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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 1.37 by root, Tue Aug 26 01:58:06 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
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 ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 642 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. 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. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 660 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 661 100 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. 662 any pickable object - otherwise it won't be mergeable into a stack.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 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 704 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 716 </attribute>
511</default_type> 717</default_type>
512 718
513<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
585 <br><br> 791 <br><br>
586 A particularly nice feature of abilities is that they can hold two 792 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 793 spells: One for short range- and one for long range use.
588 \n\n 794 \n\n
589 You should know that spellcasting monsters receive abilities via 795 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 796 &lt;treasurelist&gt;.]]>
591 </description> 797 </description>
592 <use><![CDATA[ 798 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 799 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 800 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 801 The long/short-range spell feature can make boss-monsters more
597 <br><br> 803 <br><br>
598 You should keep in mind that magic abilities allow players 804 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 805 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 806 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 807 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 808 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 809 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 810 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 811 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 812 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 813 The monster will use the specified &lt;short range spell&gt;
644 </ignore> 850 </ignore>
645 <description><![CDATA[ 851 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 852 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 853 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. 854 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears.]]>
650 </description> 856 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 858 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 860 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 861 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. 862 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 863 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 864 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 865 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 869
690 <ignore_list name="non_pickable" /> 895 <ignore_list name="non_pickable" />
691 </ignore> 896 </ignore>
692 <description><![CDATA[ 897 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 898 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 899 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 900 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 901 </description>
697 <use><![CDATA[ 902 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 903 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 904 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 905 <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. 906 <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. 907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 908 </UL>
704 The big advantage over normal altars is the infinite usability 909 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 910 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 911 quite grateful if things work more than once. =)]]>
707 </use> 912 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 915 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 916 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. 917 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 918 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 919 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 920 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 924
756 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
757 </attribute> 961 </attribute>
758</type> 962</type>
759 963
760<!--####################################################################--> 964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
980<!--####################################################################-->
761<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
762 <description><![CDATA[ 982 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 985 </description>
766 <use><![CDATA[ 986 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 987 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 988 important that you keep your artifact in balance with existing maps.]]>
769 </use> 989 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 990 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 991 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 992 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. 993 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 1004 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 1005 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
787 1007
788 It is very important to adjust the &lt;item power&gt; value carefully 1008 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 1009 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1012 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
824 </attribute> 1044 </attribute>
825<section name="resistance"> 1045 &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"> 1046<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 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 1138 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1139 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1140 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1141 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1142 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1143 location which is defined in the battleground object.]]>
1055 </description> 1144 </description>
1056 <use><![CDATA[ 1145 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1146 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1147 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1148 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1150 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1151 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1152 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1153 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1154 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1155 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1156 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1158 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1159 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1160 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1077 </attribute> 1166 </attribute>
1078</type> 1167</type>
1079 1168
1080<!--####################################################################--> 1169<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1082 <ignore> 1171 <ignore>
1083 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1084 </ignore> 1173 </ignore>
1085 <description><![CDATA[ 1174 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1175 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. 1176 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. 1178 from being used and blocks bombs from exploding. Note that altars that
1090 (This is a Crossfire+ feature, and might not work elsewhere) 1179 do cast spells still work.
1091 ]]> 1180 ]]>
1092 </description> 1181 </description>
1093 <use><![CDATA[ 1182 <use><![CDATA[
1094 Safe ground is meant mostly for shops, it prevents any means of burning 1183 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 1184 or destroying the items in a shop. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]> 1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1097 </use> 1188 </use>
1189 &movement_types_terrain;
1098 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1099</type> 1191</type>
1100 1192
1101<!--####################################################################--> 1193<!--####################################################################-->
1102<type number="8" name="Book"> 1194<type number="8" name="Book">
1103 <description><![CDATA[ 1195 <description><![CDATA[
1104 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player.]]>
1105 </description> 1197 </description>
1106 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1107 If this value is set to be greater than zero, the player needs a 1199 If this value is set to be greater than zero, the player needs a
1108 certain literacy level to succeed reading the book. The book can be 1200 certain literacy level to succeed reading the book. The book can be
1109 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1133<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1134 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1135 <description><![CDATA[ 1227 <description><![CDATA[
1136 Wearing boots, the object's stats will directly be inherited to 1228 Wearing boots, the object's stats will directly be inherited to
1137 the player. Usually enhancing his speed, or granting some minor 1229 the player. Usually enhancing his speed, or granting some minor
1138 protection bonus. ]]> 1230 protection bonus.]]>
1139 </description> 1231 </description>
1140 <use><![CDATA[ 1232 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very 1233 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]> 1234 important that you keep your artifact in balance with existing maps.]]>
1143 </use> 1235 </use>
1144 <attribute arch="exp" editor="speed bonus" type="int"> 1236 <attribute arch="exp" editor="speed bonus" type="int">
1145 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1146 while worn. This kind of bonus is quite desirable for players of low- 1238 while worn. This kind of bonus is quite desirable for players of low-
1147 and medium level. High level players usually have fastest possible 1239 and medium level. High level players usually have fastest possible
1163<type number="104" name="Bracers"> 1255<type number="104" name="Bracers">
1164 <import_type name="Amulet" /> 1256 <import_type name="Amulet" />
1165 <description><![CDATA[ 1257 <description><![CDATA[
1166 Bracers are armour-plates worn around the wrists. 1258 Bracers are armour-plates worn around the wrists.
1167 Wearing bracer, the object's stats will directly be inherited to 1259 Wearing bracer, the object's stats will directly be inherited to
1168 the player. Usually enhancing his defense. ]]> 1260 the player. Usually enhancing his defense.]]>
1169 </description> 1261 </description>
1170 <use><![CDATA[ 1262 <use><![CDATA[
1171 Feel free to create your own special artifacts. However, it is very 1263 Feel free to create your own special artifacts. However, it is very
1172 important that you keep your artifact in balance with existing maps. ]]> 1264 important that you keep your artifact in balance with existing maps.]]>
1173 </use> 1265 </use>
1174 <attribute arch="magic" editor="magic bonus" type="int"> 1266 <attribute arch="magic" editor="magic bonus" type="int">
1175 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1176 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1177 than direct armour-class bonus on the bracers. 1269 than direct armour-class bonus on the bracers.
1181<!--####################################################################--> 1273<!--####################################################################-->
1182<type number="16" name="Brestplate Armour"> 1274<type number="16" name="Brestplate Armour">
1183 <import_type name="Amulet" /> 1275 <import_type name="Amulet" />
1184 <description><![CDATA[ 1276 <description><![CDATA[
1185 Wearing an armour, the object's stats will directly be inherited to 1277 Wearing an armour, the object's stats will directly be inherited to
1186 the player. Usually enhancing his defense. ]]> 1278 the player. Usually enhancing his defense.]]>
1187 </description> 1279 </description>
1188 <use><![CDATA[ 1280 <use><![CDATA[
1189 Feel free to create your own special artifacts. However, it is very 1281 Feel free to create your own special artifacts. However, it is very
1190 important that you keep your artifact in balance with existing maps. ]]> 1282 important that you keep your artifact in balance with existing maps.]]>
1191 </use> 1283 </use>
1192 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1193 This poses a penalty to spell regeneration speed, for wearing the armour. 1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1194 The bigger the spellpoint penalty, the worse. 1286 The bigger the spellpoint penalty, the worse.
1195 </attribute> 1287 </attribute>
1211 </ignore> 1303 </ignore>
1212 <description><![CDATA[ 1304 <description><![CDATA[
1213 When a predefined amount of weigh is placed on a button, the 1305 When a predefined amount of weigh is placed on a button, the
1214 &lt;connection&gt; value is triggered. In most cases this happens when a 1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1215 player or monster steps on it. When the button is "released", the 1307 player or monster steps on it. When the button is "released", the
1216 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time.]]>
1217 </description> 1309 </description>
1218 &move_on; 1310 &move_on;
1219 &move_off; 1311 &move_off;
1220 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1221 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1239 <ignore_list name="non_pickable" /> 1331 <ignore_list name="non_pickable" />
1240 </ignore> 1332 </ignore>
1241 <description><![CDATA[ 1333 <description><![CDATA[
1242 Handle buttons are buttons which reset after a short period 1334 Handle buttons are buttons which reset after a short period
1243 of time. Every time it is either applied or reset, the 1335 of time. Every time it is either applied or reset, the
1244 &lt;connection&gt; value is triggered. ]]> 1336 &lt;connection&gt; value is triggered.]]>
1245 </description> 1337 </description>
1246</type> 1338</type>
1247 1339
1248<!--####################################################################--> 1340<!--####################################################################-->
1249<type number="37" name="Class Changer"> 1341<type number="37" name="Class Changer">
1250 <ignore> 1342 <ignore>
1251 <ignore_list name="non_pickable" /> 1343 <ignore_list name="non_pickable" />
1252 </ignore> 1344 </ignore>
1253 <description><![CDATA[ 1345 <description><![CDATA[
1254 Class changer are used while creating a character. ]]> 1346 Class changer are used while creating a character.]]>
1255 </description> 1347 </description>
1256 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1257 This entry determines which initial items the character receives. 1349 This entry determines which initial items the character receives.
1258 </attribute> 1350 </attribute>
1259<section name="stats"> 1351<section name="stats">
1292<type number="87" name="Cloak"> 1384<type number="87" name="Cloak">
1293 <import_type name="Amulet" /> 1385 <import_type name="Amulet" />
1294 <description><![CDATA[ 1386 <description><![CDATA[
1295 Wearing a cloak, the object's stats will directly be inherited to 1387 Wearing a cloak, the object's stats will directly be inherited to
1296 the player. Cloaks usually add minor &lt;armour class&gt; and 1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1297 sometimes a bit of resistance. ]]> 1389 sometimes a bit of resistance.]]>
1298 </description> 1390 </description>
1299 <use><![CDATA[ 1391 <use><![CDATA[
1300 Feel free to create your own special artifacts. However, it is very 1392 Feel free to create your own special artifacts. However, it is very
1301 important that you keep your artifact in balance with existing maps. ]]> 1393 important that you keep your artifact in balance with existing maps.]]>
1302 </use> 1394 </use>
1303 <attribute arch="magic" editor="magic bonus" type="int"> 1395 <attribute arch="magic" editor="magic bonus" type="int">
1304 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1305 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1306 than direct armour-class bonus on the cloak. 1398 than direct armour-class bonus on the cloak.
1311</type> 1403</type>
1312 1404
1313<!--####################################################################--> 1405<!--####################################################################-->
1314<type number="9" name="Clock"> 1406<type number="9" name="Clock">
1315 <description><![CDATA[ 1407 <description><![CDATA[
1316 Applying a clock, the time is displayed to the player. ]]> 1408 Applying a clock, the time is displayed to the player.]]>
1317 </description> 1409 </description>
1318 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1319 This text may describe the item 1411 This text may describe the item
1320 </attribute> 1412 </attribute>
1321</type> 1413</type>
1326 A player can put (certain kinds of) items in the container. 1418 A player can put (certain kinds of) items in the container.
1327 The overall weight of items is reduced when put inside a 1419 The overall weight of items is reduced when put inside a
1328 container, depending on the settings. 1420 container, depending on the settings.
1329 <br><br> 1421 <br><br>
1330 A special feature of containers is the "cauldron", 1422 A special feature of containers is the "cauldron",
1331 capable of mixing alchemical receipes. ]]> 1423 capable of mixing alchemical receipes.]]>
1332 </description> 1424 </description>
1333 <use><![CDATA[ 1425 <use><![CDATA[
1334 Note on chests - There are two types of chests: 1426 Note on chests - There are two types of chests:
1335 <UL> 1427 <UL>
1336 <LI> First the random treasure chests - Those are NOT containers 1428 <LI> First the random treasure chests - Those are NOT containers
1337 (but object type Treasure), they create random treasures when 1429 (but object type Treasure), they create random treasures when
1338 applied. Archetype name is "chest". 1430 applied. Archetype name is "chest".
1339 <LI> Second there are the permanent chests - Those are containers, 1431 <LI> Second there are the permanent chests - Those are containers,
1340 they can be opened and closed again. Archetype name is "chest_2". 1432 they can be opened and closed again. Archetype name is "chest_2".
1341 </UL> ]]> 1433 </UL>]]>
1342 </use> 1434 </use>
1343 <attribute arch="race" editor="container class" type="string"> 1435 <attribute arch="race" editor="container class" type="string">
1344 If set, the container will hold only certain types of objects. 1436 If set, the container will hold only certain types of objects.
1345 Possible choices for &lt;container class&gt; are: "gold and jewels", 1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1346 "arrows" and "keys". 1438 "arrows" and "keys".
1401 <attribute arch="title" /> 1493 <attribute arch="title" />
1402 </ignore> 1494 </ignore>
1403 <description><![CDATA[ 1495 <description><![CDATA[
1404 Converters are like "exchange tables". When the player drops a 1496 Converters are like "exchange tables". When the player drops a
1405 specific type of items, they get converted into other items, at a 1497 specific type of items, they get converted into other items, at a
1406 predefined exchange-ratio. ]]> 1498 predefined exchange-ratio.]]>
1407 </description> 1499 </description>
1408 <use><![CDATA[ 1500 <use><![CDATA[
1409 Converters are better than shopping with doormats, because the 1501 Converters are better than shopping with doormats, because the
1410 converters never get sold out. For some items like food or jewels 1502 converters never get sold out. For some items like food or jewels
1411 those "exchange tables" are really nice, while for the more important 1503 those "exchange tables" are really nice, while for the more important
1413 <br><br> 1505 <br><br>
1414 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1415 items on a converter, the stuff you get must be of equal or lesser 1507 items on a converter, the stuff you get must be of equal or lesser
1416 value than before! (Except if you are using "rare" items like 1508 value than before! (Except if you are using "rare" items like
1417 dragonscales for payment). The code will not check if your ratio is 1509 dragonscales for payment). The code will not check if your ratio is
1418 sane, so the player could gain infinite wealth by using your converter. ]]> 1510 sane, so the player could gain infinite wealth by using your converter.]]>
1419 </use> 1511 </use>
1420 <attribute arch="no_pick" value="1" type="fixed" /> 1512 <attribute arch="no_pick" value="1" type="fixed" />
1421 <attribute arch="slaying" editor="cost arch" type="string"> 1513 <attribute arch="slaying" editor="cost arch" type="string">
1422 &lt;cost arch&gt; is the name of the archetype the player has to 1514 &lt;cost arch&gt; is the name of the archetype the player has to
1423 put on the converter, as payment. 1515 put on the converter, as payment.
1449 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1450 </ignore> 1542 </ignore>
1451 <description><![CDATA[ 1543 <description><![CDATA[
1452 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1453 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1454 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things.]]>
1455 </description> 1548 </description>
1456 <use><![CDATA[ 1549 <use><![CDATA[
1457 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1458 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor.]]>
1459 </use> 1552 </use>
1460 <attribute arch="no_pick" value="1" type="fixed" /> 1553 <attribute arch="no_pick" value="1" type="fixed" />
1461 <attribute arch="other_arch" editor="create arch" type="string"> 1554 <attribute arch="other_arch" editor="create arch" type="string">
1462 This string defines the object that will be created. 1555 This string defines the object that will be created.
1463 You can choose any of the existing arches. 1556 You can choose any of the existing arches.
1472 &activate_on; 1565 &activate_on;
1473 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1474 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1475 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1476 </attribute> 1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1574 </attribute>
1477 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1478 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1479 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1480 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1481 </attribute> 1579 </attribute>
1500 finds a specific object, it toggles its connected value. 1598 finds a specific object, it toggles its connected value.
1501 <br><br> 1599 <br><br>
1502 What is "unique" about them, compared to inv. checkers/ pedestals? 1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1503 - First, detectors check their square for a match periodically, not 1601 - First, detectors check their square for a match periodically, not
1504 instantly. Second, detectors check directly for object names. Third, 1602 instantly. Second, detectors check directly for object names. Third,
1505 detectors do not check the inventory of players/monsters. ]]> 1603 detectors do not check the inventory of players/monsters.]]>
1506 </description> 1604 </description>
1507 <use><![CDATA[ 1605 <use><![CDATA[
1508 There is one major speciality about detectors: You can detect spells 1606 There is one major speciality about detectors: You can detect spells
1509 blown over a detector! To detect a lighting bolt for example, set 1607 blown over a detector! To detect a lighting bolt for example, set
1510 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1511 walls, this can be very useful for map-mechanisms. ]]> 1609 walls, this can be very useful for map-mechanisms.]]>
1512 </use> 1610 </use>
1513 <attribute arch="no_pick" value="1" type="fixed" /> 1611 <attribute arch="no_pick" value="1" type="fixed" />
1514 <attribute arch="slaying" editor="match name" type="string"> 1612 <attribute arch="slaying" editor="match name" type="string">
1515 &lt;match name&gt; specifies the name of the object we are looking for. 1613 &lt;match name&gt; specifies the name of the object we are looking for.
1516 Actually it does also check for the &lt;key string&gt; in key-objects, 1614 Actually it does also check for the &lt;key string&gt; in key-objects,
1541 <description><![CDATA[ 1639 <description><![CDATA[
1542 Directors change the direction of spell objects and other projectiles 1640 Directors change the direction of spell objects and other projectiles
1543 that fly past. Unlike spinners, directors always move objects in the 1641 that fly past. Unlike spinners, directors always move objects in the
1544 same direction. It does not make a difference from what angle you 1642 same direction. It does not make a difference from what angle you
1545 shoot into it.<br> 1643 shoot into it.<br>
1546 Directors are visible per default. ]]> 1644 Directors are visible per default.]]>
1547 </description> 1645 </description>
1548 <use><![CDATA[ 1646 <use><![CDATA[
1549 Directors are rarely used in maps. Sometimes they are placed to 1647 Directors are rarely used in maps. Sometimes they are placed to
1550 change the direction of spells coming out of magic walls, 1648 change the direction of spells coming out of magic walls,
1551 "channeling" spell-projectiles in some direction. When doing this, 1649 "channeling" spell-projectiles in some direction. When doing this,
1553 into them!</B> The spell-projectiles bouncing between the directors 1651 into them!</B> The spell-projectiles bouncing between the directors
1554 would accumulate to huge numbers and at some point slow down the 1652 would accumulate to huge numbers and at some point slow down the
1555 server by eating memory- and CPU-time. 1653 server by eating memory- and CPU-time.
1556 <br><br> 1654 <br><br>
1557 You'd better not place directors in monster vs. player combat 1655 You'd better not place directors in monster vs. player combat
1558 areas too much, because that freaks out wizard-type players. ]]> 1656 areas too much, because that freaks out wizard-type players.]]>
1559 </use> 1657 </use>
1560 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1561 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1562 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1563 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1569<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1570 <ignore> 1668 <ignore>
1571 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1572 </ignore> 1670 </ignore>
1573 <description><![CDATA[ 1671 <description><![CDATA[
1574 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1575 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1576 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1577 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible.]]>
1578 </description> 1676 </description>
1579 <use><![CDATA[ 1677 <use><![CDATA[
1580 Diseases are extremely flexible and usable in a many ways. 1678 Diseases are extremely flexible and usable in a many ways.
1581 So far they are mostly used for causing bad, unwanted effects. 1679 So far they are mostly used for causing bad, unwanted effects.
1582 You could just as well create a disease which helps the player 1680 You could just as well create a disease which helps the player
1583 (recharging mana for example). 1681 (recharging mana for example).
1584 Infection with a "positive disease" could even be a quest reward. ]]> 1682 Infection with a "positive disease" could even be a quest reward.]]>
1585 </use> 1683 </use>
1586 <attribute arch="invisible" value="1" type="fixed" /> 1684 <attribute arch="invisible" value="1" type="fixed" />
1587 <attribute arch="level" editor="plaque level" type="int"> 1685 <attribute arch="level" editor="plaque level" type="int">
1588 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1686 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1589 This mainly reflects in the &lt;damage&gt;. It has no effect on 1687 This mainly reflects in the &lt;damage&gt;. It has no effect on
1734 </ignore> 1832 </ignore>
1735 <description><![CDATA[ 1833 <description><![CDATA[
1736 A door can be opened with a normal key. It also can be broken by attacking 1834 A door can be opened with a normal key. It also can be broken by attacking
1737 it, and it can be defeated with the lockpicking skill. If a door is 1835 it, and it can be defeated with the lockpicking skill. If a door is
1738 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1739 removed. ]]> 1837 removed.]]>
1740 </description> 1838 </description>
1741 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1742 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1743 &movement_types_terrain; 1841 &movement_types_terrain;
1744 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1754 defeated. 1852 defeated.
1755 </attribute> 1853 </attribute>
1756 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1758 </attribute> 1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1860 </attribute>
1759</type> 1861</type>
1760 1862
1761<!--####################################################################--> 1863<!--####################################################################-->
1762<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1763 <ignore> 1865 <ignore>
1767 When activated, a duplicator can duplicate, multiply or destroy a pile of 1869 When activated, a duplicator can duplicate, multiply or destroy a pile of
1768 objects which lies somewhere on top of the duplicator. 1870 objects which lies somewhere on top of the duplicator.
1769 The duplicator has one arch name specified as &lt;target arch&gt;, 1871 The duplicator has one arch name specified as &lt;target arch&gt;,
1770 and only objects of this archetype can be affected.<br> 1872 and only objects of this archetype can be affected.<br>
1771 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1772 If the latter is set to zero, it will destroy objects. ]]> 1874 If the latter is set to zero, it will destroy objects.]]>
1773 </description> 1875 </description>
1774 <use><![CDATA[ 1876 <use><![CDATA[
1775 I hope it is clear that one must be very cautious when inserting a duplicator 1877 I hope it is clear that one must be very cautious when inserting a duplicator
1776 anywhere with &lt;multiply factor&gt; greater than one. 1878 anywhere with &lt;multiply factor&gt; greater than one.
1777 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1778 It is <b>not acceptable</b> to allow duplication of anything other than 1880 It is <b>not acceptable</b> to allow duplication of anything other than
1779 coins, gold and jewels. Besides, it is very important that the chance to 1881 coins, gold and jewels. Besides, it is very important that the chance to
1780 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1781 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1782 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%.]]>
1783 </use> 1885 </use>
1784 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1785 Only objects of matching archtype, lying ontop of the duplicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1786 duplicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1787 </attribute> 1889 </attribute>
1805 </ignore> 1907 </ignore>
1806 <description><![CDATA[ 1908 <description><![CDATA[
1807 When the player applies an exit, he is transferred to a different location. 1909 When the player applies an exit, he is transferred to a different location.
1808 (Monsters cannot use exits.) Depending on how it is set, the player applies 1910 (Monsters cannot use exits.) Depending on how it is set, the player applies
1809 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1810 the exit. ]]> 1912 the exit. ]]>
1811 </description> 1913 </description>
1812 <use><![CDATA[ 1914 <use><![CDATA[
1813 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1814 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1815 detected with the show_invisible spell. 1917 detected with the show_invisible spell.
1816 <br><br> 1918 <br><br>
1817 You can be quite creative with the outlook of secret exits (their "face"). 1919 You can be quite creative with the outlook of secret exits (their "face").
1818 Don't forget to give the player relyable hints about them though. ]]> 1920 Don't forget to give the player relyable hints about them though.]]>
1819 </use> 1921 </use>
1820 <attribute arch="slaying" editor="exit path" type="string"> 1922 <attribute arch="slaying" editor="exit path" type="string">
1821 The exit path defines the map that the player is transferred to. 1923 The exit path defines the map that the player is transferred to.
1822 You can enter an absolute path, beginning with '/' (for example 1924 You can enter an absolute path, beginning with '/' (for example
1823 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1850 If set, this message will be displayed to the player when he applies the exit. 1952 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 1953 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 1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1853 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1854 </attribute> 1956 </attribute>
1855 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1856 This flag defines the destined map as "personal unique map". If set, 1958 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. 1959 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> 1960 </attribute>
1866</type> 1961</type>
1867 1962
1868<!--####################################################################--> 1963<!--####################################################################-->
1869<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1872 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1873 For dragon players, flesh plays a very special role though: If the 1968 For dragon players, flesh plays a very special role though: If the
1874 flesh has resistances set, a dragon player has a chance to gain resistance in 1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1875 those categories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1876 Don't forget that flesh items with resistances have to be balanced 1971 Don't forget that flesh items with resistances have to be balanced
1877 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty.]]>
1878 </description> 1973 </description>
1879 <use><![CDATA[ 1974 <use><![CDATA[
1880 For dragon players, flesh items can be highly valuable. Note that many 1975 For dragon players, flesh items can be highly valuable. Note that many
1881 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1882 These flesh items "inherit" resistances and level from the monster they belong to. 1977 These flesh items "inherit" resistances and level from the monster they belong to.
1884 not the case - so you have to set it manually. 1979 not the case - so you have to set it manually.
1885 <br><br> 1980 <br><br>
1886 Generally adding special flesh-treaties for dragon players is a great thing 1981 Generally adding special flesh-treaties for dragon players is a great thing
1887 to do. Always consider that dragon players might really not be interested 1982 to do. Always consider that dragon players might really not be interested
1888 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1889 out on the reward completely. ]]> 1984 out on the reward completely.]]>
1890 </use> 1985 </use>
1891 <attribute arch="food" editor="foodpoints" type="int"> 1986 <attribute arch="food" editor="foodpoints" type="int">
1892 The player's stomache will get filled with this amount of foodpoints. 1987 The player's stomache will get filled with this amount of foodpoints.
1893 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1988 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1894 </attribute> 1989 </attribute>
1901 </attribute> 1996 </attribute>
1902 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1903 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1904 drops it to the ground. 1999 drops it to the ground.
1905 </attribute> 2000 </attribute>
1906<section name="resistance"> 2001 &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"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2017 This text may describe the item. 2003 This text may describe the item.
2018 </attribute> 2004 </attribute>
2019</type> 2005</type>
2020 2006
2027 <ignore> 2013 <ignore>
2028 <ignore_list name="non_pickable" /> 2014 <ignore_list name="non_pickable" />
2029 </ignore> 2015 </ignore>
2030 <description><![CDATA[ 2016 <description><![CDATA[
2031 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
2032 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it.]]>
2033 </description> 2019 </description>
2034 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
2035 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
2036<section name="terrain"> 2022<section name="terrain">
2037 &movement_types_terrain; 2023 &movement_types_terrain;
2071 Encounter-Floor is pretty much the same as normal floor. 2057 Encounter-Floor is pretty much the same as normal floor.
2072 Most outdoor floor/ground-arches are set to be "encounters". 2058 Most outdoor floor/ground-arches are set to be "encounters".
2073 That is kind of a relict from former code: When walking over 2059 That is kind of a relict from former code: When walking over
2074 encounter-floor, players sometimes got beamed to little maps 2060 encounter-floor, players sometimes got beamed to little maps
2075 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
2076 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor.]]>
2077 </description> 2063 </description>
2078 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
2079 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
2080<section name="terrain"> 2066<section name="terrain">
2081 &movement_types_terrain; 2067 &movement_types_terrain;
2108 2094
2109<!--####################################################################--> 2095<!--####################################################################-->
2110<type number="6" name="Food"> 2096<type number="6" name="Food">
2111 <description><![CDATA[ 2097 <description><![CDATA[
2112 By eating/drinking food-objects, the player can fill his 2098 By eating/drinking food-objects, the player can fill his
2113 stomache and gain a little health. ]]> 2099 stomache and gain a little health.]]>
2114 </description> 2100 </description>
2115 <attribute arch="food" editor="foodpoints" type="int"> 2101 <attribute arch="food" editor="foodpoints" type="int">
2116 The player's stomache will get filled with this amount of foodpoints. 2102 The player's stomache will get filled with this amount of foodpoints.
2117 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2103 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2118 </attribute> 2104 </attribute>
2126<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2127 <ignore> 2113 <ignore>
2128 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2129 </ignore> 2115 </ignore>
2130 <description><![CDATA[ 2116 <description><![CDATA[
2131 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2132 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2133 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2134 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2135 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases.]]>
2136 </description> 2122 </description>
2137 <use><![CDATA[ 2123 <use><![CDATA[
2138 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2139 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2140 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way".]]>
2141 </use> 2127 </use>
2142 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2143 <attribute arch="speed" value="1" type="float"> 2129 <attribute arch="speed" value="1" type="float">
2144 The speed of the gate affects how fast it is closing/opening. 2130 The speed of the gate affects how fast it is closing/opening.
2145 </attribute> 2131 </attribute>
2169<type number="113" name="Girdle"> 2155<type number="113" name="Girdle">
2170 <import_type name="Amulet" /> 2156 <import_type name="Amulet" />
2171 <description><![CDATA[ 2157 <description><![CDATA[
2172 Wearing a girdle, the object's stats will directly be inherited to 2158 Wearing a girdle, the object's stats will directly be inherited to
2173 the player. Girdles usually provide stats- or damage bonuses and no 2159 the player. Girdles usually provide stats- or damage bonuses and no
2174 defense. ]]> 2160 defense.]]>
2175 </description> 2161 </description>
2176 <use><![CDATA[ 2162 <use><![CDATA[
2177 Feel free to create your own special artifacts. However, it is very 2163 Feel free to create your own special artifacts. However, it is very
2178 important that you keep your artifact in balance with existing maps. ]]> 2164 important that you keep your artifact in balance with existing maps.]]>
2179 </use> 2165 </use>
2180 <attribute arch="magic" editor="magic bonus" type="int"> 2166 <attribute arch="magic" editor="magic bonus" type="int">
2181 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2182 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2183 than direct armour-class bonus on the helmet. 2169 than direct armour-class bonus on the helmet.
2191<!--####################################################################--> 2177<!--####################################################################-->
2192<type number="100" name="Gloves"> 2178<type number="100" name="Gloves">
2193 <import_type name="Amulet" /> 2179 <import_type name="Amulet" />
2194 <description><![CDATA[ 2180 <description><![CDATA[
2195 Wearing gloves, the object's stats will directly be inherited to 2181 Wearing gloves, the object's stats will directly be inherited to
2196 the player. Gloves can add defense or damage bonuses. ]]> 2182 the player. Gloves can add defense or damage bonuses.]]>
2197 </description> 2183 </description>
2198 <use><![CDATA[ 2184 <use><![CDATA[
2199 Feel free to create your own special artifacts. However, it is very 2185 Feel free to create your own special artifacts. However, it is very
2200 important that you keep your artifact in balance with existing maps. ]]> 2186 important that you keep your artifact in balance with existing maps.]]>
2201 </use> 2187 </use>
2202 <attribute arch="magic" editor="magic bonus" type="int"> 2188 <attribute arch="magic" editor="magic bonus" type="int">
2203 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2204 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2205 will increase that. 2191 will increase that.
2211 <ignore> 2197 <ignore>
2212 <ignore_list name="non_pickable" /> 2198 <ignore_list name="non_pickable" />
2213 </ignore> 2199 </ignore>
2214 <description><![CDATA[ 2200 <description><![CDATA[
2215 A handle can be applied by players and (certain) monsters. 2201 A handle can be applied by players and (certain) monsters.
2216 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2202 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2217 </description> 2203 </description>
2218 <use><![CDATA[ 2204 <use><![CDATA[
2219 Handles are commonly used to move gates. When placing your lever, 2205 Handles are commonly used to move gates. When placing your lever,
2220 don't forget that some monsters are able to apply it. 2206 don't forget that some monsters are able to apply it.
2221 The ability to apply levers is rare among monsters - 2207 The ability to apply levers is rare among monsters -
2222 but vampires can do it for example. ]]> 2208 but vampires can do it for example.]]>
2223 </use> 2209 </use>
2224 <attribute arch="no_pick" value="1" type="fixed" /> 2210 <attribute arch="no_pick" value="1" type="fixed" />
2225 <attribute arch="connected" editor="connection" type="int"> 2211 <attribute arch="connected" editor="connection" type="int">
2226 Every time the handle is applied, all objects 2212 Every time the handle is applied, all objects
2227 with the same &lt;connection&gt; value are activated. 2213 with the same &lt;connection&gt; value are activated.
2239 <ignore_list name="non_pickable" /> 2225 <ignore_list name="non_pickable" />
2240 </ignore> 2226 </ignore>
2241 <description><![CDATA[ 2227 <description><![CDATA[
2242 Handle triggers are handles which reset after a short period 2228 Handle triggers are handles which reset after a short period
2243 of time. Every time it is either applied or reset, the 2229 of time. Every time it is either applied or reset, the
2244 &lt;connection&gt; value is triggered. ]]> 2230 &lt;connection&gt; value is triggered.]]>
2245 </description> 2231 </description>
2246 <use><![CDATA[ 2232 <use><![CDATA[
2247 When you connect an ordinary handle to a gate, the gate normally remains 2233 When you connect an ordinary handle to a gate, the gate normally remains
2248 opened after the first player passed. If you want to keep the gate shut, 2234 opened after the first player passed. If you want to keep the gate shut,
2249 connecting it to a handle trigger is an easy solution. ]]> 2235 connecting it to a handle trigger is an easy solution. ]]>
2250 </use> 2236 </use>
2251</type> 2237</type>
2252 2238
2253<!--####################################################################--> 2239<!--####################################################################-->
2254<type number="88" name="Hazard Floor"> 2240<type number="88" name="Hazard Floor">
2259 <ignore_list name="non_pickable" /> 2245 <ignore_list name="non_pickable" />
2260 </ignore> 2246 </ignore>
2261 <description><![CDATA[ 2247 <description><![CDATA[
2262 The best example for Hazard Floor is lava. It works like standard 2248 The best example for Hazard Floor is lava. It works like standard
2263 floor, but damages all creatures standing on it. 2249 floor, but damages all creatures standing on it.
2264 Damage is taken in regular time intervals. ]]> 2250 Damage is taken in regular time intervals.]]>
2265 </description> 2251 </description>
2266 <use><![CDATA[ 2252 <use><![CDATA[
2267 The default lava for example does minor damage. But you can turn 2253 The default lava for example does minor damage. But you can turn
2268 it up so that your hazard floor poses a real threat.<br> 2254 it up so that your hazard floor poses a real threat.<br>
2269 Like magic walls, such floors add a permanent thrill to your map. 2255 Like magic walls, such floors add a permanent thrill to your map.
2270 You can use that to safely chase off too-weak players, or just 2256 You can use that to safely chase off too-weak players, or just
2271 to have something different. ]]> 2257 to have something different.]]>
2272 </use> 2258 </use>
2273 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2274 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2275 &move_on; 2261 &move_on;
2276 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2327 <import_type name="Amulet" /> 2313 <import_type name="Amulet" />
2328 <description><![CDATA[ 2314 <description><![CDATA[
2329 Wearing a helmet, the object's stats will directly be inherited to 2315 Wearing a helmet, the object's stats will directly be inherited to
2330 the player. Normal helmets usually increase defense, while crowns 2316 the player. Normal helmets usually increase defense, while crowns
2331 add more special bonuses like stats/resistances paired with 2317 add more special bonuses like stats/resistances paired with
2332 low defense. ]]> 2318 low defense.]]>
2333 </description> 2319 </description>
2334 <use><![CDATA[ 2320 <use><![CDATA[
2335 Feel free to create your own special artifacts. However, it is very 2321 Feel free to create your own special artifacts. However, it is very
2336 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2337 </use> 2323 </use>
2338 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2339 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2340 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2341 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2352 <ignore_list name="non_pickable" /> 2338 <ignore_list name="non_pickable" />
2353 </ignore> 2339 </ignore>
2354 <description><![CDATA[ 2340 <description><![CDATA[
2355 Holy_altars are altars for the various religions. Praying 2341 Holy_altars are altars for the various religions. Praying
2356 at a Holy_altar will make you a follower of that god, and 2342 at a Holy_altar will make you a follower of that god, and
2357 if you already follow that god, you may get some extra bonus. ]]> 2343 if you already follow that god, you may get some extra bonus.]]>
2358 </description> 2344 </description>
2359 <attribute arch="no_pick" value="1" type="fixed" /> 2345 <attribute arch="no_pick" value="1" type="fixed" />
2360 <attribute arch="other_arch" editor="god name" type="string"> 2346 <attribute arch="other_arch" editor="god name" type="string">
2361 The altar belongs to the god of the given name. Possible options for 2347 The altar belongs to the god of the given name. Possible options for
2362 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2385 Horns are very similar to rods. The difference is that horns regenerate 2371 Horns are very similar to rods. The difference is that horns regenerate
2386 spellpoints faster and thus are more valuable than rods. 2372 spellpoints faster and thus are more valuable than rods.
2387 <br><br> 2373 <br><br>
2388 A horn contains a spell. The player can use this spell by applying and 2374 A horn contains a spell. The player can use this spell by applying and
2389 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2390 used endlessly. ]]> 2376 used endlessly.]]>
2391 </description> 2377 </description>
2392 <use><![CDATA[ 2378 <use><![CDATA[
2393 Horns are powerful due to their fast recharge rate. They should 2379 Horns are powerful due to their fast recharge rate. They should
2394 never contain high level attacking spells. Even curing/healing spells 2380 never contain high level attacking spells. Even curing/healing spells
2395 are almost too good on a horn. ]]> 2381 are almost too good on a horn.]]>
2396 </use> 2382 </use>
2397 <attribute arch="sp" editor="spell" type="spell"> 2383 <attribute arch="sp" editor="spell" type="spell">
2398 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2399 horns to players, since they can be used endlessly without any mana cost! 2385 horns to players, since they can be used endlessly without any mana cost!
2400 Horns with heal/ restoration/ protection spells, IF available, MUST be 2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2426<!--####################################################################--> 2412<!--####################################################################-->
2427<type number="73" name="Inorganic"> 2413<type number="73" name="Inorganic">
2428 <description><![CDATA[ 2414 <description><![CDATA[
2429 Inorganic materials are generally used as ingredients for 2415 Inorganic materials are generally used as ingredients for
2430 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2431 functionalities. ]]> 2417 functionalities.]]>
2432 </description> 2418 </description>
2433 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2434 </attribute> 2420 </attribute>
2435<section name="resistance"> 2421 &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> 2422</type>
2462 2423
2463<!--####################################################################--> 2424<!--####################################################################-->
2464<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2465 <ignore> 2426 <ignore>
2474 <br><br> 2435 <br><br>
2475 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2476 that do/don't carry the matching object. 2437 that do/don't carry the matching object.
2477 <br><br> 2438 <br><br>
2478 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2479 great variety of possibilities. ]]> 2440 great variety of possibilities.]]>
2480 </description> 2441 </description>
2481 <use><![CDATA[ 2442 <use><![CDATA[
2482 Putting a check_inventory space in front of a gate (one below) and 2443 Putting a check_inventory space in front of a gate (one below) and
2483 one on the opposite side works reasonably well as a control mechanism. 2444 one on the opposite side works reasonably well as a control mechanism.
2484 Unlike the key/door-combo, this one works infinite since it is 2445 Unlike the key/door-combo, this one works infinite since it is
2485 independant from map reset. Use it to put a "structure" into your 2446 independant from map reset. Use it to put a "structure" into your
2486 maps: Player must solve area A to gain access to area B. This concept 2447 maps: Player must solve area A to gain access to area B. This concept
2487 can be found in nearly every RPG - simple but effective. ]]> 2448 can be found in nearly every RPG - simple but effective.]]>
2488 </use> 2449 </use>
2489 <attribute arch="no_pick" value="1" type="fixed" /> 2450 <attribute arch="no_pick" value="1" type="fixed" />
2490 <attribute arch="slaying" editor="match key string" type="string"> 2451 <attribute arch="slaying" editor="match key string" type="string">
2491 This string specifies the object we are looking for: We have a match 2452 This string specifies the object we are looking for: We have a match
2492 if the player does/don't carry a key object or a mark with identical 2453 if the player does/don't carry a key object or a mark with identical
2568<!--####################################################################--> 2529<!--####################################################################-->
2569<type number="60" name="Jewel"> 2530<type number="60" name="Jewel">
2570 <description><![CDATA[ 2531 <description><![CDATA[
2571 Items of the type Gold &amp; Jewels are handled like a currency. 2532 Items of the type Gold &amp; Jewels are handled like a currency.
2572 Unlike for any other type of item, in shops, the buy- and selling 2533 Unlike for any other type of item, in shops, the buy- and selling
2573 prices differ only marginally. ]]> 2534 prices differ only marginally.]]>
2574 </description> 2535 </description>
2575 <attribute arch="race" value="gold and jewels" type="fixed" /> 2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2576 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577 This text may describe the object. 2538 This text may describe the object.
2578 </attribute> 2539 </attribute>
2580 2541
2581<!--####################################################################--> 2542<!--####################################################################-->
2582<type number="24" name="Key"> 2543<type number="24" name="Key">
2583 <description><![CDATA[ 2544 <description><![CDATA[
2584 When carrying a key, a normal door can be opened. The key will 2545 When carrying a key, a normal door can be opened. The key will
2585 disappear. ]]> 2546 disappear.]]>
2586 </description> 2547 </description>
2587 <attribute arch="startequip" editor="godgiven item" type="bool"> 2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2588 A godgiven item vanishes as soon as the player 2549 A godgiven item vanishes as soon as the player
2589 drops it to the ground. 2550 drops it to the ground.
2590 </attribute> 2551 </attribute>
2595 <ignore> 2556 <ignore>
2596 <ignore_list name="non_pickable" /> 2557 <ignore_list name="non_pickable" />
2597 </ignore> 2558 </ignore>
2598 <description><![CDATA[ 2559 <description><![CDATA[
2599 A locked door can be opened only when carrying 2560 A locked door can be opened only when carrying
2600 the appropriate special key. ]]> 2561 the appropriate special key.]]>
2601 </description> 2562 </description>
2602 <use><![CDATA[ 2563 <use><![CDATA[
2603 If you want to create a locked door that cannot be opened (no key), 2564 If you want to create a locked door that cannot be opened (no key),
2604 set a &lt;key string&gt; like "no_key_available". This will clearify things 2565 set a &lt;key string&gt; like "no_key_available". This will clearify things
2605 and only a fool would create a key matching that string. 2566 and only a fool would create a key matching that string.
2607 Door-objects can not only be used for "doors". In many maps these 2568 Door-objects can not only be used for "doors". In many maps these
2608 are used with all kinds of faces/names, especially often as 2569 are used with all kinds of faces/names, especially often as
2609 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2610 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2611 items. To get your hands on the artifacts, you need to bring up the 2572 items. To get your hands on the artifacts, you need to bring up the
2612 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects).]]>
2613 </use> 2574 </use>
2614 <attribute arch="move_type" value="0" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2615 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2616 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2617 The &lt;key string&gt; in the door must be identical with the 2578 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. 2579 &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 2580 It is VERY important to set the &lt;key string&gt; to something that
2620 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2621 2582
2622 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2623 </attribute> 2584 </attribute>
2624 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2625 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2644 <ignore> 2605 <ignore>
2645 <ignore_list name="system_object" /> 2606 <ignore_list name="system_object" />
2646 </ignore> 2607 </ignore>
2647 <description><![CDATA[ 2608 <description><![CDATA[
2648 Magic_ears trigger a connected value 2609 Magic_ears trigger a connected value
2649 when the player speaks a specific keyword. ]]> 2610 when the player speaks a specific keyword.]]>
2650 </description> 2611 </description>
2651 <use><![CDATA[ 2612 <use><![CDATA[
2652 Whenever you put magic_ears on your maps, make sure there are 2613 Whenever you put magic_ears on your maps, make sure there are
2653 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2654 something like a gate that is opened by speaking "open" or 2615 something like a gate that is opened by speaking "open" or
2656 <br><br> 2617 <br><br>
2657 Magic_ears are typically used for interaction with NPCs. You 2618 Magic_ears are typically used for interaction with NPCs. You
2658 can create the impression that the NPC actually *does* something 2619 can create the impression that the NPC actually *does* something
2659 according to his conversation with a player. Mostly this means 2620 according to his conversation with a player. Mostly this means
2660 opening a gate or handing out some item, but you could be quite 2621 opening a gate or handing out some item, but you could be quite
2661 creative here. ]]> 2622 creative here.]]>
2662 </use> 2623 </use>
2663 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2664 <attribute arch="connected" editor="connection" type="int"> 2625 <attribute arch="connected" editor="connection" type="int">
2665 The Magic_ear will trigger all objects with the 2626 The Magic_ear will trigger all objects with the
2666 same connection value, every time it is activated. 2627 same connection value, every time it is activated.
2688 Magic walls can contain any spell. However, some spells do not 2649 Magic walls can contain any spell. However, some spells do not
2689 operate very successfully in them. The only way to know is to test 2650 operate very successfully in them. The only way to know is to test
2690 the spell you want to use with a wall. 2651 the spell you want to use with a wall.
2691 <br><br> 2652 <br><br>
2692 Several types of magical walls are predefined for you in the 2653 Several types of magical walls are predefined for you in the
2693 archetypes, and can be found on the "connected" Pickmap. ]]> 2654 archetypes, and can be found on the "connected" Pickmap.]]>
2694 </description> 2655 </description>
2695 <use><![CDATA[ 2656 <use><![CDATA[
2696 Spellcasting walls pose an interesting alternative to monsters. 2657 Spellcasting walls pose an interesting alternative to monsters.
2697 Usually they are set to be undestroyable. Thus, while monsters 2658 Usually they are set to be undestroyable. Thus, while monsters
2698 in a map can be cleared out, the magic walls remain. Low level 2659 in a map can be cleared out, the magic walls remain. Low level
2709 walls' spell(s). 2670 walls' spell(s).
2710 <br><br> 2671 <br><br>
2711 It is possible to make walls rotate when triggered. But that is so 2672 It is possible to make walls rotate when triggered. But that is so
2712 confusing (and useless IMHO) that I did not mention it above. You 2673 confusing (and useless IMHO) that I did not mention it above. You
2713 can find a working example on the map 2674 can find a working example on the map
2714 "/pup_land/castle_eureca/castle_eureca8". ]]> 2675 "/pup_land/castle_eureca/castle_eureca8".]]>
2715 </use> 2676 </use>
2716 <attribute arch="dam" editor="spell" type="spell"> 2677 <attribute arch="dam" editor="spell" type="spell">
2717 The magic wall will cast this &lt;spell&gt;. 2678 The magic wall will cast this &lt;spell&gt;.
2718 </attribute> 2679 </attribute>
2719 <attribute arch="level" editor="spell level" type="int"> 2680 <attribute arch="level" editor="spell level" type="int">
2759 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2720 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" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2761 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2762 </attribute> 2723 </attribute>
2763</section> 2724</section>
2764<section name="resistance"> 2725&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> 2726</type>
2809 2727
2810<!--####################################################################--> 2728<!--####################################################################-->
2811<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2812 <ignore> 2730 <ignore>
2817 player stepping on it. This force does nothing except containing a 2735 player stepping on it. This force does nothing except containing a
2818 &lt;key string&gt; which can be discovered by detectors or inventory 2736 &lt;key string&gt; which can be discovered by detectors or inventory
2819 checkers. It is also possible to use markers for removing marks again. 2737 checkers. It is also possible to use markers for removing marks again.
2820 <br><br> 2738 <br><br>
2821 Note that the player has no possibility to "see" his own marks, 2739 Note that the player has no possibility to "see" his own marks,
2822 except by the effect that they cause on the maps. ]]> 2740 except by the effect that they cause on the maps.]]>
2823 </description> 2741 </description>
2824 <use><![CDATA[ 2742 <use><![CDATA[
2825 Markers hold real cool possibilities for map-making. I encourage 2743 Markers hold real cool possibilities for map-making. I encourage
2826 you to use them frequently. However there is one negative point 2744 you to use them frequently. However there is one negative point
2827 about markers: Players don't "see" what's going on with them. It is 2745 about markers: Players don't "see" what's going on with them. It is
2828 your task, as map-creator, to make sure the player is always well 2746 your task, as map-creator, to make sure the player is always well
2829 informed and never confused. 2747 informed and never confused.
2830 <br><br> 2748 <br><br>
2831 Please avoid infinite markers when they aren't needed. They're 2749 Please avoid infinite markers when they aren't needed. They're
2832 using a little space in the player file after all, so if there 2750 using a little space in the player file after all, so if there
2833 is no real purpose, set an expire time. ]]> 2751 is no real purpose, set an expire time.]]>
2834 </use> 2752 </use>
2835 <attribute arch="no_pick" value="1" type="fixed" /> 2753 <attribute arch="no_pick" value="1" type="fixed" />
2836 <attribute arch="slaying" editor="key string" type="string"> 2754 <attribute arch="slaying" editor="key string" type="string">
2837 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2755 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2838 If the player already has a force with that &lt;key string&gt;, 2756 If the player already has a force with that &lt;key string&gt;,
2884 When a player picks an item from a shop and attempts to 2802 When a player picks an item from a shop and attempts to
2885 walk over the shop mat, the item's selling-price is automatically 2803 walk over the shop mat, the item's selling-price is automatically
2886 subtracted from the player's money. 2804 subtracted from the player's money.
2887 <br><br> 2805 <br><br>
2888 For money, always use the default arches. 2806 For money, always use the default arches.
2889 Don't modify them. ]]> 2807 Don't modify them.]]>
2890 </description> 2808 </description>
2891 <attribute arch="race" value="gold and jewels" type="fixed" /> 2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2892</type> 2810</type>
2893 2811
2894<!--####################################################################--> 2812<!--####################################################################-->
2909 Monsters can behave in various kinds of ways. 2827 Monsters can behave in various kinds of ways.
2910 They can be aggressive, attacking the player. Or peaceful, 2828 They can be aggressive, attacking the player. Or peaceful,
2911 helping the player - maybe joining him as pet. 2829 helping the player - maybe joining him as pet.
2912 The unagressive creatures who communicate with players are 2830 The unagressive creatures who communicate with players are
2913 usually called "NPCs" (Non Player Character), a well-known 2831 usually called "NPCs" (Non Player Character), a well-known
2914 term in role-play environments. ]]> 2832 term in role-play environments.]]>
2915 </description> 2833 </description>
2916 <use><![CDATA[ 2834 <use><![CDATA[
2917 Monsters play a central role in most maps. Choosing the right 2835 Monsters play a central role in most maps. Choosing the right
2918 combination of monsters for your map is vital: 2836 combination of monsters for your map is vital:
2919 <UL> 2837 <UL>
2944 can use. 2862 can use.
2945 </UL> 2863 </UL>
2946 I know it's impossible to make the perfectly balanced map. There's always 2864 I know it's impossible to make the perfectly balanced map. There's always
2947 some part which is found too easy or too hard for a certain kind of player. 2865 some part which is found too easy or too hard for a certain kind of player.
2948 Just give it your best shot. And listen to feedback from players if you 2866 Just give it your best shot. And listen to feedback from players if you
2949 receive some. :-) ]]> 2867 receive some. :-)]]>
2950 </use> 2868 </use>
2951 <attribute arch="alive" value="1" type="fixed" /> 2869 <attribute arch="alive" value="1" type="fixed" />
2952 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2953 When the monster is killed, items from the treasurelist will 2871 When the monster is killed, items from the treasurelist will
2954 drop to the ground. This is a common way to reward players 2872 drop to the ground. This is a common way to reward players
2955 for killing (masses of) monsters. 2873 for killing (masses of) monsters.
2956 2874
2957 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2958 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2959 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2960 </attribute> 2882 </attribute>
2961 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2962 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2963 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2964 </attribute> 2886 </attribute>
3011 </attribute> 2933 </attribute>
3012 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
3013 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
3014 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
3015 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
3016 </attribute> 2944 </attribute>
3017 2945
3018<section name="melee"> 2946<section name="melee">
3019 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3020 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3192 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3193 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 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 3122 When agressive, they will attack all enemies who get close to
3195 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3196 3124
3197 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3198 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3199 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3200 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3201 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3202 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3238 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3239 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3240 attacker. 3168 attacker.
3241 </attribute> 3169 </attribute>
3242</section> 3170</section>
3243 3171 &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"> 3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289 </attribute> 3173 </attribute>
3290</type> 3174</type>
3291 3175
3292<!--####################################################################--> 3176<!--####################################################################-->
3297 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3298 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3299 <attribute arch="value" /> 3183 <attribute arch="value" />
3300 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3301 </ignore> 3185 </ignore>
3302 <description><![CDATA[ 3186 <description>
3303 A grimreaper is a monster that vanishes after it did some number of 3187 A grimreaper is a monster that vanishes after it did some number of
3304 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3305 </description> 3189 </description>
3306<section name="grimreaper"> 3190<section name="grimreaper">
3307 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3308 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3309 </attribute> 3193 </attribute>
3317 </ignore> 3201 </ignore>
3318 <description><![CDATA[ 3202 <description><![CDATA[
3319 As the name implies, mood floors can change the "mood" of 3203 As the name implies, mood floors can change the "mood" of
3320 a monsters/NPC. For example, an unagressive monster could be 3204 a monsters/NPC. For example, an unagressive monster could be
3321 turned mad to start attacking. Similar, an agressive monster 3205 turned mad to start attacking. Similar, an agressive monster
3322 could be calmed. ]]> 3206 could be calmed.]]>
3323 </description> 3207 </description>
3324 <use><![CDATA[ 3208 <use><![CDATA[
3325 Mood floors are absolutely cool for NPC interaction. To make an 3209 Mood floors are absolutely cool for NPC interaction. To make an
3326 unaggressive monster/NPC attack, put a creator with "other_arch 3210 unaggressive monster/NPC attack, put a creator with "other_arch
3327 furious_floor" under it. Connect the creator to a magic_ear, so the 3211 furious_floor" under it. Connect the creator to a magic_ear, so the
3331 it directly to a magic_ear. Then the player speaks a keyword like 3215 it directly to a magic_ear. Then the player speaks a keyword like
3332 "help me" - and the NPC joins him as pet. 3216 "help me" - and the NPC joins him as pet.
3333 <br><br> 3217 <br><br>
3334 (Of course you must always give clear hints about keywords! 3218 (Of course you must always give clear hints about keywords!
3335 And there is no reason why you couldn't use a button/lever/pedestal 3219 And there is no reason why you couldn't use a button/lever/pedestal
3336 etc. instead of a magic_ear.) ]]> 3220 etc. instead of a magic_ear.)]]>
3337 </use> 3221 </use>
3338 <attribute arch="no_pick" value="1" type="fixed" /> 3222 <attribute arch="no_pick" value="1" type="fixed" />
3339 <attribute arch="last_sp" editor="mood" type="list_mood"> 3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3340 &lt;mood&gt; is used to determine what will happen to the 3224 &lt;mood&gt; is used to determine what will happen to the
3341 monster when affected by the mood floor: 3225 monster when affected by the mood floor:
3385 can monsters. Motion is involuntary. Additionally, players or 3269 can monsters. Motion is involuntary. Additionally, players or
3386 monsters can be "frozen" while ontop of movers so that they MUST 3270 monsters can be "frozen" while ontop of movers so that they MUST
3387 move along a chain of them. 3271 move along a chain of them.
3388 <br><br> 3272 <br><br>
3389 Multisquare monsters can be moved as well, given 3273 Multisquare monsters can be moved as well, given
3390 enough space. Movers are usually invisible. ]]> 3274 enough space. Movers are usually invisible.]]>
3391 </description> 3275 </description>
3392 <use><![CDATA[ 3276 <use><![CDATA[
3393 NEVER EVER consider a mover being unpassable in the backwards 3277 NEVER EVER consider a mover being unpassable in the backwards
3394 direction. Setting "forced movement" makes it seemingly impossible 3278 direction. Setting "forced movement" makes it seemingly impossible
3395 but there is still a trick: One player can push a second player 3279 but there is still a trick: One player can push a second player
3402 cannot be discovered with the show_invisible spell. 3286 cannot be discovered with the show_invisible spell.
3403 <br><br> 3287 <br><br>
3404 Note that Movers and Directors are seperate objects, even though 3288 Note that Movers and Directors are seperate objects, even though
3405 they look and act similar. Directors only do spells/missiles, 3289 they look and act similar. Directors only do spells/missiles,
3406 while movers only do living creatures (depending on how it 3290 while movers only do living creatures (depending on how it
3407 is set: monsters and players). ]]> 3291 is set: monsters and players).]]>
3408 </use> 3292 </use>
3409 <attribute arch="attacktype" editor="forced movement" type="bool"> 3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3410 If forced movement is enabled, the mover "freezes" anyone it 3294 If forced movement is enabled, the mover "freezes" anyone it
3411 moves (so they are forced to move along a chain). 3295 moves (so they are forced to move along a chain).
3412 For players there is no way to escape this forced movement, 3296 For players there is no way to escape this forced movement,
3464 <ignore_list name="non_pickable" /> 3348 <ignore_list name="non_pickable" />
3465 </ignore> 3349 </ignore>
3466 <description><![CDATA[ 3350 <description><![CDATA[
3467 Pedestals are designed to detect certain types of living objects. 3351 Pedestals are designed to detect certain types of living objects.
3468 When a predefined type of living creature steps on the pedestal, the 3352 When a predefined type of living creature steps on the pedestal, the
3469 connected value is triggered. ]]> 3353 connected value is triggered.]]>
3470 </description> 3354 </description>
3471 <use><![CDATA[ 3355 <use><![CDATA[
3472 If you want to create a place where only players of a certain race 3356 If you want to create a place where only players of a certain race
3473 can enter, put a teleporter over your pedestal. So the teleporter is 3357 can enter, put a teleporter over your pedestal. So the teleporter is
3474 only activated for players of the matching race. Do not use gates, 3358 only activated for players of the matching race. Do not use gates,
3475 because many other players could sneak in. If you put powerful 3359 because many other players could sneak in. If you put powerful
3476 artifacts into such places, generally set "startequip 1", so that 3360 artifacts into such places, generally set "startequip 1", so that
3477 they are preserved for that one race and can't be traded to others. ]]> 3361 they are preserved for that one race and can't be traded to others.]]>
3478 </use> 3362 </use>
3479 <attribute arch="no_pick" value="1" type="fixed" /> 3363 <attribute arch="no_pick" value="1" type="fixed" />
3480 <attribute arch="slaying" editor="match race" type="string"> 3364 <attribute arch="slaying" editor="match race" type="string">
3481 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3482 matches the monster's or the player's race, we have a match. 3366 matches the monster's or the player's race, we have a match.
3500 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3501 </ignore> 3385 </ignore>
3502 <description><![CDATA[ 3386 <description><![CDATA[
3503 Pits are holes, transporting the player when he walks (and falls) into them. 3387 Pits are holes, transporting the player when he walks (and falls) into them.
3504 A speciality about pits is that they don't transport the player to 3388 A speciality about pits is that they don't transport the player to
3505 the exact destination, but within a two-square radius of the destination 3389 the exact destination, but within a configurable radius of the destination
3506 (never on blocked squares).<br> 3390 (never on blocked squares).<br>
3507 Optionally, pits can get closed and opened, similar to gates.<br><br> 3391 Optionally, pits can get closed and opened, similar to gates.<br><br>
3508 Monsters and items are affected by pits just as well as players. 3392 Monsters and items are affected by pits just as well as players.
3509 Even multipart monsters can fall through them, given enough space. ]]> 3393 Even multipart monsters can fall through them, given enough space.]]>
3510 </description> 3394 </description>
3511 <use><![CDATA[ 3395 <use><![CDATA[
3512 Pits can add interesting effects to your map. When using them, make 3396 Pits can add interesting effects to your map. When using them, make
3513 sure to use them in a "logical way": Pits should always drop the 3397 sure to use them in a "logical way": Pits should always drop the
3514 player to some kind of lower level. They should not be used to 3398 player to some kind of lower level. They should not be used to
3515 randomly interconnect maps like teleporters do. ]]> 3399 randomly interconnect maps like teleporters do.]]>
3516 </use> 3400 </use>
3517 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="random radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into.
3404 </attribute>
3518 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3519 When a &lt;connection&gt; value is set, the pit can be opened/closed 3406 When a &lt;connection&gt; value is set, the pit can be opened/closed
3520 by activating the connection. 3407 by activating the connection.
3521 </attribute> 3408 </attribute>
3522 &activate_on; 3409 &activate_on;
3543 3430
3544<!--####################################################################--> 3431<!--####################################################################-->
3545<type number="7" name="Poison Food"> 3432<type number="7" name="Poison Food">
3546 <description><![CDATA[ 3433 <description><![CDATA[
3547 When eating, the player's stomache is drained by 1/4 of food. 3434 When eating, the player's stomache is drained by 1/4 of food.
3548 If his food drops to zero, the player might even die. ]]> 3435 If his food drops to zero, the player might even die.]]>
3549 </description> 3436 </description>
3550</type> 3437</type>
3551 3438
3552<!--####################################################################--> 3439<!--####################################################################-->
3553<type number="5" name="Potion"> 3440<type number="5" name="Potion">
3554 <description><![CDATA[ 3441 <description><![CDATA[
3555 The player can drink these and gain various kinds of benefits 3442 The player can drink these and gain various kinds of benefits
3556 (/penalties) by doing so. ]]> 3443 (/penalties) by doing so.]]>
3557 </description> 3444 </description>
3558 <use><![CDATA[ 3445 <use><![CDATA[
3559 One potion should never give multiple benefits at once. ]]> 3446 One potion should never give multiple benefits at once.]]>
3560 </use> 3447 </use>
3561 <attribute arch="level" editor="potion level" type="int"> 3448 <attribute arch="level" editor="potion level" type="int">
3562 If the potion contains a spell, the spell is cast at this level. 3449 If the potion contains a spell, the spell is cast at this level.
3563 For other potions it should be set at least to 1. 3450 For other potions it should be set at least to 1.
3564 </attribute> 3451 </attribute>
3582 </attribute> 3469 </attribute>
3583 <attribute arch="startequip" editor="godgiven item" type="bool"> 3470 <attribute arch="startequip" editor="godgiven item" type="bool">
3584 A godgiven item vanishes as soon as the player 3471 A godgiven item vanishes as soon as the player
3585 drops it to the ground. 3472 drops it to the ground.
3586 </attribute> 3473 </attribute>
3587<section name="stats"> 3474 &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> 3475</type>
3706 3476
3707<!--####################################################################--> 3477<!--####################################################################-->
3708<type number="156" name="Power Crystal"> 3478<type number="156" name="Power Crystal">
3709 <description><![CDATA[ 3479 <description><![CDATA[
3710 Power crystals can store a player's mana: 3480 Power crystals can store a player's mana:
3711 When the player applies the crystal with full mana, half of 3481 When the player applies the crystal with full mana, half of
3712 it flows into the crystal. When the player applies it with 3482 it flows into the crystal. When the player applies it with
3713 lacking mana, the crystal replenishes the player's mana. ]]> 3483 lacking mana, the crystal replenishes the player's mana.]]>
3714 </description> 3484 </description>
3715 <attribute arch="sp" editor="initial mana" type="int"> 3485 <attribute arch="sp" editor="initial mana" type="int">
3716 &lt;initial mana&gt; is the amount of spellpoints that the 3486 &lt;initial mana&gt; is the amount of spellpoints that the
3717 crystal holds when the map is loaded. 3487 crystal holds when the map is loaded.
3718 </attribute> 3488 </attribute>
3730 Projectiles like arrows/crossbow bolts are used as ammunition 3500 Projectiles like arrows/crossbow bolts are used as ammunition
3731 for shooting weapons. 3501 for shooting weapons.
3732 <br><br> 3502 <br><br>
3733 It's very easy to add new pairs of weapons &amp; projectiles. 3503 It's very easy to add new pairs of weapons &amp; projectiles.
3734 Just set matching &lt;ammunition class&gt; both for shooting 3504 Just set matching &lt;ammunition class&gt; both for shooting
3735 weapon and projectile. ]]> 3505 weapon and projectile.]]>
3736 </description> 3506 </description>
3737 <use><![CDATA[ 3507 <use><![CDATA[
3738 If you want to create new kinds of projectiles, you could 3508 If you want to create new kinds of projectiles, you could
3739 add an alchemical receipe to create these. 3509 add an alchemical receipe to create these.
3740 3510
3741 Don't create new pairs of weapons &amp; projectiles unless 3511 Don't create new pairs of weapons &amp; projectiles unless
3742 they really fullfill a useful purpose. In fact, even bows 3512 they really fullfill a useful purpose. In fact, even bows
3743 and crossbows are rarely ever used. ]]> 3513 and crossbows are rarely ever used.]]>
3744 </use> 3514 </use>
3745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3515 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3746 This number is a bitmask, specifying the projectile's attacktypes. 3516 This number is a bitmask, specifying the projectile's attacktypes.
3747 Attacktypes are: physical, magical, fire, cold.. etc. 3517 Attacktypes are: physical, magical, fire, cold.. etc.
3748 This works identical to melee weapons. Note that shooting 3518 This works identical to melee weapons. Note that shooting
3810<type number="70" name="Ring"> 3580<type number="70" name="Ring">
3811 <import_type name="Amulet" /> 3581 <import_type name="Amulet" />
3812 <description><![CDATA[ 3582 <description><![CDATA[
3813 Rings are worn on the hands - one ring each. 3583 Rings are worn on the hands - one ring each.
3814 Wearing rings, the object's stats will directly be inherited to 3584 Wearing rings, the object's stats will directly be inherited to
3815 the player. Usually enhancing his spellcasting potential. ]]> 3585 the player. Usually enhancing his spellcasting potential.]]>
3816 </description> 3586 </description>
3817 <use><![CDATA[ 3587 <use><![CDATA[
3818 When you create an artifact ring, never forget that players can 3588 When you create an artifact ring, never forget that players can
3819 wear <B>two</B> rings! Due to that it is extremely important to 3589 wear <B>two</B> rings! Due to that it is extremely important to
3820 keep rings in balance with the game. 3590 keep rings in balance with the game.
3821 <br><br> 3591 <br><br>
3822 Also keep in mind that rings are generally the wizard's tools. 3592 Also keep in mind that rings are generally the wizard's tools.
3823 They should primarily grant bonuses to spellcasting abilities 3593 They should primarily grant bonuses to spellcasting abilities
3824 and non-physical resistances. ]]> 3594 and non-physical resistances.]]>
3825 </use> 3595 </use>
3826</type> 3596</type>
3827 3597
3828<!--####################################################################--> 3598<!--####################################################################-->
3829<type number="3" name="Rod"> 3599<type number="3" name="Rod">
3832 </ignore> 3602 </ignore>
3833 <description><![CDATA[ 3603 <description><![CDATA[
3834 A rod contains a spell. The player can use this spell by applying and 3604 A rod contains a spell. The player can use this spell by applying and
3835 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3605 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3836 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3606 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3837 used endlessly. ]]> 3607 used endlessly.]]>
3838 </description> 3608 </description>
3839 <use><![CDATA[ 3609 <use><![CDATA[
3840 Rods with healing/curing spells are extremely powerful. Usually, potions have 3610 Rods with healing/curing spells are extremely powerful. Usually, potions have
3841 to be used for that purpose. Though, potions are expensive and only good for 3611 to be used for that purpose. Though, potions are expensive and only good for
3842 one-time-use.<br> ]]> 3612 one-time-use.<br>]]>
3843 </use> 3613 </use>
3844 <attribute arch="sp" editor="spell" type="spell"> 3614 <attribute arch="sp" editor="spell" type="spell">
3845 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3615 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3846 rods to players, since they can be used endlessly without any mana cost! 3616 rods to players, since they can be used endlessly without any mana cost!
3847 Rods with heal/ restoration/ protection spells, IF available, MUST be 3617 Rods with heal/ restoration/ protection spells, IF available, MUST be
3887 Runes hit any monster or person who steps on them for 'dam' damage in 3657 Runes hit any monster or person who steps on them for 'dam' damage in
3888 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3658 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3889 and will cast this spell when it detonates. Yet another kind is the 3659 and will cast this spell when it detonates. Yet another kind is the
3890 "summoning rune", summoning predefined monsters of any kind, at detonation. 3660 "summoning rune", summoning predefined monsters of any kind, at detonation.
3891 <br><br> 3661 <br><br>
3892 Many runes are already defined in the archetypes. ]]> 3662 Many runes are already defined in the archetypes.]]>
3893 </description> 3663 </description>
3894 <use><![CDATA[ 3664 <use><![CDATA[
3895 Avoid monsters stepping on your runes. For example, summoning runes 3665 Avoid monsters stepping on your runes. For example, summoning runes
3896 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3666 together with spellcasting- and attack-runes is usually a bad idea.]]>
3897 </use> 3667 </use>
3898 <attribute arch="no_pick" value="1" type="fixed" /> 3668 <attribute arch="no_pick" value="1" type="fixed" />
3899 &move_on; 3669 &move_on;
3900 <attribute arch="level" editor="rune level" type="int"> 3670 <attribute arch="level" editor="rune level" type="int">
3901 This value sets the level the rune will cast the spell it contains at, 3671 This value sets the level the rune will cast the spell it contains at,
3969 <ignore_list name="non_pickable" /> 3739 <ignore_list name="non_pickable" />
3970 </ignore> 3740 </ignore>
3971 <description><![CDATA[ 3741 <description><![CDATA[
3972 When the player applies a savebed, he is not only saved. Both his 3742 When the player applies a savebed, he is not only saved. Both his
3973 respawn-after-death and his word-of-recall positions are pointing 3743 respawn-after-death and his word-of-recall positions are pointing
3974 to the last-applied savebed. ]]> 3744 to the last-applied savebed.]]>
3975 </description> 3745 </description>
3976 <use><![CDATA[ 3746 <use><![CDATA[
3977 Put savebed locations in towns, do not put them into dungeons. 3747 Put savebed locations in towns, do not put them into dungeons.
3978 It is absolutely neccessary that a place with savebeds is 100% secure. 3748 It is absolutely neccessary that a place with savebeds is 100% secure.
3979 That means: 3749 That means:
3980 <UL> 3750 <UL>
3981 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3751 <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. 3752 <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 3753 <LI> Insert a reliable exit! Make sure there is no possibility that
3984 players get trapped in a savebed location. 3754 players get trapped in a savebed location.
3985 <LI> If possible, mark the whole site as no-spell area (Insert this 3755 <LI> If possible, mark the whole site as no-spell area (Insert this
3986 arch called "dungeon_magic" everywhere). This is not required, 3756 arch called "dungeon_magic" everywhere). This is not required,
3987 but it makes the place much more safe. 3757 but it makes the place much more safe.
3988 </UL> ]]> 3758 </UL>]]>
3989 </use> 3759 </use>
3990 <attribute arch="no_pick" value="1" type="fixed" /> 3760 <attribute arch="no_pick" value="1" type="fixed" />
3991 <attribute arch="no_magic" value="1" type="fixed" /> 3761 <attribute arch="no_magic" value="1" type="fixed" />
3992 <attribute arch="damned" value="1" type="fixed" /> 3762 <attribute arch="damned" value="1" type="fixed" />
3993</type> 3763</type>
4000 <description><![CDATA[ 3770 <description><![CDATA[
4001 Scrolls contain spells (similar to spell-potions). Unlike potions, 3771 Scrolls contain spells (similar to spell-potions). Unlike potions,
4002 scrolls require a certain literacy skill to read successfully. 3772 scrolls require a certain literacy skill to read successfully.
4003 Accordingly, for a successful reading, a small amount of 3773 Accordingly, for a successful reading, a small amount of
4004 experience is gained. Scrolls allow only one time usage, but 3774 experience is gained. Scrolls allow only one time usage, but
4005 usually they are sold in bulks. ]]> 3775 usually they are sold in bulks.]]>
4006 </description> 3776 </description>
4007 <use><![CDATA[ 3777 <use><![CDATA[
4008 For low level quests, scrolls of healing/curing-spells 3778 For low level quests, scrolls of healing/curing-spells
4009 can be a nice reward. At higher levels, scrolls become less 3779 can be a nice reward. At higher levels, scrolls become less
4010 and less useful. ]]> 3780 and less useful.]]>
4011 </use> 3781 </use>
4012 <attribute arch="level" editor="casting level" type="int"> 3782 <attribute arch="level" editor="casting level" type="int">
4013 The spell of the scroll will be casted at this level. 3783 The spell of the scroll will be casted at this level.
4014 This value should always be set, at least to 1. 3784 This value should always be set, at least to 1.
4015 </attribute> 3785 </attribute>
4027<type number="33" name="Shield"> 3797<type number="33" name="Shield">
4028 <import_type name="Amulet" /> 3798 <import_type name="Amulet" />
4029 <description><![CDATA[ 3799 <description><![CDATA[
4030 Wearing a shield, the object's stats will directly be inherited to 3800 Wearing a shield, the object's stats will directly be inherited to
4031 the player. Shields usually provide good defense, only surpassed 3801 the player. Shields usually provide good defense, only surpassed
4032 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3802 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4033 </description> 3803 </description>
4034 <use><![CDATA[ 3804 <use><![CDATA[
4035 Feel free to create your own special artifacts. However, it is very 3805 Feel free to create your own special artifacts. However, it is very
4036 important that you keep your artifact in balance with existing maps. ]]> 3806 important that you keep your artifact in balance with existing maps.]]>
4037 </use> 3807 </use>
4038 <attribute arch="magic" editor="magic bonus" type="int"> 3808 <attribute arch="magic" editor="magic bonus" type="int">
4039 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3809 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4040 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3810 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4041 than direct armour-class bonus on the shield. 3811 than direct armour-class bonus on the shield.
4050 wielded both at the same time. Like with any other equipment, 3820 wielded both at the same time. Like with any other equipment,
4051 stats/bonuses from shooting weapons are directly inherited to the player. 3821 stats/bonuses from shooting weapons are directly inherited to the player.
4052 <br><br> 3822 <br><br>
4053 It's very easy to add new pairs of weapons &amp; projectiles. 3823 It's very easy to add new pairs of weapons &amp; projectiles.
4054 Just set matching &lt;ammunition class&gt; both for shooting 3824 Just set matching &lt;ammunition class&gt; both for shooting
4055 weapon and projectile. ]]> 3825 weapon and projectile.]]>
4056 </description> 3826 </description>
4057 <use><![CDATA[ 3827 <use><![CDATA[
4058 Shooting weapons should not add bonuses in general. There's already 3828 Shooting weapons should not add bonuses in general. There's already
4059 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3829 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4060 Shooting weapons should especially not add bonuses to the player 3830 Shooting weapons should especially not add bonuses to the player
4061 that have nothing to do with schooting. A Wisdom bonus on a bow 3831 that have nothing to do with schooting. A Wisdom bonus on a bow
4062 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3832 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4063 - still crap. ]]> 3833 - still crap.]]>
4064 </use> 3834 </use>
4065 <attribute arch="race" editor="ammunition class" type="string"> 3835 <attribute arch="race" editor="ammunition class" type="string">
4066 Only projectiles with matching &lt;ammunition class&gt; can be fired 3836 Only projectiles with matching &lt;ammunition class&gt; can be fired
4067 with this weapon. For normal bows set "arrows", for normal 3837 with this weapon. For normal bows set "arrows", for normal
4068 crossbows set "crossbow bolts". 3838 crossbows set "crossbow bolts".
4097 amount of &lt;item power&gt;, depending on their own level. This is the 3867 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 3868 only way to prevent low level players to wear "undeserved" equipment
4099 (like gifts from other players or cheated items). 3869 (like gifts from other players or cheated items).
4100 3870
4101 It is very important to adjust the &lt;item power&gt; value carefully 3871 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 3872 for every artifact you create! If zero/unset, the Deliantra server will
4103 calculate a provisional value at runtime, but this is never 3873 calculate a provisional value at runtime, but this is never
4104 going to be an accurate measurement of &lt;item power&gt;. 3874 going to be an accurate measurement of &lt;item power&gt;.
4105 </attribute> 3875 </attribute>
4106 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3876 <attribute arch="no_strength" editor="ignore strength" type="bool">
4107 Usually the player's strentgh takes effect on the damage 3877 Usually the player's strentgh takes effect on the damage
4189 These items are all flagged as unpaid. 3959 These items are all flagged as unpaid.
4190 When a player drops an item onto shop floor, the item becomes 3960 When a player drops an item onto shop floor, the item becomes
4191 unpaid and the player receives payment according to the item's 3961 unpaid and the player receives payment according to the item's
4192 selling-value. 3962 selling-value.
4193 Shopfloor always prevents magic (To hinder players from burning 3963 Shopfloor always prevents magic (To hinder players from burning
4194 or freezing the goods). ]]> 3964 or freezing the goods).]]>
4195 </description> 3965 </description>
4196 <use><![CDATA[ 3966 <use><![CDATA[
4197 Tile your whole shop-interior space which shop floor. 3967 Tile your whole shop-interior space which shop floor.
4198 (That assures players receive payment for dropping items). 3968 (That assures players receive payment for dropping items).
4199 Place shop mats to enter/leave the shop, and make sure 3969 Place shop mats to enter/leave the shop, and make sure
4200 there is no other exit than the shop mat. ]]> 3970 there is no other exit than the shop mat.]]>
4201 </use> 3971 </use>
4202 <attribute arch="is_floor" value="1" type="fixed" /> 3972 <attribute arch="is_floor" value="1" type="fixed" />
4203 <attribute arch="no_pick" value="1" type="fixed" /> 3973 <attribute arch="no_pick" value="1" type="fixed" />
4204 <attribute arch="no_magic" value="1" type="fixed" /> 3974 <attribute arch="no_magic" value="1" type="fixed" />
4205 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3975 <attribute arch="auto_apply" editor="generate goods" type="bool">
4239 "shopping-area" and one outside. Shop mats don't use exit paths/ 4009 "shopping-area" and one outside. Shop mats don't use exit paths/
4240 or -destinations. When stepping onto a shopmat the player gets beamed 4010 or -destinations. When stepping onto a shopmat the player gets beamed
4241 to the nearest other mat. If the player has unpaid items in his 4011 to the nearest other mat. If the player has unpaid items in his
4242 inventory, the price gets charged from his coins automatically. 4012 inventory, the price gets charged from his coins automatically.
4243 If the player has insufficient coins to buy his unpaid items, he 4013 If the player has insufficient coins to buy his unpaid items, he
4244 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4014 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4245 </description> 4015 </description>
4246 <use><![CDATA[ 4016 <use><![CDATA[
4247 As stated above, always place TWO shop mats into your shop. 4017 As stated above, always place TWO shop mats into your shop.
4248 Not more and not less than that. ]]> 4018 Not more and not less than that.]]>
4249 </use> 4019 </use>
4250 <attribute arch="no_pick" value="1" type="fixed" /> 4020 <attribute arch="no_pick" value="1" type="fixed" />
4251 &move_on; 4021 &move_on;
4252</type> 4022</type>
4253 4023
4258 </ignore> 4028 </ignore>
4259 <description><![CDATA[ 4029 <description><![CDATA[
4260 The purpose of a sign or magic_mouth is to display a certain message to 4030 The purpose of a sign or magic_mouth is to display a certain message to
4261 the player. There are three ways to have the player get this message: 4031 the player. There are three ways to have the player get this message:
4262 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4032 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4263 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4033 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4264 </description> 4034 </description>
4265 <use><![CDATA[ 4035 <use><![CDATA[
4266 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4267 some true roleplay feeling to your maps, support your storyline or give 4037 some true roleplay feeling to your maps, support your storyline or give
4268 hints about hidden secrets/dangers. Place signs to provide the player 4038 hints about hidden secrets/dangers. Place signs to provide the player
4269 with all kinds of useful information for getting along in your maps. ]]> 4039 with all kinds of useful information for getting along in your maps.]]>
4270 </use> 4040 </use>
4271 <attribute arch="connected" editor="connection" type="int"> 4041 <attribute arch="connected" editor="connection" type="int">
4272 When a connection value is set, the message will be printed whenever 4042 When a connection value is set, the message will be printed whenever
4273 the connection is triggered. This should be used in combination with 4043 the connection is triggered. This should be used in combination with
4274 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4293 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4063 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4294 This text will be displayed to the player. 4064 This text will be displayed to the player.
4295 </attribute> 4065 </attribute>
4296</type> 4066</type>
4297 4067
4068<type number="150" name="Shop Inventory">
4069 <ignore>
4070 <ignore_list name="non_pickable" />
4071 </ignore>
4072 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4073 </description>
4074 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4075 </use>
4076 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4077 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4078 the map that will be searched for unpaid items.
4079 </attribute>
4080</type>
4081
4298<!--####################################################################--> 4082<!--####################################################################-->
4299<type number="43" name="Skill"> 4083<type number="43" name="Skill">
4300 <ignore> 4084 <ignore>
4301 <ignore_list name="system_object" /> 4085 <ignore_list name="system_object" />
4302 </ignore> 4086 </ignore>
4303 <description><![CDATA[ 4087 <description><![CDATA[
4304 Skills are objects which exist in the player/monster inventory. 4088 Skills are objects which exist in the player/monster inventory.
4305 Both NPC/monsters and players use the same skill archetypes. Not all skills 4089 Both NPC/monsters and players use the same skill archetypes. Not all skills
4306 are enabled for monster use however. ]]> 4090 are enabled for monster use however.]]>
4307 </description> 4091 </description>
4308 <use><![CDATA[ 4092 <use><![CDATA[
4309 For mapmaking, Skill objects serve two purposes: 4093 For mapmaking, Skill objects serve two purposes:
4310 <p>First, the predefined skill archtypes (in the 'skills' directory) 4094 <p>First, the predefined skill archtypes (in the 'skills' directory)
4311 can be seen as the global skill definitions. A skill which doesn't 4095 can be seen as the global skill definitions. A skill which doesn't
4316 </p><p> 4100 </p><p>
4317 Secondly, in order to enable monsters to use skills, you will need to 4101 Secondly, in order to enable monsters to use skills, you will need to
4318 copy default skill archtypes into the monsters' inventories. 4102 copy default skill archtypes into the monsters' inventories.
4319 You can even customize the skills by changing stats. It is not 4103 You can even customize the skills by changing stats. It is not
4320 recommended however, to use skills in your maps which are totally 4104 recommended however, to use skills in your maps which are totally
4321 unrelated to any predefined skill archtype.</p> ]]> 4105 unrelated to any predefined skill archtype.</p>]]>
4322 </use> 4106 </use>
4323 <attribute arch="invisible" value="1" type="fixed" /> 4107 <attribute arch="invisible" value="1" type="fixed" />
4324 <attribute arch="no_drop" value="1" type="fixed" /> 4108 <attribute arch="no_drop" value="1" type="fixed" />
4325 <attribute arch="skill" editor="skill name" type="string"> 4109 <attribute arch="skill" editor="skill name" type="string">
4326 The &lt;skill name&gt; is used for matchings. When a usable 4110 The &lt;skill name&gt; is used for matchings. When a usable
4336 expmul is 1, the player will get 500 added to that skill as well as 4120 expmul is 1, the player will get 500 added to that skill as well as
4337 500 to their total. 4121 500 to their total.
4338 </attribute> 4122 </attribute>
4339 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4123 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4340 The &lt;skill type&gt; defines the base functionality of the skill. 4124 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 4125 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. 4126 create new skill types, but it requires a bit of server-coding.
4343 </attribute> 4127 </attribute>
4344 <attribute arch="level" editor="level" type="int"> 4128 <attribute arch="level" editor="level" type="int">
4345 </attribute> 4129 </attribute>
4346 <attribute arch="exp" editor="experience" type="int"> 4130 <attribute arch="exp" editor="experience" type="int">
4355 4139
4356<!--####################################################################--> 4140<!--####################################################################-->
4357<type number="130" name="Skill Scroll"> 4141<type number="130" name="Skill Scroll">
4358 <description><![CDATA[ 4142 <description><![CDATA[
4359 By reading a skill scroll, a player has a chance to learn the 4143 By reading a skill scroll, a player has a chance to learn the
4360 contained skill. ]]> 4144 contained skill.]]>
4361 </description> 4145 </description>
4362 <use><![CDATA[ 4146 <use><![CDATA[
4363 Skill scrolls are very much sought for by players. Currently, 4147 Skill scrolls are very much sought for by players. Currently,
4364 all skill scrolls are sold in shops randomly, which is in fact not 4148 all skill scrolls are sold in shops randomly, which is in fact not
4365 a good system. It would be nice to have some cool quests with 4149 a good system. It would be nice to have some cool quests with
4366 skill scrolls rewarded at the end. ]]> 4150 skill scrolls rewarded at the end.]]>
4367 </use> 4151 </use>
4368 <attribute arch="race" value="scrolls" type="fixed" /> 4152 <attribute arch="race" value="scrolls" type="fixed" />
4369 <attribute arch="skill" editor="skill name" type="string"> 4153 <attribute arch="skill" editor="skill name" type="string">
4370 The &lt;skill name&gt; matches the skill object that can 4154 The &lt;skill name&gt; matches the skill object that can
4371 be learned from this scroll. 4155 be learned from this scroll.
4381 When carrying the appropriate special key, a locked door can 4165 When carrying the appropriate special key, a locked door can
4382 be opened. The key will dissapear. 4166 be opened. The key will dissapear.
4383 <br><br> 4167 <br><br>
4384 This object-type can also be used for "passport"-like items: 4168 This object-type can also be used for "passport"-like items:
4385 When walking onto an invetory checker, a gate for example might 4169 When walking onto an invetory checker, a gate for example might
4386 get opened. The "passport" will stay in the player's inventory. ]]> 4170 get opened. The "passport" will stay in the player's inventory.]]>
4387 </description> 4171 </description>
4388 <use><![CDATA[ 4172 <use><![CDATA[
4389 How to make a "passport": You take the special key arch 4173 How to make a "passport": You take the special key arch
4390 (archetype name is "key2"), set the face to something like 4174 (archetype name is "key2"), set the face to something like
4391 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4175 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4392 certainly must match with the appropiate inventory checker. 4176 certainly must match with the appropiate inventory checker.
4393 <br><br> 4177 <br><br>
4394 Of course you can be creative with names and faces of 4178 Of course you can be creative with names and faces of
4395 key-objects. A "mysterious crystal" or a "big dragon claw" 4179 key-objects. A "mysterious crystal" or a "big dragon claw"
4396 (with appropriate faces) appear more interesting than just 4180 (with appropriate faces) appear more interesting than just
4397 a "strange key", or "passport". ]]> 4181 a "strange key", or "passport".]]>
4398 </use> 4182 </use>
4399 <attribute arch="slaying" editor="key string" type="string"> 4183 <attribute arch="slaying" editor="key string" type="string">
4400 This string must be identical with the &lt;key string&gt; in the 4184 This string must be identical with the &lt;key string&gt; in the
4401 locked door, then it can be unlocked. It can also be used 4185 locked door, then it can be unlocked. It can also be used
4402 to trigger inventory checkers. 4186 to trigger inventory checkers.
4437 players can learn it by reading the book. Once learned, players 4221 players can learn it by reading the book. Once learned, players
4438 can use the spell as often as they like. With increasing skill level 4222 can use the spell as often as they like. With increasing skill level
4439 of the player, spells may gain power but also increase cost.<br> 4223 of the player, spells may gain power but also increase cost.<br>
4440 Monsters can use spells which are put in their inventory (provided 4224 Monsters can use spells which are put in their inventory (provided
4441 that certain "enabling" settings are correct). The monster's 4225 that certain "enabling" settings are correct). The monster's
4442 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4226 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4443 </description> 4227 </description>
4444 <use><![CDATA[ 4228 <use><![CDATA[
4445 A lot of the spells' settings can be tuned and customized. 4229 A lot of the spells' settings can be tuned and customized.
4446 When creating new spells which are accessible to players, it is 4230 When creating new spells which are accessible to players, it is
4447 important to think about balance. A single spell which is too 4231 important to think about balance. A single spell which is too
4448 powerful and/or too easy to use can eventually toss the whole skill 4232 powerful and/or too easy to use can eventually toss the whole skill
4449 and magic school system out of whack. Testing new spells is 4233 and magic school system out of whack. Testing new spells is
4450 quite important therefore. ]]> 4234 quite important therefore.]]>
4451 </use> 4235 </use>
4452 <attribute arch="no_drop" value="1" type="fixed" /> 4236 <attribute arch="no_drop" value="1" type="fixed" />
4453 <attribute arch="invisible" value="1" type="fixed" /> 4237 <attribute arch="invisible" value="1" type="fixed" />
4454 <attribute arch="skill" editor="skill name" type="string"> 4238 <attribute arch="skill" editor="skill name" type="string">
4455 The &lt;skill name&gt; matches the skill which is needed 4239 The &lt;skill name&gt; matches the skill which is needed
4487 to read.<br><br> 4271 to read.<br><br>
4488 You can create widely customized spells only by adjusting the 4272 You can create widely customized spells only by adjusting the
4489 spell object in the spellbooks inventory. Refer to the description 4273 spell object in the spellbooks inventory. Refer to the description
4490 of spell objects for detailed information how to customize spells.<br> 4274 of spell objects for detailed information how to customize spells.<br>
4491 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4275 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4492 with a compilation of spells that the book may contain. ]]> 4276 with a compilation of spells that the book may contain.]]>
4493 </description> 4277 </description>
4494 <use><![CDATA[ 4278 <use><![CDATA[
4495 Don't put any of the godgiven spells into a spellbook! These are 4279 Don't put any of the godgiven spells into a spellbook! These are
4496 reserved for the followers of the appropriate cults. Handing them 4280 reserved for the followers of the appropriate cults. Handing them
4497 out in a spellbook would violate the balance between different religions. 4281 out in a spellbook would violate the balance between different religions.
4498 <br><br> 4282 <br><br>
4499 Note that there is no fundamental difference between the spellbooks 4283 Note that there is no fundamental difference between the spellbooks
4500 of varying schools (pyromancy, sorcery, evocation, summoning, and 4284 of varying schools (pyromancy, sorcery, evocation, summoning, and
4501 even praying). The difference lies only in the spells they contain. 4285 even praying). The difference lies only in the spells they contain.
4502 It is up to you, the mapmaker, to pick the right type of book 4286 It is up to you, the mapmaker, to pick the right type of book
4503 for your spells. ]]> 4287 for your spells.]]>
4504 </use> 4288 </use>
4505 <attribute arch="skill" value="literacy" type="fixed" /> 4289 <attribute arch="skill" value="literacy" type="fixed" />
4506 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4290 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4507 There are two ways to put spells into a spellbook: 4291 There are two ways to put spells into a spellbook:
4508 1. Put a spell object in the books inventory. In this case, 4292 1. Put a spell object in the books inventory. In this case,
4527 </ignore> 4311 </ignore>
4528 <description><![CDATA[ 4312 <description><![CDATA[
4529 Spinners change the direction of spell objects and other projectiles 4313 Spinners change the direction of spell objects and other projectiles
4530 that fly past. Unlike directors, it does make a difference from what 4314 that fly past. Unlike directors, it does make a difference from what
4531 angle you shoot into the spinner. The direction of objects flying past 4315 angle you shoot into the spinner. The direction of objects flying past
4532 is always changed by a certain degree. ]]> 4316 is always changed by a certain degree.]]>
4533 </description> 4317 </description>
4534 <use><![CDATA[ 4318 <use><![CDATA[
4535 Spinners are very rarely used. I believe they are quite 4319 Spinners are very rarely used. I believe they are quite
4536 confusing and pointless. The only use I can think of is building 4320 confusing and pointless. The only use I can think of is building
4537 some puzzle about where to shoot into spinners to shoot somewhere you 4321 some puzzle about where to shoot into spinners to shoot somewhere you
4538 otherwise couldn't. 4322 otherwise couldn't.
4539 4323
4540 When placing spinners on a map with magic walls, make sure the spell- 4324 When placing spinners on a map with magic walls, make sure the spell-
4541 projectiles from magic walls don't get to fly in loops. ]]> 4325 projectiles from magic walls don't get to fly in loops.]]>
4542 </use> 4326 </use>
4543 <attribute arch="sp" editor="direction number" type="int"> 4327 <attribute arch="sp" editor="direction number" type="int">
4544 The spinner will change the direction of flying objects by 4328 The spinner will change the direction of flying objects by
4545 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4329 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4546 positive values counter clockwise. 4330 positive values counter clockwise.
4559 Swamp areas show a special behaviour: 4343 Swamp areas show a special behaviour:
4560 When a player stands still on a swamp-square for too long, 4344 When a player stands still on a swamp-square for too long,
4561 he will start to sink in and eventually drown and die. 4345 he will start to sink in and eventually drown and die.
4562 Items dropped on the swamp sink in and dissapear. 4346 Items dropped on the swamp sink in and dissapear.
4563 Players with knowledge of the woodsman skill are a lot less likely 4347 Players with knowledge of the woodsman skill are a lot less likely
4564 to die in the swamp. ]]> 4348 to die in the swamp.]]>
4565 </description> 4349 </description>
4566 <attribute arch="is_floor" value="1" type="fixed" /> 4350 <attribute arch="is_floor" value="1" type="fixed" />
4567 <attribute arch="is_wooded" value="1" type="fixed" /> 4351 <attribute arch="is_wooded" value="1" type="fixed" />
4568 <attribute arch="speed" editor="drowning speed" type="float"> 4352 <attribute arch="speed" editor="drowning speed" type="float">
4569 The higher the &lt;drowning speed&gt;, the faster will players and items 4353 The higher the &lt;drowning speed&gt;, the faster will players and items
4593 different location. The main difference to the object-type exit 4377 different location. The main difference to the object-type exit
4594 is the possibility to have teleporters connected to levers/buttons/etc. 4378 is the possibility to have teleporters connected to levers/buttons/etc.
4595 Sometimes teleporters are activated even against the players will. 4379 Sometimes teleporters are activated even against the players will.
4596 <br><br> 4380 <br><br>
4597 Unlike exits, teleporters can also transfer items and 4381 Unlike exits, teleporters can also transfer items and
4598 monsters to different locations on the same map. ]]> 4382 monsters to different locations on the same map.]]>
4599 </description> 4383 </description>
4600 <use><![CDATA[ 4384 <use><![CDATA[
4601 When creating maps, I guess sooner or later you'll want to have 4385 When creating maps, I guess sooner or later you'll want to have
4602 an invisible teleporter. If using "invisible 1", the teleporter 4386 an invisible teleporter. If using "invisible 1", the teleporter
4603 can still be discovered with the show_invisible spell. And in 4387 can still be discovered with the show_invisible spell. And in
4604 some cases you can't place it under the floor to prevent this. 4388 some cases you can't place it under the floor to prevent this.
4605 <br><br> 4389 <br><br>
4606 Fortunately, there is a cool trick to make a perfectly invisible 4390 Fortunately, there is a cool trick to make a perfectly invisible
4607 teleporter: You simply add teleporter functionality to the floor 4391 teleporter: You simply add teleporter functionality to the floor
4608 itself. That means: You take the floor arch (e.g. "flagstone"), 4392 itself. That means: You take the floor arch (e.g. "flagstone"),
4609 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4393 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4610 </use> 4394 </use>
4611 <attribute arch="slaying" editor="exit path" type="string"> 4395 <attribute arch="slaying" editor="exit path" type="string">
4612 The exit path specifies the map that the player is transferred to. 4396 The exit path specifies the map that the player is transferred to.
4613 &lt;exit path&gt; can be an absolute path, beginning with '/' 4397 &lt;exit path&gt; can be an absolute path, beginning with '/'
4614 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4398 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4675<type number="26" name="Timed Gate"> 4459<type number="26" name="Timed Gate">
4676 <ignore> 4460 <ignore>
4677 <ignore_list name="non_pickable" /> 4461 <ignore_list name="non_pickable" />
4678 </ignore> 4462 </ignore>
4679 <description><![CDATA[ 4463 <description><![CDATA[
4680 Gates play an important role in Crossfire. Gates can be opened 4464 Gates play an important role in Deliantra. Gates can be opened
4681 by activating a button/trigger, by speaking passwords (-> magic_ear) 4465 by activating a button/trigger, by speaking passwords (-> magic_ear)
4682 or carrying special key-objects (-> inventory checker). 4466 or carrying special key-objects (-> inventory checker).
4683 Unlike locked doors, gates can get shut again after a player has 4467 Unlike locked doors, gates can get shut again after a player has
4684 passed, which makes them more practical in many cases. Unlike normal 4468 passed, which makes them more practical in many cases. Unlike normal
4685 gates, timed gates open when triggered but automatically close again 4469 gates, timed gates open when triggered but automatically close again
4686 after some time.]]> 4470 after some time.]]>
4687 </description> 4471 </description>
4688 <use><![CDATA[ 4472 <use><![CDATA[
4689 Use gates to divide your maps into separated areas. After solving 4473 Use gates to divide your maps into separated areas. After solving
4690 area A, the player gains access to area B, and so on. Make your 4474 area A, the player gains access to area B, and so on. Make your
4691 maps more complex than "one-way". ]]> 4475 maps more complex than "one-way".]]>
4692 </use> 4476 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" /> 4477 <attribute arch="no_pick" value="1" type="fixed" />
4694 <attribute arch="connected" editor="connection" type="int"> 4478 <attribute arch="connected" editor="connection" type="int">
4695 Whenever the inventory checker is triggered, all objects with identical 4479 Whenever the inventory checker is triggered, all objects with identical
4696 &lt;connection&gt; value get activated. This only makes sense together with 4480 &lt;connection&gt; value get activated. This only makes sense together with
4736 and generally have either a physical attack or trigger a reaction. 4520 and generally have either a physical attack or trigger a reaction.
4737 <br><br> 4521 <br><br>
4738 Traps hit any monster or person who steps on them for 'dam' damage in 4522 Traps hit any monster or person who steps on them for 'dam' damage in
4739 'attacktype' attacktype and/or trigger a reaction. 4523 'attacktype' attacktype and/or trigger a reaction.
4740 <br><br> 4524 <br><br>
4741 Many traps are already defined in the archetypes. ]]> 4525 Many traps are already defined in the archetypes.]]>
4742 </description> 4526 </description>
4743 <use><![CDATA[ 4527 <use><![CDATA[
4744 Avoid monsters stepping on your traps. For example, a party of orcs setting 4528 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. ]]> 4529 off your lightning wall and pit trap is usually a bad idea.]]>
4746 </use> 4530 </use>
4747 <attribute arch="no_pick" value="1" type="fixed" /> 4531 <attribute arch="no_pick" value="1" type="fixed" />
4748 &move_on; 4532 &move_on;
4749 <attribute arch="level" editor="trap level" type="int"> 4533 <attribute arch="level" editor="trap level" type="int">
4750 Level effects how easily a trap may be found and disarmed, and 4534 Level effects how easily a trap may be found and disarmed, and
4788 Trapdoors are very similar to pits. The difference is that they 4572 Trapdoors are very similar to pits. The difference is that they
4789 can not be closed. Instead, the weight of the object on the 4573 can not be closed. Instead, the weight of the object on the
4790 trapdoor determines weither it slams the trapdoor open and falls through 4574 trapdoor determines weither it slams the trapdoor open and falls through
4791 or not.<br> 4575 or not.<br>
4792 Once a trapdoor has been opened (by a creature or items of sufficient 4576 Once a trapdoor has been opened (by a creature or items of sufficient
4793 weight,) it remains open, acting like an opened pit. ]]> 4577 weight,) it remains open, acting like an opened pit.]]>
4794 </description> 4578 </description>
4795 <use><![CDATA[ 4579 <use><![CDATA[
4796 Trapdoors should be used in the same fashion as pits: 4580 Trapdoors should be used in the same fashion as pits:
4797 They should always drop the victims to some kind of lower level. They 4581 They should always drop the victims to some kind of lower level. They
4798 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4582 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4799 </use> 4583 </use>
4800 <attribute arch="no_pick" value="1" type="fixed" /> 4584 <attribute arch="no_pick" value="1" type="fixed" />
4801 &move_on; 4585 &move_on;
4802 <attribute arch="weight" editor="hold weight" type="int"> 4586 <attribute arch="weight" editor="hold weight" type="int">
4803 This value defines how much weight the trapdoor can hold. 4587 This value defines how much weight the trapdoor can hold.
4829 <attribute arch="value" /> 4613 <attribute arch="value" />
4830 <attribute arch="material" /> 4614 <attribute arch="material" />
4831 </ignore> 4615 </ignore>
4832 <description><![CDATA[ 4616 <description><![CDATA[
4833 A treasure-object turns into certain randomitems when the map is loaded 4617 A treasure-object turns into certain randomitems when the map is loaded
4834 into the game. ]]> 4618 into the game.]]>
4835 </description> 4619 </description>
4836 <use><![CDATA[ 4620 <use><![CDATA[
4837 About usage of the "random-artifact" treasurelist: 4621 About usage of the "random-artifact" treasurelist:
4838 This will generate powerful stuff like girdles, xray helmets, special 4622 This will generate powerful stuff like girdles, xray helmets, special
4839 swords etc. If you put this as reward to your quest, players might be 4623 swords etc. If you put this as reward to your quest, players might be
4840 motivated to do it more than once. BUT, by doing so they will get a huge 4624 motivated to do it more than once. BUT, by doing so they will get a huge
4841 number of different artifacts! Besides, players will always seek the place 4625 number of different artifacts! Besides, players will always seek the place
4842 with the most easy-to-get random artifact and ignore all others. 4626 with the most easy-to-get random artifact and ignore all others.
4843 My advice: Don't use it! Attract players with good fighting experience 4627 My advice: Don't use it! Attract players with good fighting experience
4844 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4628 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4845 </use> 4629 </use>
4846 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4630 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4847 This entry determines what kind of treasure will appear. Look into 4631 This entry determines what kind of treasure will appear. Look into
4848 /crossfire/share/crossfire/treasures for details about existing 4632 /crossfire/share/crossfire/treasures for details about existing
4849 treasurelists. 4633 treasurelists.
4880 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4881 &lt;key string&gt; which can be discovered by detectors or inventory 4665 &lt;key string&gt; which can be discovered by detectors or inventory
4882 checkers. It is also possible to use markers for removing marks again. 4666 checkers. It is also possible to use markers for removing marks again.
4883 <br><br> 4667 <br><br>
4884 Note that the player has no possibility to "see" his own marks, 4668 Note that the player has no possibility to "see" his own marks,
4885 except by the effect that they cause on the maps. ]]> 4669 except by the effect that they cause on the maps.]]>
4886 </description> 4670 </description>
4887 <use><![CDATA[ 4671 <use><![CDATA[
4888 Markers hold real cool possibilities for map-making. I encourage 4672 Markers hold real cool possibilities for map-making. I encourage
4889 you to use them frequently. However there is one negative point 4673 you to use them frequently. However there is one negative point
4890 about markers: Players don't "see" what's going on with them. It is 4674 about markers: Players don't "see" what's going on with them. It is
4891 your task, as map-creator, to make sure the player is always well 4675 your task, as map-creator, to make sure the player is always well
4892 informed and never confused. 4676 informed and never confused.
4893 <br><br> 4677 <br><br>
4894 Please avoid infinite markers when they aren't needed. They're 4678 Please avoid infinite markers when they aren't needed. They're
4895 using a little space in the player file after all, so if there 4679 using a little space in the player file after all, so if there
4896 is no real purpose, set an expire time. ]]> 4680 is no real purpose, set an expire time.]]>
4897 </use> 4681 </use>
4898 <attribute arch="no_pick" value="1" type="fixed" /> 4682 <attribute arch="no_pick" value="1" type="fixed" />
4899 <attribute arch="slaying" editor="key string" type="string"> 4683 <attribute arch="slaying" editor="key string" type="string">
4900 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4684 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4901 If the player already has a force with that &lt;key string&gt;, 4685 If the player already has a force with that &lt;key string&gt;,
4940 <attribute arch="name_pl" /> 4724 <attribute arch="name_pl" />
4941 <attribute arch="value" /> 4725 <attribute arch="value" />
4942 <attribute arch="unpaid" /> 4726 <attribute arch="unpaid" />
4943 </ignore> 4727 </ignore>
4944 <description><![CDATA[ 4728 <description><![CDATA[
4945 Walls usually block passage and sight. ]]> 4729 Walls usually block passage and sight.]]>
4946 </description> 4730 </description>
4947 &movement_types_terrain; 4731 &movement_types_terrain;
4948 <attribute arch="can_roll" editor="moveable" type="bool"> 4732 <attribute arch="can_roll" editor="moveable" type="bool">
4949 If set, the object is able to "roll", so it can be pushed around. 4733 If set, the object is able to "roll", so it can be pushed around.
4950 This setting is used for boulders and barrels. 4734 This setting is used for boulders and barrels.
4963<type number="109" name="Wand &amp; Staff"> 4747<type number="109" name="Wand &amp; Staff">
4964 <description><![CDATA[ 4748 <description><![CDATA[
4965 Wands contain a certain spell. The player can apply (ready) and 4749 Wands contain a certain spell. The player can apply (ready) and
4966 fire the wand. After a defined number of casts, the wand is 4750 fire the wand. After a defined number of casts, the wand is
4967 "used up". It is possible to recharge a wand with scrolls of 4751 "used up". It is possible to recharge a wand with scrolls of
4968 charging, but usually that isn't worth the cost. ]]> 4752 charging, but usually that isn't worth the cost.]]>
4969 </description> 4753 </description>
4970 <use><![CDATA[ 4754 <use><![CDATA[
4971 Wands are quite seldomly used. The reason prolly is that they're 4755 Wands are quite seldomly used. The reason prolly is that they're
4972 generally not cost-efficient. Handing out high-level wands with 4756 generally not cost-efficient. Handing out high-level wands with
4973 powerful special spells isn't a good idea either, because of 4757 powerful special spells isn't a good idea either, because of
4974 the recharge ability. 4758 the recharge ability.
4975 <br><br> 4759 <br><br>
4976 For low levels, staffs of healing/cure and word of recall are 4760 For low levels, staffs of healing/cure and word of recall are
4977 quite desirable though. Ideal rewards for low level quests. ]]> 4761 quite desirable though. Ideal rewards for low level quests.]]>
4978 </use> 4762 </use>
4979 <attribute arch="sp" editor="spell" type="spell"> 4763 <attribute arch="sp" editor="spell" type="spell">
4980 The &lt;spell&gt; specifies the contained spell. 4764 The &lt;spell&gt; specifies the contained spell.
4981 </attribute> 4765 </attribute>
4982 <attribute arch="level" editor="casting level" type="int"> 4766 <attribute arch="level" editor="casting level" type="int">
5007 <ignore_list name="non_pickable" /> 4791 <ignore_list name="non_pickable" />
5008 </ignore> 4792 </ignore>
5009 <description><![CDATA[ 4793 <description><![CDATA[
5010 A weak wall is a breakable spot amidsts a solid wall. Typically 4794 A weak wall is a breakable spot amidsts a solid wall. Typically
5011 these weak walls look similar to their solid "relatives" except 4795 these weak walls look similar to their solid "relatives" except
5012 for a small crack or little chunks of wall on the ground. ]]> 4796 for a small crack or little chunks of wall on the ground.]]>
5013 </description> 4797 </description>
5014 <use><![CDATA[ 4798 <use><![CDATA[
5015 If you want to create hidden rooms, using weak walls is alot 4799 If you want to create hidden rooms, using weak walls is alot
5016 better than completely indiscernible passages in a wall.<br> 4800 better than completely indiscernible passages in a wall.<br>
5017 Anyways, there can be a lot more to weak walls than just finding 4801 Anyways, there can be a lot more to weak walls than just finding
5018 them: Rising their defensive stats, weak walls can become a 4802 them: Rising their defensive stats, weak walls can become a
5019 serious obstacle. An ice wall might only be torn down by a fire 4803 serious obstacle. An ice wall might only be torn down by a fire
5020 attack for example. A granite wall for instance might be very 4804 attack for example. A granite wall for instance might be very
5021 hard to destroy. ]]> 4805 hard to destroy.]]>
5022 </use> 4806 </use>
5023 <attribute arch="alive" value="1" type="fixed" /> 4807 <attribute arch="alive" value="1" type="fixed" />
5024 <attribute arch="no_pick" value="1" type="fixed" /> 4808 <attribute arch="no_pick" value="1" type="fixed" />
5025 <attribute arch="tear_down" value="1" type="fixed" /> 4809 <attribute arch="tear_down" value="1" type="fixed" />
5026 <attribute arch="race" editor="race" type="string"> 4810 <attribute arch="race" editor="race" type="string">
5047 </attribute> 4831 </attribute>
5048 <attribute arch="ac" editor="armour class" type="int"> 4832 <attribute arch="ac" editor="armour class" type="int">
5049 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4833 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;. 4834 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5051 </attribute> 4835 </attribute>
5052<section name="resistance"> 4836 &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> 4837</type>
5097 4838
5098<!--####################################################################--> 4839<!--####################################################################-->
5099<type number="15" name="Weapon"> 4840<type number="15" name="Weapon">
5100 <description><![CDATA[ 4841 <description><![CDATA[
5101 Wielding a weapon, the object's stats will directly be inherited to the 4842 Wielding a weapon, the object's stats will directly be inherited to the
5102 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4843 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5103 be improved with scrolls. ]]> 4844 be improved with scrolls.]]>
5104 </description> 4845 </description>
5105 <use><![CDATA[ 4846 <use><![CDATA[
5106 If you create artifacts (equipment) with stats- or resistance-bonus: 4847 If you create artifacts (equipment) with stats- or resistance-bonus:
5107 Keep playbalance in mind! Such items mustn't be reachable without hard 4848 Keep playbalance in mind! Such items mustn't be reachable without hard
5108 fighting AND questing. ]]> 4849 fighting AND questing.]]>
5109 </use> 4850 </use>
5110 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4851 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5111 This number is a bitmask, specifying the weapon's attacktypes. 4852 This number is a bitmask, specifying the weapon's attacktypes.
5112 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4853 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5113 have no more than one or two attacktypes. Keep in mind that all weapons 4854 have no more than one or two attacktypes. Keep in mind that all weapons
5168 amount of &lt;item power&gt;, depending on their own level. This is the 4909 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 4910 only way to prevent low level players to wear "undeserved" equipment
5170 (like gifts from other players or cheated items). 4911 (like gifts from other players or cheated items).
5171 4912
5172 It is very important to adjust the &lt;item power&gt; value carefully 4913 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 4914 for every artifact you create! If zero/unset, the Deliantra server will
5174 calculate a provisional value at runtime, but this is never 4915 calculate a provisional value at runtime, but this is never
5175 going to be an accurate measurement of &lt;item power&gt;. 4916 going to be an accurate measurement of &lt;item power&gt;.
5176 </attribute> 4917 </attribute>
5177 <attribute arch="damned" editor="damnation" type="bool"> 4918 <attribute arch="damned" editor="damnation" type="bool">
5178 A damned weapon cannot be unwielded unless 4919 A damned weapon cannot be unwielded unless
5198 </attribute> 4939 </attribute>
5199 <attribute arch="startequip" editor="godgiven item" type="bool"> 4940 <attribute arch="startequip" editor="godgiven item" type="bool">
5200 A godgiven item vanishes as soon as the player 4941 A godgiven item vanishes as soon as the player
5201 drops it to the ground. 4942 drops it to the ground.
5202 </attribute> 4943 </attribute>
5203<section name="resistance"> 4944 &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"> 4945<section name="misc">
5336 <attribute arch="luck" editor="luck bonus" type="int"> 4946 <attribute arch="luck" editor="luck bonus" type="int">
5337 With positive luck bonus, the player is more likely to 4947 With positive luck bonus, the player is more likely to
5338 succeed in all sorts of things (spellcasting, praying,...). 4948 succeed in all sorts of things (spellcasting, praying,...).
5339 Unless the &lt;luck bonus&gt; is very high, the effect will be 4949 Unless the &lt;luck bonus&gt; is very high, the effect will be
5418</type> 5028</type>
5419 5029
5420<type number="116" name="Event Connector"> 5030<type number="116" name="Event Connector">
5421 <description><![CDATA[ 5031 <description><![CDATA[
5422 Event connectors link specific events that happen to objects to 5032 Event connectors link specific events that happen to objects to
5423 a crossfire plug-in. ]]> 5033 a crossfire plug-in. They are not used at all in Deliantra.]]>
5424 </description> 5034 </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> 5035</type>
5441 5036
5442</types> 5037</types>

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