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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 1.65 by elmex, Tue Apr 6 08:06:51 2010 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 133 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 134 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 136 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 137 creatures matching 'slow move' will be slower than normal on this spot.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 152 every tick.
159 </attribute> 153 </attribute>
160 "> 154 ">
161 <!ENTITY activate_on " 155 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
164 </attribute> 158 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
167 </attribute> 161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
168 "> 362 ">
169]> 363]>
170 364
171<types> 365<types>
172 366
283 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
284 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
285 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
286 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
287 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
288</list> 484</list>
289 485
290<list name="potion_effect"> 486<list name="potion_effect">
291 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
292 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
456 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 653 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 655 </attribute>
460 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 657 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658 object has an animation! See also the 'animation' attribute.
659 </attribute>
660 <attribute arch="animation" editor="animation" type="string">
661 The animation-name of the object. If you assign custom faces and the archetype
662 defines an animation you can disable the animation of an archetype by setting this
663 field to NONE.
664 </attribute>
665 <attribute arch="tag" editor="tag" type="string">
666 You can tag objects with an identifier. Tagged objects can be found quickly
667 from their tag, which makes them useful to tag exits and refer to those by
668 their name.
462 </attribute> 669 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 670 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 671 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 672 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 673 any pickable object - otherwise it won't be mergeable into a stack.
478 usually inevitable. 685 usually inevitable.
479 </attribute> 686 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object 688 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value 689 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit. 690 between 0 and 9, the higher, the more light does the object emit.
484 </attribute> 691 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
496 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
497 shown. 704 shown.
498 </attribute> 705 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot 707 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop. 708 see beyond it unless they cross it or manage to stand ontop.
502 </attribute> 709 </attribute>
503 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
505 </attribute> 712 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 714 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 715 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 716 only for pickable items inside shops.
717 </attribute>
718 <attribute arch="sound" editor="sound" type="string">
719 The sound this objects makes on a map. Enter either a sound alias from
720 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721 field it will point to sound/&lt;path&gt;.ext
722 </attribute>
723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
724 The sound this objects makes when it is destroyed. Enter either a sound alias from
725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
726 field it will point to sound/&lt;path&gt;.ext
727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
510 </attribute> 736 </attribute>
511</default_type> 737</default_type>
512 738
513<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 798 This text may describe the object.
573 </attribute> 799 </attribute>
574</type> 800</type>
575 801
576<!--####################################################################--> 802<!--####################################################################-->
803<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 804<type number="999" name="Ability">
578 <ignore> 805 <ignore>
579 <ignore_list name="system_object" /> 806 <ignore_list name="system_object" />
580 </ignore> 807 </ignore>
581 <description><![CDATA[ 808 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 809 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in 810 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 811 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 812 <br><br>
586 A particularly nice feature of abilities is that they can hold two 813 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 814 spells: One for short range - and one for long range use.
588 \n\n 815 \n\n
589 You should know that spellcasting monsters receive abilities via 816 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 817 &lt;treasurelist&gt;.]]>
591 </description> 818 </description>
592 <use><![CDATA[ 819 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 820 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 821 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 822 The long/short-range spell feature can make boss-monsters more
597 <br><br> 824 <br><br>
598 You should keep in mind that magic abilities allow players 825 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 826 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 827 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 828 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 829 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 830 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 831 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 832 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 833 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 834 The monster will use the specified &lt;short range spell&gt;
636 Note that non-magical abilities are more dangerous because 863 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute> 864 magic resistance does not protect from those.</attribute>
638</type> 865</type>
639 866
640<!--####################################################################--> 867<!--####################################################################-->
868
869<type number="81" name="Torch">
870 <description><![CDATA[
871 Torches are a special kind of Lamp that offer the option of lighting them
872 up without using a lighter (These torches are usually
873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
882 <attribute arch="food" editor="burning duration" type="int">
883 This field specifies the burning duration of the torch.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the torch if it is enabled.
887 If you want to make a torch that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed torches, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<type number="82" name="Lamp">
901 <description><![CDATA[
902 Lamps are carryable light sources for players with a fuel tank.]]>
903 </description>
904 <attribute arch="speed" editor="burn speed" type="float">
905 This field is the speed of the lamp. (If the value 0.00208 is given
906 here the fuel field will specify the burning duration in minutes.)
907 </attribute>
908 <attribute arch="food" editor="fuel" type="int">
909 This field sets the burning duration of the lamp, which depends on the speed
910 field of this object.
911 </attribute>
912 <attribute arch="range" editor="enabled glow radius" type="int">
913 This field sets the glow radius of the lamp if it is enabled.
914 If you want to make a lamp that is already burning set the
915 "glow radius" field.
916 </attribute>
917 <attribute arch="level" editor="level" type="int">
918 If this field specyfies the cursed effect's level. If it is
919 0 no cursed effect will be generate. See also the "cursed" flag.
920 </attribute>
921 <attribute arch="cursed" editor="cursed" type="bool">
922 Cursed lamps, which have a level above 0, explode if the
923 player applies them.
924 </attribute>
925</type>
926
927<!--####################################################################-->
641<type number="18" name="Altar"> 928<type number="18" name="Altar">
642 <ignore> 929 <ignore>
643 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
644 </ignore> 932 </ignore>
645 <description><![CDATA[ 933 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 934 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 935 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. 936 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 937 Either way, the sacrificed item disappears.]]>
650 </description> 938 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 939 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 940 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 941 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 942 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 943 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. 944 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 945 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 946 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums") 947 &match_compat;
660 </attribute> 948 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 951 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 952
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 954 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.) 955 200 silver, 20 gold, or 4 platinum will all work.)
668 956
669 Note that the maximum possible for &lt;drop amount&gt; is 32767. 957 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute> 958 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 959 <attribute arch="connected" editor="connection" type="string">
672 If a connection value is set, the altar will trigger all objects 960 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once. 961 with the same value, when activated. This will only work once.
674 </attribute> 962 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 963 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the 964 When activated, the selected &lt;spell&gt; will be casted (once, on the
686 974
687<!--####################################################################--> 975<!--####################################################################-->
688<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
689 <ignore> 977 <ignore>
690 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
691 </ignore> 980 </ignore>
692 <description><![CDATA[ 981 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 985 </description>
697 <use><![CDATA[ 986 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 987 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 988 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 989 <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. 990 <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. 991 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 992 </UL>
704 The big advantage over normal altars is the infinite usability 993 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 994 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 995 quite grateful if things work more than once. =)]]>
707 </use> 996 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 997 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 998 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 999 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 1000 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. 1001 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 1002 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 1003 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums") 1004 &match_compat;
716 </attribute> 1005 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 1009
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1011 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.) 1012 200 silver, 20 gold, or 4 platinum will all work.)
724 1013
725 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1014 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute> 1015 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 1016 <attribute arch="connected" editor="connection" type="string">
728 If a connection value is set, the altar will trigger all objects 1017 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once. 1018 with the same value, when activated. This will only work once.
730 </attribute> 1019 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 1020 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player). 1021 When activated, this &lt;spell&gt; will be casted (once, on the player).
756 in the exact moment when the altar is activated. 1045 in the exact moment when the altar is activated.
757 </attribute> 1046 </attribute>
758</type> 1047</type>
759 1048
760<!--####################################################################--> 1049<!--####################################################################-->
1050<type number="74" name="Skill Tool">
1051 <description><![CDATA[
1052 Wearing a skill tool will give the player the ability to use a skill.
1053 ]]>
1054 </description>
1055 <use><![CDATA[
1056 Feel free to assign resistancies and stats to a skill tools or change
1057 the skill that is given.
1058 ]]>
1059 </use>
1060 <attribute arch="skill" editor="skill name" type="string">
1061 This field describes which skill the player will be able to use wearing this item.
1062 </attribute>
1063 &player_stat_resist_sections;
1064</type>
1065<!--####################################################################-->
761<type number="39" name="Amulet"> 1066<type number="39" name="Amulet">
762 <description><![CDATA[ 1067 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 1068 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 1069 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 1070 </description>
766 <use><![CDATA[ 1071 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 1072 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 1073 important that you keep your artifact in balance with existing maps.]]>
769 </use> 1074 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 1075 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 1076 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 1077 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. 1078 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 1089 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 1090 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1091 (like gifts from other players or cheated items).
787 1092
788 It is very important to adjust the &lt;item power&gt; value carefully 1093 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 1094 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1095 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1096 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1097 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1098 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1099 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1125 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1126 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1127 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1128 is NOT in a monster's inventory.
824 </attribute> 1129 </attribute>
825<section name="resistance"> 1130 &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"> 1131<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1132 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1133 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1134 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1135 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 1223 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1224 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1225 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1226 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1227 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1228 location which is defined in the battleground object.]]>
1055 </description> 1229 </description>
1056 <use><![CDATA[ 1230 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1231 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1232 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1233 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1235 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1236 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1237 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1238 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1239 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1240 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1241 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1242 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1243 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1244 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1245 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1250 get teleported after they died on this battleground.
1077 </attribute> 1251 </attribute>
1078</type> 1252</type>
1079 1253
1080<!--####################################################################--> 1254<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1255<type number="165" name="Safe ground">
1082 <ignore> 1256 <ignore>
1083 <ignore_list name="non_pickable" /> 1257 <ignore_list name="non_pickable" />
1084 </ignore> 1258 </ignore>
1085 <description><![CDATA[ 1259 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1260 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. 1261 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1262 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. 1263 from being used and blocks bombs from exploding. Note that altars that
1090 (This is a Crossfire+ feature, and might not work elsewhere) 1264 do cast spells still work.
1091 ]]> 1265 ]]>
1092 </description> 1266 </description>
1093 <use><![CDATA[ 1267 <use><![CDATA[
1094 Safe ground is meant mostly for shops, it prevents any means of burning 1268 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 1269 or destroying the items in a shop. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]> 1270 in your map and your shop will be safe. It's generally useful for making
1271 areas where really no kind of spell should be invoked by a player.
1272 ]]>
1097 </use> 1273 </use>
1274 &movement_types_terrain;
1098 <attribute arch="no_pick" value="1" type="fixed" /> 1275 <attribute arch="no_pick" value="1" type="fixed" />
1099</type> 1276</type>
1100 1277
1101<!--####################################################################--> 1278<!--####################################################################-->
1102<type number="8" name="Book"> 1279<type number="8" name="Book">
1103 <description><![CDATA[ 1280 <description><![CDATA[
1104 Applying a book, the containing message is displayed to the player. ]]> 1281 Applying a book, the containing message is displayed to the player.]]>
1105 </description> 1282 </description>
1106 <attribute arch="level" editor="literacy level" type="int"> 1283 <attribute arch="level" editor="literacy level" type="int">
1107 If this value is set to be greater than zero, the player needs a 1284 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 1285 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 1286 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1125 </attribute> 1302 </attribute>
1126 <attribute arch="slaying" editor="key string" type="string"> 1303 <attribute arch="slaying" editor="key string" type="string">
1127 This is the key string of the book. The key string is checked by an inventory checker. 1304 This is the key string of the book. The key string is checked by an inventory checker.
1128 (This is used eg. for the gate/port passes in scorn) 1305 (This is used eg. for the gate/port passes in scorn)
1129 </attribute> 1306 </attribute>
1307 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1308 If this flag is true the player won't be able to identify this
1309 item with by using a skill.
1310 </attribute>
1311</type>
1312
1313<!--####################################################################-->
1314<type number="110" name="Inscribable">
1315 <description><![CDATA[
1316 Inscribable Item - when inscribed, it becomes another object.]]>
1317 </description>
1318 <attribute arch="startequip" editor="godgiven item" type="bool">
1319 A godgiven item vanishes as soon as the player
1320 drops it to the ground.
1321 </attribute>
1322 <attribute arch="unique" editor="unique item" type="bool">
1323 Unique items exist only one time on a server. If the item
1324 is taken, lost or destroyed - it's gone for good.
1325 </attribute>
1326 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327 This is the item created after being inscribed - scrolls are treated
1328 like spell scrolls, all else will have it's message replaced.
1329 </attribute>
1130</type> 1330</type>
1131 1331
1132<!--####################################################################--> 1332<!--####################################################################-->
1133<type number="99" name="Boots"> 1333<type number="99" name="Boots">
1134 <import_type name="Amulet" /> 1334 <import_type name="Amulet" />
1135 <description><![CDATA[ 1335 <description><![CDATA[
1136 Wearing boots, the object's stats will directly be inherited to 1336 Wearing boots, the object's stats will directly be inherited to
1137 the player. Usually enhancing his speed, or granting some minor 1337 the player. Usually enhancing his speed, or granting some minor
1138 protection bonus. ]]> 1338 protection bonus.]]>
1139 </description> 1339 </description>
1140 <use><![CDATA[ 1340 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very 1341 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]> 1342 important that you keep your artifact in balance with existing maps.]]>
1143 </use> 1343 </use>
1144 <attribute arch="exp" editor="speed bonus" type="int"> 1344 <attribute arch="exp" editor="speed bonus" type="int">
1145 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1345 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- 1346 while worn. This kind of bonus is quite desirable for players of low-
1147 and medium level. High level players usually have fastest possible 1347 and medium level. High level players usually have fastest possible
1163<type number="104" name="Bracers"> 1363<type number="104" name="Bracers">
1164 <import_type name="Amulet" /> 1364 <import_type name="Amulet" />
1165 <description><![CDATA[ 1365 <description><![CDATA[
1166 Bracers are armour-plates worn around the wrists. 1366 Bracers are armour-plates worn around the wrists.
1167 Wearing bracer, the object's stats will directly be inherited to 1367 Wearing bracer, the object's stats will directly be inherited to
1168 the player. Usually enhancing his defense. ]]> 1368 the player. Usually enhancing his defense.]]>
1169 </description> 1369 </description>
1170 <use><![CDATA[ 1370 <use><![CDATA[
1171 Feel free to create your own special artifacts. However, it is very 1371 Feel free to create your own special artifacts. However, it is very
1172 important that you keep your artifact in balance with existing maps. ]]> 1372 important that you keep your artifact in balance with existing maps.]]>
1173 </use> 1373 </use>
1174 <attribute arch="magic" editor="magic bonus" type="int"> 1374 <attribute arch="magic" editor="magic bonus" type="int">
1175 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1375 &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 1376 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1177 than direct armour-class bonus on the bracers. 1377 than direct armour-class bonus on the bracers.
1181<!--####################################################################--> 1381<!--####################################################################-->
1182<type number="16" name="Brestplate Armour"> 1382<type number="16" name="Brestplate Armour">
1183 <import_type name="Amulet" /> 1383 <import_type name="Amulet" />
1184 <description><![CDATA[ 1384 <description><![CDATA[
1185 Wearing an armour, the object's stats will directly be inherited to 1385 Wearing an armour, the object's stats will directly be inherited to
1186 the player. Usually enhancing his defense. ]]> 1386 the player. Usually enhancing his defense.]]>
1187 </description> 1387 </description>
1188 <use><![CDATA[ 1388 <use><![CDATA[
1189 Feel free to create your own special artifacts. However, it is very 1389 Feel free to create your own special artifacts. However, it is very
1190 important that you keep your artifact in balance with existing maps. ]]> 1390 important that you keep your artifact in balance with existing maps.]]>
1191 </use> 1391 </use>
1192 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1392 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1193 This poses a penalty to spell regeneration speed, for wearing the armour. 1393 This poses a penalty to spell regeneration speed, for wearing the armour.
1194 The bigger the spellpoint penalty, the worse. 1394 The bigger the spellpoint penalty, the worse.
1195 </attribute> 1395 </attribute>
1206 1406
1207<!--####################################################################--> 1407<!--####################################################################-->
1208<type number="92" name="Button"> 1408<type number="92" name="Button">
1209 <ignore> 1409 <ignore>
1210 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1211 </ignore> 1412 </ignore>
1212 <description><![CDATA[ 1413 <description><![CDATA[
1213 When a predefined amount of weigh is placed on a button, the 1414 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 1415 &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 1416 player or monster steps on it. When the button is "released", the
1216 &lt;connection&gt; value get's triggered a second time. ]]> 1417 &lt;connection&gt; value get's triggered a second time.]]>
1217 </description> 1418 </description>
1218 &move_on; 1419 &move_on;
1219 &move_off; 1420 &move_off;
1220 <attribute arch="no_pick" value="1" type="fixed" /> 1421 <attribute arch="no_pick" value="1" type="fixed" />
1221 <attribute arch="weight" editor="press weight" type="int"> 1422 <attribute arch="weight" editor="press weight" type="int">
1222 The button is pressed (triggered), as soon as 1423 The button is pressed (triggered), as soon as
1223 &lt;press weigh&gt; gram are placed ontop of it. 1424 &lt;press weigh&gt; gram are placed ontop of it.
1224 </attribute> 1425 </attribute>
1225 <attribute arch="connected" editor="connection" type="int"> 1426 <attribute arch="connected" editor="connection" type="string">
1226 Every time the button is pressed or released, all objects 1427 Every time the button is pressed or released, all objects
1227 with the same &lt;connection&gt; value are activated. 1428 with the same &lt;connection&gt; value are activated.
1228 </attribute> 1429 </attribute>
1229 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1230 This text may describe the item. You can use this 1431 This text may describe the item. You can use this
1239 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1240 </ignore> 1441 </ignore>
1241 <description><![CDATA[ 1442 <description><![CDATA[
1242 Handle buttons are buttons which reset after a short period 1443 Handle buttons are buttons which reset after a short period
1243 of time. Every time it is either applied or reset, the 1444 of time. Every time it is either applied or reset, the
1244 &lt;connection&gt; value is triggered. ]]> 1445 &lt;connection&gt; value is triggered.]]>
1245 </description> 1446 </description>
1246</type> 1447</type>
1247 1448
1248<!--####################################################################--> 1449<!--####################################################################-->
1249<type number="37" name="Class Changer"> 1450<type number="37" name="Class Changer">
1250 <ignore> 1451 <ignore>
1251 <ignore_list name="non_pickable" /> 1452 <ignore_list name="non_pickable" />
1252 </ignore> 1453 </ignore>
1253 <description><![CDATA[ 1454 <description><![CDATA[
1254 Class changer are used while creating a character. ]]> 1455 Class changer are used while creating a character.]]>
1255 </description> 1456 </description>
1256 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1457 <attribute arch="randomitems" editor="class items" type="treasurelist">
1257 This entry determines which initial items the character receives. 1458 This entry determines which initial items the character receives.
1258 </attribute> 1459 </attribute>
1259<section name="stats"> 1460<section name="stats">
1292<type number="87" name="Cloak"> 1493<type number="87" name="Cloak">
1293 <import_type name="Amulet" /> 1494 <import_type name="Amulet" />
1294 <description><![CDATA[ 1495 <description><![CDATA[
1295 Wearing a cloak, the object's stats will directly be inherited to 1496 Wearing a cloak, the object's stats will directly be inherited to
1296 the player. Cloaks usually add minor &lt;armour class&gt; and 1497 the player. Cloaks usually add minor &lt;armour class&gt; and
1297 sometimes a bit of resistance. ]]> 1498 sometimes a bit of resistance.]]>
1298 </description> 1499 </description>
1299 <use><![CDATA[ 1500 <use><![CDATA[
1300 Feel free to create your own special artifacts. However, it is very 1501 Feel free to create your own special artifacts. However, it is very
1301 important that you keep your artifact in balance with existing maps. ]]> 1502 important that you keep your artifact in balance with existing maps.]]>
1302 </use> 1503 </use>
1303 <attribute arch="magic" editor="magic bonus" type="int"> 1504 <attribute arch="magic" editor="magic bonus" type="int">
1304 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1505 &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 1506 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1306 than direct armour-class bonus on the cloak. 1507 than direct armour-class bonus on the cloak.
1311</type> 1512</type>
1312 1513
1313<!--####################################################################--> 1514<!--####################################################################-->
1314<type number="9" name="Clock"> 1515<type number="9" name="Clock">
1315 <description><![CDATA[ 1516 <description><![CDATA[
1316 Applying a clock, the time is displayed to the player. ]]> 1517 Applying a clock, the time is displayed to the player.]]>
1317 </description> 1518 </description>
1318 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1519 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1319 This text may describe the item 1520 This text may describe the item
1320 </attribute> 1521 </attribute>
1321</type> 1522</type>
1326 A player can put (certain kinds of) items in the container. 1527 A player can put (certain kinds of) items in the container.
1327 The overall weight of items is reduced when put inside a 1528 The overall weight of items is reduced when put inside a
1328 container, depending on the settings. 1529 container, depending on the settings.
1329 <br><br> 1530 <br><br>
1330 A special feature of containers is the "cauldron", 1531 A special feature of containers is the "cauldron",
1331 capable of mixing alchemical receipes. ]]> 1532 capable of mixing alchemical receipes.]]>
1332 </description> 1533 </description>
1333 <use><![CDATA[ 1534 <use><![CDATA[
1334 Note on chests - There are two types of chests: 1535 Note on chests - There are two types of chests:
1335 <UL> 1536 <UL>
1336 <LI> First the random treasure chests - Those are NOT containers 1537 <LI> First the random treasure chests - Those are NOT containers
1337 (but object type Treasure), they create random treasures when 1538 (but object type Treasure), they create random treasures when
1338 applied. Archetype name is "chest". 1539 applied. Archetype name is "chest".
1339 <LI> Second there are the permanent chests - Those are containers, 1540 <LI> Second there are the permanent chests - Those are containers,
1340 they can be opened and closed again. Archetype name is "chest_2". 1541 they can be opened and closed again. Archetype name is "chest_2".
1341 </UL> ]]> 1542 </UL>]]>
1342 </use> 1543 </use>
1343 <attribute arch="race" editor="container class" type="string"> 1544 <attribute arch="race" editor="container class" type="string">
1344 If set, the container will hold only certain types of objects. 1545 If set, the container will hold only certain types of objects.
1345 Possible choices for &lt;container class&gt; are: "gold and jewels", 1546 Possible choices for &lt;container class&gt; are: "gold and jewels",
1346 "arrows" and "keys". 1547 "arrows" and "keys".
1352 container classes. 1553 container classes.
1353 </attribute> 1554 </attribute>
1354 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1355 If &lt;key string&gt; is set, only players with a special key 1556 If &lt;key string&gt; is set, only players with a special key
1356 of matching &lt;key string&gt; are able to open the container. 1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1357 </attribute> 1563 </attribute>
1358 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1359 The container can hold a maximum total weight of the given value 1565 The container can hold a maximum total weight of the given value
1360 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1361 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1401 <attribute arch="title" /> 1607 <attribute arch="title" />
1402 </ignore> 1608 </ignore>
1403 <description><![CDATA[ 1609 <description><![CDATA[
1404 Converters are like "exchange tables". When the player drops a 1610 Converters are like "exchange tables". When the player drops a
1405 specific type of items, they get converted into other items, at a 1611 specific type of items, they get converted into other items, at a
1406 predefined exchange-ratio. ]]> 1612 predefined exchange-ratio.]]>
1407 </description> 1613 </description>
1408 <use><![CDATA[ 1614 <use><![CDATA[
1409 Converters are better than shopping with doormats, because the 1615 Converters are better than shopping with doormats, because the
1410 converters never get sold out. For some items like food or jewels 1616 converters never get sold out. For some items like food or jewels
1411 those "exchange tables" are really nice, while for the more important 1617 those "exchange tables" are really nice, while for the more important
1413 <br><br> 1619 <br><br>
1414 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1620 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 1621 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 1622 value than before! (Except if you are using "rare" items like
1417 dragonscales for payment). The code will not check if your ratio is 1623 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. ]]> 1624 sane, so the player could gain infinite wealth by using your converter.]]>
1419 </use> 1625 </use>
1420 <attribute arch="no_pick" value="1" type="fixed" /> 1626 <attribute arch="no_pick" value="1" type="fixed" />
1421 <attribute arch="slaying" editor="cost arch" type="string"> 1627 <attribute arch="slaying" editor="cost arch" type="string">
1422 &lt;cost arch&gt; is the name of the archetype the player has to 1628 &lt;cost arch&gt; is the name of the archetype the player has to
1423 put on the converter, as payment. 1629 put on the converter, as payment.
1439 of &lt;receive arch&gt;. 1645 of &lt;receive arch&gt;.
1440 </attribute> 1646 </attribute>
1441 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1647 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1442 This text may contain a description of the converter. 1648 This text may contain a description of the converter.
1443 </attribute> 1649 </attribute>
1650 <attribute arch="precious" editor="output unpaid" type="bool">
1651 If the converter has this flag set the generated items will
1652 be flagged as unpaid. Useful if you want to make a converter in a shop.
1653 (For instance for 'dragon scale' to 'dragon shield' converters in some
1654 armour shops.)
1655 </attribute>
1444</type> 1656</type>
1445 1657
1446<!--####################################################################--> 1658<!--####################################################################-->
1447<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1448 <ignore> 1660 <ignore>
1449 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1450 </ignore> 1663 </ignore>
1451 <description><![CDATA[ 1664 <description><![CDATA[
1452 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1453 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1454 VERY useful for all kinds of map-mechanisms. ]]> 1667 VERY useful for all kinds of map-mechanisms. They can even
1668 periodically create things.]]>
1455 </description> 1669 </description>
1456 <use><![CDATA[ 1670 <use><![CDATA[
1457 Don't hesitate to hide your creators under the floor. 1671 Don't hesitate to hide your creators under the floor.
1458 The created items will still always appear ontop of the floor. ]]> 1672 The created items will still always appear ontop of the floor.]]>
1459 </use> 1673 </use>
1460 <attribute arch="no_pick" value="1" type="fixed" /> 1674 <attribute arch="no_pick" value="1" type="fixed" />
1461 <attribute arch="other_arch" editor="create arch" type="string"> 1675 <attribute arch="other_arch" editor="create arch" type="string">
1462 This string defines the object that will be created. 1676 This string defines the object that will be created.
1463 You can choose any of the existing arches. 1677 You can choose any of the existing arches.
1464 This field is ignored if the creator has items in inventory. In this case 1678 This field is ignored if the creator has items in inventory. In this case
1465 one of the inventory items is duplicated. The duplicated item is randomly 1679 one of the inventory items is duplicated. The duplicated item is randomly
1466 chosen from all items present. 1680 chosen from all items present.
1467 </attribute> 1681 </attribute>
1468 <attribute arch="connected" editor="connection" type="int"> 1682 <attribute arch="connected" editor="connection" type="string">
1469 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1470 the creator gets triggered. 1684 the creator gets triggered.
1471 </attribute> 1685 </attribute>
1472 &activate_on; 1686 &activate_on;
1473 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1474 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1475 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1690 </attribute>
1691 <attribute arch="speed" editor="speed" type="float">
1692 When this field is set the creator will periodically create stuff
1693 (and will still do so when the connection is triggered).
1694 A value of 1 means roughly 8 times a second.
1476 </attribute> 1695 </attribute>
1477 <attribute arch="hp" editor="number of uses" type="int"> 1696 <attribute arch="hp" editor="number of uses" type="int">
1478 The creator can be triggered &lt;number of uses&gt; times, thus 1697 The creator can be triggered &lt;number of uses&gt; times, thus
1479 creating that many objects, before it dissappears. 1698 creating that many objects, before it dissappears.
1480 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1699 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1492 1711
1493<!--####################################################################--> 1712<!--####################################################################-->
1494<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1495 <ignore> 1714 <ignore>
1496 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1497 </ignore> 1717 </ignore>
1498 <description><![CDATA[ 1718 <description><![CDATA[
1499 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1500 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1501 <br><br> 1721 <br><br>
1502 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1503 - First, detectors check their square for a match periodically, not 1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1504 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1505 detectors do not check the inventory of players/monsters. ]]> 1726 detectors do not check the inventory of players/monsters.]]>
1506 </description> 1727 </description>
1507 <use><![CDATA[ 1728 <use>
1508 There is one major speciality about detectors: You can detect spells 1729 Best avoid this type at all costs, use a pedestal instead.
1509 blown over a detector! To detect a lighting bolt for example, set
1510 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1511 walls, this can be very useful for map-mechanisms. ]]>
1512 </use> 1730 </use>
1513 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1514 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1515 &lt;match name&gt; specifies the name of the object we are looking for. 1733 &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, 1734 Actually it does also check for the &lt;key string&gt; in key-objects,
1517 but for this case inventory checkers are often more powerful to use. 1735 but for this case inventory checkers are often more powerful to use.
1518 </attribute> 1736 </attribute>
1519 <attribute arch="connected" editor="connection" type="int"> 1737 <attribute arch="connected" editor="connection" type="string">
1520 When the detector is triggered, all objects with the same 1738 When the detector is triggered, all objects with the same
1521 connection value get activated. 1739 connection value get activated.
1522 </attribute> 1740 </attribute>
1523 <attribute arch="speed" editor="detection speed" type="float"> 1741 <attribute arch="speed" editor="detection speed" type="float">
1524 This value defines the time between two detector-checks. 1742 This value defines the time between two detector-checks.
1532 by 1. 1750 by 1.
1533 </attribute> 1751 </attribute>
1534</type> 1752</type>
1535 1753
1536<!--####################################################################--> 1754<!--####################################################################-->
1755<type number="164" name="Map Script">
1756 <ignore>
1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1759 </ignore>
1760 <description><![CDATA[
1761 The map script object is a very special object that can react to connected
1762 events and executes a perl script in the msg slot.
1763 ]]>
1764 </description>
1765 <use><![CDATA[
1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1768 ]]>
1769 </use>
1770 <attribute arch="connected" editor="connection" type="string">
1771 When the map script object is triggered, it will execute
1772 the perl script with the triggering object as $activator.
1773 </attribute>
1774 &activate_on;
1775 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1776 This perl script will be executed each time the objetc is triggered.
1777 </attribute>
1778</type>
1779
1780<!--####################################################################-->
1537<type number="112" name="Director"> 1781<type number="112" name="Director">
1538 <ignore> 1782 <ignore>
1539 <ignore_list name="non_pickable" /> 1783 <ignore_list name="non_pickable" />
1540 </ignore> 1784 </ignore>
1541 <description><![CDATA[ 1785 <description><![CDATA[
1542 Directors change the direction of spell objects and other projectiles 1786 Directors change the direction of spell objects and other projectiles
1543 that fly past. Unlike spinners, directors always move objects in the 1787 that fly past. Unlike spinners, directors always move objects in the
1544 same direction. It does not make a difference from what angle you 1788 same direction. It does not make a difference from what angle you
1545 shoot into it.<br> 1789 shoot into it.<br>
1546 Directors are visible per default. ]]> 1790 Directors are visible per default.]]>
1547 </description> 1791 </description>
1548 <use><![CDATA[ 1792 <use><![CDATA[
1549 Directors are rarely used in maps. Sometimes they are placed to 1793 Directors are rarely used in maps. Sometimes they are placed to
1550 change the direction of spells coming out of magic walls, 1794 change the direction of spells coming out of magic walls,
1551 "channeling" spell-projectiles in some direction. When doing this, 1795 "channeling" spell-projectiles in some direction. When doing this,
1553 into them!</B> The spell-projectiles bouncing between the directors 1797 into them!</B> The spell-projectiles bouncing between the directors
1554 would accumulate to huge numbers and at some point slow down the 1798 would accumulate to huge numbers and at some point slow down the
1555 server by eating memory- and CPU-time. 1799 server by eating memory- and CPU-time.
1556 <br><br> 1800 <br><br>
1557 You'd better not place directors in monster vs. player combat 1801 You'd better not place directors in monster vs. player combat
1558 areas too much, because that freaks out wizard-type players. ]]> 1802 areas too much, because that freaks out wizard-type players.]]>
1559 </use> 1803 </use>
1560 <attribute arch="sp" editor="direction" type="list_direction"> 1804 <attribute arch="sp" editor="direction" type="list_direction">
1561 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1805 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1562 A director with direction &lt;none&gt; simply stops projectiles. 1806 A director with direction &lt;none&gt; simply stops projectiles.
1563 (The latter works out a bit strange for some spells). 1807 (The latter works out a bit strange for some spells).
1569<type number="158" name="Disease"> 1813<type number="158" name="Disease">
1570 <ignore> 1814 <ignore>
1571 <ignore_list name="system_object" /> 1815 <ignore_list name="system_object" />
1572 </ignore> 1816 </ignore>
1573 <description><![CDATA[ 1817 <description><![CDATA[
1574 Diseases are an intersting form of spellcraft in Crossfire. 1818 Diseases are an intersting form of spellcraft in Deliantra.
1575 Once casted, they can spread out and infect creatures in a large 1819 Once casted, they can spread out and infect creatures in a large
1576 area. Being infected can have various effects, from amusing farts 1820 area. Being infected can have various effects, from amusing farts
1577 to horrible damage - almost everything is possible. ]]> 1821 to horrible damage - almost everything is possible.]]>
1578 </description> 1822 </description>
1579 <use><![CDATA[ 1823 <use><![CDATA[
1580 Diseases are extremely flexible and usable in a many ways. 1824 Diseases are extremely flexible and usable in a many ways.
1581 So far they are mostly used for causing bad, unwanted effects. 1825 So far they are mostly used for causing bad, unwanted effects.
1582 You could just as well create a disease which helps the player 1826 You could just as well create a disease which helps the player
1583 (recharging mana for example). 1827 (recharging mana for example).
1584 Infection with a "positive disease" could even be a quest reward. ]]> 1828 Infection with a "positive disease" could even be a quest reward.]]>
1585 </use> 1829 </use>
1586 <attribute arch="invisible" value="1" type="fixed" /> 1830 <attribute arch="invisible" value="1" type="fixed" />
1587 <attribute arch="level" editor="plaque level" type="int"> 1831 <attribute arch="level" editor="plaque level" type="int">
1588 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1832 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 1833 This mainly reflects in the &lt;damage&gt;. It has no effect on
1731<type number="23" name="Door"> 1975<type number="23" name="Door">
1732 <ignore> 1976 <ignore>
1733 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1734 </ignore> 1978 </ignore>
1735 <description><![CDATA[ 1979 <description><![CDATA[
1736 A door can be opened with a normal key. It also can be broken by attacking 1980 A door can be opened with any normal key. It also can be broken by attacking
1737 it, and it can be defeated with the lockpicking skill. If a door is 1981 it, and it can be defeated with the lockpicking skill. If a door is
1738 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1739 removed. ]]> 1983 removed.]]>
1740 </description> 1984 </description>
1741 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1742 <attribute arch="alive" value="1" type="fixed" /> 1986 <attribute arch="alive" value="1" type="fixed" />
1743 &movement_types_terrain; 1987 &movement_types_terrain;
1744 <attribute arch="hp" editor="hitpoints" type="int"> 1988 <attribute arch="hp" editor="hitpoints" type="int">
1754 defeated. 1998 defeated.
1755 </attribute> 1999 </attribute>
1756 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2000 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757 This entry determines what kind of traps will appear in the door. 2001 This entry determines what kind of traps will appear in the door.
1758 </attribute> 2002 </attribute>
2003 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2004 Set this flag to move treasure items created into the environment (map)
2005 instead of putting them into the object.
2006 </attribute>
1759</type> 2007</type>
1760 2008
1761<!--####################################################################--> 2009<!--####################################################################-->
1762<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1763 <ignore> 2011 <ignore>
1764 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1765 </ignore> 2014 </ignore>
1766 <description><![CDATA[ 2015 <description><![CDATA[
1767 When activated, a duplicator can duplicate, multiply or destroy a pile of 2016 When activated, a duplicator can duplicate, multiply or destroy a pile of
1768 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1769 The duplicator has one arch name specified as &lt;target arch&gt;, 2018 The duplicator has one arch name specified as &lt;target arch&gt;,
1770 and only objects of this archetype can be affected.<br> 2019 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;. 2020 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. ]]> 2021 If the latter is set to zero, it will destroy objects.]]>
1773 </description> 2022 </description>
1774 <use><![CDATA[ 2023 <use><![CDATA[
1775 I hope it is clear that one must be very cautious when inserting a duplicator 2024 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. 2025 anywhere with &lt;multiply factor&gt; greater than one.
1777 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2026 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 2027 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 2028 coins, gold and jewels. Besides, it is very important that the chance to
1780 loose the input matches the chance to earn winnings.<br> 2029 loose the input matches the chance to earn winnings.<br>
1781 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2030 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1782 loosing rate of 2/3 = 67%. ]]> 2031 loosing rate of 2/3 = 67%.]]>
1783 </use> 2032 </use>
1784 <attribute arch="other_arch" editor="target arch" type="string"> 2033 <attribute arch="other_arch" editor="target arch" type="string">
1785 Only objects of matching archtype, lying ontop of the duplicator will be 2034 Only objects of matching archtype, lying ontop of the duplicator will be
1786 duplicated, multiplied or removed. All other objects will be ignored. 2035 duplicated, multiplied or removed. All other objects will be ignored.
1787 </attribute> 2036 </attribute>
1788 <attribute arch="level" editor="multiply factor" type="int"> 2037 <attribute arch="level" editor="multiply factor" type="int">
1789 The number of items in the target pile will be multiplied by the 2038 The number of items in the target pile will be multiplied by the
1790 &lt;multiply factor&gt;. If it is set to zero, all target objects 2039 &lt;multiply factor&gt;. If it is set to zero, all target objects
1791 will be destroyed. 2040 will be destroyed.
1792 </attribute> 2041 </attribute>
1793 <attribute arch="connected" editor="connection" type="int"> 2042 <attribute arch="connected" editor="connection" type="string">
1794 An activator (lever, altar, button, etc) with matching connection value 2043 An activator (lever, altar, button, etc) with matching connection value
1795 is able to trigger this duplicator. Be very careful that players cannot 2044 is able to trigger this duplicator. Be very careful that players cannot
1796 abuse it to create endless amounts of money or other valuable stuff! 2045 abuse it to create endless amounts of money or other valuable stuff!
1797 </attribute> 2046 </attribute>
1798 &activate_on; 2047 &activate_on;
1805 </ignore> 2054 </ignore>
1806 <description><![CDATA[ 2055 <description><![CDATA[
1807 When the player applies an exit, he is transferred to a different location. 2056 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 2057 (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 2058 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1810 the exit. ]]> 2059 the exit. ]]>
1811 </description> 2060 </description>
1812 <use><![CDATA[ 2061 <use><![CDATA[
1813 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2062 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 2063 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1815 detected with the show_invisible spell. 2064 detected with the show_invisible spell.
1816 <br><br> 2065 <br><br>
1817 You can be quite creative with the outlook of secret exits (their "face"). 2066 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. ]]> 2067 Don't forget to give the player relyable hints about them though.]]>
1819 </use> 2068 </use>
1820 <attribute arch="slaying" editor="exit path" type="string"> 2069 <attribute arch="slaying" editor="exit path" type="string">
1821 The exit path defines the map that the player is transferred to. 2070 The exit path defines the map that the player is transferred to.
1822 You can enter an absolute path, beginning with '/' (for example 2071 You can enter an absolute path, beginning with '/' (for example
1823 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2072 "/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. 2099 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 2100 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 2101 dark cave you hear the sound of rustling dragonscales...". Well, my english
1853 is poor, but you get the point. =) 2102 is poor, but you get the point. =)
1854 </attribute> 2103 </attribute>
1855 <attribute arch="unique" editor="unique destination" type="bool"> 2104 <attribute arch="damned" editor="set savebed" type="bool">
1856 This flag defines the destined map as "personal unique map". If set, 2105 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. 2106 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> 2107 </attribute>
1866</type> 2108</type>
1867 2109
1868<!--####################################################################--> 2110<!--####################################################################-->
1869<type number="72" name="Flesh"> 2111<type number="72" name="Flesh">
1872 little health by eating flesh-objects. <br> 2114 little health by eating flesh-objects. <br>
1873 For dragon players, flesh plays a very special role though: If the 2115 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 2116 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;. 2117 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 2118 Don't forget that flesh items with resistances have to be balanced
1877 according to map/monster difficulty. ]]> 2119 according to map/monster difficulty.]]>
1878 </description> 2120 </description>
1879 <use><![CDATA[ 2121 <use><![CDATA[
1880 For dragon players, flesh items can be highly valuable. Note that many 2122 For dragon players, flesh items can be highly valuable. Note that many
1881 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2123 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1882 These flesh items "inherit" resistances and level from the monster they belong to. 2124 These flesh items "inherit" resistances and level from the monster they belong to.
1884 not the case - so you have to set it manually. 2126 not the case - so you have to set it manually.
1885 <br><br> 2127 <br><br>
1886 Generally adding special flesh-treaties for dragon players is a great thing 2128 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 2129 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 2130 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1889 out on the reward completely. ]]> 2131 out on the reward completely.]]>
1890 </use> 2132 </use>
1891 <attribute arch="food" editor="foodpoints" type="int"> 2133 <attribute arch="food" editor="foodpoints" type="int">
1892 The player's stomache will get filled with this amount of foodpoints. 2134 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. 2135 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1894 </attribute> 2136 </attribute>
1901 </attribute> 2143 </attribute>
1902 <attribute arch="startequip" editor="godgiven item" type="bool"> 2144 <attribute arch="startequip" editor="godgiven item" type="bool">
1903 A godgiven item vanishes as soon as the player 2145 A godgiven item vanishes as soon as the player
1904 drops it to the ground. 2146 drops it to the ground.
1905 </attribute> 2147 </attribute>
1906<section name="resistance"> 2148 &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"> 2149 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2017 This text may describe the item. 2150 This text may describe the item.
2018 </attribute> 2151 </attribute>
2019</type> 2152</type>
2020 2153
2027 <ignore> 2160 <ignore>
2028 <ignore_list name="non_pickable" /> 2161 <ignore_list name="non_pickable" />
2029 </ignore> 2162 </ignore>
2030 <description><![CDATA[ 2163 <description><![CDATA[
2031 Floor is a very basic thing whithout too much 2164 Floor is a very basic thing whithout too much
2032 functionality. It's a floor - you stand on it. ]]> 2165 functionality. It's a floor - you stand on it.]]>
2033 </description> 2166 </description>
2034 <attribute arch="is_floor" value="1" type="fixed" /> 2167 <attribute arch="is_floor" value="1" type="fixed" />
2035 <attribute arch="no_pick" value="1" type="fixed" /> 2168 <attribute arch="no_pick" value="1" type="fixed" />
2036<section name="terrain"> 2169<section name="terrain">
2037 &movement_types_terrain; 2170 &movement_types_terrain;
2052 If enabled, it is impossible for players to use prayers 2185 If enabled, it is impossible for players to use prayers
2053 on that spot. It also prevents players from saving. 2186 on that spot. It also prevents players from saving.
2054 </attribute> 2187 </attribute>
2055 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2056 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2057 will be saved byond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2058 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2192 </attribute>
2193 <attribute arch="is_buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2059 </attribute> 2197 </attribute>
2060 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2061 This text may describe the object. 2199 This text may describe the object.
2062 </attribute> 2200 </attribute>
2063</type> 2201</type>
2071 Encounter-Floor is pretty much the same as normal floor. 2209 Encounter-Floor is pretty much the same as normal floor.
2072 Most outdoor floor/ground-arches are set to be "encounters". 2210 Most outdoor floor/ground-arches are set to be "encounters".
2073 That is kind of a relict from former code: When walking over 2211 That is kind of a relict from former code: When walking over
2074 encounter-floor, players sometimes got beamed to little maps 2212 encounter-floor, players sometimes got beamed to little maps
2075 with monsters on them. Nowadays this feature is disabled - 2213 with monsters on them. Nowadays this feature is disabled -
2076 Hence encounter floor is not different from normal floor. ]]> 2214 Hence encounter floor is not different from normal floor.]]>
2077 </description> 2215 </description>
2078 <attribute arch="is_floor" value="1" type="fixed" /> 2216 <attribute arch="is_floor" value="1" type="fixed" />
2079 <attribute arch="no_pick" value="1" type="fixed" /> 2217 <attribute arch="no_pick" value="1" type="fixed" />
2080<section name="terrain"> 2218<section name="terrain">
2081 &movement_types_terrain; 2219 &movement_types_terrain;
2096 If enabled, it is impossible for players to use prayers 2234 If enabled, it is impossible for players to use prayers
2097 on that spot. It also prevents players from saving. 2235 on that spot. It also prevents players from saving.
2098 </attribute> 2236 </attribute>
2099 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2100 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2101 will be saved byond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2102 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2241 </attribute>
2242 <attribute arch="is_buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2103 </attribute> 2246 </attribute>
2104 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2105 This text may describe the object. 2248 This text may describe the object.
2106 </attribute> 2249 </attribute>
2107</type> 2250</type>
2108 2251
2109<!--####################################################################--> 2252<!--####################################################################-->
2110<type number="6" name="Food"> 2253<type number="6" name="Food">
2111 <description><![CDATA[ 2254 <description><![CDATA[
2112 By eating/drinking food-objects, the player can fill his 2255 By eating/drinking food-objects, the player can fill his
2113 stomache and gain a little health. ]]> 2256 stomache and gain a little health.]]>
2114 </description> 2257 </description>
2115 <attribute arch="food" editor="foodpoints" type="int"> 2258 <attribute arch="food" editor="foodpoints" type="int">
2116 The player's stomache will get filled with this amount of foodpoints. 2259 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. 2260 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2118 </attribute> 2261 </attribute>
2124 2267
2125<!--####################################################################--> 2268<!--####################################################################-->
2126<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2127 <ignore> 2270 <ignore>
2128 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2129 </ignore> 2273 </ignore>
2130 <description><![CDATA[ 2274 <description><![CDATA[
2131 Gates play an important role in Crossfire. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2132 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2133 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2134 Unlike locked doors, gates can get shut again after a player has 2278 Unlike locked doors, gates can get shut again after a player has
2135 passed, which makes them more practical in many cases. ]]> 2279 passed, which makes them more practical in many cases.]]>
2136 </description> 2280 </description>
2137 <use><![CDATA[ 2281 <use><![CDATA[
2138 Use gates to divide your maps into seperated areas. After solving 2282 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 2283 area A, the player gains access to area B, and so on. Make your
2140 maps more complex than "one-way". ]]> 2284 maps more complex than "one-way".]]>
2141 </use> 2285 </use>
2142 <attribute arch="no_pick" value="1" type="fixed" /> 2286 <attribute arch="no_pick" value="1" type="fixed" />
2143 <attribute arch="speed" value="1" type="float"> 2287 <attribute arch="speed" value="1" type="float">
2144 The speed of the gate affects how fast it is closing/opening. 2288 The speed of the gate affects how fast it is closing/opening.
2145 </attribute> 2289 </attribute>
2146 <attribute arch="connected" editor="connection" type="int"> 2290 <attribute arch="connected" editor="connection" type="string">
2147 Whenever the inventory checker is triggered, all objects with identical 2291 Whenever the inventory checker is triggered, all objects with identical
2148 &lt;connection&gt; value get activated. This only makes sense together with 2292 &lt;connection&gt; value get activated. This only makes sense together with
2149 &lt;blocking passage&gt; disabled. 2293 &lt;blocking passage&gt; disabled.
2150 </attribute> 2294 </attribute>
2151 <attribute arch="wc" editor="position state" type="int"> 2295 <attribute arch="wc" editor="position state" type="int">
2169<type number="113" name="Girdle"> 2313<type number="113" name="Girdle">
2170 <import_type name="Amulet" /> 2314 <import_type name="Amulet" />
2171 <description><![CDATA[ 2315 <description><![CDATA[
2172 Wearing a girdle, the object's stats will directly be inherited to 2316 Wearing a girdle, the object's stats will directly be inherited to
2173 the player. Girdles usually provide stats- or damage bonuses and no 2317 the player. Girdles usually provide stats- or damage bonuses and no
2174 defense. ]]> 2318 defense.]]>
2175 </description> 2319 </description>
2176 <use><![CDATA[ 2320 <use><![CDATA[
2177 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
2178 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2179 </use> 2323 </use>
2180 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2181 &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
2182 "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
2183 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2191<!--####################################################################--> 2335<!--####################################################################-->
2192<type number="100" name="Gloves"> 2336<type number="100" name="Gloves">
2193 <import_type name="Amulet" /> 2337 <import_type name="Amulet" />
2194 <description><![CDATA[ 2338 <description><![CDATA[
2195 Wearing gloves, the object's stats will directly be inherited to 2339 Wearing gloves, the object's stats will directly be inherited to
2196 the player. Gloves can add defense or damage bonuses. ]]> 2340 the player. Gloves can add defense or damage bonuses.]]>
2197 </description> 2341 </description>
2198 <use><![CDATA[ 2342 <use><![CDATA[
2199 Feel free to create your own special artifacts. However, it is very 2343 Feel free to create your own special artifacts. However, it is very
2200 important that you keep your artifact in balance with existing maps. ]]> 2344 important that you keep your artifact in balance with existing maps.]]>
2201 </use> 2345 </use>
2202 <attribute arch="magic" editor="magic bonus" type="int"> 2346 <attribute arch="magic" editor="magic bonus" type="int">
2203 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2347 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; 2348 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2205 will increase that. 2349 will increase that.
2208 2352
2209<!--####################################################################--> 2353<!--####################################################################-->
2210<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2211 <ignore> 2355 <ignore>
2212 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2213 </ignore> 2358 </ignore>
2214 <description><![CDATA[ 2359 <description><![CDATA[
2215 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2216 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2361 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2217 </description> 2362 </description>
2218 <use><![CDATA[ 2363 <use><![CDATA[
2219 Handles are commonly used to move gates. When placing your lever, 2364 Handles are commonly used to move gates. When placing your lever,
2220 don't forget that some monsters are able to apply it. 2365 don't forget that some monsters are able to apply it.
2221 The ability to apply levers is rare among monsters - 2366 The ability to apply levers is rare among monsters -
2222 but vampires can do it for example. ]]> 2367 but vampires can do it for example.]]>
2223 </use> 2368 </use>
2224 <attribute arch="no_pick" value="1" type="fixed" /> 2369 <attribute arch="no_pick" value="1" type="fixed" />
2225 <attribute arch="connected" editor="connection" type="int"> 2370 <attribute arch="connected" editor="connection" type="string">
2226 Every time the handle is applied, all objects 2371 Every time the handle is applied, all objects
2227 with the same &lt;connection&gt; value are activated. 2372 with the same &lt;connection&gt; value are activated.
2228 </attribute> 2373 </attribute>
2229 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2230 This text may describe the item. You can use this 2375 This text may describe the item. You can use this
2239 <ignore_list name="non_pickable" /> 2384 <ignore_list name="non_pickable" />
2240 </ignore> 2385 </ignore>
2241 <description><![CDATA[ 2386 <description><![CDATA[
2242 Handle triggers are handles which reset after a short period 2387 Handle triggers are handles which reset after a short period
2243 of time. Every time it is either applied or reset, the 2388 of time. Every time it is either applied or reset, the
2244 &lt;connection&gt; value is triggered. ]]> 2389 &lt;connection&gt; value is triggered.]]>
2245 </description> 2390 </description>
2246 <use><![CDATA[ 2391 <use><![CDATA[
2247 When you connect an ordinary handle to a gate, the gate normally remains 2392 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, 2393 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. ]]> 2394 connecting it to a handle trigger is an easy solution. ]]>
2250 </use> 2395 </use>
2251</type> 2396</type>
2252 2397
2253<!--####################################################################--> 2398<!--####################################################################-->
2254<type number="88" name="Hazard Floor"> 2399<type number="88" name="Hazard Floor">
2259 <ignore_list name="non_pickable" /> 2404 <ignore_list name="non_pickable" />
2260 </ignore> 2405 </ignore>
2261 <description><![CDATA[ 2406 <description><![CDATA[
2262 The best example for Hazard Floor is lava. It works like standard 2407 The best example for Hazard Floor is lava. It works like standard
2263 floor, but damages all creatures standing on it. 2408 floor, but damages all creatures standing on it.
2264 Damage is taken in regular time intervals. ]]> 2409 Damage is taken in regular time intervals.]]>
2265 </description> 2410 </description>
2266 <use><![CDATA[ 2411 <use><![CDATA[
2267 The default lava for example does minor damage. But you can turn 2412 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> 2413 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. 2414 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 2415 You can use that to safely chase off too-weak players, or just
2271 to have something different. ]]> 2416 to have something different.]]>
2272 </use> 2417 </use>
2273 <attribute arch="is_floor" value="1" type="fixed" /> 2418 <attribute arch="is_floor" value="1" type="fixed" />
2274 <attribute arch="lifesave" value="1" type="fixed" /> 2419 <attribute arch="lifesave" value="1" type="fixed" />
2275 &move_on; 2420 &move_on;
2276 <attribute arch="no_pick" value="1" type="fixed" /> 2421 <attribute arch="no_pick" value="1" type="fixed" />
2315 If enabled, it is impossible for players to use prayers 2460 If enabled, it is impossible for players to use prayers
2316 on that spot. It also prevents players from saving. 2461 on that spot. It also prevents players from saving.
2317 </attribute> 2462 </attribute>
2318 <attribute arch="unique" editor="unique map" type="bool"> 2463 <attribute arch="unique" editor="unique map" type="bool">
2319 Unique floor means that any items dropped on that spot 2464 Unique floor means that any items dropped on that spot
2320 will be saved byond map reset. For permanent apartments, 2465 will be saved beyond map reset. For permanent apartments,
2321 all floor tiles must be set &lt;unique map&gt;. 2466 all floor tiles must be set &lt;unique map&gt;.
2322 </attribute> 2467 </attribute>
2323</type> 2468</type>
2324 2469
2325<!--####################################################################--> 2470<!--####################################################################-->
2327 <import_type name="Amulet" /> 2472 <import_type name="Amulet" />
2328 <description><![CDATA[ 2473 <description><![CDATA[
2329 Wearing a helmet, the object's stats will directly be inherited to 2474 Wearing a helmet, the object's stats will directly be inherited to
2330 the player. Normal helmets usually increase defense, while crowns 2475 the player. Normal helmets usually increase defense, while crowns
2331 add more special bonuses like stats/resistances paired with 2476 add more special bonuses like stats/resistances paired with
2332 low defense. ]]> 2477 low defense.]]>
2333 </description> 2478 </description>
2334 <use><![CDATA[ 2479 <use><![CDATA[
2335 Feel free to create your own special artifacts. However, it is very 2480 Feel free to create your own special artifacts. However, it is very
2336 important that you keep your artifact in balance with existing maps. ]]> 2481 important that you keep your artifact in balance with existing maps.]]>
2337 </use> 2482 </use>
2338 <attribute arch="magic" editor="magic bonus" type="int"> 2483 <attribute arch="magic" editor="magic bonus" type="int">
2339 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2484 &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 2485 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2341 than direct armour-class bonus on the helmet. 2486 than direct armour-class bonus on the helmet.
2350<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2351 <ignore> 2496 <ignore>
2352 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2353 </ignore> 2498 </ignore>
2354 <description><![CDATA[ 2499 <description><![CDATA[
2355 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2356 at a Holy_altar will make you a follower of that god, and 2501 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. ]]> 2502 if you already follow that god, you may get some extra bonus.]]>
2358 </description> 2503 </description>
2359 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2360 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2361 The altar belongs to the god of the given name. Possible options for 2506 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, 2507 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2385 Horns are very similar to rods. The difference is that horns regenerate 2530 Horns are very similar to rods. The difference is that horns regenerate
2386 spellpoints faster and thus are more valuable than rods. 2531 spellpoints faster and thus are more valuable than rods.
2387 <br><br> 2532 <br><br>
2388 A horn contains a spell. The player can use this spell by applying and 2533 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 2534 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2390 used endlessly. ]]> 2535 used endlessly.]]>
2391 </description> 2536 </description>
2392 <use><![CDATA[ 2537 <use><![CDATA[
2393 Horns are powerful due to their fast recharge rate. They should 2538 Horns are powerful due to their fast recharge rate. They should
2394 never contain high level attacking spells. Even curing/healing spells 2539 never contain high level attacking spells. Even curing/healing spells
2395 are almost too good on a horn. ]]> 2540 are almost too good on a horn.]]>
2396 </use> 2541 </use>
2397 <attribute arch="sp" editor="spell" type="spell"> 2542 <attribute arch="sp" editor="spell" type="spell">
2398 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2543 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! 2544 horns to players, since they can be used endlessly without any mana cost!
2400 Horns with heal/ restoration/ protection spells, IF available, MUST be 2545 Horns with heal/ restoration/ protection spells, IF available, MUST be
2426<!--####################################################################--> 2571<!--####################################################################-->
2427<type number="73" name="Inorganic"> 2572<type number="73" name="Inorganic">
2428 <description><![CDATA[ 2573 <description><![CDATA[
2429 Inorganic materials are generally used as ingredients for 2574 Inorganic materials are generally used as ingredients for
2430 alchemical receipes. By themselves, they have no special 2575 alchemical receipes. By themselves, they have no special
2431 functionalities. ]]> 2576 functionalities.]]>
2432 </description> 2577 </description>
2433 <attribute arch="is_dust" editor="is dust" type="bool"> 2578 <attribute arch="is_dust" editor="is dust" type="bool">
2434 </attribute> 2579 </attribute>
2435<section name="resistance"> 2580 &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> 2581</type>
2462 2582
2463<!--####################################################################--> 2583<!--####################################################################-->
2464<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2465 <ignore> 2585 <ignore>
2466 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2467 </ignore> 2588 </ignore>
2468 <description><![CDATA[ 2589 <description><![CDATA[
2469 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2470 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2471 either if that object is present or missing (-&gt; "last_sp") when a 2592 either if that object is present or missing (-&gt; "last_sp") when a
2474 <br><br> 2595 <br><br>
2475 Alternatively, you can set your inv. checker to block all players 2596 Alternatively, you can set your inv. checker to block all players
2476 that do/don't carry the matching object. 2597 that do/don't carry the matching object.
2477 <br><br> 2598 <br><br>
2478 As you can see, inv. checkers are quite powerful, holding a 2599 As you can see, inv. checkers are quite powerful, holding a
2479 great variety of possibilities. ]]> 2600 great variety of possibilities.]]>
2480 </description> 2601 </description>
2481 <use><![CDATA[ 2602 <use><![CDATA[
2482 Putting a check_inventory space in front of a gate (one below) and 2603 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. 2604 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 2605 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 2606 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 2607 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. ]]> 2608 can be found in nearly every RPG - simple but effective.]]>
2488 </use> 2609 </use>
2489 <attribute arch="no_pick" value="1" type="fixed" /> 2610 <attribute arch="no_pick" value="1" type="fixed" />
2490 <attribute arch="slaying" editor="match key string" type="string"> 2611 <attribute arch="slaying" editor="match key string" type="string">
2491 This string specifies the object we are looking for: We have a match 2612 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 2613 if the player does/don't carry a key object or a mark with identical
2508 </attribute> 2629 </attribute>
2509 <attribute arch="last_sp" editor="match = having" type="bool"> 2630 <attribute arch="last_sp" editor="match = having" type="bool">
2510 Enabled means having that object is a match. 2631 Enabled means having that object is a match.
2511 Disabled means not having that object is a match. 2632 Disabled means not having that object is a match.
2512 </attribute> 2633 </attribute>
2513 <attribute arch="connected" editor="connection" type="int"> 2634 <attribute arch="connected" editor="connection" type="string">
2514 Whenever the inventory checker is triggered, all objects with identical 2635 Whenever the inventory checker is triggered, all objects with identical
2515 &lt;connection&gt; value get activated. This only makes sense together with 2636 &lt;connection&gt; value get activated. This only makes sense together with
2516 &lt;blocking passage&gt; disabled. 2637 &lt;blocking passage&gt; disabled.
2517 </attribute> 2638 </attribute>
2518 &movement_types_terrain; 2639 &movement_types_terrain;
2568<!--####################################################################--> 2689<!--####################################################################-->
2569<type number="60" name="Jewel"> 2690<type number="60" name="Jewel">
2570 <description><![CDATA[ 2691 <description><![CDATA[
2571 Items of the type Gold &amp; Jewels are handled like a currency. 2692 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 2693 Unlike for any other type of item, in shops, the buy- and selling
2573 prices differ only marginally. ]]> 2694 prices differ only marginally.]]>
2574 </description> 2695 </description>
2575 <attribute arch="race" value="gold and jewels" type="fixed" /> 2696 <attribute arch="race" value="gold and jewels" type="fixed" />
2576 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2697 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577 This text may describe the object. 2698 This text may describe the object.
2578 </attribute> 2699 </attribute>
2580 2701
2581<!--####################################################################--> 2702<!--####################################################################-->
2582<type number="24" name="Key"> 2703<type number="24" name="Key">
2583 <description><![CDATA[ 2704 <description><![CDATA[
2584 When carrying a key, a normal door can be opened. The key will 2705 When carrying a key, a normal door can be opened. The key will
2585 disappear. ]]> 2706 disappear.]]>
2586 </description> 2707 </description>
2587 <attribute arch="startequip" editor="godgiven item" type="bool"> 2708 <attribute arch="startequip" editor="godgiven item" type="bool">
2588 A godgiven item vanishes as soon as the player 2709 A godgiven item vanishes as soon as the player
2589 drops it to the ground. 2710 drops it to the ground.
2590 </attribute> 2711 </attribute>
2712 <attribute arch="no_steal" editor="not stealable" type="bool">
2713 This item can't be stolen if the flag is set.
2714 </attribute>
2591</type> 2715</type>
2592 2716
2593<!--####################################################################--> 2717<!--####################################################################-->
2594<type number="20" name="Locked Door"> 2718<type number="20" name="Locked Door">
2595 <ignore> 2719 <ignore>
2596 <ignore_list name="non_pickable" /> 2720 <ignore_list name="non_pickable" />
2597 </ignore> 2721 </ignore>
2598 <description><![CDATA[ 2722 <description><![CDATA[
2599 A locked door can be opened only when carrying 2723 A locked door can be opened only when carrying
2600 the appropriate special key. ]]> 2724 the appropriate special key.]]>
2601 </description> 2725 </description>
2602 <use><![CDATA[ 2726 <use><![CDATA[
2603 If you want to create a locked door that cannot be opened (no key), 2727 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 2728 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. 2729 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 2731 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 2732 are used with all kinds of faces/names, especially often as
2609 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2733 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2610 There you have magic forces (door objects) put under certain artifact 2734 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 2735 items. To get your hands on the artifacts, you need to bring up the
2612 appropriate quest items (key objects). ]]> 2736 appropriate quest items (key objects).]]>
2613 </use> 2737 </use>
2614 <attribute arch="move_type" value="0" type="fixed" /> 2738 <attribute arch="move_type" value="0" type="fixed" />
2615 <attribute arch="no_pick" value="1" type="fixed" /> 2739 <attribute arch="no_pick" value="1" type="fixed" />
2616 <attribute arch="slaying" editor="key string" type="string"> 2740 <attribute arch="slaying" editor="key string" type="string">
2617 The &lt;key string&gt; in the door must be identical with the 2741 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. 2742 &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 2743 It is VERY important to set the &lt;key string&gt; to something that
2620 is unique among the CF mapset. 2744 is unique among the Deliantra mapset.
2621 2745
2622 DONT EVER USE the default string "set_individual_value". 2746 DONT EVER USE the default string "set_individual_value".
2747
2748 When the key string starts with "match ", then it is expected to
2749 be a match expression, which will be applied to the player, so
2750 you can use e.g. (match type=POTION in inv). Note that the matched
2751 object will be removed.
2623 </attribute> 2752 </attribute>
2624 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2753 <attribute arch="no_magic" editor="restrict spells" type="bool">
2625 Restricting the use of spells to pass this door. 2754 Restricting the use of spells to pass this door.
2626 This should be set in most cases. 2755 This should be set in most cases.
2627 (Don't forget that the spell "dimension door" is easily 2756 (Don't forget that the spell "dimension door" is easily
2641 2770
2642<!--####################################################################--> 2771<!--####################################################################-->
2643<type number="29" name="Magic Ear"> 2772<type number="29" name="Magic Ear">
2644 <ignore> 2773 <ignore>
2645 <ignore_list name="system_object" /> 2774 <ignore_list name="system_object" />
2775 <attribute arch="connected"/>
2646 </ignore> 2776 </ignore>
2647 <description><![CDATA[ 2777 <description><![CDATA[
2648 Magic_ears trigger a connected value 2778 Magic_ears trigger a connected value
2649 when the player speaks a specific keyword. ]]> 2779 when the player speaks a specific keyword.]]>
2650 </description> 2780 </description>
2651 <use><![CDATA[ 2781 <use><![CDATA[
2652 Whenever you put magic_ears on your maps, make sure there are 2782 Whenever you put magic_ears on your maps, make sure there are
2653 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2783 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2654 something like a gate that is opened by speaking "open" or 2784 something like a gate that is opened by speaking "open" or
2656 <br><br> 2786 <br><br>
2657 Magic_ears are typically used for interaction with NPCs. You 2787 Magic_ears are typically used for interaction with NPCs. You
2658 can create the impression that the NPC actually *does* something 2788 can create the impression that the NPC actually *does* something
2659 according to his conversation with a player. Mostly this means 2789 according to his conversation with a player. Mostly this means
2660 opening a gate or handing out some item, but you could be quite 2790 opening a gate or handing out some item, but you could be quite
2661 creative here. ]]> 2791 creative here.]]>
2662 </use> 2792 </use>
2663 <attribute arch="no_pick" value="1" type="fixed" /> 2793 <attribute arch="no_pick" value="1" type="fixed" />
2664 <attribute arch="connected" editor="connection" type="int"> 2794 <attribute arch="connected" editor="connection" type="string">
2665 The Magic_ear will trigger all objects with the 2795 The Magic_ear will trigger all objects with the
2666 same connection value, every time it is activated. 2796 same connection value, every time it is activated.
2667 </attribute> 2797 </attribute>
2668 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2798 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2669 This textfield contains the keyword-matching-syntax. The text should 2799 This textfield contains the keyword-matching-syntax. The text should
2680 2810
2681<!--####################################################################--> 2811<!--####################################################################-->
2682<type number="62" name="Magic Wall"> 2812<type number="62" name="Magic Wall">
2683 <ignore> 2813 <ignore>
2684 <ignore_list name="non_pickable" /> 2814 <ignore_list name="non_pickable" />
2815 <attribute arch="connected"/>
2685 </ignore> 2816 </ignore>
2686 <description><![CDATA[ 2817 <description><![CDATA[
2687 Magic walls fire spells in a given direction, in regular intervals. 2818 Magic walls fire spells in a given direction, in regular intervals.
2688 Magic walls can contain any spell. However, some spells do not 2819 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 2820 operate very successfully in them. The only way to know is to test
2690 the spell you want to use with a wall. 2821 the spell you want to use with a wall.
2691 <br><br> 2822 <br><br>
2692 Several types of magical walls are predefined for you in the 2823 Several types of magical walls are predefined for you in the
2693 archetypes, and can be found on the "connected" Pickmap. ]]> 2824 archetypes, and can be found on the "connected" Pickmap.]]>
2694 </description> 2825 </description>
2695 <use><![CDATA[ 2826 <use><![CDATA[
2696 Spellcasting walls pose an interesting alternative to monsters. 2827 Spellcasting walls pose an interesting alternative to monsters.
2697 Usually they are set to be undestroyable. Thus, while monsters 2828 Usually they are set to be undestroyable. Thus, while monsters
2698 in a map can be cleared out, the magic walls remain. Low level 2829 in a map can be cleared out, the magic walls remain. Low level
2709 walls' spell(s). 2840 walls' spell(s).
2710 <br><br> 2841 <br><br>
2711 It is possible to make walls rotate when triggered. But that is so 2842 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 2843 confusing (and useless IMHO) that I did not mention it above. You
2713 can find a working example on the map 2844 can find a working example on the map
2714 "/pup_land/castle_eureca/castle_eureca8". ]]> 2845 "/pup_land/castle_eureca/castle_eureca8".]]>
2715 </use> 2846 </use>
2716 <attribute arch="dam" editor="spell" type="spell"> 2847 <attribute arch="dam" editor="spell" type="spell">
2717 The magic wall will cast this &lt;spell&gt;. 2848 The magic wall will cast this &lt;spell&gt;.
2718 </attribute> 2849 </attribute>
2719 <attribute arch="level" editor="spell level" type="int"> 2850 <attribute arch="level" editor="spell level" type="int">
2720 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2851 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2721 walls cast spells at minimal strength. "level 100" walls cast deadly 2852 walls cast spells at minimal strength. "level 100" walls cast deadly
2722 spells. Arch default is level 1 - you should always set this value 2853 spells. Arch default is level 1 - you should always set this value
2723 to meet the overall difficulty of your map. 2854 to meet the overall difficulty of your map.
2724 </attribute> 2855 </attribute>
2725 <attribute arch="connected" editor="connection" type="int"> 2856 <attribute arch="connected" editor="connection" type="string">
2726 Every time the &lt;connection&gt; value is triggered, the wall will cast 2857 Every time the &lt;connection&gt; value is triggered, the wall will cast
2727 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2858 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2728 have much visible effect. 2859 have much visible effect.
2729 </attribute> 2860 </attribute>
2730 &activate_on; 2861 &activate_on;
2759 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2890 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" 2891 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2761 to &lt;weapon class&gt;. 2892 to &lt;weapon class&gt;.
2762 </attribute> 2893 </attribute>
2763</section> 2894</section>
2764<section name="resistance"> 2895&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> 2896</type>
2809 2897
2810<!--####################################################################--> 2898<!--####################################################################-->
2811<type number="55" name="Marker"> 2899<type number="55" name="Marker">
2812 <ignore> 2900 <ignore>
2813 <ignore_list name="system_object" /> 2901 <ignore_list name="system_object" />
2902 <attribute arch="connected"/>
2814 </ignore> 2903 </ignore>
2815 <description><![CDATA[ 2904 <description><![CDATA[
2816 A marker is an object that inserts an invisible force (a mark) into a 2905 A marker is an object that inserts an invisible force (a mark) into a
2817 player stepping on it. This force does nothing except containing a 2906 player stepping on it. This force does nothing except containing a
2818 &lt;key string&gt; which can be discovered by detectors or inventory 2907 &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. 2908 checkers. It is also possible to use markers for removing marks again
2909 (by setting the "name" slot to the name of the marker to be removed).
2820 <br><br> 2910 <br><br>
2821 Note that the player has no possibility to "see" his own marks, 2911 Note that the player has no possibility to "see" his own marks,
2822 except by the effect that they cause on the maps. ]]> 2912 except by the effect that they cause on the maps.]]>
2823 </description> 2913 </description>
2824 <use><![CDATA[ 2914 <use><![CDATA[
2825 Markers hold real cool possibilities for map-making. I encourage 2915 Markers hold real cool possibilities for map-making. I encourage
2826 you to use them frequently. However there is one negative point 2916 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 2917 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 2918 your task, as map-creator, to make sure the player is always well
2829 informed and never confused. 2919 informed and never confused.
2830 <br><br> 2920 <br><br>
2831 Please avoid infinite markers when they aren't needed. They're 2921 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 2922 using a little space in the player file after all, so if there
2833 is no real purpose, set an expire time. ]]> 2923 is no real purpose, set an expire time.]]>
2834 </use> 2924 </use>
2835 <attribute arch="no_pick" value="1" type="fixed" /> 2925 <attribute arch="no_pick" value="1" type="fixed" />
2836 <attribute arch="slaying" editor="key string" type="string"> 2926 <attribute arch="slaying" editor="key string" type="string">
2837 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2927 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;, 2928 If the player already has a force with that &lt;key string&gt;,
2839 there won't be inserted a second one. 2929 there won't be inserted a second one.
2840 </attribute> 2930 </attribute>
2841 <attribute arch="connected" editor="connection" type="int"> 2931 <attribute arch="connected" editor="connection" type="string">
2842 When the detector is triggered, all objects with the same 2932 When the detector is triggered, all objects with the same
2843 connection value get activated. 2933 connection value get activated.
2844 </attribute> 2934 </attribute>
2845 <attribute arch="speed" editor="marking speed" type="float"> 2935 <attribute arch="speed" editor="marking speed" type="float">
2846 The &lt;marking speed&gt; defines how quickly it will mark something 2936 The &lt;marking speed&gt; defines how quickly it will mark something
2884 When a player picks an item from a shop and attempts to 2974 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 2975 walk over the shop mat, the item's selling-price is automatically
2886 subtracted from the player's money. 2976 subtracted from the player's money.
2887 <br><br> 2977 <br><br>
2888 For money, always use the default arches. 2978 For money, always use the default arches.
2889 Don't modify them. ]]> 2979 Don't modify them.]]>
2890 </description> 2980 </description>
2891 <attribute arch="race" value="gold and jewels" type="fixed" /> 2981 <attribute arch="race" value="gold and jewels" type="fixed" />
2892</type> 2982</type>
2893 2983
2894<!--####################################################################--> 2984<!--####################################################################-->
2909 Monsters can behave in various kinds of ways. 2999 Monsters can behave in various kinds of ways.
2910 They can be aggressive, attacking the player. Or peaceful, 3000 They can be aggressive, attacking the player. Or peaceful,
2911 helping the player - maybe joining him as pet. 3001 helping the player - maybe joining him as pet.
2912 The unagressive creatures who communicate with players are 3002 The unagressive creatures who communicate with players are
2913 usually called "NPCs" (Non Player Character), a well-known 3003 usually called "NPCs" (Non Player Character), a well-known
2914 term in role-play environments. ]]> 3004 term in role-play environments.]]>
2915 </description> 3005 </description>
2916 <use><![CDATA[ 3006 <use><![CDATA[
2917 Monsters play a central role in most maps. Choosing the right 3007 Monsters play a central role in most maps. Choosing the right
2918 combination of monsters for your map is vital: 3008 combination of monsters for your map is vital:
2919 <UL> 3009 <UL>
2944 can use. 3034 can use.
2945 </UL> 3035 </UL>
2946 I know it's impossible to make the perfectly balanced map. There's always 3036 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. 3037 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 3038 Just give it your best shot. And listen to feedback from players if you
2949 receive some. :-) ]]> 3039 receive some. :-)]]>
2950 </use> 3040 </use>
2951 <attribute arch="alive" value="1" type="fixed" /> 3041 <attribute arch="alive" value="1" type="fixed" />
2952 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3042 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2953 When the monster is killed, items from the treasurelist will 3043 When the monster is killed, items from the treasurelist will
2954 drop to the ground. This is a common way to reward players 3044 drop to the ground. This is a common way to reward players
2955 for killing (masses of) monsters. 3045 for killing (masses of) monsters.
2956 3046
2957 Note that you can always put items into the monster's 3047 Note that you can always put items into the monster's
2958 inventory. Those will drop-at-kill just like the stuff 3048 inventory. Those will drop-at-kill just like the stuff
2959 from the &lt;treasurelist&gt;. 3049 from the &lt;treasurelist&gt;.
3050 </attribute>
3051 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3052 Set this flag to move treasure items created into the environment (map)
3053 instead of putting them into the object.
2960 </attribute> 3054 </attribute>
2961 <attribute arch="level" editor="level" type="int"> 3055 <attribute arch="level" editor="level" type="int">
2962 A monster's &lt;level&gt; is the most important attribute. 3056 A monster's &lt;level&gt; is the most important attribute.
2963 &lt;level&gt; affects the power of a monster in various ways. 3057 &lt;level&gt; affects the power of a monster in various ways.
2964 </attribute> 3058 </attribute>
3011 </attribute> 3105 </attribute>
3012 <attribute arch="carrying" editor="carries weight" type="int"> 3106 <attribute arch="carrying" editor="carries weight" type="int">
3013 If a monster has something in the inventory, this 3107 If a monster has something in the inventory, this
3014 value can be set to reflect the slowdown due to 3108 value can be set to reflect the slowdown due to
3015 the carried weight. 3109 the carried weight.
3110 </attribute>
3111 <attribute arch="precious" editor="precious" type="bool">
3112 Set this flag to indicate that this monster is precious, i.e.
3113 it should not be lightly destroyed. This is most useful on pets and
3114 keeps the server from destroying them on destroy_pets/monster floors
3115 and will try to save them when the player logs out.
3016 </attribute> 3116 </attribute>
3017 3117
3018<section name="melee"> 3118<section name="melee">
3019 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3119 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3020 This number is a bitmask, specifying the monster's attacktypes 3120 This number is a bitmask, specifying the monster's attacktypes
3192 <attribute arch="stand_still" editor="stand still" type="bool"> 3292 <attribute arch="stand_still" editor="stand still" type="bool">
3193 Monsters which &lt;stand still&gt; won't move to leave their position. 3293 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 3294 When agressive, they will attack all enemies who get close to
3195 them. This behaviour is commonly known from castle guards. 3295 them. This behaviour is commonly known from castle guards.
3196 3296
3197 In older versions of Crossfire it was possible to eventually 3297 In older versions of Deliantra it was possible to eventually
3198 push a &lt;stand still&gt;-monster out of position by force. 3298 push a &lt;stand still&gt;-monster out of position by force.
3199 I believe this is no longer possible. Neverthless, you should 3299 I believe this is no longer possible. Neverthless, you should
3200 still be cautious when lining up &lt;stand still&gt;-monster in order 3300 still be cautious when lining up &lt;stand still&gt;-monster in order
3201 to "defend" something: Such monsters are rather easy to kill. 3301 to "defend" something: Such monsters are rather easy to kill.
3202 It's good for low level maps, but not much more. 3302 It's good for low level maps, but not much more.
3238 When the monster's health points drop below this percentage 3338 When the monster's health points drop below this percentage
3239 (relative to max health), it attempts to run away from the 3339 (relative to max health), it attempts to run away from the
3240 attacker. 3340 attacker.
3241 </attribute> 3341 </attribute>
3242</section> 3342</section>
3243 3343 &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"> 3344 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289 </attribute> 3345 </attribute>
3290</type> 3346</type>
3291 3347
3292<!--####################################################################--> 3348<!--####################################################################-->
3297 <attribute arch="name_pl" /> 3353 <attribute arch="name_pl" />
3298 <attribute arch="nrof" /> 3354 <attribute arch="nrof" />
3299 <attribute arch="value" /> 3355 <attribute arch="value" />
3300 <attribute arch="unpaid" /> 3356 <attribute arch="unpaid" />
3301 </ignore> 3357 </ignore>
3302 <description><![CDATA[ 3358 <description>
3303 A grimreaper is a monster that vanishes after it did some number of 3359 A grimreaper is a monster that vanishes after it did some number of
3304 draining attacks. ]]> <!-- XXX: is this ok? --> 3360 draining attacks.
3305 </description> 3361 </description>
3306<section name="grimreaper"> 3362<section name="grimreaper">
3307 <attribute arch="value" editor="attacks" type="int"> 3363 <attribute arch="value" editor="attacks" type="int">
3308 The object vanishes after this number of draining attacks. 3364 The object vanishes after this number of draining attacks.
3309 </attribute> 3365 </attribute>
3312 3368
3313<!--####################################################################--> 3369<!--####################################################################-->
3314<type number="65" name="Mood Floor"> 3370<type number="65" name="Mood Floor">
3315 <ignore> 3371 <ignore>
3316 <ignore_list name="system_object" /> 3372 <ignore_list name="system_object" />
3373 <attribute arch="connected"/>
3317 </ignore> 3374 </ignore>
3318 <description><![CDATA[ 3375 <description><![CDATA[
3319 As the name implies, mood floors can change the "mood" of 3376 As the name implies, mood floors can change the "mood" of
3320 a monsters/NPC. For example, an unagressive monster could be 3377 a monsters/NPC. For example, an unagressive monster could be
3321 turned mad to start attacking. Similar, an agressive monster 3378 turned mad to start attacking. Similar, an agressive monster
3322 could be calmed. ]]> 3379 could be calmed.]]>
3323 </description> 3380 </description>
3324 <use><![CDATA[ 3381 <use><![CDATA[
3325 Mood floors are absolutely cool for NPC interaction. To make an 3382 Mood floors are absolutely cool for NPC interaction. To make an
3326 unaggressive monster/NPC attack, put a creator with "other_arch 3383 unaggressive monster/NPC attack, put a creator with "other_arch
3327 furious_floor" under it. Connect the creator to a magic_ear, so the 3384 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 3388 it directly to a magic_ear. Then the player speaks a keyword like
3332 "help me" - and the NPC joins him as pet. 3389 "help me" - and the NPC joins him as pet.
3333 <br><br> 3390 <br><br>
3334 (Of course you must always give clear hints about keywords! 3391 (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 3392 And there is no reason why you couldn't use a button/lever/pedestal
3336 etc. instead of a magic_ear.) ]]> 3393 etc. instead of a magic_ear.)]]>
3337 </use> 3394 </use>
3338 <attribute arch="no_pick" value="1" type="fixed" /> 3395 <attribute arch="no_pick" value="1" type="fixed" />
3339 <attribute arch="last_sp" editor="mood" type="list_mood"> 3396 <attribute arch="last_sp" editor="mood" type="list_mood">
3340 &lt;mood&gt; is used to determine what will happen to the 3397 &lt;mood&gt; is used to determine what will happen to the
3341 monster when affected by the mood floor: 3398 monster when affected by the mood floor:
3351 &lt;mood&gt; 'charm': Turns monster into a pet of person 3408 &lt;mood&gt; 'charm': Turns monster into a pet of person
3352 who triggers the square. This setting is not 3409 who triggers the square. This setting is not
3353 enabled for continous operation, you need to 3410 enabled for continous operation, you need to
3354 insert a &lt;connection&gt; value! 3411 insert a &lt;connection&gt; value!
3355 </attribute> 3412 </attribute>
3356 <attribute arch="connected" editor="connection" type="int"> 3413 <attribute arch="connected" editor="connection" type="string">
3357 This should only be set in combination with &lt;mood number&gt; 4. 3414 This should only be set in combination with &lt;mood number&gt; 4.
3358 Normally, monsters are affected by the mood floor as soon as they 3415 Normally, monsters are affected by the mood floor as soon as they
3359 step on it. But charming (monster -&gt; pet) is too powerful, 3416 step on it. But charming (monster -&gt; pet) is too powerful,
3360 so it needs to be activated. 3417 so it needs to be activated.
3361 3418
3385 can monsters. Motion is involuntary. Additionally, players or 3442 can monsters. Motion is involuntary. Additionally, players or
3386 monsters can be "frozen" while ontop of movers so that they MUST 3443 monsters can be "frozen" while ontop of movers so that they MUST
3387 move along a chain of them. 3444 move along a chain of them.
3388 <br><br> 3445 <br><br>
3389 Multisquare monsters can be moved as well, given 3446 Multisquare monsters can be moved as well, given
3390 enough space. Movers are usually invisible. ]]> 3447 enough space. Movers are usually invisible.]]>
3391 </description> 3448 </description>
3392 <use><![CDATA[ 3449 <use><![CDATA[
3393 NEVER EVER consider a mover being unpassable in the backwards 3450 NEVER EVER consider a mover being unpassable in the backwards
3394 direction. Setting "forced movement" makes it seemingly impossible 3451 direction. Setting "forced movement" makes it seemingly impossible
3395 but there is still a trick: One player can push a second player 3452 but there is still a trick: One player can push a second player
3402 cannot be discovered with the show_invisible spell. 3459 cannot be discovered with the show_invisible spell.
3403 <br><br> 3460 <br><br>
3404 Note that Movers and Directors are seperate objects, even though 3461 Note that Movers and Directors are seperate objects, even though
3405 they look and act similar. Directors only do spells/missiles, 3462 they look and act similar. Directors only do spells/missiles,
3406 while movers only do living creatures (depending on how it 3463 while movers only do living creatures (depending on how it
3407 is set: monsters and players). ]]> 3464 is set: monsters and players).]]>
3408 </use> 3465 </use>
3409 <attribute arch="attacktype" editor="forced movement" type="bool"> 3466 <attribute arch="attacktype" editor="forced movement" type="bool">
3410 If forced movement is enabled, the mover "freezes" anyone it 3467 If forced movement is enabled, the mover "freezes" anyone it
3411 moves (so they are forced to move along a chain). 3468 moves (so they are forced to move along a chain).
3412 For players there is no way to escape this forced movement, 3469 For players there is no way to escape this forced movement,
3460 3517
3461<!--####################################################################--> 3518<!--####################################################################-->
3462<type number="17" name="Pedestal"> 3519<type number="17" name="Pedestal">
3463 <ignore> 3520 <ignore>
3464 <ignore_list name="non_pickable" /> 3521 <ignore_list name="non_pickable" />
3522 <attribute arch="connected"/>
3465 </ignore> 3523 </ignore>
3466 <description><![CDATA[ 3524 <description><![CDATA[
3467 Pedestals are designed to detect certain types of living objects. 3525 Pedestals are designed to detect certain types of living objects.
3468 When a predefined type of living creature steps on the pedestal, the 3526 When a predefined type of living creature steps on the pedestal, the
3469 connected value is triggered. ]]> 3527 connected value is triggered.]]>
3470 </description> 3528 </description>
3471 <use><![CDATA[ 3529 <use><![CDATA[
3472 If you want to create a place where only players of a certain race 3530 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 3531 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, 3532 only activated for players of the matching race. Do not use gates,
3475 because many other players could sneak in. If you put powerful 3533 because many other players could sneak in. If you put powerful
3476 artifacts into such places, generally set "startequip 1", so that 3534 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. ]]> 3535 they are preserved for that one race and can't be traded to others.]]>
3478 </use> 3536 </use>
3479 <attribute arch="no_pick" value="1" type="fixed" /> 3537 <attribute arch="no_pick" value="1" type="fixed" />
3480 <attribute arch="slaying" editor="match race" type="string"> 3538 <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; 3539 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. 3540 matches the monster's or the player's race, we have a match.
3484 place where only fireborns can enter, by setting "slaying unnatural". 3542 place where only fireborns can enter, by setting "slaying unnatural".
3485 3543
3486 If it is set to "player", any player stepping on the pedestal 3544 If it is set to "player", any player stepping on the pedestal
3487 is a match. Very useful if you want to open a gate for players 3545 is a match. Very useful if you want to open a gate for players
3488 but not for monsters. 3546 but not for monsters.
3547
3548 &match_compat;
3489 </attribute> 3549 </attribute>
3490 <attribute arch="connected" editor="connection" type="int"> 3550 <attribute arch="connected" editor="connection" type="string">
3491 When the pedestal is triggered, all objects with the same 3551 When the pedestal is triggered, all objects with the same
3492 connection value get activated. 3552 connection value get activated.
3493 </attribute> 3553 </attribute>
3494 &move_on; 3554 &move_on;
3495</type> 3555</type>
3496 3556
3497<!--####################################################################--> 3557<!--####################################################################-->
3558<type number="32" name="Pedestal Trigger">
3559 <import_type name="Pedestal" />
3560 <ignore>
3561 <ignore_list name="non_pickable" />
3562 </ignore>
3563 <description><![CDATA[
3564 Pedestal triggers are pedestals which reset after a short period
3565 of time. Every time it is either applied or reset, the
3566 &lt;connection&gt; value is triggered.]]>
3567 </description>
3568</type>
3569
3570<!--####################################################################-->
3571<type number="19" name="Item Match">
3572 <ignore>
3573 <ignore_list name="non_pickable" />
3574 <attribute arch="connected"/>
3575 </ignore>
3576 <description><![CDATA[
3577 Match objects use the deliantra matching language
3578 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3579 to match items on the same mapspace (if move_on/off are unset) or
3580 items trying to enter (if move_blocked is set).
3581
3582 If a connected value is given, then it is triggered if the first object
3583 matching the expression is put on it, and the last is removed.]]>
3584 </description>
3585 <use><![CDATA[
3586 If you want to trigger something else (e.g. a gate) when an item is above this object,
3587 use the move_on/move_off settings.
3588
3589 If you want to keep something from entering if it has (or lacks) a specific item,
3590 use the move_blocked setting.]]>
3591 </use>
3592 <attribute arch="no_pick" value="1" type="fixed" />
3593 <attribute arch="slaying" editor="match expression" type="string">
3594 &match_compat;
3595
3596 Optionally you can leave out the "match " prefix.
3597 </attribute>
3598 <attribute arch="connected" editor="connection" type="string">
3599 When the match is triggered, all objects with the same
3600 connection value get activated.
3601 </attribute>
3602 &move_on;
3603 &move_off;
3604 &move_block;
3605</type>
3606
3607<!--####################################################################-->
3498<type number="94" name="Pit"> 3608<type number="94" name="Pit">
3499 <ignore> 3609 <ignore>
3500 <ignore_list name="non_pickable" /> 3610 <ignore_list name="non_pickable" />
3611 <attribute arch="connected"/>
3501 </ignore> 3612 </ignore>
3502 <description><![CDATA[ 3613 <description><![CDATA[
3503 Pits are holes, transporting the player when he walks (and falls) into them. 3614 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 3615 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 3616 the exact destination, but within a configurable radius of the destination
3506 (never on blocked squares).<br> 3617 (never on blocked squares).<br>
3507 Optionally, pits can get closed and opened, similar to gates.<br><br> 3618 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. 3619 Monsters and items are affected by pits just as well as players.
3509 Even multipart monsters can fall through them, given enough space. ]]> 3620 Even multipart monsters can fall through them, given enough space.]]>
3510 </description> 3621 </description>
3511 <use><![CDATA[ 3622 <use><![CDATA[
3512 Pits can add interesting effects to your map. When using them, make 3623 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 3624 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 3625 player to some kind of lower level. They should not be used to
3515 randomly interconnect maps like teleporters do. ]]> 3626 randomly interconnect maps like teleporters do.]]>
3516 </use> 3627 </use>
3517 <attribute arch="no_pick" value="1" type="fixed" /> 3628 <attribute arch="no_pick" value="1" type="fixed" />
3629 <attribute arch="range" editor="spread radius" type="int">
3630 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3631 </attribute>
3518 <attribute arch="connected" editor="connection" type="int"> 3632 <attribute arch="connected" editor="connection" type="string">
3519 When a &lt;connection&gt; value is set, the pit can be opened/closed 3633 When a &lt;connection&gt; value is set, the pit can be opened/closed
3520 by activating the connection. 3634 by activating the connection.
3521 </attribute> 3635 </attribute>
3522 &activate_on; 3636 &activate_on;
3523 <attribute arch="hp" editor="destination X" type="int"> 3637 <attribute arch="hp" editor="destination X" type="int">
3543 3657
3544<!--####################################################################--> 3658<!--####################################################################-->
3545<type number="7" name="Poison Food"> 3659<type number="7" name="Poison Food">
3546 <description><![CDATA[ 3660 <description><![CDATA[
3547 When eating, the player's stomache is drained by 1/4 of food. 3661 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. ]]> 3662 If his food drops to zero, the player might even die.]]>
3549 </description> 3663 </description>
3550</type> 3664</type>
3551 3665
3552<!--####################################################################--> 3666<!--####################################################################-->
3553<type number="5" name="Potion"> 3667<type number="5" name="Potion">
3554 <description><![CDATA[ 3668 <description><![CDATA[
3555 The player can drink these and gain various kinds of benefits 3669 The player can drink these and gain various kinds of benefits
3556 (/penalties) by doing so. ]]> 3670 (/penalties) by doing so.]]>
3557 </description> 3671 </description>
3558 <use><![CDATA[ 3672 <use><![CDATA[
3559 One potion should never give multiple benefits at once. ]]> 3673 One potion should never give multiple benefits at once.]]>
3560 </use> 3674 </use>
3561 <attribute arch="level" editor="potion level" type="int"> 3675 <attribute arch="level" editor="potion level" type="int">
3562 If the potion contains a spell, the spell is cast at this level. 3676 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. 3677 For other potions it should be set at least to 1.
3564 </attribute> 3678 </attribute>
3582 </attribute> 3696 </attribute>
3583 <attribute arch="startequip" editor="godgiven item" type="bool"> 3697 <attribute arch="startequip" editor="godgiven item" type="bool">
3584 A godgiven item vanishes as soon as the player 3698 A godgiven item vanishes as soon as the player
3585 drops it to the ground. 3699 drops it to the ground.
3586 </attribute> 3700 </attribute>
3587<section name="stats"> 3701 &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> 3702</type>
3706 3703
3707<!--####################################################################--> 3704<!--####################################################################-->
3708<type number="156" name="Power Crystal"> 3705<type number="156" name="Power Crystal">
3709 <description><![CDATA[ 3706 <description><![CDATA[
3710 Power crystals can store a player's mana: 3707 Power crystals can store a player's mana:
3711 When the player applies the crystal with full mana, half of 3708 When the player applies the crystal with full mana, half of
3712 it flows into the crystal. When the player applies it with 3709 it flows into the crystal. When the player applies it with
3713 lacking mana, the crystal replenishes the player's mana. ]]> 3710 lacking mana, the crystal replenishes the player's mana.]]>
3714 </description> 3711 </description>
3715 <attribute arch="sp" editor="initial mana" type="int"> 3712 <attribute arch="sp" editor="initial mana" type="int">
3716 &lt;initial mana&gt; is the amount of spellpoints that the 3713 &lt;initial mana&gt; is the amount of spellpoints that the
3717 crystal holds when the map is loaded. 3714 crystal holds when the map is loaded.
3718 </attribute> 3715 </attribute>
3730 Projectiles like arrows/crossbow bolts are used as ammunition 3727 Projectiles like arrows/crossbow bolts are used as ammunition
3731 for shooting weapons. 3728 for shooting weapons.
3732 <br><br> 3729 <br><br>
3733 It's very easy to add new pairs of weapons &amp; projectiles. 3730 It's very easy to add new pairs of weapons &amp; projectiles.
3734 Just set matching &lt;ammunition class&gt; both for shooting 3731 Just set matching &lt;ammunition class&gt; both for shooting
3735 weapon and projectile. ]]> 3732 weapon and projectile.]]>
3736 </description> 3733 </description>
3737 <use><![CDATA[ 3734 <use><![CDATA[
3738 If you want to create new kinds of projectiles, you could 3735 If you want to create new kinds of projectiles, you could
3739 add an alchemical receipe to create these. 3736 add an alchemical receipe to create these.
3740 3737
3741 Don't create new pairs of weapons &amp; projectiles unless 3738 Don't create new pairs of weapons &amp; projectiles unless
3742 they really fullfill a useful purpose. In fact, even bows 3739 they really fullfill a useful purpose. In fact, even bows
3743 and crossbows are rarely ever used. ]]> 3740 and crossbows are rarely ever used.]]>
3744 </use> 3741 </use>
3745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3742 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3746 This number is a bitmask, specifying the projectile's attacktypes. 3743 This number is a bitmask, specifying the projectile's attacktypes.
3747 Attacktypes are: physical, magical, fire, cold.. etc. 3744 Attacktypes are: physical, magical, fire, cold.. etc.
3748 This works identical to melee weapons. Note that shooting 3745 This works identical to melee weapons. Note that shooting
3810<type number="70" name="Ring"> 3807<type number="70" name="Ring">
3811 <import_type name="Amulet" /> 3808 <import_type name="Amulet" />
3812 <description><![CDATA[ 3809 <description><![CDATA[
3813 Rings are worn on the hands - one ring each. 3810 Rings are worn on the hands - one ring each.
3814 Wearing rings, the object's stats will directly be inherited to 3811 Wearing rings, the object's stats will directly be inherited to
3815 the player. Usually enhancing his spellcasting potential. ]]> 3812 the player. Usually enhancing his spellcasting potential.]]>
3816 </description> 3813 </description>
3817 <use><![CDATA[ 3814 <use><![CDATA[
3818 When you create an artifact ring, never forget that players can 3815 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 3816 wear <B>two</B> rings! Due to that it is extremely important to
3820 keep rings in balance with the game. 3817 keep rings in balance with the game.
3821 <br><br> 3818 <br><br>
3822 Also keep in mind that rings are generally the wizard's tools. 3819 Also keep in mind that rings are generally the wizard's tools.
3823 They should primarily grant bonuses to spellcasting abilities 3820 They should primarily grant bonuses to spellcasting abilities
3824 and non-physical resistances. ]]> 3821 and non-physical resistances.]]>
3825 </use> 3822 </use>
3826</type> 3823</type>
3827 3824
3828<!--####################################################################--> 3825<!--####################################################################-->
3829<type number="3" name="Rod"> 3826<type number="3" name="Rod">
3832 </ignore> 3829 </ignore>
3833 <description><![CDATA[ 3830 <description><![CDATA[
3834 A rod contains a spell. The player can use this spell by applying and 3831 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, 3832 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3836 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3833 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3837 used endlessly. ]]> 3834 used endlessly.]]>
3838 </description> 3835 </description>
3839 <use><![CDATA[ 3836 <use><![CDATA[
3840 Rods with healing/curing spells are extremely powerful. Usually, potions have 3837 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 3838 to be used for that purpose. Though, potions are expensive and only good for
3842 one-time-use.<br> ]]> 3839 one-time-use.<br>]]>
3843 </use> 3840 </use>
3844 <attribute arch="sp" editor="spell" type="spell"> 3841 <attribute arch="sp" editor="spell" type="spell">
3845 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3842 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! 3843 rods to players, since they can be used endlessly without any mana cost!
3847 Rods with heal/ restoration/ protection spells, IF available, MUST be 3844 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 3884 Runes hit any monster or person who steps on them for 'dam' damage in
3888 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3885 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3889 and will cast this spell when it detonates. Yet another kind is the 3886 and will cast this spell when it detonates. Yet another kind is the
3890 "summoning rune", summoning predefined monsters of any kind, at detonation. 3887 "summoning rune", summoning predefined monsters of any kind, at detonation.
3891 <br><br> 3888 <br><br>
3892 Many runes are already defined in the archetypes. ]]> 3889 Many runes are already defined in the archetypes.]]>
3893 </description> 3890 </description>
3894 <use><![CDATA[ 3891 <use><![CDATA[
3895 Avoid monsters stepping on your runes. For example, summoning runes 3892 Avoid monsters stepping on your runes. For example, summoning runes
3896 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3893 together with spellcasting- and attack-runes is usually a bad idea.]]>
3897 </use> 3894 </use>
3898 <attribute arch="no_pick" value="1" type="fixed" /> 3895 <attribute arch="no_pick" value="1" type="fixed" />
3899 &move_on; 3896 &move_on;
3900 <attribute arch="level" editor="rune level" type="int"> 3897 <attribute arch="level" editor="rune level" type="int">
3901 This value sets the level the rune will cast the spell it contains at, 3898 This value sets the level the rune will cast the spell it contains at,
3969 <ignore_list name="non_pickable" /> 3966 <ignore_list name="non_pickable" />
3970 </ignore> 3967 </ignore>
3971 <description><![CDATA[ 3968 <description><![CDATA[
3972 When the player applies a savebed, he is not only saved. Both his 3969 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 3970 respawn-after-death and his word-of-recall positions are pointing
3974 to the last-applied savebed. ]]> 3971 to the last-applied savebed.]]>
3975 </description> 3972 </description>
3976 <use><![CDATA[ 3973 <use><![CDATA[
3977 Put savebed locations in towns, do not put them into dungeons. 3974 Put savebed locations in towns, do not put them into dungeons.
3978 It is absolutely neccessary that a place with savebeds is 100% secure. 3975 It is absolutely neccessary that a place with savebeds is 100% secure.
3979 That means: 3976 That means:
3980 <UL> 3977 <UL>
3981 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3978 <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. 3979 <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 3980 <LI> Insert a reliable exit! Make sure there is no possibility that
3984 players get trapped in a savebed location. 3981 players get trapped in a savebed location.
3985 <LI> If possible, mark the whole site as no-spell area (Insert this 3982 <LI> If possible, mark the whole site as no-spell area (Insert this
3986 arch called "dungeon_magic" everywhere). This is not required, 3983 arch called "dungeon_magic" everywhere). This is not required,
3987 but it makes the place much more safe. 3984 but it makes the place much more safe.
3988 </UL> ]]> 3985 </UL>]]>
3989 </use> 3986 </use>
3990 <attribute arch="no_pick" value="1" type="fixed" /> 3987 <attribute arch="no_pick" value="1" type="fixed" />
3991 <attribute arch="no_magic" value="1" type="fixed" /> 3988 <attribute arch="no_magic" value="1" type="fixed" />
3992 <attribute arch="damned" value="1" type="fixed" /> 3989 <attribute arch="damned" value="1" type="fixed" />
3993</type> 3990</type>
4000 <description><![CDATA[ 3997 <description><![CDATA[
4001 Scrolls contain spells (similar to spell-potions). Unlike potions, 3998 Scrolls contain spells (similar to spell-potions). Unlike potions,
4002 scrolls require a certain literacy skill to read successfully. 3999 scrolls require a certain literacy skill to read successfully.
4003 Accordingly, for a successful reading, a small amount of 4000 Accordingly, for a successful reading, a small amount of
4004 experience is gained. Scrolls allow only one time usage, but 4001 experience is gained. Scrolls allow only one time usage, but
4005 usually they are sold in bulks. ]]> 4002 usually they are sold in bulks.]]>
4006 </description> 4003 </description>
4007 <use><![CDATA[ 4004 <use><![CDATA[
4008 For low level quests, scrolls of healing/curing-spells 4005 For low level quests, scrolls of healing/curing-spells
4009 can be a nice reward. At higher levels, scrolls become less 4006 can be a nice reward. At higher levels, scrolls become less
4010 and less useful. ]]> 4007 and less useful.]]>
4011 </use> 4008 </use>
4012 <attribute arch="level" editor="casting level" type="int"> 4009 <attribute arch="level" editor="casting level" type="int">
4013 The spell of the scroll will be casted at this level. 4010 The spell of the scroll will be casted at this level.
4014 This value should always be set, at least to 1. 4011 This value should always be set, at least to 1.
4015 </attribute> 4012 </attribute>
4027<type number="33" name="Shield"> 4024<type number="33" name="Shield">
4028 <import_type name="Amulet" /> 4025 <import_type name="Amulet" />
4029 <description><![CDATA[ 4026 <description><![CDATA[
4030 Wearing a shield, the object's stats will directly be inherited to 4027 Wearing a shield, the object's stats will directly be inherited to
4031 the player. Shields usually provide good defense, only surpassed 4028 the player. Shields usually provide good defense, only surpassed
4032 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 4029 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4033 </description> 4030 </description>
4034 <use><![CDATA[ 4031 <use><![CDATA[
4035 Feel free to create your own special artifacts. However, it is very 4032 Feel free to create your own special artifacts. However, it is very
4036 important that you keep your artifact in balance with existing maps. ]]> 4033 important that you keep your artifact in balance with existing maps.]]>
4037 </use> 4034 </use>
4038 <attribute arch="magic" editor="magic bonus" type="int"> 4035 <attribute arch="magic" editor="magic bonus" type="int">
4039 &lt;magic bonus&gt; works just like ac, except that it can be improved by 4036 &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 4037 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4041 than direct armour-class bonus on the shield. 4038 than direct armour-class bonus on the shield.
4050 wielded both at the same time. Like with any other equipment, 4047 wielded both at the same time. Like with any other equipment,
4051 stats/bonuses from shooting weapons are directly inherited to the player. 4048 stats/bonuses from shooting weapons are directly inherited to the player.
4052 <br><br> 4049 <br><br>
4053 It's very easy to add new pairs of weapons &amp; projectiles. 4050 It's very easy to add new pairs of weapons &amp; projectiles.
4054 Just set matching &lt;ammunition class&gt; both for shooting 4051 Just set matching &lt;ammunition class&gt; both for shooting
4055 weapon and projectile. ]]> 4052 weapon and projectile.]]>
4056 </description> 4053 </description>
4057 <use><![CDATA[ 4054 <use><![CDATA[
4058 Shooting weapons should not add bonuses in general. There's already 4055 Shooting weapons should not add bonuses in general. There's already
4059 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4056 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4060 Shooting weapons should especially not add bonuses to the player 4057 Shooting weapons should especially not add bonuses to the player
4061 that have nothing to do with schooting. A Wisdom bonus on a bow 4058 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 4059 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4063 - still crap. ]]> 4060 - still crap.]]>
4064 </use> 4061 </use>
4065 <attribute arch="race" editor="ammunition class" type="string"> 4062 <attribute arch="race" editor="ammunition class" type="string">
4066 Only projectiles with matching &lt;ammunition class&gt; can be fired 4063 Only projectiles with matching &lt;ammunition class&gt; can be fired
4067 with this weapon. For normal bows set "arrows", for normal 4064 with this weapon. For normal bows set "arrows", for normal
4068 crossbows set "crossbow bolts". 4065 crossbows set "crossbow bolts".
4097 amount of &lt;item power&gt;, depending on their own level. This is the 4094 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 4095 only way to prevent low level players to wear "undeserved" equipment
4099 (like gifts from other players or cheated items). 4096 (like gifts from other players or cheated items).
4100 4097
4101 It is very important to adjust the &lt;item power&gt; value carefully 4098 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 4099 for every artifact you create! If zero/unset, the Deliantra server will
4103 calculate a provisional value at runtime, but this is never 4100 calculate a provisional value at runtime, but this is never
4104 going to be an accurate measurement of &lt;item power&gt;. 4101 going to be an accurate measurement of &lt;item power&gt;.
4105 </attribute> 4102 </attribute>
4106 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4103 <attribute arch="no_strength" editor="ignore strength" type="bool">
4107 Usually the player's strentgh takes effect on the damage 4104 Usually the player's strentgh takes effect on the damage
4189 These items are all flagged as unpaid. 4186 These items are all flagged as unpaid.
4190 When a player drops an item onto shop floor, the item becomes 4187 When a player drops an item onto shop floor, the item becomes
4191 unpaid and the player receives payment according to the item's 4188 unpaid and the player receives payment according to the item's
4192 selling-value. 4189 selling-value.
4193 Shopfloor always prevents magic (To hinder players from burning 4190 Shopfloor always prevents magic (To hinder players from burning
4194 or freezing the goods). ]]> 4191 or freezing the goods).]]>
4195 </description> 4192 </description>
4196 <use><![CDATA[ 4193 <use><![CDATA[
4197 Tile your whole shop-interior space which shop floor. 4194 Tile your whole shop-interior space which shop floor.
4198 (That assures players receive payment for dropping items). 4195 (That assures players receive payment for dropping items).
4199 Place shop mats to enter/leave the shop, and make sure 4196 Place shop mats to enter/leave the shop, and make sure
4200 there is no other exit than the shop mat. ]]> 4197 there is no other exit than the shop mat.]]>
4201 </use> 4198 </use>
4202 <attribute arch="is_floor" value="1" type="fixed" /> 4199 <attribute arch="is_floor" value="1" type="fixed" />
4203 <attribute arch="no_pick" value="1" type="fixed" /> 4200 <attribute arch="no_pick" value="1" type="fixed" />
4204 <attribute arch="no_magic" value="1" type="fixed" /> 4201 <attribute arch="no_magic" value="1" type="fixed" />
4205 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4202 <attribute arch="auto_apply" editor="generate goods" type="bool">
4239 "shopping-area" and one outside. Shop mats don't use exit paths/ 4236 "shopping-area" and one outside. Shop mats don't use exit paths/
4240 or -destinations. When stepping onto a shopmat the player gets beamed 4237 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 4238 to the nearest other mat. If the player has unpaid items in his
4242 inventory, the price gets charged from his coins automatically. 4239 inventory, the price gets charged from his coins automatically.
4243 If the player has insufficient coins to buy his unpaid items, he 4240 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). ]]> 4241 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4245 </description> 4242 </description>
4246 <use><![CDATA[ 4243 <use><![CDATA[
4247 As stated above, always place TWO shop mats into your shop. 4244 As stated above, always place TWO shop mats into your shop.
4248 Not more and not less than that. ]]> 4245 Not more and not less than that.]]>
4249 </use> 4246 </use>
4250 <attribute arch="no_pick" value="1" type="fixed" /> 4247 <attribute arch="no_pick" value="1" type="fixed" />
4251 &move_on; 4248 &move_on;
4252</type> 4249</type>
4253 4250
4254<!--####################################################################--> 4251<!--####################################################################-->
4255<type number="98" name="Sign &amp; MagicMouth"> 4252<type number="98" name="Sign &amp; MagicMouth">
4256 <ignore> 4253 <ignore>
4257 <ignore_list name="non_pickable" /> 4254 <ignore_list name="non_pickable" />
4255 <attribute arch="connected"/>
4258 </ignore> 4256 </ignore>
4259 <description><![CDATA[ 4257 <description><![CDATA[
4260 The purpose of a sign or magic_mouth is to display a certain message to 4258 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: 4259 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 4260 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). ]]> 4261 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4264 </description> 4262 </description>
4265 <use><![CDATA[ 4263 <use><![CDATA[
4266 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4264 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 4265 some true roleplay feeling to your maps, support your storyline or give
4268 hints about hidden secrets/dangers. Place signs to provide the player 4266 hints about hidden secrets/dangers. Place signs to provide the player
4269 with all kinds of useful information for getting along in your maps. ]]> 4267 with all kinds of useful information for getting along in your maps.]]>
4270 </use> 4268 </use>
4271 <attribute arch="connected" editor="connection" type="int"> 4269 <attribute arch="connected" editor="connection" type="string">
4272 When a connection value is set, the message will be printed whenever 4270 When a connection value is set, the message will be printed whenever
4273 the connection is triggered. This should be used in combination with 4271 the connection is triggered. This should be used in combination with
4274 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4272 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4275 If activating your magic_mouth this way, the message will not only be 4273 If activating your magic_mouth this way, the message will not only be
4276 printed to one player, but all players on the current map. 4274 printed to one player, but all players on the current map.
4293 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4291 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4294 This text will be displayed to the player. 4292 This text will be displayed to the player.
4295 </attribute> 4293 </attribute>
4296</type> 4294</type>
4297 4295
4296<type number="150" name="Shop Inventory">
4297 <ignore>
4298 <ignore_list name="non_pickable" />
4299 </ignore>
4300 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4301 </description>
4302 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4303 </use>
4304 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4305 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4306 the map that will be searched for unpaid items.
4307 </attribute>
4308</type>
4309
4298<!--####################################################################--> 4310<!--####################################################################-->
4299<type number="43" name="Skill"> 4311<type number="43" name="Skill">
4300 <ignore> 4312 <ignore>
4301 <ignore_list name="system_object" /> 4313 <ignore_list name="system_object" />
4302 </ignore> 4314 </ignore>
4303 <description><![CDATA[ 4315 <description><![CDATA[
4304 Skills are objects which exist in the player/monster inventory. 4316 Skills are objects which exist in the player/monster inventory.
4305 Both NPC/monsters and players use the same skill archetypes. Not all skills 4317 Both NPC/monsters and players use the same skill archetypes. Not all skills
4306 are enabled for monster use however. ]]> 4318 are enabled for monster use however.]]>
4307 </description> 4319 </description>
4308 <use><![CDATA[ 4320 <use><![CDATA[
4309 For mapmaking, Skill objects serve two purposes: 4321 For mapmaking, Skill objects serve two purposes:
4310 <p>First, the predefined skill archtypes (in the 'skills' directory) 4322 <p>First, the predefined skill archtypes (in the 'skills' directory)
4311 can be seen as the global skill definitions. A skill which doesn't 4323 can be seen as the global skill definitions. A skill which doesn't
4316 </p><p> 4328 </p><p>
4317 Secondly, in order to enable monsters to use skills, you will need to 4329 Secondly, in order to enable monsters to use skills, you will need to
4318 copy default skill archtypes into the monsters' inventories. 4330 copy default skill archtypes into the monsters' inventories.
4319 You can even customize the skills by changing stats. It is not 4331 You can even customize the skills by changing stats. It is not
4320 recommended however, to use skills in your maps which are totally 4332 recommended however, to use skills in your maps which are totally
4321 unrelated to any predefined skill archtype.</p> ]]> 4333 unrelated to any predefined skill archtype.</p>]]>
4322 </use> 4334 </use>
4323 <attribute arch="invisible" value="1" type="fixed" /> 4335 <attribute arch="invisible" value="1" type="fixed" />
4324 <attribute arch="no_drop" value="1" type="fixed" /> 4336 <attribute arch="no_drop" value="1" type="fixed" />
4325 <attribute arch="skill" editor="skill name" type="string"> 4337 <attribute arch="skill" editor="skill name" type="string">
4326 The &lt;skill name&gt; is used for matchings. When a usable 4338 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 4348 expmul is 1, the player will get 500 added to that skill as well as
4337 500 to their total. 4349 500 to their total.
4338 </attribute> 4350 </attribute>
4339 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4351 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4340 The &lt;skill type&gt; defines the base functionality of the skill. 4352 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 4353 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. 4354 create new skill types, but it requires a bit of server-coding.
4343 </attribute> 4355 </attribute>
4344 <attribute arch="level" editor="level" type="int"> 4356 <attribute arch="level" editor="level" type="int">
4345 </attribute> 4357 </attribute>
4346 <attribute arch="exp" editor="experience" type="int"> 4358 <attribute arch="exp" editor="experience" type="int">
4355 4367
4356<!--####################################################################--> 4368<!--####################################################################-->
4357<type number="130" name="Skill Scroll"> 4369<type number="130" name="Skill Scroll">
4358 <description><![CDATA[ 4370 <description><![CDATA[
4359 By reading a skill scroll, a player has a chance to learn the 4371 By reading a skill scroll, a player has a chance to learn the
4360 contained skill. ]]> 4372 contained skill.]]>
4361 </description> 4373 </description>
4362 <use><![CDATA[ 4374 <use><![CDATA[
4363 Skill scrolls are very much sought for by players. Currently, 4375 Skill scrolls are very much sought for by players. Currently,
4364 all skill scrolls are sold in shops randomly, which is in fact not 4376 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 4377 a good system. It would be nice to have some cool quests with
4366 skill scrolls rewarded at the end. ]]> 4378 skill scrolls rewarded at the end.]]>
4367 </use> 4379 </use>
4368 <attribute arch="race" value="scrolls" type="fixed" /> 4380 <attribute arch="race" value="scrolls" type="fixed" />
4369 <attribute arch="skill" editor="skill name" type="string"> 4381 <attribute arch="skill" editor="skill name" type="string">
4370 The &lt;skill name&gt; matches the skill object that can 4382 The &lt;skill name&gt; matches the skill object that can
4371 be learned from this scroll. 4383 be learned from this scroll.
4381 When carrying the appropriate special key, a locked door can 4393 When carrying the appropriate special key, a locked door can
4382 be opened. The key will dissapear. 4394 be opened. The key will dissapear.
4383 <br><br> 4395 <br><br>
4384 This object-type can also be used for "passport"-like items: 4396 This object-type can also be used for "passport"-like items:
4385 When walking onto an invetory checker, a gate for example might 4397 When walking onto an invetory checker, a gate for example might
4386 get opened. The "passport" will stay in the player's inventory. ]]> 4398 get opened. The "passport" will stay in the player's inventory.]]>
4387 </description> 4399 </description>
4388 <use><![CDATA[ 4400 <use><![CDATA[
4389 How to make a "passport": You take the special key arch 4401 How to make a "passport": You take the special key arch
4390 (archetype name is "key2"), set the face to something like 4402 (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; 4403 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4392 certainly must match with the appropiate inventory checker. 4404 certainly must match with the appropiate inventory checker.
4393 <br><br> 4405 <br><br>
4394 Of course you can be creative with names and faces of 4406 Of course you can be creative with names and faces of
4395 key-objects. A "mysterious crystal" or a "big dragon claw" 4407 key-objects. A "mysterious crystal" or a "big dragon claw"
4396 (with appropriate faces) appear more interesting than just 4408 (with appropriate faces) appear more interesting than just
4397 a "strange key", or "passport". ]]> 4409 a "strange key", or "passport".]]>
4398 </use> 4410 </use>
4399 <attribute arch="slaying" editor="key string" type="string"> 4411 <attribute arch="slaying" editor="key string" type="string">
4400 This string must be identical with the &lt;key string&gt; in the 4412 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 4413 locked door, then it can be unlocked. It can also be used
4402 to trigger inventory checkers. 4414 to trigger inventory checkers.
4423 this text by clicking on the item in his inventory. Use this 4435 this text by clicking on the item in his inventory. Use this
4424 message to describe what the key/passport is good for. A player 4436 message to describe what the key/passport is good for. A player
4425 might have 50 different keys on his key-ring. Don't expect 4437 might have 50 different keys on his key-ring. Don't expect
4426 players to recall their purpose just by their names. 4438 players to recall their purpose just by their names.
4427 </attribute> 4439 </attribute>
4440 <attribute arch="no_steal" editor="not stealable" type="bool">
4441 This item can't be stolen if the flag is set.
4442 </attribute>
4428</type> 4443</type>
4429 4444
4430<!--####################################################################--> 4445<!--####################################################################-->
4431<type number="101" name="Spell"> 4446<type number="101" name="Spell">
4432 <ignore> 4447 <ignore>
4437 players can learn it by reading the book. Once learned, players 4452 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 4453 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> 4454 of the player, spells may gain power but also increase cost.<br>
4440 Monsters can use spells which are put in their inventory (provided 4455 Monsters can use spells which are put in their inventory (provided
4441 that certain "enabling" settings are correct). The monster's 4456 that certain "enabling" settings are correct). The monster's
4442 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4457 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4443 </description> 4458 </description>
4444 <use><![CDATA[ 4459 <use><![CDATA[
4445 A lot of the spells' settings can be tuned and customized. 4460 A lot of the spells' settings can be tuned and customized.
4446 When creating new spells which are accessible to players, it is 4461 When creating new spells which are accessible to players, it is
4447 important to think about balance. A single spell which is too 4462 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 4463 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 4464 and magic school system out of whack. Testing new spells is
4450 quite important therefore. ]]> 4465 quite important therefore.]]>
4451 </use> 4466 </use>
4452 <attribute arch="no_drop" value="1" type="fixed" /> 4467 <attribute arch="no_drop" value="1" type="fixed" />
4453 <attribute arch="invisible" value="1" type="fixed" /> 4468 <attribute arch="invisible" value="1" type="fixed" />
4454 <attribute arch="skill" editor="skill name" type="string"> 4469 <attribute arch="skill" editor="skill name" type="string">
4455 The &lt;skill name&gt; matches the skill which is needed 4470 The &lt;skill name&gt; matches the skill which is needed
4470 </attribute> 4485 </attribute>
4471 <attribute arch="other_arch" editor="create object" type="string"> 4486 <attribute arch="other_arch" editor="create object" type="string">
4472 </attribute> 4487 </attribute>
4473 <attribute arch="sp" editor="cost spellpoints" type="int"> 4488 <attribute arch="sp" editor="cost spellpoints" type="int">
4474 </attribute> 4489 </attribute>
4490 <attribute arch="dam" editor="damage" type="int">
4491 </attribute>
4475 <attribute arch="grace" editor="cost grace" type="int"> 4492 <attribute arch="grace" editor="cost grace" type="int">
4476 </attribute> 4493 </attribute>
4477 <attribute arch="maxsp" editor="double cost per level" type="int"> 4494 <attribute arch="maxsp" editor="double cost per level" type="int">
4478 </attribute> 4495 </attribute>
4479</type> 4496</type>
4487 to read.<br><br> 4504 to read.<br><br>
4488 You can create widely customized spells only by adjusting the 4505 You can create widely customized spells only by adjusting the
4489 spell object in the spellbooks inventory. Refer to the description 4506 spell object in the spellbooks inventory. Refer to the description
4490 of spell objects for detailed information how to customize spells.<br> 4507 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; 4508 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. ]]> 4509 with a compilation of spells that the book may contain.]]>
4493 </description> 4510 </description>
4494 <use><![CDATA[ 4511 <use><![CDATA[
4495 Don't put any of the godgiven spells into a spellbook! These are 4512 Don't put any of the godgiven spells into a spellbook! These are
4496 reserved for the followers of the appropriate cults. Handing them 4513 reserved for the followers of the appropriate cults. Handing them
4497 out in a spellbook would violate the balance between different religions. 4514 out in a spellbook would violate the balance between different religions.
4498 <br><br> 4515 <br><br>
4499 Note that there is no fundamental difference between the spellbooks 4516 Note that there is no fundamental difference between the spellbooks
4500 of varying schools (pyromancy, sorcery, evocation, summoning, and 4517 of varying schools (pyromancy, sorcery, evocation, summoning, and
4501 even praying). The difference lies only in the spells they contain. 4518 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 4519 It is up to you, the mapmaker, to pick the right type of book
4503 for your spells. ]]> 4520 for your spells.]]>
4504 </use> 4521 </use>
4505 <attribute arch="skill" value="literacy" type="fixed" /> 4522 <attribute arch="skill" value="literacy" type="fixed" />
4506 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4523 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4507 There are two ways to put spells into a spellbook: 4524 There are two ways to put spells into a spellbook:
4508 1. Put a spell object in the books inventory. In this case, 4525 1. Put a spell object in the books inventory. In this case,
4527 </ignore> 4544 </ignore>
4528 <description><![CDATA[ 4545 <description><![CDATA[
4529 Spinners change the direction of spell objects and other projectiles 4546 Spinners change the direction of spell objects and other projectiles
4530 that fly past. Unlike directors, it does make a difference from what 4547 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 4548 angle you shoot into the spinner. The direction of objects flying past
4532 is always changed by a certain degree. ]]> 4549 is always changed by a certain degree.]]>
4533 </description> 4550 </description>
4534 <use><![CDATA[ 4551 <use><![CDATA[
4535 Spinners are very rarely used. I believe they are quite 4552 Spinners are very rarely used. I believe they are quite
4536 confusing and pointless. The only use I can think of is building 4553 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 4554 some puzzle about where to shoot into spinners to shoot somewhere you
4538 otherwise couldn't. 4555 otherwise couldn't.
4539 4556
4540 When placing spinners on a map with magic walls, make sure the spell- 4557 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. ]]> 4558 projectiles from magic walls don't get to fly in loops.]]>
4542 </use> 4559 </use>
4543 <attribute arch="sp" editor="direction number" type="int"> 4560 <attribute arch="sp" editor="direction number" type="int">
4544 The spinner will change the direction of flying objects by 4561 The spinner will change the direction of flying objects by
4545 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4562 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4546 positive values counter clockwise. 4563 positive values counter clockwise.
4559 Swamp areas show a special behaviour: 4576 Swamp areas show a special behaviour:
4560 When a player stands still on a swamp-square for too long, 4577 When a player stands still on a swamp-square for too long,
4561 he will start to sink in and eventually drown and die. 4578 he will start to sink in and eventually drown and die.
4562 Items dropped on the swamp sink in and dissapear. 4579 Items dropped on the swamp sink in and dissapear.
4563 Players with knowledge of the woodsman skill are a lot less likely 4580 Players with knowledge of the woodsman skill are a lot less likely
4564 to die in the swamp. ]]> 4581 to die in the swamp.]]>
4565 </description> 4582 </description>
4566 <attribute arch="is_floor" value="1" type="fixed" /> 4583 <attribute arch="is_floor" value="1" type="fixed" />
4567 <attribute arch="is_wooded" value="1" type="fixed" /> 4584 <attribute arch="is_wooded" value="1" type="fixed" />
4568 <attribute arch="speed" editor="drowning speed" type="float"> 4585 <attribute arch="speed" editor="drowning speed" type="float">
4569 The higher the &lt;drowning speed&gt;, the faster will players and items 4586 The higher the &lt;drowning speed&gt;, the faster will players and items
4585 4602
4586<!--####################################################################--> 4603<!--####################################################################-->
4587<type number="41" name="Teleporter"> 4604<type number="41" name="Teleporter">
4588 <ignore> 4605 <ignore>
4589 <ignore_list name="non_pickable" /> 4606 <ignore_list name="non_pickable" />
4607 <attribute arch="connected"/>
4590 </ignore> 4608 </ignore>
4591 <description><![CDATA[ 4609 <description><![CDATA[
4592 When the player walks into a teleporter, he is transferred to a 4610 When the player walks into a teleporter, he is transferred to a
4593 different location. The main difference to the object-type exit 4611 different location. The main difference to the object-type exit
4594 is the possibility to have teleporters connected to levers/buttons/etc. 4612 is the possibility to have teleporters connected to levers/buttons/etc.
4595 Sometimes teleporters are activated even against the players will. 4613 Sometimes teleporters are activated even against the players will.
4596 <br><br> 4614 <br><br>
4597 Unlike exits, teleporters can also transfer items and 4615 Unlike exits, teleporters can also transfer items and
4598 monsters to different locations on the same map. ]]> 4616 monsters to different locations on the same map.]]>
4599 </description> 4617 </description>
4600 <use><![CDATA[ 4618 <use><![CDATA[
4601 When creating maps, I guess sooner or later you'll want to have 4619 When creating maps, I guess sooner or later you'll want to have
4602 an invisible teleporter. If using "invisible 1", the teleporter 4620 an invisible teleporter. If using "invisible 1", the teleporter
4603 can still be discovered with the show_invisible spell. And in 4621 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. 4622 some cases you can't place it under the floor to prevent this.
4605 <br><br> 4623 <br><br>
4606 Fortunately, there is a cool trick to make a perfectly invisible 4624 Fortunately, there is a cool trick to make a perfectly invisible
4607 teleporter: You simply add teleporter functionality to the floor 4625 teleporter: You simply add teleporter functionality to the floor
4608 itself. That means: You take the floor arch (e.g. "flagstone"), 4626 itself. That means: You take the floor arch (e.g. "flagstone"),
4609 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4627 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4610 </use> 4628 </use>
4611 <attribute arch="slaying" editor="exit path" type="string"> 4629 <attribute arch="slaying" editor="exit path" type="string">
4612 The exit path specifies the map that the player is transferred to. 4630 The exit path specifies the map that the player is transferred to.
4613 &lt;exit path&gt; can be an absolute path, beginning with '/' 4631 &lt;exit path&gt; can be an absolute path, beginning with '/'
4614 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4632 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4650 be transferred to the "default enter location" of the destined map. 4668 be transferred to the "default enter location" of the destined map.
4651 The latter can be set in the map-properties as "Enter X/Y". Though, 4669 The latter can be set in the map-properties as "Enter X/Y". Though,
4652 please DO NOT use that. It turned out to be a source for numerous 4670 please DO NOT use that. It turned out to be a source for numerous
4653 map-bugs. 4671 map-bugs.
4654 </attribute> 4672 </attribute>
4655 <attribute arch="connected" editor="connection" type="int"> 4673 <attribute arch="connected" editor="connection" type="string">
4656 If a connection value is set, the teleporter will be activated 4674 If a connection value is set, the teleporter will be activated
4657 whenever the connection is triggered. To use this properly, 4675 whenever the connection is triggered. To use this properly,
4658 &lt;activation speed&gt; must be zero. 4676 &lt;activation speed&gt; must be zero.
4659 </attribute> 4677 </attribute>
4660 &activate_on; 4678 &activate_on;
4673 4691
4674<!--####################################################################--> 4692<!--####################################################################-->
4675<type number="26" name="Timed Gate"> 4693<type number="26" name="Timed Gate">
4676 <ignore> 4694 <ignore>
4677 <ignore_list name="non_pickable" /> 4695 <ignore_list name="non_pickable" />
4696 <attribute arch="connected"/>
4678 </ignore> 4697 </ignore>
4679 <description><![CDATA[ 4698 <description><![CDATA[
4680 Gates play an important role in Crossfire. Gates can be opened 4699 Gates play an important role in Deliantra. Gates can be opened
4681 by activating a button/trigger, by speaking passwords (-> magic_ear) 4700 by activating a button/trigger, by speaking passwords (-> magic_ear)
4682 or carrying special key-objects (-> inventory checker). 4701 or carrying special key-objects (-> inventory checker).
4683 Unlike locked doors, gates can get shut again after a player has 4702 Unlike locked doors, gates can get shut again after a player has
4684 passed, which makes them more practical in many cases. Unlike normal 4703 passed, which makes them more practical in many cases. Unlike normal
4685 gates, timed gates open when triggered but automatically close again 4704 gates, timed gates open when triggered but automatically close again
4686 after some time.]]> 4705 after some time.]]>
4687 </description> 4706 </description>
4688 <use><![CDATA[ 4707 <use><![CDATA[
4689 Use gates to divide your maps into separated areas. After solving 4708 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 4709 area A, the player gains access to area B, and so on. Make your
4691 maps more complex than "one-way". ]]> 4710 maps more complex than "one-way".]]>
4692 </use> 4711 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" /> 4712 <attribute arch="no_pick" value="1" type="fixed" />
4694 <attribute arch="connected" editor="connection" type="int"> 4713 <attribute arch="connected" editor="connection" type="string">
4695 Whenever the inventory checker is triggered, all objects with identical 4714 Whenever the inventory checker is triggered, all objects with identical
4696 &lt;connection&gt; value get activated. This only makes sense together with 4715 &lt;connection&gt; value get activated. This only makes sense together with
4697 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4716 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4698 after some time. 4717 after some time.
4699 </attribute> 4718 </attribute>
4727 <attribute arch="name_pl" /> 4746 <attribute arch="name_pl" />
4728 <attribute arch="weight" /> 4747 <attribute arch="weight" />
4729 <attribute arch="value" /> 4748 <attribute arch="value" />
4730 <attribute arch="material" /> 4749 <attribute arch="material" />
4731 <attribute arch="unpaid" /> 4750 <attribute arch="unpaid" />
4751 <attribute arch="connected"/>
4732 </ignore> 4752 </ignore>
4733 <description><![CDATA[ 4753 <description><![CDATA[
4734 A trap is a object that can either do damage or trigger another connected object 4754 A trap is a object that can either do damage or trigger another connected object
4735 when detonated. Traps are like runes except they are not magical in nature, 4755 when detonated. Traps are like runes except they are not magical in nature,
4736 and generally have either a physical attack or trigger a reaction. 4756 and generally have either a physical attack or trigger a reaction.
4737 <br><br> 4757 <br><br>
4738 Traps hit any monster or person who steps on them for 'dam' damage in 4758 Traps hit any monster or person who steps on them for 'dam' damage in
4739 'attacktype' attacktype and/or trigger a reaction. 4759 'attacktype' attacktype and/or trigger a reaction.
4740 <br><br> 4760 <br><br>
4741 Many traps are already defined in the archetypes. ]]> 4761 Many traps are already defined in the archetypes.]]>
4742 </description> 4762 </description>
4743 <use><![CDATA[ 4763 <use><![CDATA[
4744 Avoid monsters stepping on your traps. For example, a party of orcs setting 4764 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. ]]> 4765 off your lightning wall and pit trap is usually a bad idea.]]>
4746 </use> 4766 </use>
4747 <attribute arch="no_pick" value="1" type="fixed" /> 4767 <attribute arch="no_pick" value="1" type="fixed" />
4748 &move_on; 4768 &move_on;
4749 <attribute arch="level" editor="trap level" type="int"> 4769 <attribute arch="level" editor="trap level" type="int">
4750 Level effects how easily a trap may be found and disarmed, and 4770 Level effects how easily a trap may be found and disarmed, and
4766 </attribute> 4786 </attribute>
4767 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4787 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4768 This attribute defines what attacktype to use for direct damage when 4788 This attribute defines what attacktype to use for direct damage when
4769 the trap detonates. 4789 the trap detonates.
4770 </attribute> 4790 </attribute>
4771 <attribute arch="connected" editor="connection" type="int"> 4791 <attribute arch="connected" editor="connection" type="string">
4772 When the trap is detonated, all objects with the same 4792 When the trap is detonated, all objects with the same
4773 connection value get activated. 4793 connection value get activated.
4774 </attribute> 4794 </attribute>
4775 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4795 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4776 When the trap detonates, this text is displayed to the 4796 When the trap detonates, this text is displayed to the
4788 Trapdoors are very similar to pits. The difference is that they 4808 Trapdoors are very similar to pits. The difference is that they
4789 can not be closed. Instead, the weight of the object on the 4809 can not be closed. Instead, the weight of the object on the
4790 trapdoor determines weither it slams the trapdoor open and falls through 4810 trapdoor determines weither it slams the trapdoor open and falls through
4791 or not.<br> 4811 or not.<br>
4792 Once a trapdoor has been opened (by a creature or items of sufficient 4812 Once a trapdoor has been opened (by a creature or items of sufficient
4793 weight,) it remains open, acting like an opened pit. ]]> 4813 weight,) it remains open, acting like an opened pit.]]>
4794 </description> 4814 </description>
4795 <use><![CDATA[ 4815 <use><![CDATA[
4796 Trapdoors should be used in the same fashion as pits: 4816 Trapdoors should be used in the same fashion as pits:
4797 They should always drop the victims to some kind of lower level. They 4817 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. ]]> 4818 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4799 </use> 4819 </use>
4800 <attribute arch="no_pick" value="1" type="fixed" /> 4820 <attribute arch="no_pick" value="1" type="fixed" />
4801 &move_on; 4821 &move_on;
4802 <attribute arch="weight" editor="hold weight" type="int"> 4822 <attribute arch="weight" editor="hold weight" type="int">
4803 This value defines how much weight the trapdoor can hold. 4823 This value defines how much weight the trapdoor can hold.
4829 <attribute arch="value" /> 4849 <attribute arch="value" />
4830 <attribute arch="material" /> 4850 <attribute arch="material" />
4831 </ignore> 4851 </ignore>
4832 <description><![CDATA[ 4852 <description><![CDATA[
4833 A treasure-object turns into certain randomitems when the map is loaded 4853 A treasure-object turns into certain randomitems when the map is loaded
4834 into the game. ]]> 4854 into the game.]]>
4835 </description> 4855 </description>
4836 <use><![CDATA[ 4856 <use><![CDATA[
4837 About usage of the "random-artifact" treasurelist: 4857 About usage of the "random-artifact" treasurelist:
4838 This will generate powerful stuff like girdles, xray helmets, special 4858 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 4859 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 4860 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 4861 number of different artifacts! Besides, players will always seek the place
4842 with the most easy-to-get random artifact and ignore all others. 4862 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 4863 My advice: Don't use it! Attract players with good fighting experience
4844 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4864 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4845 </use> 4865 </use>
4846 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4866 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4847 This entry determines what kind of treasure will appear. Look into 4867 This entry determines what kind of treasure will appear. Look into
4848 /crossfire/share/crossfire/treasures for details about existing 4868 /crossfire/share/crossfire/treasures for details about existing
4849 treasurelists. 4869 treasurelists.
4872 4892
4873<!--####################################################################--> 4893<!--####################################################################-->
4874<type number="52" name="Trigger Marker"> 4894<type number="52" name="Trigger Marker">
4875 <ignore> 4895 <ignore>
4876 <ignore_list name="system_object" /> 4896 <ignore_list name="system_object" />
4897 <attribute arch="connected"/>
4877 </ignore> 4898 </ignore>
4878 <description><![CDATA[ 4899 <description><![CDATA[
4879 A trigger marker is an object that inserts an invisible force (a mark) into a 4900 A trigger marker is an object that inserts an invisible force (a mark) into a
4880 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4901 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 4902 &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. 4903 checkers. It is also possible to use markers for removing marks again.
4904 (by setting the "name" slot to the name of the marker to be removed).
4883 <br><br> 4905 <br><br>
4884 Note that the player has no possibility to "see" his own marks, 4906 Note that the player has no possibility to "see" his own marks,
4885 except by the effect that they cause on the maps. ]]> 4907 except by the effect that they cause on the maps.]]>
4886 </description> 4908 </description>
4887 <use><![CDATA[ 4909 <use><![CDATA[
4888 Markers hold real cool possibilities for map-making. I encourage 4910 Markers hold real cool possibilities for map-making. I encourage
4889 you to use them frequently. However there is one negative point 4911 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 4912 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 4913 your task, as map-creator, to make sure the player is always well
4892 informed and never confused. 4914 informed and never confused.
4893 <br><br> 4915 <br><br>
4894 Please avoid infinite markers when they aren't needed. They're 4916 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 4917 using a little space in the player file after all, so if there
4896 is no real purpose, set an expire time. ]]> 4918 is no real purpose, set an expire time.]]>
4897 </use> 4919 </use>
4898 <attribute arch="no_pick" value="1" type="fixed" /> 4920 <attribute arch="no_pick" value="1" type="fixed" />
4899 <attribute arch="slaying" editor="key string" type="string"> 4921 <attribute arch="slaying" editor="key string" type="string">
4900 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4922 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;, 4923 If the player already has a force with that &lt;key string&gt;,
4902 there won't be inserted a second one. 4924 there won't be inserted a second one.
4903 </attribute> 4925 </attribute>
4904 <attribute arch="connected" editor="connection" type="int"> 4926 <attribute arch="connected" editor="connection" type="string">
4905 Unlike a regular marker this is the connection that triggers this marker to activate. 4927 Unlike a regular marker this is the connection that triggers this marker to activate.
4906 </attribute> 4928 </attribute>
4907 <attribute arch="food" editor="mark duration" type="int"> 4929 <attribute arch="food" editor="mark duration" type="int">
4908 This value defines the duration of the force it inserts. 4930 This value defines the duration of the force it inserts.
4909 If nonzero, the duration of the player's mark is finite: 4931 If nonzero, the duration of the player's mark is finite:
4940 <attribute arch="name_pl" /> 4962 <attribute arch="name_pl" />
4941 <attribute arch="value" /> 4963 <attribute arch="value" />
4942 <attribute arch="unpaid" /> 4964 <attribute arch="unpaid" />
4943 </ignore> 4965 </ignore>
4944 <description><![CDATA[ 4966 <description><![CDATA[
4945 Walls usually block passage and sight. ]]> 4967 Walls usually block passage and sight.]]>
4946 </description> 4968 </description>
4947 &movement_types_terrain; 4969 &movement_types_terrain;
4948 <attribute arch="can_roll" editor="moveable" type="bool"> 4970 <attribute arch="can_roll" editor="moveable" type="bool">
4949 If set, the object is able to "roll", so it can be pushed around. 4971 If set, the object is able to "roll", so it can be pushed around.
4950 This setting is used for boulders and barrels. 4972 This setting is used for boulders and barrels.
4963<type number="109" name="Wand &amp; Staff"> 4985<type number="109" name="Wand &amp; Staff">
4964 <description><![CDATA[ 4986 <description><![CDATA[
4965 Wands contain a certain spell. The player can apply (ready) and 4987 Wands contain a certain spell. The player can apply (ready) and
4966 fire the wand. After a defined number of casts, the wand is 4988 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 4989 "used up". It is possible to recharge a wand with scrolls of
4968 charging, but usually that isn't worth the cost. ]]> 4990 charging, but usually that isn't worth the cost.]]>
4969 </description> 4991 </description>
4970 <use><![CDATA[ 4992 <use><![CDATA[
4971 Wands are quite seldomly used. The reason prolly is that they're 4993 Wands are quite seldomly used. The reason prolly is that they're
4972 generally not cost-efficient. Handing out high-level wands with 4994 generally not cost-efficient. Handing out high-level wands with
4973 powerful special spells isn't a good idea either, because of 4995 powerful special spells isn't a good idea either, because of
4974 the recharge ability. 4996 the recharge ability.
4975 <br><br> 4997 <br><br>
4976 For low levels, staffs of healing/cure and word of recall are 4998 For low levels, staffs of healing/cure and word of recall are
4977 quite desirable though. Ideal rewards for low level quests. ]]> 4999 quite desirable though. Ideal rewards for low level quests.]]>
4978 </use> 5000 </use>
4979 <attribute arch="sp" editor="spell" type="spell"> 5001 <attribute arch="sp" editor="spell" type="spell">
4980 The &lt;spell&gt; specifies the contained spell. 5002 The &lt;spell&gt; specifies the contained spell.
4981 </attribute> 5003 </attribute>
4982 <attribute arch="level" editor="casting level" type="int"> 5004 <attribute arch="level" editor="casting level" type="int">
5007 <ignore_list name="non_pickable" /> 5029 <ignore_list name="non_pickable" />
5008 </ignore> 5030 </ignore>
5009 <description><![CDATA[ 5031 <description><![CDATA[
5010 A weak wall is a breakable spot amidsts a solid wall. Typically 5032 A weak wall is a breakable spot amidsts a solid wall. Typically
5011 these weak walls look similar to their solid "relatives" except 5033 these weak walls look similar to their solid "relatives" except
5012 for a small crack or little chunks of wall on the ground. ]]> 5034 for a small crack or little chunks of wall on the ground.]]>
5013 </description> 5035 </description>
5014 <use><![CDATA[ 5036 <use><![CDATA[
5015 If you want to create hidden rooms, using weak walls is alot 5037 If you want to create hidden rooms, using weak walls is alot
5016 better than completely indiscernible passages in a wall.<br> 5038 better than completely indiscernible passages in a wall.<br>
5017 Anyways, there can be a lot more to weak walls than just finding 5039 Anyways, there can be a lot more to weak walls than just finding
5018 them: Rising their defensive stats, weak walls can become a 5040 them: Rising their defensive stats, weak walls can become a
5019 serious obstacle. An ice wall might only be torn down by a fire 5041 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 5042 attack for example. A granite wall for instance might be very
5021 hard to destroy. ]]> 5043 hard to destroy.]]>
5022 </use> 5044 </use>
5023 <attribute arch="alive" value="1" type="fixed" /> 5045 <attribute arch="alive" value="1" type="fixed" />
5024 <attribute arch="no_pick" value="1" type="fixed" /> 5046 <attribute arch="no_pick" value="1" type="fixed" />
5025 <attribute arch="tear_down" value="1" type="fixed" /> 5047 <attribute arch="tear_down" value="1" type="fixed" />
5026 <attribute arch="race" editor="race" type="string"> 5048 <attribute arch="race" editor="race" type="string">
5047 </attribute> 5069 </attribute>
5048 <attribute arch="ac" editor="armour class" type="int"> 5070 <attribute arch="ac" editor="armour class" type="int">
5049 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5071 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;. 5072 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5051 </attribute> 5073 </attribute>
5052<section name="resistance"> 5074 &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> 5075</type>
5097 5076
5098<!--####################################################################--> 5077<!--####################################################################-->
5099<type number="15" name="Weapon"> 5078<type number="15" name="Weapon">
5100 <description><![CDATA[ 5079 <description><![CDATA[
5101 Wielding a weapon, the object's stats will directly be inherited to the 5080 Wielding a weapon, the object's stats will directly be inherited to the
5102 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5081 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5103 be improved with scrolls. ]]> 5082 be improved with scrolls.]]>
5104 </description> 5083 </description>
5105 <use><![CDATA[ 5084 <use><![CDATA[
5106 If you create artifacts (equipment) with stats- or resistance-bonus: 5085 If you create artifacts (equipment) with stats- or resistance-bonus:
5107 Keep playbalance in mind! Such items mustn't be reachable without hard 5086 Keep playbalance in mind! Such items mustn't be reachable without hard
5108 fighting AND questing. ]]> 5087 fighting AND questing.]]>
5109 </use> 5088 </use>
5110 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5089 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5111 This number is a bitmask, specifying the weapon's attacktypes. 5090 This number is a bitmask, specifying the weapon's attacktypes.
5112 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5091 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 5092 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 5147 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 5148 only way to prevent low level players to wear "undeserved" equipment
5170 (like gifts from other players or cheated items). 5149 (like gifts from other players or cheated items).
5171 5150
5172 It is very important to adjust the &lt;item power&gt; value carefully 5151 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 5152 for every artifact you create! If zero/unset, the Deliantra server will
5174 calculate a provisional value at runtime, but this is never 5153 calculate a provisional value at runtime, but this is never
5175 going to be an accurate measurement of &lt;item power&gt;. 5154 going to be an accurate measurement of &lt;item power&gt;.
5176 </attribute> 5155 </attribute>
5177 <attribute arch="damned" editor="damnation" type="bool"> 5156 <attribute arch="damned" editor="damnation" type="bool">
5178 A damned weapon cannot be unwielded unless 5157 A damned weapon cannot be unwielded unless
5198 </attribute> 5177 </attribute>
5199 <attribute arch="startequip" editor="godgiven item" type="bool"> 5178 <attribute arch="startequip" editor="godgiven item" type="bool">
5200 A godgiven item vanishes as soon as the player 5179 A godgiven item vanishes as soon as the player
5201 drops it to the ground. 5180 drops it to the ground.
5202 </attribute> 5181 </attribute>
5203<section name="resistance"> 5182 &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"> 5183<section name="misc">
5336 <attribute arch="luck" editor="luck bonus" type="int"> 5184 <attribute arch="luck" editor="luck bonus" type="int">
5337 With positive luck bonus, the player is more likely to 5185 With positive luck bonus, the player is more likely to
5338 succeed in all sorts of things (spellcasting, praying,...). 5186 succeed in all sorts of things (spellcasting, praying,...).
5339 Unless the &lt;luck bonus&gt; is very high, the effect will be 5187 Unless the &lt;luck bonus&gt; is very high, the effect will be
5418</type> 5266</type>
5419 5267
5420<type number="116" name="Event Connector"> 5268<type number="116" name="Event Connector">
5421 <description><![CDATA[ 5269 <description><![CDATA[
5422 Event connectors link specific events that happen to objects to 5270 Event connectors link specific events that happen to objects to
5423 a crossfire plug-in. ]]> 5271 a crossfire plug-in. They are not used at all in Deliantra.]]>
5424 </description> 5272 </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> 5273</type>
5441 5274
5442</types> 5275</types>

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