 (range -100 till +100). The effect is only temporare, and it does NOT
3671 add on the values from the player's equipment.
3672 Cursed potions will make negative resistance.. very nasty in combat!
3673 </attribute>
3674 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3675 The player's resistance to weaponmagic will rise by this value in percent
3676 (range -100 till +100). The effect is only temporare, and it does NOT
3677 add on the values from the player's equipment.
3678 Cursed potions will make negative resistance.. very nasty in combat!
3679 </attribute>
3680 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3681 The player's resistance to paralyze will rise by this value in percent
3682 (range -100 till +100). The effect is only temporare, and it does NOT
3683 add on the values from the player's equipment.
3684 Cursed potions will make negative resistance.. very nasty in combat!
3685 </attribute>
3686 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3687 The player's resistance to draining will rise by this value in percent
3688 (range -100 till +100). The effect is only temporare, and it does NOT
3689 add on the values from the player's equipment.
3690 Cursed potions will make negative resistance.. very nasty in combat!
3691 </attribute>
3692 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3693 The player's resistance to depletion will rise by this value in percent
3694 (range -100 till +100). The effect is only temporare, and it does NOT
3695 add on the values from the player's equipment.
3696 Cursed potions will make negative resistance.. very nasty in combat!
3697 </attribute>
3698 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3699 The player's resistance to poison will rise by this value in percent
3700 (range -100 till +100). The effect is only temporare, and it does NOT
3701 add on the values from the player's equipment.
3702 Cursed potions will make negative resistance.. very nasty in combat!
3703 </attribute>
3704</section>
3705</type> 3468</type>
3706 3469
3707<!--####################################################################--> 3470<!--####################################################################-->
3708<type number="156" name="Power Crystal"> 3471<type number="156" name="Power Crystal">
3709 <description><![CDATA[ 3472 <description><![CDATA[
3978 It is absolutely neccessary that a place with savebeds is 100% secure. 3741 It is absolutely neccessary that a place with savebeds is 100% secure.
3979 That means: 3742 That means:
3980 <UL> 3743 <UL>
3981 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3744 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3982 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3745 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3983 <LI> Insert a relyable exit! Make sure there is no possibility that 3746 <LI> Insert a reliable exit! Make sure there is no possibility that
3984 players get trapped in a savebed location. 3747 players get trapped in a savebed location.
3985 <LI> If possible, mark the whole site as no-spell area (Insert this 3748 <LI> If possible, mark the whole site as no-spell area (Insert this
3986 arch called "dungeon_magic" everywhere). This is not required, 3749 arch called "dungeon_magic" everywhere). This is not required,
3987 but it makes the place much more safe. 3750 but it makes the place much more safe.
3988 </UL> ]]> 3751 </UL> ]]>
4097 amount of &lt;item power&gt;, depending on their own level. This is the 3860 amount of &lt;item power&gt;, depending on their own level. This is the
4098 only way to prevent low level players to wear "undeserved" equipment 3861 only way to prevent low level players to wear "undeserved" equipment
4099 (like gifts from other players or cheated items). 3862 (like gifts from other players or cheated items).
4100 3863
4101 It is very important to adjust the &lt;item power&gt; value carefully 3864 It is very important to adjust the &lt;item power&gt; value carefully
4102 for every artifact you create! If zero/unset, the CF server will 3865 for every artifact you create! If zero/unset, the Deliantra server will
4103 calculate a provisional value at runtime, but this is never 3866 calculate a provisional value at runtime, but this is never
4104 going to be an accurate measurement of &lt;item power&gt;. 3867 going to be an accurate measurement of &lt;item power&gt;.
4105 </attribute> 3868 </attribute>
4106 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3869 <attribute arch="no_strength" editor="ignore strength" type="bool">
4107 Usually the player's strentgh takes effect on the damage 3870 Usually the player's strentgh takes effect on the damage
4290 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4053 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4291 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4054 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4292 </attribute> 4055 </attribute>
4293 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4056 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4294 This text will be displayed to the player. 4057 This text will be displayed to the player.
4058 </attribute>
4059</type>
4060
4061<type number="150" name="Shop Inventory">
4062 <ignore>
4063 <ignore_list name="non_pickable" />
4064 </ignore>
4065 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4066 </description>
4067 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4068 </use>
4069 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4070 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4071 the map that will be searched for unpaid items.
4295 </attribute> 4072 </attribute>
4296</type> 4073</type>
4297 4074
4298<!--####################################################################--> 4075<!--####################################################################-->
4299<type number="43" name="Skill"> 4076<type number="43" name="Skill">
4336 expmul is 1, the player will get 500 added to that skill as well as 4113 expmul is 1, the player will get 500 added to that skill as well as
4337 500 to their total. 4114 500 to their total.
4338 </attribute> 4115 </attribute>
4339 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4116 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4340 The &lt;skill type&gt; defines the base functionality of the skill. 4117 The &lt;skill type&gt; defines the base functionality of the skill.
4341 Skill types are hardcoded in the Crossfire server. It isn't hard to 4118 Skill types are hardcoded in the Deliantra server. It isn't hard to
4342 create new skill types, but it requires a bit of server-coding. 4119 create new skill types, but it requires a bit of server-coding.
4343 </attribute> 4120 </attribute>
4344 <attribute arch="level" editor="level" type="int"> 4121 <attribute arch="level" editor="level" type="int">
4345 </attribute> 4122 </attribute>
4346 <attribute arch="exp" editor="experience" type="int"> 4123 <attribute arch="exp" editor="experience" type="int">
4675<type number="26" name="Timed Gate"> 4452<type number="26" name="Timed Gate">
4676 <ignore> 4453 <ignore>
4677 <ignore_list name="non_pickable" /> 4454 <ignore_list name="non_pickable" />
4678 </ignore> 4455 </ignore>
4679 <description><![CDATA[ 4456 <description><![CDATA[
4680 Gates play an important role in Crossfire. Gates can be opened 4457 Gates play an important role in Deliantra. Gates can be opened
4681 by activating a button/trigger, by speaking passwords (-> magic_ear) 4458 by activating a button/trigger, by speaking passwords (-> magic_ear)
4682 or carrying special key-objects (-> inventory checker). 4459 or carrying special key-objects (-> inventory checker).
4683 Unlike locked doors, gates can get shut again after a player has 4460 Unlike locked doors, gates can get shut again after a player has
4684 passed, which makes them more practical in many cases. Unlike normal 4461 passed, which makes them more practical in many cases. Unlike normal
4685 gates, timed gates open when triggered but automatically close again 4462 gates, timed gates open when triggered but automatically close again
4736 and generally have either a physical attack or trigger a reaction. 4513 and generally have either a physical attack or trigger a reaction.
4737 <br><br> 4514 <br><br>
4738 Traps hit any monster or person who steps on them for 'dam' damage in 4515 Traps hit any monster or person who steps on them for 'dam' damage in
4739 'attacktype' attacktype and/or trigger a reaction. 4516 'attacktype' attacktype and/or trigger a reaction.
4740 <br><br> 4517 <br><br>
4741 Many traps are already defined in the archetypes. ]]> 4518 Many traps are already defined in the archetypes.]]>
4742 </description> 4519 </description>
4743 <use><![CDATA[ 4520 <use><![CDATA[
4744 Avoid monsters stepping on your traps. For example, a party of orcs setting 4521 Avoid monsters stepping on your traps. For example, a party of orcs setting
4745off your lightning wall and pit trap is usually a bad idea. ]]> 4522 off your lightning wall and pit trap is usually a bad idea.]]>
4746 </use> 4523 </use>
4747 <attribute arch="no_pick" value="1" type="fixed" /> 4524 <attribute arch="no_pick" value="1" type="fixed" />
4748 &move_on; 4525 &move_on;
4749 <attribute arch="level" editor="trap level" type="int"> 4526 <attribute arch="level" editor="trap level" type="int">
4750 Level effects how easily a trap may be found and disarmed, and 4527 Level effects how easily a trap may be found and disarmed, and
5047 </attribute> 4824 </attribute>
5048 <attribute arch="ac" editor="armour class" type="int"> 4825 <attribute arch="ac" editor="armour class" type="int">
5049 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4826 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5050 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4827 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5051 </attribute> 4828 </attribute>
5052<section name="resistance"> 4829 &resistances_basic;
5053 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5062 </attribute>
5063 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5064 </attribute>
5065 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5066 </attribute>
5067 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5068 </attribute>
5069 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5070 </attribute>
5071 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5072 </attribute>
5073 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5074 </attribute>
5075 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5076 </attribute>
5077 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5078 </attribute>
5079 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5080 </attribute>
5081 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5082 </attribute>
5083 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5084 </attribute>
5085 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5086 </attribute>
5087 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5088 </attribute>
5089 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5090 </attribute>
5091 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5092 </attribute>
5093 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5094 </attribute>
5095</section>
5096</type> 4830</type>
5097 4831
5098<!--####################################################################--> 4832<!--####################################################################-->
5099<type number="15" name="Weapon"> 4833<type number="15" name="Weapon">
5100 <description><![CDATA[ 4834 <description><![CDATA[
5168 amount of &lt;item power&gt;, depending on their own level. This is the 4902 amount of &lt;item power&gt;, depending on their own level. This is the
5169 only way to prevent low level players to wear "undeserved" equipment 4903 only way to prevent low level players to wear "undeserved" equipment
5170 (like gifts from other players or cheated items). 4904 (like gifts from other players or cheated items).
5171 4905
5172 It is very important to adjust the &lt;item power&gt; value carefully 4906 It is very important to adjust the &lt;item power&gt; value carefully
5173 for every artifact you create! If zero/unset, the CF server will 4907 for every artifact you create! If zero/unset, the Deliantra server will
5174 calculate a provisional value at runtime, but this is never 4908 calculate a provisional value at runtime, but this is never
5175 going to be an accurate measurement of &lt;item power&gt;. 4909 going to be an accurate measurement of &lt;item power&gt;.
5176 </attribute> 4910 </attribute>
5177 <attribute arch="damned" editor="damnation" type="bool"> 4911 <attribute arch="damned" editor="damnation" type="bool">
5178 A damned weapon cannot be unwielded unless 4912 A damned weapon cannot be unwielded unless
5198 </attribute> 4932 </attribute>
5199 <attribute arch="startequip" editor="godgiven item" type="bool"> 4933 <attribute arch="startequip" editor="godgiven item" type="bool">
5200 A godgiven item vanishes as soon as the player 4934 A godgiven item vanishes as soon as the player
5201 drops it to the ground. 4935 drops it to the ground.
5202 </attribute> 4936 </attribute>
5203<section name="resistance"> 4937 &player_stat_resist_sections;
5204 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5205 This adds physical resistance to the weapon (= armour value). The number is
5206 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5207 and what they require to do for getting this-and-that artifact.
5208 </attribute>
5209 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5210 This adds magic resistance to the weapon. The number is a percent-value in
5211 the range 0-100. Treat this with CARE. Look at other maps and what they
5212 require to do for getting this-and-that artifact.
5213 </attribute>
5214 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5215 This adds fire resistance to the weapon. The number is a percent-value in
5216 the range 0-100. Treat this with CARE. Look at other maps and what they
5217 require to do for getting this-and-that artifact.
5218 </attribute>
5219 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5220 This adds electricity resistance to the weapon. The number is a percent-value in
5221 the range 0-100. Treat this with CARE. Look at other maps and what they
5222 require to do for getting this-and-that artifact.
5223 </attribute>
5224 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5225 This adds fire resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Treat this with CARE. Look at other maps and what they
5227 require to do for getting this-and-that artifact.
5228 </attribute>
5229 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5230 This adds confusion resistance to the weapon. The number is a percent-value in
5231 the range 0-100. Confusion resistance is not very effective
5232 unless the value comes close to 100 (= perfect immunity).
5233 </attribute>
5234 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5235 This adds acid 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_drain" editor="resist draining %" length="15" type="int">
5240 This adds draining resistance to the weapon. The number is a percent-value
5241 in the range 0-100. Draining resistance is little effective
5242 unless the value is 100 (= perfect immunity).
5243 </attribute>
5244 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5245 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5246 the range 0-100. Weaponmagic resistance generally should not exist on
5247 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5248 are not meant to be easily resisted.
5249 </attribute>
5250 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5251 This adds ghosthit resistance to the weapon. The number is a percent-value
5252 in the range 0-100. Treat this with CARE. Look at other maps and what they
5253 require to do for getting this-and-that artifact.
5254 </attribute>
5255 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5256 This adds poison resistance to the weapon. The number is a percent-value in
5257 the range 0-100. Treat this with CARE. Look at other maps and what they
5258 require to do for getting this-and-that artifact.
5259 </attribute>
5260 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5261 This adds fear resistance to the weapon. The number is a percent-value in
5262 the range 0-100. Resistance to fear is pretty useless.
5263 </attribute>
5264 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5265 This adds paralyze resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Paralyze resistance is little effective
5267 unless the value is 100 (= perfect immunity).
5268 </attribute>
5269 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5270 This adds fear resistance to the weapon. The number is a percent-value in
5271 the range 0-100. Resistance to fear is pretty useless.
5272 </attribute>
5273 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5274 This adds depletion resistance to the weapon. The number is a percent-value
5275 in the range 0-100. Depletion resistance is little effective
5276 unless the value is 100 (= perfect immunity).
5277 </attribute>
5278 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5279 This adds death-attack resistance to the weapon. The number is a
5280 percent-value in the range 0-100. Death-attack resistance is little
5281 effective unless the value is 100 (= perfect immunity).
5282 Generally, resistance to death-attack is not supposed to be
5283 available to players!
5284 </attribute>
5285 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5286 This adds chaos resistance to the weapon. The number is a percent-value in
5287 the range 0-100. Treat this with CARE. Look at other maps and what they
5288 require to do for getting this-and-that artifact.
5289 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5290 combination of other attacktypes.
5291 </attribute>
5292 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5293 This adds blinding resistance to the weapon. The number is a percent-value
5294 in the range 0-100. Treat this with CARE. Look at other maps and what they
5295 require to do for getting this-and-that artifact.
5296 </attribute>
5297 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5298 This adds holy power resistance to the weapon. The number is a percent-value
5299 in the range 0-100. Holy power is the attacktype that holyword-type spells
5300 use to hurt undead creatures. This kind of resistance is only reasonable
5301 for undead players (wraith or devourer cult).
5302 Generally, resistance to holy word should not be available for players.
5303 </attribute>
5304</section>
5305<section name="stats">
5306 <attribute arch="Str" editor="strength" type="int">
5307 The player's strentgh will rise/fall by the given value
5308 while wearing this weapon.
5309 </attribute>
5310 <attribute arch="Dex" editor="dexterity" type="int">
5311 The player's dexterity will rise/fall by the given value
5312 while wearing this weapon.
5313 </attribute>
5314 <attribute arch="Con" editor="constitution" type="int">
5315 The player's constitution will rise/fall by the given value
5316 while wearing this weapon.
5317 </attribute>
5318 <attribute arch="Int" editor="intelligence" type="int">
5319 The player's intelligence will rise/fall by the given value
5320 while wearing this weapon.
5321 </attribute>
5322 <attribute arch="Pow" editor="power" type="int">
5323 The player's power will rise/fall by the given value
5324 while wearing this weapon.
5325 </attribute>
5326 <attribute arch="Wis" editor="wisdom" type="int">
5327 The player's wisdom will rise/fall by the given value while
5328 wearing this weapon.
5329 </attribute>
5330 <attribute arch="Cha" editor="charisma" type="int">
5331 The player's charisma will rise/fall by the given value
5332 while wearing this weapon.
5333 </attribute>
5334</section>
5335<section name="misc"> 4938<section name="misc">
5336 <attribute arch="luck" editor="luck bonus" type="int"> 4939 <attribute arch="luck" editor="luck bonus" type="int">
5337 With positive luck bonus, the player is more likely to 4940 With positive luck bonus, the player is more likely to
5338 succeed in all sorts of things (spellcasting, praying,...). 4941 succeed in all sorts of things (spellcasting, praying,...).
5339 Unless the &lt;luck bonus&gt; is very high, the effect will be 4942 Unless the &lt;luck bonus&gt; is very high, the effect will be
5418</type> 5021</type>
5419 5022
5420<type number="116" name="Event Connector"> 5023<type number="116" name="Event Connector">
5421 <description><![CDATA[ 5024 <description><![CDATA[
5422 Event connectors link specific events that happen to objects to 5025 Event connectors link specific events that happen to objects to
5423 a crossfire plug-in. ]]> 5026 a crossfire plug-in. They are not used at all in Deliantra ]]>
5424 </description> 5027 </description>
5425 <attribute arch="subtype" editor="event type" type="list_event_type">
5426 The type of event that triggers a notify to the plug-in.
5427 </attribute>
5428 <attribute arch="title" editor="plug-in" type="string">
5429 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5430 for python and "perl" for the Crossfire-Perl plug-in.
5431 </attribute>
5432 <attribute arch="slaying" editor="extension" type="string">
5433 The name of the extension to invoke (for python, this is the path to a script,
5434 for perl this is the name of a extension package without the ".ext" extension.
5435 </attribute>
5436 <attribute arch="name" editor="options" type="string">
5437 A string that is passed unaltered to the extension above. Often used to pass
5438 options to the extension that alter its behaviour.
5439 </attribute>
5440</type> 5028</type>
5441 5029
5442</types> 5030</types>

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