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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.2 by root, Mon Mar 13 03:47:36 2006 UTC vs.
Revision 1.63 by elmex, Tue Mar 30 14:59:20 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 defintitions-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 entrys 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" > #
65# Created by Andreas Vogl. # 56# Created by Andreas Vogl. #
66###################################################################### 57######################################################################
67--> 58-->
68<!DOCTYPE types [ 59<!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> 60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 61
71 <!ELEMENT bitmask (entry*)> 62 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED> 63 <!ATTLIST bitmask name CDATA #REQUIRED>
73 64
74 <!ELEMENT list (entry*)> 65 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED> 66 <!ATTLIST list name CDATA #REQUIRED>
76 67
77 <!ELEMENT entry EMPTY> 68 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED 69 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED 70 value CDATA #IMPLIED
80 name CDATA #REQUIRED> 71 name CDATA #REQUIRED>
81 72
82 <!ELEMENT ignore_list (attribute* | EMPTY)> 73 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED> 74 <!ATTLIST ignore_list name CDATA #REQUIRED>
84 75
85 <!ELEMENT default_type (attribute*)> 76 <!ELEMENT default_type (attribute*)>
86 77
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> 78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED 79 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED> 80 number CDATA #REQUIRED>
90 81
91 <!ELEMENT description (#PCDATA)> 82 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)> 83 <!ELEMENT use (#PCDATA)>
93 84
94 <!ELEMENT import_type EMPTY> 85 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED> 86 <!ATTLIST import_type name CDATA #REQUIRED>
96 87
97 <!ELEMENT required (attribute+)> 88 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)> 89 <!ELEMENT ignore (attribute*,ignore_list*)>
99 90
100 <!ELEMENT section (attribute+)> 91 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED> 92 <!ATTLIST section name CDATA #REQUIRED>
102 93
103 <!ELEMENT attribute (#PCDATA)> 94 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED 95 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED 96 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED 97 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED 98 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
129 Objects using these movement types are allowed to move over this space. Takes
130 precedence over 'blocked movements'.
131 </attribute>
132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
133 The types of movement that should by slowed down by the 'slow movement penalty'.
134 </attribute>
135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
136 If &lt;slow movement&gt; is set to a value greater zero, all
137 creatures matching 'slow move' will be slower than normal on this spot.
138
139 &lt;slow movement&gt; 1 - rough terrain
140 &lt;slow movement&gt; 2 - very rough terrain
141 ...
142 &lt;slow movement&gt; 5 - default for deep swamp
143 ...
144 &lt;slow movement&gt; 7 - spider web (sticky as hell)
145 </attribute>
146 ">
147 <!ENTITY speed_left "
148 <attribute arch='speed_left' editor='speed left' type='float'>
149 The speed left to the object. On every tick, if this value is higher
150 than 0, the object acts/triggers/moves etc. and the value gets
151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152 every tick.
153 </attribute>
154 ">
155 <!ENTITY activate_on "
156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 Whether the teleporter should only be activated on push.
158 </attribute>
159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 Whether the teleporter should only be activated on release.
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
362 ">
113]> 363]>
114 364
115<types> 365<types>
116 366
117<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 400 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 401 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 402 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 403 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
155</bitmask> 411</bitmask>
156 412
157<bitmask name="spellpath"> 413<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 414 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 415 <entry bit="1" name="Fire" />
192 <entry bit="4" name="Armour" /> 448 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 449 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 450 <entry bit="6" name="All" />
195</bitmask> 451</bitmask>
196 452
453<bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460</bitmask>
461
197<!--###################### list definitions ######################--> 462<!--###################### list definitions ######################-->
198 463
199<list name="direction"> 464<list name="direction">
200 <entry value="0" name="&lt;none&gt;" /> 465 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" /> 466 <entry value="1" name="north" />
212 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
213 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
214 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
216 <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" />
217</list> 484</list>
218 485
219<list name="potion_effect"> 486<list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
322 <entry value="45" name="disease" /> 589 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 590 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 591 <entry value="47" name="town portal" />
325</list> 592</list>
326 593
594<list name="event_type">
595 <entry value="0" name="none" />
596 <entry value="1" name="apply" />
597 <entry value="2" name="attack" />
598 <entry value="3" name="death" />
599 <entry value="4" name="drop" />
600 <entry value="5" name="pickup" />
601 <entry value="6" name="say" />
602 <entry value="7" name="stop" />
603 <entry value="8" name="time" />
604 <entry value="9" name="throw" />
605 <entry value="10" name="trigger" />
606 <entry value="11" name="close" />
607 <entry value="12" name="timer" />
608 <entry value="28" name="move" />
609 <entry value="41" name="drop_on" />
610</list>
611
612<list name="attack_movement_bits_0_3">
613 <entry value="0" name="default" />
614 <entry value="1" name="attack from distance" />
615 <entry value="2" name="run away" />
616 <entry value="3" name="hit and run" />
617 <entry value="4" name="wait, then hit, then move" />
618 <entry value="5" name="rush blindly" />
619 <entry value="6" name="always run" />
620 <entry value="7" name="attack from distance if hit" />
621 <entry value="8" name="do not approach" />
622</list>
623
624<list name="attack_movement_bits_4_7">
625 <entry value="0" name="none" />
626 <entry value="16" name="pet" />
627 <entry value="32" name="small circle" />
628 <entry value="48" name="large circle" />
629 <entry value="64" name="small horizontal" />
630 <entry value="80" name="large horizontal" />
631 <entry value="96" name="random direction" />
632 <entry value="112" name="random movement" />
633 <entry value="128" name="small vertical" />
634 <entry value="144" name="large vertical" />
635</list>
636
327<!--###################### default attributes ######################--> 637<!--###################### default attributes ######################-->
328 638
329<!-- 639<!--
330 The attributes of the default_type get added to all other types by default. 640 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 641 Every type can have an 'ignore' element however, which is used to specify
339 This is the plural name of the object. A plural name must be set for 649 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player. 650 all items that can be picked up and collected by the player.
341 </attribute> 651 </attribute>
342 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
343 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
344 attached to the name. Typical titels are "of mostrai", "of xray vision" etc. 654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 655 </attribute>
346 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
347 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.
348 </attribute> 669 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 670 <attribute arch="nrof" editor="number" type="int">
350 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:
351 100 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
352 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.
353 </attribute> 674 </attribute>
354 <attribute arch="weight" editor="weight" type="int"> 675 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with 676 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 677 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 678 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 679 never know ;) ).
359 </attribute> 680 </attribute>
360 <attribute arch="value" editor="value" type="int"> 681 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 682 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 683 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 684 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 685 usually inevitable.
366 </attribute> 686 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
368 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
369 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
370 between 0 and 4, the higher, the more light does the object emmit. 690 between 0 and 9, the higher, the more light does the object emit.
371 </attribute> 691 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
383 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
384 shown. 704 shown.
385 </attribute> 705 </attribute>
386 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
387 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
388 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.
389 </attribute> 709 </attribute>
390 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
391 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.
392 </attribute> 712 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
394 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
395 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
396 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.
397 </attribute> 736 </attribute>
398</default_type> 737</default_type>
399 738
400<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
435 the fallback for all types which don't match any other defined types. 774 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 775 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 776 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 777 <attribute arch="misc" value="x" />
439 </required> 778 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 779 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 780 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 781 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 782 they generally harm the player in some way.
446 </attribute> 783 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 784 <attribute arch="damned" editor="damned" type="bool">
461 This text may describe the object. 798 This text may describe the object.
462 </attribute> 799 </attribute>
463</type> 800</type>
464 801
465<!--####################################################################--> 802<!--####################################################################-->
803<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
466<type number="110" name="Ability"> 804<type number="999" name="Ability">
467 <ignore> 805 <ignore>
468 <ignore_list name="system_object" /> 806 <ignore_list name="system_object" />
469 </ignore> 807 </ignore>
470 <description><![CDATA[ 808 <description><![CDATA[
471 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
472 knowledge to cast spells. Spells from abilities are usually magical in 810 knowledge to cast spells. Spells from abilities are usually magical in
473 nature, thus adding magic attacktype to the spell-damage they produce. 811 nature, thus adding magic attacktype to the spell-damage they produce.
474 <br><br> 812 <br><br>
475 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
476 spells: One for short range- and one for long range use. 814 spells: One for short range - and one for long range use.
477 \n\n 815 \n\n
478 You should know that spellcasting monsters receive abilities via 816 You should know that spellcasting monsters receive abilities via
479 &lt;treasurelist&gt;. ]]> 817 &lt;treasurelist&gt;.]]>
480 </description> 818 </description>
481 <use><![CDATA[ 819 <use><![CDATA[
482 If you want to create "customized" spellcasting monsters, you 820 If you want to create "customized" spellcasting monsters, you
483 should use abilities (rather than spellbooks/wands or something). 821 should use abilities (rather than spellbooks/wands or something).
484 The long/short-range spell feature can make boss-monsters more 822 The long/short-range spell feature can make boss-monsters more
486 <br><br> 824 <br><br>
487 You should keep in mind that magic abilities allow players 825 You should keep in mind that magic abilities allow players
488 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
489 make the spells more dangerous. However, this really shouldn't 827 make the spells more dangerous. However, this really shouldn't
490 be neccessary unless you work on very high level maps. 828 be neccessary unless you work on very high level maps.
491 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?]]>
492 </use> 830 </use>
493 <attribute arch="invisible" value="1" type="fixed" /> 831 <attribute arch="invisible" value="1" type="fixed" />
494 <attribute arch="no_drop" value="1" type="fixed" /> 832 <attribute arch="no_drop" value="1" type="fixed" />
495 <attribute arch="sp" editor="short range spell" type="spell"> 833 <attribute arch="sp" editor="short range spell" type="spell">
496 The monster will use the specified &lt;short range spell&gt; 834 The monster will use the specified &lt;short range spell&gt;
499 </attribute> 837 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell"> 838 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt; 839 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the 840 when the player is at least 6 squares away (from the
503 monster's head). 841 monster's head).
504 842
505 Setting a &lt;long range spell&gt; is optional. If unset, the 843 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time. 844 &lt;short range spell&gt; gets used all the time.
507 </attribute> 845 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int"> 846 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others. 847 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than 848 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of 849 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one. 850 &lt;importance&gt; one.
513 851
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and 852 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four 853 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball". 854 times the "small fireball".
517 </attribute> 855 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> 856 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies wether the ability &lt;is magical&gt; in nature. 857 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic 858 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes. 859 attacktype added to the usual attacktypes.
522 860
523 This should always be set for spell-like abilities. "Natural" 861 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception. 862 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because 863 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute> 864 magic resistance does not protect from those.</attribute>
527</type> 865</type>
528 866
529<!--####################################################################--> 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<!--####################################################################-->
530<type number="18" name="Altar"> 928<type number="18" name="Altar">
531 <ignore> 929 <ignore>
532 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
533 </ignore> 932 </ignore>
534 <description><![CDATA[ 933 <description><![CDATA[
535 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,
536 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
537 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.
538 Either way, the sacrificed item dissapears. ]]> 937 Either way, the sacrificed item disappears.]]>
539 </description> 938 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 939 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 940 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 941 <attribute arch="slaying" editor="match item name" type="string">
543 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
544 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
545 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.
546 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".
547 expected to drop on the altar. (Often this is put in the altar's 946 See also the "drop amount" attribute.
548 name: E.g. "drop 100 platinums") 947 &match_compat;
549 </attribute> 948 </attribute>
550 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
552 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.
553 952
554 If &lt;match item name&gt; is set to "money", then the value of the 953 If &lt;match item name&gt; is set to "money", then the value of the
555 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
556 200 silver, 20 gold, or 4 platinum will all work.) 955 200 silver, 20 gold, or 4 platinum will all work.)
557 956
558 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.
559 </attribute> 958 </attribute>
560 <attribute arch="connected" editor="connection" type="int"> 959 <attribute arch="connected" editor="connection" type="string">
561 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
562 with the same value, when activated. This will only work once. 961 with the same value, when activated. This will only work once.
563 </attribute> 962 </attribute>
564 <attribute arch="sp" editor="spell" type="spell"> 963 <attribute arch="sp" editor="spell" type="spell">
565 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
566 player). This should work for any given spell. The altar will work 965 player). This should work for any given spell. The altar will work
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for 966 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar. 967 one altar.
569 </attribute> 968 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 969 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player 970 This text will be displayed to the player
572 in the exact moment when the altar is activated. 971 in the exact moment when the altar is activated.
575 974
576<!--####################################################################--> 975<!--####################################################################-->
577<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
578 <ignore> 977 <ignore>
579 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
580 </ignore> 980 </ignore>
581 <description><![CDATA[ 981 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
585 </description> 985 </description>
586 <use><![CDATA[ 986 <use><![CDATA[
587 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...
588 <UL> 988 <UL>
589 <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.
590 <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.
591 <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.
592 </UL> 992 </UL>
593 The big advantage over normal altars is the infinite usability 993 The big advantage over normal altars is the infinite usability
594 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
595 quite grateful if things work more than once. =) ]]> 995 quite grateful if things work more than once. =)]]>
596 </use> 996 </use>
597 <attribute arch="no_pick" value="1" type="fixed" /> 997 <attribute arch="no_pick" value="1" type="fixed" />
598 <attribute arch="slaying" editor="match item name" type="string"> 998 <attribute arch="slaying" editor="match item name" type="string">
599 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
600 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
601 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.
602 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".
603 expected to drop on the altar. (Often this is put in the altar's 1003 See also the "drop amount" attribute.
604 name: E.g. "drop 100 platinums") 1004 &match_compat;
605 </attribute> 1005 </attribute>
606 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
608 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.
609 1009
610 If &lt;match item name&gt; is set to "money", then the value of the 1010 If &lt;match item name&gt; is set to "money", then the value of the
611 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
612 200 silver, 20 gold, or 4 platinum will all work.) 1012 200 silver, 20 gold, or 4 platinum will all work.)
613 1013
614 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.
615 </attribute> 1015 </attribute>
616 <attribute arch="connected" editor="connection" type="int"> 1016 <attribute arch="connected" editor="connection" type="string">
617 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
618 with the same value, when activated. This will only work once. 1018 with the same value, when activated. This will only work once.
619 </attribute> 1019 </attribute>
620 <attribute arch="sp" editor="spell" type="spell"> 1020 <attribute arch="sp" editor="spell" type="spell">
621 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).
622 This should work for any given spell. The altar will work infinitly 1022 This should work for any given spell. The altar will work infinitely
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar. 1023 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute> 1024 </attribute>
625 <attribute arch="exp" editor="reset time" type="int"> 1025 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks. 1026 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again. 1027 After reset, the altar is ready to be activated once again.
629 </attribute> 1029 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool"> 1030 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the 1031 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice. 1032 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator, 1033 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets. 1034 e.g. for selling tickets.
635 1035
636 If this attribute is disabled (default), the altar_trigger 1036 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by 1037 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 1038 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 1039 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 1040 gate being opened and closed again.
641 </attribute> 1041 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 1042 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1043 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 1044 This text will be displayed to the player
646 in the exact moment when the altar is activated. 1045 in the exact moment when the altar is activated.
647 </attribute> 1046 </attribute>
648</type> 1047</type>
649 1048
650<!--####################################################################--> 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<!--####################################################################-->
651<type number="39" name="Amulet"> 1066<type number="39" name="Amulet">
652 <description><![CDATA[ 1067 <description><![CDATA[
653 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
654 the player. Amulets are usually meant for protection and defense. ]]> 1069 the player. Amulets are usually meant for protection and defense.]]>
655 </description> 1070 </description>
656 <use><![CDATA[ 1071 <use><![CDATA[
657 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
658 important that you keep your artifact in balance with existing maps. ]]> 1073 important that you keep your artifact in balance with existing maps.]]>
659 </use> 1074 </use>
660 <attribute arch="ac" editor="armour class" type="int"> 1075 <attribute arch="ac" editor="armour class" type="int">
661 This value defines the amount of armour-class bonus for wearing 1076 This value defines the amount of armour-class bonus for wearing
662 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
663 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.
672 The &lt;item power&gt; value measures how "powerful" an artifact is. 1087 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total 1088 Players will only be able to wear equipment with a certain total
674 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
675 only way to prevent low level players to wear "undeserved" equipment 1090 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 1091 (like gifts from other players or cheated items).
677 1092
678 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
679 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
680 calculate a provisional value at runtime, but this is never 1095 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 1096 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 1097 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool"> 1098 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse 1099 A damned piece of equipment cannot be unwielded unless the curse
689 unless the curse is removed. 1104 unless the curse is removed.
690 </attribute> 1105 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool"> 1106 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life 1107 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his 1108 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing 1109 health points reach zero, the item disappears, replenishing
695 half of the player's health. 1110 half of the player's health.
696 1111
697 An item with &lt;save life&gt; should not have 1112 An item with &lt;save life&gt; should not have
698 any decent additional bonuses! 1113 any decent additional bonuses!
699 </attribute> 1114 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool"> 1115 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item 1116 Unique items exist only one time on a server. If the item
710 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
711 &lt;is applied&gt;. 1126 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item 1127 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory. 1128 is NOT in a monster's inventory.
714 </attribute> 1129 </attribute>
715<section name="resistance"> 1130 &player_stat_resist_sections;
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816</section>
817<section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846</section>
847<section name="misc"> 1131<section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int"> 1132 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to 1133 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...). 1134 succeed in all sorts of things (spellcasting, praying,...).
851 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
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 1152 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute> 1153 </attribute>
870 <attribute arch="food" editor="food bonus" type="int"> 1154 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion, 1155 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up. 1156 thus he consumes less food. Negative values speed it up.
873 1157
874 Note that food is consumed not only for "being alive", but 1158 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration. 1159 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed 1160 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;, 1161 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly. 1162 during a fight a player can run out of food quickly.
879 </attribute> 1163 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool"> 1164 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles 1165 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and 1166 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment. 1167 desirable, so don't give it away for cheap on equipment.
884 </attribute> 1168 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool"> 1169 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently. 1170 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself 1171 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters. 1172 invisible and tries to sneak around monsters.
893 the ability to &lt;reflect spells&gt;, all kinds of 1177 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him. 1178 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to 1179 This works only about 90% of all times, to
896 avoid players being completely immune to certain 1180 avoid players being completely immune to certain
897 types of attacks. 1181 types of attacks.
898 1182
899 This is a very powerful ability and it 1183 This is a very powerful ability and it
900 shouldn't be handed out cheap! 1184 shouldn't be handed out cheap!
901 </attribute> 1185 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 1186 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with 1187 If a player is wearing any piece of equipment with
905 projectiles (e.g. arrows, bolts, boulders) will 1189 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1190 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1191 times, to avoid players being completely immune to
908 certain types of attacks. 1192 certain types of attacks.
909 </attribute> 1193 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1194 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1195 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1196 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1197 The player will get attuned to the specified spellpaths
917 while wearing this item. 1198 while wearing this item.
918 </attribute> 1199 </attribute>
942 Battleground is very special: In short, players can die on battleground 1223 Battleground is very special: In short, players can die on battleground
943 without any death penalties. They don't loose or gain experience 1224 without any death penalties. They don't loose or gain experience
944 while on battleground. Acid, draining and depletion effects don't 1225 while on battleground. Acid, draining and depletion effects don't
945 work either. 1226 work either.
946 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
947 location which is defined in the battleground object. ]]> 1228 location which is defined in the battleground object.]]>
948 </description> 1229 </description>
949 <use><![CDATA[ 1230 <use><![CDATA[
950 Battleground is only meant for player vs. player duels. You can 1231 Battleground is only meant for player vs. player duels. You can
951 design combat arenas similiar to the one in scorn.<br> 1232 design combat arenas similiar to the one in scorn.<br>
952 What should NEVER be done is placing battleground tiles in 1233 What should NEVER be done is placing battleground tiles in
954 It must not be possible to gain significant treasure for fighting 1235 It must not be possible to gain significant treasure for fighting
955 on battleground, because it bears no risk.<br><br> 1236 on battleground, because it bears no risk.<br><br>
956 (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,
957 or when it is placed beneath another floor tile. 1238 or when it is placed beneath another floor tile.
958 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
959 "hidden" battleground tiles anywhere.) ]]> 1240 "hidden" battleground tiles anywhere.)]]>
960 </use> 1241 </use>
961 <attribute arch="no_pick" value="1" type="fixed" /> 1242 <attribute arch="no_pick" value="1" type="fixed" />
962 <attribute arch="is_floor" value="1" type="fixed" /> 1243 <attribute arch="is_floor" value="1" type="fixed" />
963 <attribute arch="hp" editor="destination X" type="int"> 1244 <attribute arch="hp" editor="destination X" type="int">
964 The exit destinations define the (x, y)-coordinates where players 1245 The exit destinations define the (x, y)-coordinates where players
969 get teleported after they died on this battleground. 1250 get teleported after they died on this battleground.
970 </attribute> 1251 </attribute>
971</type> 1252</type>
972 1253
973<!--####################################################################--> 1254<!--####################################################################-->
974<type number="104" name="Bracers"> 1255<type number="165" name="Safe ground">
975 <import_type name="Amulet" /> 1256 <ignore>
976 <description><![CDATA[ 1257 <ignore_list name="non_pickable" />
977 Bracers are armour-plates worn around the wrists. 1258 </ignore>
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description> 1259 <description><![CDATA[
981 <use><![CDATA[ 1260 Safe ground is a special object that prevents any effects that might
982 Feel free to create your own special artifacts. However, it is very 1261 be harmful for the map, other players or items on the map.
983 important that you keep your artifact in balance with existing maps. ]]> 1262 It blocks all magic and prayers, usage of alchemy, prevents potions
984 </use> 1263 from being used and blocks bombs from exploding. Note that altars that
985 <attribute arch="magic" editor="magic bonus" type="int"> 1264 do cast spells still work.
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1265 ]]>
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful
988 than direct armour-class bonus on the bracers.
989 </attribute>
990</type>
991
992<!--####################################################################-->
993<type number="16" name="Brestplate Armour">
994 <import_type name="Amulet" />
995 <description><![CDATA[ 1266 </description>
996 Wearing an armour, the object's stats will directly be inherited to
997 the player. Usually enhancing his defense. ]]>
998 </description>
999 <use><![CDATA[ 1267 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very 1268 Safe ground can be used to prevents any means of burning
1001 important that you keep your artifact in balance with existing maps. ]]> 1269 or destroying the items in a shop. Put this object below all floor tiles
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 ]]>
1002 </use> 1273 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1274 &movement_types_terrain;
1004 This poses a penalty to spell regeneration speed, for wearing the armour. 1275 <attribute arch="no_pick" value="1" type="fixed" />
1005 The bigger the spellpoint penalty, the worse.
1006 </attribute>
1007 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008 Slowdown penalty reduces the player's walking speed when wearing the
1009 armour. Bigger values are worse - zero is best.
1010 </attribute>
1011 <attribute arch="magic" editor="magic bonus" type="int">
1012 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014 than direct armour-class bonus on the armour.
1015 </attribute>
1016</type> 1276</type>
1017 1277
1018<!--####################################################################--> 1278<!--####################################################################-->
1019<type number="8" name="Book"> 1279<type number="8" name="Book">
1020 <description><![CDATA[ 1280 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]> 1281 Applying a book, the containing message is displayed to the player.]]>
1022 </description> 1282 </description>
1023 <attribute arch="level" editor="literacy level" type="int"> 1283 <attribute arch="level" editor="literacy level" type="int">
1024 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
1025 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
1026 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
1038 is taken, lost or destroyed - it's gone for good. 1298 is taken, lost or destroyed - it's gone for good.
1039 </attribute> 1299 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1300 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book. 1301 This is the text that appears "written" in the book.
1042 </attribute> 1302 </attribute>
1303 <attribute arch="slaying" editor="key string" type="string">
1304 This is the key string of the book. The key string is checked by an inventory checker.
1305 (This is used eg. for the gate/port passes in scorn)
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>
1043</type> 1330</type>
1044 1331
1045<!--####################################################################--> 1332<!--####################################################################-->
1046<type number="99" name="Boots"> 1333<type number="99" name="Boots">
1047 <import_type name="Amulet" /> 1334 <import_type name="Amulet" />
1048 <description><![CDATA[ 1335 <description><![CDATA[
1049 Wearing boots, the object's stats will directly be inherited to 1336 Wearing boots, the object's stats will directly be inherited to
1050 the player. Usually enhancing his speed, or granting some minor 1337 the player. Usually enhancing his speed, or granting some minor
1051 protection bonus. ]]> 1338 protection bonus.]]>
1052 </description> 1339 </description>
1053 <use><![CDATA[ 1340 <use><![CDATA[
1054 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
1055 important that you keep your artifact in balance with existing maps. ]]> 1342 important that you keep your artifact in balance with existing maps.]]>
1056 </use> 1343 </use>
1057 <attribute arch="exp" editor="speed bonus" type="int"> 1344 <attribute arch="exp" editor="speed bonus" type="int">
1058 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
1059 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-
1060 and medium level. High level players usually have fastest possible 1347 and medium level. High level players usually have fastest possible
1064 </attribute> 1351 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1352 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1353 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1354 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1355 than direct armour-class bonus on the boots.
1069 1356
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1357 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1358 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1072 </attribute> 1359 </attribute>
1073</type> 1360</type>
1074 1361
1075<!--####################################################################--> 1362<!--####################################################################-->
1363<type number="104" name="Bracers">
1364 <import_type name="Amulet" />
1365 <description><![CDATA[
1366 Bracers are armour-plates worn around the wrists.
1367 Wearing bracer, the object's stats will directly be inherited to
1368 the player. Usually enhancing his defense.]]>
1369 </description>
1370 <use><![CDATA[
1371 Feel free to create your own special artifacts. However, it is very
1372 important that you keep your artifact in balance with existing maps.]]>
1373 </use>
1374 <attribute arch="magic" editor="magic bonus" type="int">
1375 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1376 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1377 than direct armour-class bonus on the bracers.
1378 </attribute>
1379</type>
1380
1381<!--####################################################################-->
1382<type number="16" name="Brestplate Armour">
1383 <import_type name="Amulet" />
1384 <description><![CDATA[
1385 Wearing an armour, the object's stats will directly be inherited to
1386 the player. Usually enhancing his defense.]]>
1387 </description>
1388 <use><![CDATA[
1389 Feel free to create your own special artifacts. However, it is very
1390 important that you keep your artifact in balance with existing maps.]]>
1391 </use>
1392 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1393 This poses a penalty to spell regeneration speed, for wearing the armour.
1394 The bigger the spellpoint penalty, the worse.
1395 </attribute>
1396 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1397 Slowdown penalty reduces the player's walking speed when wearing the
1398 armour. Bigger values are worse - zero is best.
1399 </attribute>
1400 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the armour.
1404 </attribute>
1405</type>
1406
1407<!--####################################################################-->
1076<type number="92" name="Button"> 1408<type number="92" name="Button">
1077 <ignore> 1409 <ignore>
1078 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1079 </ignore> 1412 </ignore>
1080 <description><![CDATA[ 1413 <description><![CDATA[
1081 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
1082 &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
1083 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
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1417 &lt;connection&gt; value get's triggered a second time.]]>
1085 </description> 1418 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1419 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1420 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1421 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1422 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1423 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1424 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1425 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1426 <attribute arch="connected" editor="connection" type="string">
1094 Every time the button is pressed or released, all objects 1427 Every time the button is pressed or released, all objects
1095 with the same &lt;connection&gt; value are activated. 1428 with the same &lt;connection&gt; value are activated.
1096 </attribute> 1429 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this 1431 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player. 1432 message to explain the button's purpose to the player.
1100 </attribute> 1433 </attribute>
1101</type> 1434</type>
1102 1435
1103<!--####################################################################--> 1436<!--####################################################################-->
1437<type number="30" name="Button Trigger">
1438 <import_type name="Button" />
1439 <ignore>
1440 <ignore_list name="non_pickable" />
1441 </ignore>
1442 <description><![CDATA[
1443 Handle buttons are buttons which reset after a short period
1444 of time. Every time it is either applied or reset, the
1445 &lt;connection&gt; value is triggered.]]>
1446 </description>
1447</type>
1448
1449<!--####################################################################-->
1450<type number="37" name="Class Changer">
1451 <ignore>
1452 <ignore_list name="non_pickable" />
1453 </ignore>
1454 <description><![CDATA[
1455 Class changer are used while creating a character.]]>
1456 </description>
1457 <attribute arch="randomitems" editor="class items" type="treasurelist">
1458 This entry determines which initial items the character receives.
1459 </attribute>
1460<section name="stats">
1461 <attribute arch="Str" editor="strength" type="int">
1462 The player's strength will rise by the given value if he chooses this
1463 class. (Negative values make strength fall)
1464 </attribute>
1465 <attribute arch="Dex" editor="dexterity" type="int">
1466 The player's dexterity will rise by the given value if he chooses this
1467 class. (Negative values make dexterity fall)
1468 </attribute>
1469 <attribute arch="Con" editor="constitution" type="int">
1470 The player's constitution will rise by the given value if he chooses this
1471 class. (Negative values make constitution fall)
1472 </attribute>
1473 <attribute arch="Int" editor="intelligence" type="int">
1474 The player's intelligence will rise by the given value if he chooses this
1475 class. (Negative values make intelligence fall)
1476 </attribute>
1477 <attribute arch="Pow" editor="power" type="int">
1478 The player's power will rise by the given value if he chooses this
1479 class. (Negative values make power fall)
1480 </attribute>
1481 <attribute arch="Wis" editor="wisdom" type="int">
1482 The player's wisdom will rise by the given value if he chooses this
1483 class. (Negative values make wisdom fall)
1484 </attribute>
1485 <attribute arch="Cha" editor="charisma" type="int">
1486 The player's charisma will rise by the given value if he chooses this
1487 class. (Negative values make charisma fall)
1488 </attribute>
1489</section>
1490</type>
1491
1492<!--####################################################################-->
1104<type number="87" name="Cloak"> 1493<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1494 <import_type name="Amulet" />
1106 <description><![CDATA[ 1495 <description><![CDATA[
1107 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
1108 the player. Cloaks usually add minor &lt;armour class&gt; and 1497 the player. Cloaks usually add minor &lt;armour class&gt; and
1109 sometimes a bit of resistance. ]]> 1498 sometimes a bit of resistance.]]>
1110 </description> 1499 </description>
1111 <use><![CDATA[ 1500 <use><![CDATA[
1112 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
1113 important that you keep your artifact in balance with existing maps. ]]> 1502 important that you keep your artifact in balance with existing maps.]]>
1114 </use> 1503 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1504 <attribute arch="magic" editor="magic bonus" type="int">
1116 &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
1117 "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
1118 than direct armour-class bonus on the cloak. 1507 than direct armour-class bonus on the cloak.
1119 1508
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1509 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1510 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1511 </attribute>
1123</type> 1512</type>
1124 1513
1125<!--####################################################################--> 1514<!--####################################################################-->
1126<type number="9" name="Clock"> 1515<type number="9" name="Clock">
1127 <description><![CDATA[ 1516 <description><![CDATA[
1128 Applying a clock, the time is displayed to the player. ]]> 1517 Applying a clock, the time is displayed to the player.]]>
1129 </description> 1518 </description>
1130 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1519 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131 This text may describe the item 1520 This text may describe the item
1132 </attribute> 1521 </attribute>
1133</type> 1522</type>
1138 A player can put (certain kinds of) items in the container. 1527 A player can put (certain kinds of) items in the container.
1139 The overall weight of items is reduced when put inside a 1528 The overall weight of items is reduced when put inside a
1140 container, depending on the settings. 1529 container, depending on the settings.
1141 <br><br> 1530 <br><br>
1142 A special feature of containers is the "cauldron", 1531 A special feature of containers is the "cauldron",
1143 capable of mixing alchemical receipes. ]]> 1532 capable of mixing alchemical receipes.]]>
1144 </description> 1533 </description>
1145 <use><![CDATA[ 1534 <use><![CDATA[
1146 Note on chests - There are two types of chests: 1535 Note on chests - There are two types of chests:
1147 <UL> 1536 <UL>
1148 <LI> First the random treasure chests - Those are NOT containers 1537 <LI> First the random treasure chests - Those are NOT containers
1149 (but object type Treasure), they create random treasures when 1538 (but object type Treasure), they create random treasures when
1150 applied. Archetype name is "chest". 1539 applied. Archetype name is "chest".
1151 <LI> Second there are the permanent chests - Those are containers, 1540 <LI> Second there are the permanent chests - Those are containers,
1152 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".
1153 </UL> ]]> 1542 </UL>]]>
1154 </use> 1543 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1544 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1545 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1546 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1547 "arrows" and "keys".
1159 1548
1160 Unfortunately it is not easy to create new container 1549 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1550 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1551 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1552 container. This attribute ("race") is set only for the existing
1164 container classes. 1553 container classes.
1165 </attribute> 1554 </attribute>
1166 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1167 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
1168 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.
1169 </attribute> 1563 </attribute>
1170 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1171 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
1172 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1173 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1213 <attribute arch="title" /> 1607 <attribute arch="title" />
1214 </ignore> 1608 </ignore>
1215 <description><![CDATA[ 1609 <description><![CDATA[
1216 Converters are like "exchange tables". When the player drops a 1610 Converters are like "exchange tables". When the player drops a
1217 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
1218 predefined exchange-ratio. ]]> 1612 predefined exchange-ratio.]]>
1219 </description> 1613 </description>
1220 <use><![CDATA[ 1614 <use><![CDATA[
1221 Converters are better than shopping with doormats, because the 1615 Converters are better than shopping with doormats, because the
1222 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
1223 those "exchange tables" are really nice, while for the more important 1617 those "exchange tables" are really nice, while for the more important
1225 <br><br> 1619 <br><br>
1226 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1620 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227 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
1228 value than before! (Except if you are using "rare" items like 1622 value than before! (Except if you are using "rare" items like
1229 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
1230 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.]]>
1231 </use> 1625 </use>
1232 <attribute arch="no_pick" value="1" type="fixed" /> 1626 <attribute arch="no_pick" value="1" type="fixed" />
1233 <attribute arch="slaying" editor="cost arch" type="string"> 1627 <attribute arch="slaying" editor="cost arch" type="string">
1234 &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
1235 put on the converter, as payment. 1629 put on the converter, as payment.
1251 of &lt;receive arch&gt;. 1645 of &lt;receive arch&gt;.
1252 </attribute> 1646 </attribute>
1253 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1647 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1254 This text may contain a description of the converter. 1648 This text may contain a description of the converter.
1255 </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>
1256</type> 1656</type>
1257 1657
1258<!--####################################################################--> 1658<!--####################################################################-->
1259<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1260 <ignore> 1660 <ignore>
1261 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1262 </ignore> 1663 </ignore>
1263 <description><![CDATA[ 1664 <description><![CDATA[
1264 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1265 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1266 VERY useful for all kinds of map-mechanisms. ]]> 1667 VERY useful for all kinds of map-mechanisms. They can even
1668 periodically create things.]]>
1267 </description> 1669 </description>
1268 <use><![CDATA[ 1670 <use><![CDATA[
1269 Don't hesitate to hide your creators under the floor. 1671 Don't hesitate to hide your creators under the floor.
1270 The created items will still always appear ontop of the floor. ]]> 1672 The created items will still always appear ontop of the floor.]]>
1271 </use> 1673 </use>
1272 <attribute arch="no_pick" value="1" type="fixed" /> 1674 <attribute arch="no_pick" value="1" type="fixed" />
1273 <attribute arch="other_arch" editor="create arch" type="string"> 1675 <attribute arch="other_arch" editor="create arch" type="string">
1274 This string defines the object that will be created. 1676 This string defines the object that will be created.
1275 You can choose any of the existing arches. 1677 You can choose any of the existing arches.
1276 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
1277 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
1278 chosen from all items present. 1680 chosen from all items present.
1279 </attribute> 1681 </attribute>
1280 <attribute arch="connected" editor="connection" type="int"> 1682 <attribute arch="connected" editor="connection" type="string">
1281 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1282 the creator gets triggered. 1684 the creator gets triggered.
1283 </attribute> 1685 </attribute>
1686 &activate_on;
1284 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1285 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1286 infinitly, 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.
1287 </attribute> 1695 </attribute>
1288 <attribute arch="hp" editor="number of uses" type="int"> 1696 <attribute arch="hp" editor="number of uses" type="int">
1289 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
1290 creating that many objects, before it dissappears. 1698 creating that many objects, before it dissappears.
1291 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).
1303 1711
1304<!--####################################################################--> 1712<!--####################################################################-->
1305<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1306 <ignore> 1714 <ignore>
1307 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1308 </ignore> 1717 </ignore>
1309 <description><![CDATA[ 1718 <description><![CDATA[
1310 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1311 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1312 <br><br> 1721 <br><br>
1313 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1314 - 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
1315 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1316 detectors do not check the inventory of players/monsters. ]]> 1726 detectors do not check the inventory of players/monsters.]]>
1317 </description> 1727 </description>
1318 <use><![CDATA[ 1728 <use>
1319 There is one major speciality about detectors: You can detect spells 1729 Best avoid this type at all costs, use a pedestal instead.
1320 blown over a detector! To detect a lighting bolt for example, set
1321 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1322 walls, this can be very useful for map-mechanisms. ]]>
1323 </use> 1730 </use>
1324 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1325 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1326 &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.
1327 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,
1328 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.
1329 </attribute> 1736 </attribute>
1330 <attribute arch="connected" editor="connection" type="int"> 1737 <attribute arch="connected" editor="connection" type="string">
1331 When the detector is triggered, all objects with the same 1738 When the detector is triggered, all objects with the same
1332 connection value get activated. 1739 connection value get activated.
1333 </attribute> 1740 </attribute>
1334 <attribute arch="speed" editor="detection speed" type="float"> 1741 <attribute arch="speed" editor="detection speed" type="float">
1335 This value defines the time between two detector-checks. 1742 This value defines the time between two detector-checks.
1336 If you want the detector to behave almost like pedestals/buttons, 1743 If you want the detector to behave almost like pedestals/buttons,
1337 set speed rather high, like &lt;detection speed&gt; 1.0. 1744 set speed rather high, like &lt;detection speed&gt; 1.0.
1338 </attribute> 1745 </attribute>
1746 &speed_left;
1747 <attribute arch="speed_left" editor="speed left" type="float">
1748 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1749 If it is larger than 0, the detector checks, and the speed is decremented
1750 by 1.
1751 </attribute>
1752</type>
1753
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>
1339</type> 1778</type>
1340 1779
1341<!--####################################################################--> 1780<!--####################################################################-->
1342<type number="112" name="Director"> 1781<type number="112" name="Director">
1343 <ignore> 1782 <ignore>
1346 <description><![CDATA[ 1785 <description><![CDATA[
1347 Directors change the direction of spell objects and other projectiles 1786 Directors change the direction of spell objects and other projectiles
1348 that fly past. Unlike spinners, directors always move objects in the 1787 that fly past. Unlike spinners, directors always move objects in the
1349 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
1350 shoot into it.<br> 1789 shoot into it.<br>
1351 Directors are visible per default. ]]> 1790 Directors are visible per default.]]>
1352 </description> 1791 </description>
1353 <use><![CDATA[ 1792 <use><![CDATA[
1354 Directors are rarely used in maps. Sometimes they are placed to 1793 Directors are rarely used in maps. Sometimes they are placed to
1355 change the direction of spells coming out of magic walls, 1794 change the direction of spells coming out of magic walls,
1356 "channeling" spell-projectiles in some direction. When doing this, 1795 "channeling" spell-projectiles in some direction. When doing this,
1358 into them!</B> The spell-projectiles bouncing between the directors 1797 into them!</B> The spell-projectiles bouncing between the directors
1359 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
1360 server by eating memory- and CPU-time. 1799 server by eating memory- and CPU-time.
1361 <br><br> 1800 <br><br>
1362 You'd better not place directors in monster vs. player combat 1801 You'd better not place directors in monster vs. player combat
1363 areas too much, because that freaks out wizard-type players. ]]> 1802 areas too much, because that freaks out wizard-type players.]]>
1364 </use> 1803 </use>
1365 <attribute arch="sp" editor="direction" type="list_direction"> 1804 <attribute arch="sp" editor="direction" type="list_direction">
1366 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;.
1367 A director with direction &lt;none&gt; simply stops projectiles. 1806 A director with direction &lt;none&gt; simply stops projectiles.
1368 (The latter works out a bit strange for some spells). 1807 (The latter works out a bit strange for some spells).
1369 </attribute> 1808 </attribute>
1370 <attribute arch="walk_on" value="1" type="fixed" /> 1809 &move_on;
1371 <attribute arch="fly_on" value="1" type="fixed" />
1372</type> 1810</type>
1373 1811
1374<!--####################################################################--> 1812<!--####################################################################-->
1375<type number="158" name="Disease"> 1813<type number="158" name="Disease">
1376 <ignore> 1814 <ignore>
1377 <ignore_list name="system_object" /> 1815 <ignore_list name="system_object" />
1378 </ignore> 1816 </ignore>
1379 <description><![CDATA[ 1817 <description><![CDATA[
1380 Diseases are an intersting form of spellcraft in Crossfire. 1818 Diseases are an intersting form of spellcraft in Deliantra.
1381 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
1382 area. Being infected can have various effects, from amusing farts 1820 area. Being infected can have various effects, from amusing farts
1383 to horrible damage - almost everything is possible. ]]> 1821 to horrible damage - almost everything is possible.]]>
1384 </description> 1822 </description>
1385 <use><![CDATA[ 1823 <use><![CDATA[
1386 Diseases are extremely flexible and usable in a many ways. 1824 Diseases are extremely flexible and usable in a many ways.
1387 So far they are mostly used for causing bad, unwanted effects. 1825 So far they are mostly used for causing bad, unwanted effects.
1388 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
1389 (recharging mana for example). 1827 (recharging mana for example).
1390 Infection with a "positive disease" could even be a quest reward. ]]> 1828 Infection with a "positive disease" could even be a quest reward.]]>
1391 </use> 1829 </use>
1392 <attribute arch="invisible" value="1" type="fixed" /> 1830 <attribute arch="invisible" value="1" type="fixed" />
1393 <attribute arch="level" editor="plaque level" type="int"> 1831 <attribute arch="level" editor="plaque level" type="int">
1394 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.
1395 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
1407<section name="spreading"> 1845<section name="spreading">
1408 <attribute arch="wc" editor="infectiosness" type="int"> 1846 <attribute arch="wc" editor="infectiosness" type="int">
1409 The &lt;infectiosness&gt; defines the chance of new creatures getting 1847 The &lt;infectiosness&gt; defines the chance of new creatures getting
1410 infected. If you set this too high, the disease is very likely to 1848 infected. If you set this too high, the disease is very likely to
1411 be too effective. 1849 be too effective.
1412 1850
1413 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1851 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1414 </attribute> 1852 </attribute>
1415 <attribute arch="last_grace" editor="attenuation" type="int"> 1853 <attribute arch="last_grace" editor="attenuation" type="int">
1416 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1854 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1417 everytime it infects someone new. This limits how many generations 1855 everytime it infects someone new. This limits how many generations
1420 <attribute arch="magic" editor="infection range" type="int"> 1858 <attribute arch="magic" editor="infection range" type="int">
1421 &lt;infection range&gt; sets the range at which infection may occur. 1859 &lt;infection range&gt; sets the range at which infection may occur.
1422 If positive, the &lt;infection range&gt; is level dependant - If negative, 1860 If positive, the &lt;infection range&gt; is level dependant - If negative,
1423 it is not: 1861 it is not:
1424 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1862 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1425 six square range, and &lt;plaque level&gt; doesn't modify that. 1863 six square range, and &lt;plaque level&gt; doesn't modify that.
1426 </attribute> 1864 </attribute>
1427 <attribute arch="maxhp" editor="persistence" type="int"> 1865 <attribute arch="maxhp" editor="persistence" type="int">
1428 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1866 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1429 The disease can "move" &lt;persistence&gt; times outside a host before it 1867 The disease can "move" &lt;persistence&gt; times outside a host before it
1430 vanishes. A negative value means the disease lasts for permanent 1868 vanishes. A negative value means the disease lasts for permanent
1433 <attribute arch="maxgrace" editor="curing duration" type="int"> 1871 <attribute arch="maxgrace" editor="curing duration" type="int">
1434 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1872 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1435 (Assuming the host survives and doesn't use a curing spell). 1873 (Assuming the host survives and doesn't use a curing spell).
1436 After this period the disease is naturally cured, which provides the 1874 After this period the disease is naturally cured, which provides the
1437 host with immunity from this particular disease of lower or equal level. 1875 host with immunity from this particular disease of lower or equal level.
1438 1876
1439 A negative value means the disease can never be cured naturally. 1877 A negative value means the disease can never be cured naturally.
1440 1878
1441 Note that this value can be further modulated by spell-parameters, 1879 Note that this value can be further modulated by spell-parameters,
1442 if the disease is registered as spell in the code. Due to that, 1880 if the disease is registered as spell in the code. Due to that,
1443 most default diseases take a lot longer to cure than it seems. 1881 most default diseases take a lot longer to cure than it seems.
1444 </attribute> 1882 </attribute>
1445 <attribute arch="speed" editor="moving speed" type="float"> 1883 <attribute arch="speed" editor="moving speed" type="float">
1446 The &lt;speed&gt; of the disease determines how fast the disease will 1884 The &lt;speed&gt; of the disease determines how fast the disease will
1447 "move", thus how fast the symptoms strike the host. 1885 "move", thus how fast the symptoms strike the host.
1448 </attribute> 1886 </attribute>
1887 &speed_left;
1449</section> 1888</section>
1450<section name="symptoms"> 1889<section name="symptoms">
1451 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1452 The disease will attack the host with the given &lt;attacktype&gt;. 1891 The disease will attack the host with the given &lt;attacktype&gt;.
1453 Godpower attacktype is commonly used for "unresistable" diseases. 1892 Godpower attacktype is commonly used for "unresistable" diseases.
1455 <attribute arch="dam" editor="damage" type="int"> 1894 <attribute arch="dam" editor="damage" type="int">
1456 A disease with a positive &lt;damage&gt; value will strike the player for that 1895 A disease with a positive &lt;damage&gt; value will strike the player for that
1457 amount of damage every time the symptoms occur. 1896 amount of damage every time the symptoms occur.
1458 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1897 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1459 the player's health is reduced by 10% every time the symptoms strike. 1898 the player's health is reduced by 10% every time the symptoms strike.
1460 1899
1461 Diseases with %-based damage can be dangerous - but not deadly - 1900 Diseases with %-based damage can be dangerous - but not deadly -
1462 for players of all levels. 1901 for players of all levels.
1463 </attribute> 1902 </attribute>
1464 <attribute arch="other_arch" editor="create arch" type="string"> 1903 <attribute arch="other_arch" editor="create arch" type="string">
1465 If set, the specified arch is created and dropped every time the 1904 If set, the specified arch is created and dropped every time the
1466 symptoms strike. 1905 symptoms strike.
1467 1906
1468 This can be various things: farts, body pieces, eggs ... 1907 This can be various things: farts, body pieces, eggs ...
1469 Even monsters can be created that way. You could also make a 1908 Even monsters can be created that way. You could also make a
1470 disease where some exotic stuff like money/gems is created. 1909 disease where some exotic stuff like money/gems is created.
1471 </attribute> 1910 </attribute>
1472 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1911 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1531 symptoms strike. 1970 symptoms strike.
1532 </attribute> 1971 </attribute>
1533</type> 1972</type>
1534 1973
1535<!--####################################################################--> 1974<!--####################################################################-->
1975<type number="23" name="Door">
1976 <ignore>
1977 <ignore_list name="non_pickable" />
1978 </ignore>
1979 <description><![CDATA[
1980 A door can be opened with any normal key. It also can be broken by attacking
1981 it, and it can be defeated with the lockpicking skill. If a door is
1982 defeated, horizontally and vertically adjacent doors are automatically
1983 removed.]]>
1984 </description>
1985 <attribute arch="no_pick" value="1" type="fixed" />
1986 <attribute arch="alive" value="1" type="fixed" />
1987 &movement_types_terrain;
1988 <attribute arch="hp" editor="hitpoints" type="int">
1989 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1990 </attribute>
1991 <attribute arch="ac" editor="armour class" type="int">
1992 Doors of high &lt;armour class&gt; are less likely to get hit.
1993 &lt;armour class&gt; can be considered the "counterpiece" to
1994 &lt;weapon class&gt;.
1995 </attribute>
1996 <attribute arch="other_arch" editor="drop arch" type="string">
1997 This string defines the object that will be created when the door was
1998 defeated.
1999 </attribute>
2000 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2001 This entry determines what kind of traps will appear in the door.
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>
2007</type>
2008
2009<!--####################################################################-->
1536<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1537 <ignore> 2011 <ignore>
1538 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1539 </ignore> 2014 </ignore>
1540 <description><![CDATA[ 2015 <description><![CDATA[
1541 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
1542 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1543 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;,
1544 and only objects of this archetype can be affected.<br> 2019 and only objects of this archetype can be affected.<br>
1545 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;.
1546 If the latter is set to zero, it will destroy objects. ]]> 2021 If the latter is set to zero, it will destroy objects.]]>
1547 </description> 2022 </description>
1548 <use><![CDATA[ 2023 <use><![CDATA[
1549 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
1550 anywhere with &lt;multiply factor&gt; greater than one. 2025 anywhere with &lt;multiply factor&gt; greater than one.
1551 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).
1552 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
1553 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
1554 loose the input matches the chance to earn winnings.<br> 2029 loose the input matches the chance to earn winnings.<br>
1555 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
1556 loosing rate of 2/3 = 67%. ]]> 2031 loosing rate of 2/3 = 67%.]]>
1557 </use> 2032 </use>
1558 <attribute arch="other_arch" editor="target arch" type="string"> 2033 <attribute arch="other_arch" editor="target arch" type="string">
1559 Only objects of matching archtype, lying ontop of the dublicator will be 2034 Only objects of matching archtype, lying ontop of the duplicator will be
1560 dublicated, multiplied or removed. All other objects will be ignored. 2035 duplicated, multiplied or removed. All other objects will be ignored.
1561 </attribute> 2036 </attribute>
1562 <attribute arch="level" editor="multiply factor" type="int"> 2037 <attribute arch="level" editor="multiply factor" type="int">
1563 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
1564 &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
1565 will be destroyed. 2040 will be destroyed.
1566 </attribute> 2041 </attribute>
1567 <attribute arch="connected" editor="connection" type="int"> 2042 <attribute arch="connected" editor="connection" type="string">
1568 An activator (lever, altar, button, etc) with matching connection value 2043 An activator (lever, altar, button, etc) with matching connection value
1569 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
1570 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!
1571 </attribute> 2046 </attribute>
2047 &activate_on;
1572</type> 2048</type>
1573 2049
1574<!--####################################################################--> 2050<!--####################################################################-->
1575<type number="66" name="Exit"> 2051<type number="66" name="Exit">
1576 <ignore> 2052 <ignore>
1578 </ignore> 2054 </ignore>
1579 <description><![CDATA[ 2055 <description><![CDATA[
1580 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.
1581 (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
1582 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
1583 the exit. ]]> 2059 the exit. ]]>
1584 </description> 2060 </description>
1585 <use><![CDATA[ 2061 <use><![CDATA[
1586 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
1587 &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
1588 detected with the show_invisible spell. 2064 detected with the show_invisible spell.
1589 <br><br> 2065 <br><br>
1590 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").
1591 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.]]>
1592 </use> 2068 </use>
1593 <attribute arch="slaying" editor="exit path" type="string"> 2069 <attribute arch="slaying" editor="exit path" type="string">
1594 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.
1595 You can enter an absolute path, beginning with '/' (for example 2071 You can enter an absolute path, beginning with '/' (for example
1596 "/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
1597 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the 2073 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1598 relative path "Fire1"). Use relative paths whenever possible! Note that 2074 relative path "Fire1"). Use relative paths whenever possible! Note that
1599 upper/lower case must always be set correctly. However, please use lower 2075 upper/lower case must always be set correctly. However, please use lower
1600 case only. 2076 case only.
1601 It is well possible to have an exit pointing to the same map that the exit 2077 It is well possible to have an exit pointing to the same map that the exit
1602 is on. If slaying is not set in an exit, the player will see a message like 2078 is on. If slaying is not set in an exit, the player will see a message like
1603 "the exit is closed". 2079 "the exit is closed".
1604 </attribute> 2080 </attribute>
1605 <attribute arch="hp" editor="destination X" type="int"> 2081 <attribute arch="hp" editor="destination X" type="int">
1616 If both are set to zero, the player will be transferred to the "default 2092 If both are set to zero, the player will be transferred to the "default
1617 enter location" of the destined map. The latter can be set in the map- 2093 enter location" of the destined map. The latter can be set in the map-
1618 properties as "Enter X/Y". Though, please DO NOT use that. 2094 properties as "Enter X/Y". Though, please DO NOT use that.
1619 It turned out to be a source for numerous map-bugs. 2095 It turned out to be a source for numerous map-bugs.
1620 </attribute> 2096 </attribute>
1621 <attribute arch="walk_on" editor="apply by walking" type="bool"> 2097 &move_on;
1622 If set, the player will apply the exit by just walking into it. This must
1623 be set for the invisible exits for example. If unset, the player has
1624 to step onto the exit and press 'a' to get transferred.
1625 </attribute>
1626 <attribute arch="fly_on" editor="apply by flying" type="bool">
1627 If set, the player will apply the exit by "flying into it". Flying means
1628 the player is levitating. E.g. wearing levitation boots.
1629 </attribute>
1630 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 2098 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1631 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.
1632 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
1633 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
1634 is poor, but you get the point. =) 2102 is poor, but you get the point. =)
1635 </attribute> 2103 </attribute>
1636 <attribute arch="unique" editor="unique destination" type="bool"> 2104 <attribute arch="damned" editor="set savebed" type="bool">
1637 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
1638 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.
1639 This feature is used for the permanent apartments
1640 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1641 than apartments, since Crossfire is a *multi*player game. In such a permanent
1642 apartment don't forget to set the unique-flag for all floor tiles too
1643 (see floors).
1644 An exit pointing outside of a personal unique map must have the
1645 "unique destination"-flag unset.
1646 </attribute> 2107 </attribute>
1647</type> 2108</type>
1648 2109
1649<!--####################################################################--> 2110<!--####################################################################-->
1650<type number="72" name="Flesh"> 2111<type number="72" name="Flesh">
1651 <description><![CDATA[ 2112 <description><![CDATA[
1652 Just like with food, the player can fill his stomache and gain a 2113 Just like with food, the player can fill his stomache and gain a
1653 little health by eating flesh-objects. <br> 2114 little health by eating flesh-objects. <br>
1654 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
1655 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
1656 those cathegories. 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;.
1657 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
1658 according to map/monster difficulty. ]]> 2119 according to map/monster difficulty.]]>
1659 </description> 2120 </description>
1660 <use><![CDATA[ 2121 <use><![CDATA[
1661 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
1662 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2123 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1663 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.
1665 not the case - so you have to set it manually. 2126 not the case - so you have to set it manually.
1666 <br><br> 2127 <br><br>
1667 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
1668 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
1669 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
1670 out on the reward completely. ]]> 2131 out on the reward completely.]]>
1671 </use> 2132 </use>
1672 <attribute arch="food" editor="foodpoints" type="int"> 2133 <attribute arch="food" editor="foodpoints" type="int">
1673 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.
1674 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.
1675 </attribute> 2136 </attribute>
1682 </attribute> 2143 </attribute>
1683 <attribute arch="startequip" editor="godgiven item" type="bool"> 2144 <attribute arch="startequip" editor="godgiven item" type="bool">
1684 A godgiven item vanishes as soon as the player 2145 A godgiven item vanishes as soon as the player
1685 drops it to the ground. 2146 drops it to the ground.
1686 </attribute> 2147 </attribute>
1687<section name="resistance"> 2148 &resistances_flesh_section;
1688 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1689 Resistances on flesh items make them more durable against spellcraft
1690 of the appropriate kind. It also allows dragon players to eventually gain
1691 resistance by eating it. Usually resistance should only be set for flesh
1692 items in a monster's inventory.
1693 </attribute>
1694 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1695 Resistances on flesh items make them more durable against spellcraft
1696 of the appropriate kind. It also allows dragon players to eventually gain
1697 resistance by eating it. Usually resistance should only be set for flesh
1698 items in a monster's inventory.
1699 </attribute>
1700 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1701 Resistances on flesh items make them more durable against spellcraft
1702 of the appropriate kind. It also allows dragon players to eventually gain
1703 resistance by eating it. Usually resistance should only be set for flesh
1704 items in a monster's inventory.
1705 </attribute>
1706 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1707 Resistances on flesh items make them more durable against spellcraft
1708 of the appropriate kind. It also allows dragon players to eventually gain
1709 resistance by eating it. Usually resistance should only be set for flesh
1710 items in a monster's inventory.
1711 </attribute>
1712 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1713 Resistances on flesh items make them more durable against spellcraft
1714 of the appropriate kind. It also allows dragon players to eventually gain
1715 resistance by eating it. Usually resistance should only be set for flesh
1716 items in a monster's inventory.
1717 </attribute>
1718 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1719 Resistances on flesh items make them more durable against spellcraft
1720 of the appropriate kind. It also allows dragon players to eventually gain
1721 resistance by eating it. Usually resistance should only be set for flesh
1722 items in a monster's inventory.
1723 </attribute>
1724 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1725 Resistances on flesh items make them more durable against spellcraft
1726 of the appropriate kind. It also allows dragon players to eventually gain
1727 resistance by eating it. Usually resistance should only be set for flesh
1728 items in a monster's inventory.
1729 </attribute>
1730 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1731 Resistances on flesh items make them more durable against spellcraft
1732 of the appropriate kind. It also allows dragon players to eventually gain
1733 resistance by eating it. Usually resistance should only be set for flesh
1734 items in a monster's inventory.
1735 </attribute>
1736 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1737 Resistances on flesh items make them more durable against spellcraft
1738 of the appropriate kind. It also allows dragon players to eventually gain
1739 resistance by eating it. Usually resistance should only be set for flesh
1740 items in a monster's inventory.
1741 </attribute>
1742 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1743 Resistances on flesh items make them more durable against spellcraft
1744 of the appropriate kind. It also allows dragon players to eventually gain
1745 resistance by eating it. Usually resistance should only be set for flesh
1746 items in a monster's inventory.
1747 </attribute>
1748 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1749 Resistances on flesh items make them more durable against spellcraft
1750 of the appropriate kind. It also allows dragon players to eventually gain
1751 resistance by eating it. Usually resistance should only be set for flesh
1752 items in a monster's inventory.
1753 </attribute>
1754 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1755 Resistances on flesh items make them more durable against spellcraft
1756 of the appropriate kind. It also allows dragon players to eventually gain
1757 resistance by eating it. Usually resistance should only be set for flesh
1758 items in a monster's inventory.
1759 </attribute>
1760 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1761 Resistances on flesh items make them more durable against spellcraft
1762 of the appropriate kind. It also allows dragon players to eventually gain
1763 resistance by eating it. Usually resistance should only be set for flesh
1764 items in a monster's inventory.
1765 </attribute>
1766 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1767 Resistances on flesh items make them more durable against spellcraft
1768 of the appropriate kind. It also allows dragon players to eventually gain
1769 resistance by eating it. Usually resistance should only be set for flesh
1770 items in a monster's inventory.
1771 </attribute>
1772 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1773 Resistances on flesh items make them more durable against spellcraft
1774 of the appropriate kind. It also allows dragon players to eventually gain
1775 resistance by eating it. Usually resistance should only be set for flesh
1776 items in a monster's inventory.
1777 </attribute>
1778 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1779 RResistances on flesh items make them more durable against spellcraft
1780 of the appropriate kind. It also allows dragon players to eventually gain
1781 resistance by eating it. Usually resistance should only be set for flesh
1782 items in a monster's inventory.
1783 </attribute>
1784 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1785 Resistances on flesh items make them more durable against spellcraft
1786 of the appropriate kind. It also allows dragon players to eventually gain
1787 resistance by eating it. Usually resistance should only be set for flesh
1788 items in a monster's inventory.
1789 </attribute>
1790 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1791 Resistances on flesh items make them more durable against spellcraft
1792 of the appropriate kind. It also allows dragon players to eventually gain
1793 resistance by eating it. Usually resistance should only be set for flesh
1794 items in a monster's inventory.
1795 </attribute>
1796</section>
1797 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2149 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1798 This text may describe the item. 2150 This text may describe the item.
1799 </attribute> 2151 </attribute>
1800</type> 2152</type>
1801 2153
1808 <ignore> 2160 <ignore>
1809 <ignore_list name="non_pickable" /> 2161 <ignore_list name="non_pickable" />
1810 </ignore> 2162 </ignore>
1811 <description><![CDATA[ 2163 <description><![CDATA[
1812 Floor is a very basic thing whithout too much 2164 Floor is a very basic thing whithout too much
1813 functionality. It's a floor - you stand on it. ]]> 2165 functionality. It's a floor - you stand on it.]]>
1814 </description> 2166 </description>
1815 <attribute arch="is_floor" value="1" type="fixed" /> 2167 <attribute arch="is_floor" value="1" type="fixed" />
1816 <attribute arch="no_pick" value="1" type="fixed" /> 2168 <attribute arch="no_pick" value="1" type="fixed" />
1817 <attribute arch="no_pass" editor="blocking passage" type="bool">
1818 If set, the object cannot be passed by players nor monsters.
1819 </attribute>
1820<section name="terrain"> 2169<section name="terrain">
1821 <attribute arch="slow_move" editor="slow movement" type="int"> 2170 &movement_types_terrain;
1822 If &lt;slow movement&gt; is set to a value greater zero, all
1823 creatures moving over this spot will be slower than normal.
1824
1825 &lt;slow movement&gt; 1 - rough terrain
1826 &lt;slow movement&gt; 2 - very rough terrain
1827 ...
1828 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1829 </attribute>
1830 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2171 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1831 This flag indicates this spot contains wood or high grass. 2172 This flag indicates this spot contains wood or high grass.
1832 Players with activated woodsman skill can move faster here. 2173 Players with activated woodsman skill can move faster here.
1833 </attribute> 2174 </attribute>
1834 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2175 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1844 If enabled, it is impossible for players to use prayers 2185 If enabled, it is impossible for players to use prayers
1845 on that spot. It also prevents players from saving. 2186 on that spot. It also prevents players from saving.
1846 </attribute> 2187 </attribute>
1847 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
1848 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
1849 will be saved byond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
1850 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="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.
1851 </attribute> 2197 </attribute>
1852 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1853 This text may describe the object. 2199 This text may describe the object.
1854 </attribute> 2200 </attribute>
1855</type> 2201</type>
1863 Encounter-Floor is pretty much the same as normal floor. 2209 Encounter-Floor is pretty much the same as normal floor.
1864 Most outdoor floor/ground-arches are set to be "encounters". 2210 Most outdoor floor/ground-arches are set to be "encounters".
1865 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
1866 encounter-floor, players sometimes got beamed to little maps 2212 encounter-floor, players sometimes got beamed to little maps
1867 with monsters on them. Nowadays this feature is disabled - 2213 with monsters on them. Nowadays this feature is disabled -
1868 Hence encounter floor is not different from normal floor. ]]> 2214 Hence encounter floor is not different from normal floor.]]>
1869 </description> 2215 </description>
1870 <attribute arch="is_floor" value="1" type="fixed" /> 2216 <attribute arch="is_floor" value="1" type="fixed" />
1871 <attribute arch="no_pick" value="1" type="fixed" /> 2217 <attribute arch="no_pick" value="1" type="fixed" />
1872 <attribute arch="no_pass" editor="blocking passage" type="bool">
1873 If set, the object cannot be passed by players nor monsters.
1874 </attribute>
1875<section name="terrain"> 2218<section name="terrain">
1876 <attribute arch="slow_move" editor="slow movement" type="int"> 2219 &movement_types_terrain;
1877 If &lt;slow movement&gt; is set to a value greater zero, all
1878 creatures moving over this spot will be slower than normal.
1879
1880 &lt;slow movement&gt; 1 - rough terrain
1881 &lt;slow movement&gt; 2 - very rough terrain
1882 ...
1883 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1884 </attribute>
1885 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2220 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1886 This flag indicates this spot contains wood or high grass. 2221 This flag indicates this spot contains wood or high grass.
1887 Players with activated woodsman skill can move faster here. 2222 Players with activated woodsman skill can move faster here.
1888 </attribute> 2223 </attribute>
1889 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2224 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1899 If enabled, it is impossible for players to use prayers 2234 If enabled, it is impossible for players to use prayers
1900 on that spot. It also prevents players from saving. 2235 on that spot. It also prevents players from saving.
1901 </attribute> 2236 </attribute>
1902 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
1903 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
1904 will be saved byond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
1905 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="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.
1906 </attribute> 2246 </attribute>
1907 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1908 This text may describe the object. 2248 This text may describe the object.
1909 </attribute> 2249 </attribute>
1910</type> 2250</type>
1911 2251
1912<!--####################################################################--> 2252<!--####################################################################-->
1913<type number="6" name="Food"> 2253<type number="6" name="Food">
1914 <description><![CDATA[ 2254 <description><![CDATA[
1915 By eating/drinking food-objects, the player can fill his 2255 By eating/drinking food-objects, the player can fill his
1916 stomache and gain a little health. ]]> 2256 stomache and gain a little health.]]>
1917 </description> 2257 </description>
1918 <attribute arch="food" editor="foodpoints" type="int"> 2258 <attribute arch="food" editor="foodpoints" type="int">
1919 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.
1920 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.
1921 </attribute> 2261 </attribute>
1927 2267
1928<!--####################################################################--> 2268<!--####################################################################-->
1929<type number="91" name="Gate"> 2269<type number="91" name="Gate">
1930 <ignore> 2270 <ignore>
1931 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
1932 </ignore> 2273 </ignore>
1933 <description><![CDATA[ 2274 <description><![CDATA[
1934 Gates play an important role in Crossfire. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
1935 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
1936 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
1937 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
1938 passed, which makes them more practical in many cases. ]]> 2279 passed, which makes them more practical in many cases.]]>
1939 </description> 2280 </description>
1940 <use><![CDATA[ 2281 <use><![CDATA[
1941 Use gates to divide your maps into seperated areas. After solving 2282 Use gates to divide your maps into seperated areas. After solving
1942 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
1943 maps more complex than "one-way". ]]> 2284 maps more complex than "one-way".]]>
1944 </use> 2285 </use>
1945 <attribute arch="no_pick" value="1" type="fixed" /> 2286 <attribute arch="no_pick" value="1" type="fixed" />
2287 <attribute arch="speed" value="1" type="float">
2288 The speed of the gate affects how fast it is closing/opening.
2289 </attribute>
1946 <attribute arch="connected" editor="connection" type="int"> 2290 <attribute arch="connected" editor="connection" type="string">
1947 Whenever the inventory checker is triggered, all objects with identical 2291 Whenever the inventory checker is triggered, all objects with identical
1948 &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
1949 &lt;blocking passage&gt; disabled. 2293 &lt;blocking passage&gt; disabled.
1950 </attribute> 2294 </attribute>
1951 <attribute arch="wc" editor="position state" type="int"> 2295 <attribute arch="wc" editor="position state" type="int">
1952 The &lt;position state&gt; defines the position of the gate: 2296 The &lt;position state&gt; defines the position of the gate:
1953 Zero means completely open/down, the "number of animation-steps" (usually 2297 Zero means completely open/down, the "number of animation-steps" (usually
1954 about 6 or 7) means completely closed/up state. I suggest you don't 2298 about 6 or 7) means completely closed/up state. I suggest you don't
1955 mess with this value - Leave the default in place. 2299 mess with this value - Leave the default in place.
1956 </attribute> 2300 </attribute>
1957 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2301 &movement_types_terrain;
1958 For open gates, &lt;blocking passage&gt; should be unset.
1959 For closed gates it must be set.
1960 </attribute>
1961 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2302 <attribute arch="no_magic" editor="restrict spells" type="bool">
1962 Restricting the use of spells to pass this gate. This has 2303 Restricting the use of spells to pass this gate. This has
1963 an effect only if &lt;block view&gt; is disabled. 2304 an effect only if &lt;block view&gt; is disabled.
1964 </attribute> 2305 </attribute>
1965 <attribute arch="damned" editor="restrict prayers" type="bool"> 2306 <attribute arch="damned" editor="restrict prayers" type="bool">
1972<type number="113" name="Girdle"> 2313<type number="113" name="Girdle">
1973 <import_type name="Amulet" /> 2314 <import_type name="Amulet" />
1974 <description><![CDATA[ 2315 <description><![CDATA[
1975 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
1976 the player. Girdles usually provide stats- or damage bonuses and no 2317 the player. Girdles usually provide stats- or damage bonuses and no
1977 defense. ]]> 2318 defense.]]>
1978 </description> 2319 </description>
1979 <use><![CDATA[ 2320 <use><![CDATA[
1980 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
1981 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
1982 </use> 2323 </use>
1983 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
1984 &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
1985 "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
1986 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
1987 2328
1988 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2329 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1989 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus 2330 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1990 &lt;magic bonus&gt; is pointless here. 2331 &lt;magic bonus&gt; is pointless here.
1991 </attribute> 2332 </attribute>
1992</type> 2333</type>
1994<!--####################################################################--> 2335<!--####################################################################-->
1995<type number="100" name="Gloves"> 2336<type number="100" name="Gloves">
1996 <import_type name="Amulet" /> 2337 <import_type name="Amulet" />
1997 <description><![CDATA[ 2338 <description><![CDATA[
1998 Wearing gloves, the object's stats will directly be inherited to 2339 Wearing gloves, the object's stats will directly be inherited to
1999 the player. Gloves can add defense or damage bonuses. ]]> 2340 the player. Gloves can add defense or damage bonuses.]]>
2000 </description> 2341 </description>
2001 <use><![CDATA[ 2342 <use><![CDATA[
2002 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
2003 important that you keep your artifact in balance with existing maps. ]]> 2344 important that you keep your artifact in balance with existing maps.]]>
2004 </use> 2345 </use>
2005 <attribute arch="magic" editor="magic bonus" type="int"> 2346 <attribute arch="magic" editor="magic bonus" type="int">
2006 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.
2007 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;
2008 will increase that. 2349 will increase that.
2011 2352
2012<!--####################################################################--> 2353<!--####################################################################-->
2013<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2014 <ignore> 2355 <ignore>
2015 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2016 </ignore> 2358 </ignore>
2017 <description><![CDATA[ 2359 <description><![CDATA[
2018 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2019 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.]]>
2020 </description> 2362 </description>
2021 <use><![CDATA[ 2363 <use><![CDATA[
2022 Handles are commonly used to move gates. When placing your lever, 2364 Handles are commonly used to move gates. When placing your lever,
2023 don't forget that some monsters are able to apply it. 2365 don't forget that some monsters are able to apply it.
2024 The ability to apply levers is rare among monsters - 2366 The ability to apply levers is rare among monsters -
2025 but vampires can do it for example. ]]> 2367 but vampires can do it for example.]]>
2026 </use> 2368 </use>
2027 <attribute arch="no_pick" value="1" type="fixed" /> 2369 <attribute arch="no_pick" value="1" type="fixed" />
2028 <attribute arch="connected" editor="connection" type="int"> 2370 <attribute arch="connected" editor="connection" type="string">
2029 Every time the handle is applied, all objects 2371 Every time the handle is applied, all objects
2030 with the same &lt;connection&gt; value are activated. 2372 with the same &lt;connection&gt; value are activated.
2031 </attribute> 2373 </attribute>
2032 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033 This text may describe the item. You can use this 2375 This text may describe the item. You can use this
2042 <ignore_list name="non_pickable" /> 2384 <ignore_list name="non_pickable" />
2043 </ignore> 2385 </ignore>
2044 <description><![CDATA[ 2386 <description><![CDATA[
2045 Handle triggers are handles which reset after a short period 2387 Handle triggers are handles which reset after a short period
2046 of time. Every time it is either applied or reset, the 2388 of time. Every time it is either applied or reset, the
2047 &lt;connection&gt; value is triggered. ]]> 2389 &lt;connection&gt; value is triggered.]]>
2048 </description> 2390 </description>
2049 <use><![CDATA[ 2391 <use><![CDATA[
2050 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
2051 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,
2052 connecting it to a handle trigger is an easy solution. ]]> 2394 connecting it to a handle trigger is an easy solution. ]]>
2053 </use> 2395 </use>
2054</type> 2396</type>
2055 2397
2056<!--####################################################################--> 2398<!--####################################################################-->
2057<type number="88" name="Hazard Floor"> 2399<type number="88" name="Hazard Floor">
2062 <ignore_list name="non_pickable" /> 2404 <ignore_list name="non_pickable" />
2063 </ignore> 2405 </ignore>
2064 <description><![CDATA[ 2406 <description><![CDATA[
2065 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
2066 floor, but damages all creatures standing on it. 2408 floor, but damages all creatures standing on it.
2067 Damage is taken in regular time intervals. ]]> 2409 Damage is taken in regular time intervals.]]>
2068 </description> 2410 </description>
2069 <use><![CDATA[ 2411 <use><![CDATA[
2070 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
2071 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>
2072 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.
2073 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
2074 to have something different. ]]> 2416 to have something different.]]>
2075 </use> 2417 </use>
2076 <attribute arch="is_floor" value="1" type="fixed" /> 2418 <attribute arch="is_floor" value="1" type="fixed" />
2077 <attribute arch="lifesave" value="1" type="fixed" /> 2419 <attribute arch="lifesave" value="1" type="fixed" />
2078 <attribute arch="walk_on" value="1" type="fixed" /> 2420 &move_on;
2079 <attribute arch="no_pick" value="1" type="fixed" /> 2421 <attribute arch="no_pick" value="1" type="fixed" />
2080 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2422 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2081 This attribute specifys the attacktypes that this floor uses to 2423 This attribute specifys the attacktypes that this floor uses to
2082 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2424 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2083 If you want a real tough hazard floor, add more than just one attacktype. 2425 If you want a real tough hazard floor, add more than just one attacktype.
2098 I guess this value is supposed to work similar to monster levels. 2440 I guess this value is supposed to work similar to monster levels.
2099 But in fact, it does not seem to have an effect. Set any non-zero 2441 But in fact, it does not seem to have an effect. Set any non-zero
2100 value to be on the safe side. 2442 value to be on the safe side.
2101 </attribute> 2443 </attribute>
2102<section name="terrain"> 2444<section name="terrain">
2103 <attribute arch="slow_move" editor="slow movement" type="int"> 2445 &movement_types_terrain;
2104 If &lt;slow movement&gt; is set to a value greater zero, all
2105 creatures moving over this spot will be slower than normal.
2106
2107 &lt;slow movement&gt; 1 - rough terrain
2108 &lt;slow movement&gt; 2 - very rough terrain
2109 ...
2110 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2111 </attribute>
2112 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2446 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2113 This flag indicates this spot contains wood or high grass. 2447 This flag indicates this spot contains wood or high grass.
2114 Players with activated woodsman skill can move faster here. 2448 Players with activated woodsman skill can move faster here.
2115 </attribute> 2449 </attribute>
2116 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2450 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2126 If enabled, it is impossible for players to use prayers 2460 If enabled, it is impossible for players to use prayers
2127 on that spot. It also prevents players from saving. 2461 on that spot. It also prevents players from saving.
2128 </attribute> 2462 </attribute>
2129 <attribute arch="unique" editor="unique map" type="bool"> 2463 <attribute arch="unique" editor="unique map" type="bool">
2130 Unique floor means that any items dropped on that spot 2464 Unique floor means that any items dropped on that spot
2131 will be saved byond map reset. For permanent apartments, 2465 will be saved beyond map reset. For permanent apartments,
2132 all floor tiles must be set &lt;unique map&gt;. 2466 all floor tiles must be set &lt;unique map&gt;.
2133 </attribute> 2467 </attribute>
2134</type> 2468</type>
2135 2469
2136<!--####################################################################--> 2470<!--####################################################################-->
2138 <import_type name="Amulet" /> 2472 <import_type name="Amulet" />
2139 <description><![CDATA[ 2473 <description><![CDATA[
2140 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
2141 the player. Normal helmets usually increase defense, while crowns 2475 the player. Normal helmets usually increase defense, while crowns
2142 add more special bonuses like stats/resistances paired with 2476 add more special bonuses like stats/resistances paired with
2143 low defense. ]]> 2477 low defense.]]>
2144 </description> 2478 </description>
2145 <use><![CDATA[ 2479 <use><![CDATA[
2146 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
2147 important that you keep your artifact in balance with existing maps. ]]> 2481 important that you keep your artifact in balance with existing maps.]]>
2148 </use> 2482 </use>
2149 <attribute arch="magic" editor="magic bonus" type="int"> 2483 <attribute arch="magic" editor="magic bonus" type="int">
2150 &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
2151 "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
2152 than direct armour-class bonus on the helmet. 2486 than direct armour-class bonus on the helmet.
2153 2487
2154 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2488 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2155 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 2489 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2156 Crowns for instance typically provide no &lt;amour class&gt;. 2490 Crowns for instance typically provide no &lt;amour class&gt;.
2157 </attribute> 2491 </attribute>
2158</type> 2492</type>
2161<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2162 <ignore> 2496 <ignore>
2163 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2164 </ignore> 2498 </ignore>
2165 <description><![CDATA[ 2499 <description><![CDATA[
2166 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2167 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
2168 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.]]>
2169 </description> 2503 </description>
2170 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2171 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2172 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
2173 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2507 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2174 Gorokh, Valriel and Sorig. 2508 Gorokh, Valriel and Sorig.
2175 2509
2176 If you want to have an unconsecrated altar, set 2510 If you want to have an unconsecrated altar, set
2177 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2511 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2178 </attribute> 2512 </attribute>
2179 <attribute arch="level" editor="reconsecrate level" type="int"> 2513 <attribute arch="level" editor="reconsecrate level" type="int">
2180 To re-consecrate an altar, the player's wisdom level must be as 2514 To re-consecrate an altar, the player's wisdom level must be as
2181 high or higher than this value. In that way, some altars can not 2515 high or higher than this value. In that way, some altars can not
2182 be re-consecrated, while other altars, like those in dungeons, could be. 2516 be re-consecrated, while other altars, like those in dungeons, could be.
2183 2517
2184 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2518 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2185 Some characters might need those altars, they would be very unhappy to 2519 Some characters might need those altars, they would be very unhappy to
2186 see them re-consecrated to another cult. 2520 see them re-consecrated to another cult.
2187 </attribute> 2521 </attribute>
2188</type> 2522</type>
2189 2523
2196 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
2197 spellpoints faster and thus are more valuable than rods. 2531 spellpoints faster and thus are more valuable than rods.
2198 <br><br> 2532 <br><br>
2199 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
2200 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2534 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2201 used endlessly. ]]> 2535 used endlessly.]]>
2202 </description> 2536 </description>
2203 <use><![CDATA[ 2537 <use><![CDATA[
2204 Horns are powerful due to their fast recharge rate. They should 2538 Horns are powerful due to their fast recharge rate. They should
2205 never contain high level attacking spells. Even curing/healing spells 2539 never contain high level attacking spells. Even curing/healing spells
2206 are almost too good on a horn. ]]> 2540 are almost too good on a horn.]]>
2207 </use> 2541 </use>
2208 <attribute arch="sp" editor="spell" type="spell"> 2542 <attribute arch="sp" editor="spell" type="spell">
2209 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
2210 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!
2211 Horns with heal/ restoration/ protection spells, IF available, MUST be 2545 Horns with heal/ restoration/ protection spells, IF available, MUST be
2237<!--####################################################################--> 2571<!--####################################################################-->
2238<type number="73" name="Inorganic"> 2572<type number="73" name="Inorganic">
2239 <description><![CDATA[ 2573 <description><![CDATA[
2240 Inorganic materials are generally used as ingredients for 2574 Inorganic materials are generally used as ingredients for
2241 alchemical receipes. By themselves, they have no special 2575 alchemical receipes. By themselves, they have no special
2242 functionalities. ]]> 2576 functionalities.]]>
2243 </description> 2577 </description>
2244 <attribute arch="is_dust" editor="is dust" type="bool"> 2578 <attribute arch="is_dust" editor="is dust" type="bool">
2245 </attribute> 2579 </attribute>
2246<section name="resistance"> 2580 &resistances_basic;
2247 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2248 </attribute>
2249 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2250 </attribute>
2251 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2252 </attribute>
2253 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2254 </attribute>
2255 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2256 </attribute>
2257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2258 </attribute>
2259 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2260 </attribute>
2261 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2262 </attribute>
2263 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2264 </attribute>
2265 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2266 </attribute>
2267 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2268 </attribute>
2269 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2270 </attribute>
2271</section>
2272</type> 2581</type>
2273 2582
2274<!--####################################################################--> 2583<!--####################################################################-->
2275<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2276 <ignore> 2585 <ignore>
2277 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2278 </ignore> 2588 </ignore>
2279 <description><![CDATA[ 2589 <description><![CDATA[
2280 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2281 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2282 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
2283 player walks over the inv. checker. A valid option is to remove the 2593 player walks over the inv. checker. A valid option is to remove the
2284 matching object (usually not recommended, see "last_heal"). 2594 matching object (usually not recommended, see "last_heal").
2285 <br><br> 2595 <br><br>
2286 Alternatively, you can set your inv. checker to block all players 2596 Alternatively, you can set your inv. checker to block all players
2287 that do/don't carry the matching object (-&gt; "no_pass"). 2597 that do/don't carry the matching object.
2288 <br><br> 2598 <br><br>
2289 As you can see, inv. checkers are quite powerful, holding a 2599 As you can see, inv. checkers are quite powerful, holding a
2290 great variety of possibilities. ]]> 2600 great variety of possibilities.]]>
2291 </description> 2601 </description>
2292 <use><![CDATA[ 2602 <use><![CDATA[
2293 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
2294 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.
2295 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
2296 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
2297 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
2298 can be found in nearly every RPG - simple but effective. ]]> 2608 can be found in nearly every RPG - simple but effective.]]>
2299 </use> 2609 </use>
2300 <attribute arch="no_pick" value="1" type="fixed" /> 2610 <attribute arch="no_pick" value="1" type="fixed" />
2301 <attribute arch="slaying" editor="match key string" type="string"> 2611 <attribute arch="slaying" editor="match key string" type="string">
2302 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
2303 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
2308 This string specifies the object we are looking for: We have a match 2618 This string specifies the object we are looking for: We have a match
2309 if the player does/don't carry an object of archtype &lt;match arch name&gt;. 2619 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2310 </attribute> 2620 </attribute>
2311 <attribute arch="hp" editor="match type" type="int"> 2621 <attribute arch="hp" editor="match type" type="int">
2312 This value specifies the object we are looking for: We have a match 2622 This value specifies the object we are looking for: We have a match
2313 if the player does/don't carry an object that is of type &lt;match type&gt;. 2623 if the player does/don't carry an object that is of type &lt;match type&gt;.
2314 2624
2315 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2625 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2316 enabled. Now you have an inv. checker blocking all players that carry any 2626 enabled. Now you have an inv. checker blocking all players that carry any
2317 kind of melee weapon. To pass, a player is forced to leave behind all 2627 kind of melee weapon. To pass, a player is forced to leave behind all
2318 his weaponry... bad news for a warrior. ;) 2628 his weaponry... bad news for a warrior. ;)
2319 </attribute> 2629 </attribute>
2320 <attribute arch="last_sp" editor="match = having" type="bool"> 2630 <attribute arch="last_sp" editor="match = having" type="bool">
2321 Enabled means having that object is a match. 2631 Enabled means having that object is a match.
2322 Disabled means not having that object is a match. 2632 Disabled means not having that object is a match.
2323 </attribute> 2633 </attribute>
2324 <attribute arch="connected" editor="connection" type="int"> 2634 <attribute arch="connected" editor="connection" type="string">
2325 Whenever the inventory checker is triggered, all objects with identical 2635 Whenever the inventory checker is triggered, all objects with identical
2326 &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
2327 &lt;blocking passage&gt; disabled. 2637 &lt;blocking passage&gt; disabled.
2328 </attribute> 2638 </attribute>
2329 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2639 &movement_types_terrain;
2330 If set, only players meeting the match criteria can pass
2331 through that space. If unset (default), the inventory
2332 checker acts like a trigger/button.
2333 </attribute>
2334 <attribute arch="last_heal" editor="remove match" type="bool"> 2640 <attribute arch="last_heal" editor="remove match" type="bool">
2335 &lt;remove match&gt; means remove object if found. Setting this is usually not 2641 &lt;remove match&gt; means remove object if found. Setting this is usually not
2336 recommended because inv. checkers are in general invisible. So, unlike 2642 recommended because inv. checkers are in general invisible. So, unlike
2337 for altars/ locked doors, the player won't expect to lose an object when 2643 for altars/ locked doors, the player won't expect to lose an object when
2338 walking over that square. And he doesn't even get a message either. 2644 walking over that square. And he doesn't even get a message either.
2339 2645
2340 So, *if* you enable &lt;remove match&gt;, make sure 2646 So, *if* you enable &lt;remove match&gt;, make sure
2341 to inform the player what's going on! 2647 to inform the player what's going on!
2342 </attribute> 2648 </attribute>
2343</type> 2649</type>
2344 2650
2383<!--####################################################################--> 2689<!--####################################################################-->
2384<type number="60" name="Jewel"> 2690<type number="60" name="Jewel">
2385 <description><![CDATA[ 2691 <description><![CDATA[
2386 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.
2387 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
2388 prices differ only marginally. ]]> 2694 prices differ only marginally.]]>
2389 </description> 2695 </description>
2390 <attribute arch="race" value="gold and jewels" type="fixed" /> 2696 <attribute arch="race" value="gold and jewels" type="fixed" />
2391 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2697 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2392 This text may describe the object. 2698 This text may describe the object.
2393 </attribute> 2699 </attribute>
2394</type> 2700</type>
2395 2701
2396<!--####################################################################--> 2702<!--####################################################################-->
2703<type number="24" name="Key">
2704 <description><![CDATA[
2705 When carrying a key, a normal door can be opened. The key will
2706 disappear.]]>
2707 </description>
2708 <attribute arch="startequip" editor="godgiven item" type="bool">
2709 A godgiven item vanishes as soon as the player
2710 drops it to the ground.
2711 </attribute>
2712</type>
2713
2714<!--####################################################################-->
2397<type number="20" name="Locked Door"> 2715<type number="20" name="Locked Door">
2398 <ignore> 2716 <ignore>
2399 <ignore_list name="non_pickable" /> 2717 <ignore_list name="non_pickable" />
2400 </ignore> 2718 </ignore>
2401 <description><![CDATA[ 2719 <description><![CDATA[
2402 A locked door can be opened only when carrying 2720 A locked door can be opened only when carrying
2403 the appropriate special key. ]]> 2721 the appropriate special key.]]>
2404 </description> 2722 </description>
2405 <use><![CDATA[ 2723 <use><![CDATA[
2406 If you want to create a locked door that cannot be opened (no key), 2724 If you want to create a locked door that cannot be opened (no key),
2407 set a &lt;key string&gt; like "no_key_available". This will clearify things 2725 set a &lt;key string&gt; like "no_key_available". This will clearify things
2408 and only a fool would create a key matching that string. 2726 and only a fool would create a key matching that string.
2409 2727
2410 Door-objects can not only be used for "doors". In many maps these 2728 Door-objects can not only be used for "doors". In many maps these
2411 are used with all kinds of faces/names, especially often as 2729 are used with all kinds of faces/names, especially often as
2412 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2730 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2413 There you have magic forces (door objects) put under certain artifact 2731 There you have magic forces (door objects) put under certain artifact
2414 items. To get your hands on the artifacts, you need to bring up the 2732 items. To get your hands on the artifacts, you need to bring up the
2415 appropriate quest items (key objects). ]]> 2733 appropriate quest items (key objects).]]>
2416 </use> 2734 </use>
2417 <attribute arch="no_pass" value="1" type="fixed" /> 2735 <attribute arch="move_type" value="0" type="fixed" />
2418 <attribute arch="no_pick" value="1" type="fixed" /> 2736 <attribute arch="no_pick" value="1" type="fixed" />
2419 <attribute arch="slaying" editor="key string" type="string"> 2737 <attribute arch="slaying" editor="key string" type="string">
2420 The &lt;key string&gt; in the door must be identical with the 2738 The &lt;key string&gt; in the door must be identical with the
2421 &lt;key string&gt; in the special key, then the door is unlocked. 2739 &lt;key string&gt; in the special key, then the door is unlocked.
2422 It is VERY important to set the &lt;key string&gt; to something that 2740 It is VERY important to set the &lt;key string&gt; to something that
2423 is unique among the CF mapset. 2741 is unique among the Deliantra mapset.
2424 2742
2425 DONT EVER USE the default string "set_individual_value". 2743 DONT EVER USE the default string "set_individual_value".
2744
2745 When the key string starts with "match ", then it is expected to
2746 be a match expression, which will be applied to the player, so
2747 you can use e.g. (match type=POTION in inv). Note that the matched
2748 object will be removed.
2426 </attribute> 2749 </attribute>
2427 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2428 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2429 This should be set in most cases. 2752 This should be set in most cases.
2430 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2444 2767
2445<!--####################################################################--> 2768<!--####################################################################-->
2446<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2447 <ignore> 2770 <ignore>
2448 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2449 </ignore> 2773 </ignore>
2450 <description><![CDATA[ 2774 <description><![CDATA[
2451 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2452 when the player speaks a specific keyword. ]]> 2776 when the player speaks a specific keyword.]]>
2453 </description> 2777 </description>
2454 <use><![CDATA[ 2778 <use><![CDATA[
2455 Whenever you put magic_ears on your maps, make sure there are 2779 Whenever you put magic_ears on your maps, make sure there are
2456 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2780 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2457 something like a gate that is opened by speaking "open" or 2781 something like a gate that is opened by speaking "open" or
2459 <br><br> 2783 <br><br>
2460 Magic_ears are typically used for interaction with NPCs. You 2784 Magic_ears are typically used for interaction with NPCs. You
2461 can create the impression that the NPC actually *does* something 2785 can create the impression that the NPC actually *does* something
2462 according to his conversation with a player. Mostly this means 2786 according to his conversation with a player. Mostly this means
2463 opening a gate or handing out some item, but you could be quite 2787 opening a gate or handing out some item, but you could be quite
2464 creative here. ]]> 2788 creative here.]]>
2465 </use> 2789 </use>
2466 <attribute arch="no_pick" value="1" type="fixed" /> 2790 <attribute arch="no_pick" value="1" type="fixed" />
2467 <attribute arch="connected" editor="connection" type="int"> 2791 <attribute arch="connected" editor="connection" type="string">
2468 The Magic_ear will trigger all objects with the 2792 The Magic_ear will trigger all objects with the
2469 same connection value, every time it is activated. 2793 same connection value, every time it is activated.
2470 </attribute> 2794 </attribute>
2471 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2795 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2472 This textfield contains the keyword-matching-syntax. The text should 2796 This textfield contains the keyword-matching-syntax. The text should
2473 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2797 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2474 Any number of keywords from one to infinite is allowed. Make sure 2798 Any number of keywords from one to infinite is allowed. Make sure
2475 they are seperated by a '|'. 2799 they are seperated by a '|'.
2476 2800
2477 Examples: "@match yes", "@match gold|treasure". The connected 2801 Examples: "@match yes", "@match gold|treasure". The connected
2478 value will be triggerd when the player speaks any of the given 2802 value will be triggerd when the player speaks any of the given
2479 keywords within a two-square radius. IMPORTANT: Upper/lower case 2803 keywords within a two-square radius. IMPORTANT: Upper/lower case
2480 does not make a difference! 2804 does not make a difference!
2481 </attribute> 2805 </attribute>
2483 2807
2484<!--####################################################################--> 2808<!--####################################################################-->
2485<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2486 <ignore> 2810 <ignore>
2487 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2488 </ignore> 2813 </ignore>
2489 <description><![CDATA[ 2814 <description><![CDATA[
2490 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2491 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2492 operate very successfully in them. The only way to know is to test 2817 operate very successfully in them. The only way to know is to test
2493 the spell you want to use with a wall. 2818 the spell you want to use with a wall.
2494 <br><br> 2819 <br><br>
2495 Several types of magical walls are predefined for you in the 2820 Several types of magical walls are predefined for you in the
2496 archetypes, and can be found on the "connected" Pickmap. ]]> 2821 archetypes, and can be found on the "connected" Pickmap.]]>
2497 </description> 2822 </description>
2498 <use><![CDATA[ 2823 <use><![CDATA[
2499 Spellcasting walls pose an interesting alternative to monsters. 2824 Spellcasting walls pose an interesting alternative to monsters.
2500 Usually they are set to be undestroyable. Thus, while monsters 2825 Usually they are set to be undestroyable. Thus, while monsters
2501 in a map can be cleared out, the magic walls remain. Low level 2826 in a map can be cleared out, the magic walls remain. Low level
2512 walls' spell(s). 2837 walls' spell(s).
2513 <br><br> 2838 <br><br>
2514 It is possible to make walls rotate when triggered. But that is so 2839 It is possible to make walls rotate when triggered. But that is so
2515 confusing (and useless IMHO) that I did not mention it above. You 2840 confusing (and useless IMHO) that I did not mention it above. You
2516 can find a working example on the map 2841 can find a working example on the map
2517 "/pup_land/castle_eureca/castle_eureca8". ]]> 2842 "/pup_land/castle_eureca/castle_eureca8".]]>
2518 </use> 2843 </use>
2519 <attribute arch="dam" editor="spell" type="spell"> 2844 <attribute arch="dam" editor="spell" type="spell">
2520 The magic wall will cast this &lt;spell&gt;. 2845 The magic wall will cast this &lt;spell&gt;.
2521 </attribute> 2846 </attribute>
2522 <attribute arch="level" editor="spell level" type="int"> 2847 <attribute arch="level" editor="spell level" type="int">
2523 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2848 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2524 walls cast spells at minimal strength. "level 100" walls cast deadly 2849 walls cast spells at minimal strength. "level 100" walls cast deadly
2525 spells. Arch default is level 1 - you should always set this value 2850 spells. Arch default is level 1 - you should always set this value
2526 to meet the overall difficulty of your map. 2851 to meet the overall difficulty of your map.
2527 </attribute> 2852 </attribute>
2528 <attribute arch="connected" editor="connection" type="int"> 2853 <attribute arch="connected" editor="connection" type="string">
2529 Every time the &lt;connection&gt; value is triggered, the wall will cast 2854 Every time the &lt;connection&gt; value is triggered, the wall will cast
2530 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2855 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2531 have much visible effect. 2856 have much visible effect.
2532 </attribute> 2857 </attribute>
2858 &activate_on;
2533 <attribute arch="speed" editor="casting speed" type="float"> 2859 <attribute arch="speed" editor="casting speed" type="float">
2534 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2860 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2535 You can fine-tune how long the duration between two casts shall 2861 You can fine-tune how long the duration between two casts shall
2536 be. If you want to create a wall that can be activated (cast per 2862 be. If you want to create a wall that can be activated (cast per
2537 trigger) via connected lever/button/etc, you must set "speed 0". 2863 trigger) via connected lever/button/etc, you must set "speed 0".
2538 </attribute> 2864 </attribute>
2865 &speed_left;
2539 <attribute arch="sp" editor="direction" type="list_direction"> 2866 <attribute arch="sp" editor="direction" type="list_direction">
2540 The magic wall will cast it's spells always in the specified 2867 The magic wall will cast it's spells always in the specified
2541 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2868 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2542 always fire in a random direction. 2869 always fire in a random direction.
2543 </attribute> 2870 </attribute>
2544 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2871 &movement_types_terrain;
2545 If set, the object cannot be passed by players nor monsters.
2546 </attribute>
2547<section name="destroyable"> 2872<section name="destroyable">
2548 <attribute arch="alive" editor="is destroyable" type="bool"> 2873 <attribute arch="alive" editor="is destroyable" type="bool">
2549 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2874 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2550 destroyed by the player. If disabled, all other attributes on 2875 destroyed by the player. If disabled, all other attributes on
2551 this tab, as well as resistances, are meaningless. 2876 this tab, as well as resistances, are meaningless.
2562 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2887 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2563 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2888 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2564 to &lt;weapon class&gt;. 2889 to &lt;weapon class&gt;.
2565 </attribute> 2890 </attribute>
2566</section> 2891</section>
2567<section name="resistance"> 2892&resistances_basic;
2568 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2569 </attribute>
2570 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2571 </attribute>
2572 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2573 </attribute>
2574 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2575 </attribute>
2576 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2577 </attribute>
2578 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2579 </attribute>
2580 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2581 </attribute>
2582 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2583 </attribute>
2584 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2585 </attribute>
2586 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2587 </attribute>
2588 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2589 </attribute>
2590 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2591 </attribute>
2592 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2593 </attribute>
2594 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2595 </attribute>
2596 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2597 </attribute>
2598 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2599 </attribute>
2600 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2601 </attribute>
2602 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2603 </attribute>
2604 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2605 </attribute>
2606 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2607 </attribute>
2608 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2609 </attribute>
2610</section>
2611</type> 2893</type>
2612 2894
2613<!--####################################################################--> 2895<!--####################################################################-->
2614<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2615 <ignore> 2897 <ignore>
2616 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2617 </ignore> 2900 </ignore>
2618 <description><![CDATA[ 2901 <description><![CDATA[
2619 A marker is an object that inserts an invisible force (a mark) into a 2902 A marker is an object that inserts an invisible force (a mark) into a
2620 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2621 &lt;key string&gt; which can be discovered by detectors or inventory 2904 &lt;key string&gt; which can be discovered by detectors or inventory
2622 checkers. It is also possible to use markers for removing marks again. 2905 checkers. It is also possible to use markers for removing marks again
2906 (by setting the "name" slot to the name of the marker to be removed).
2623 <br><br> 2907 <br><br>
2624 Note that the player has no possibility to "see" his own marks, 2908 Note that the player has no possibility to "see" his own marks,
2625 except by the effect that they cause on the maps. ]]> 2909 except by the effect that they cause on the maps.]]>
2626 </description> 2910 </description>
2627 <use><![CDATA[ 2911 <use><![CDATA[
2628 Markers hold real cool possibilities for map-making. I encourage 2912 Markers hold real cool possibilities for map-making. I encourage
2629 you to use them frequently. However there is one negative point 2913 you to use them frequently. However there is one negative point
2630 about markers: Players don't "see" what's going on with them. It is 2914 about markers: Players don't "see" what's going on with them. It is
2631 your task, as map-creator, to make sure the player is always well 2915 your task, as map-creator, to make sure the player is always well
2632 informed and never confused. 2916 informed and never confused.
2633 <br><br> 2917 <br><br>
2634 Please avoid infinite markers when they aren't needed. They're 2918 Please avoid infinite markers when they aren't needed. They're
2635 using a little space in the player file after all, so if there 2919 using a little space in the player file after all, so if there
2636 is no real purpose, set an expire time. ]]> 2920 is no real purpose, set an expire time.]]>
2637 </use> 2921 </use>
2638 <attribute arch="no_pick" value="1" type="fixed" /> 2922 <attribute arch="no_pick" value="1" type="fixed" />
2639 <attribute arch="slaying" editor="key string" type="string"> 2923 <attribute arch="slaying" editor="key string" type="string">
2640 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2924 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2641 If the player already has a force with that &lt;key string&gt;, 2925 If the player already has a force with that &lt;key string&gt;,
2642 there won't be inserted a second one. 2926 there won't be inserted a second one.
2643 </attribute> 2927 </attribute>
2644 <attribute arch="connected" editor="connection" type="int"> 2928 <attribute arch="connected" editor="connection" type="string">
2645 When the detector is triggered, all objects with the same 2929 When the detector is triggered, all objects with the same
2646 connection value get activated. 2930 connection value get activated.
2647 </attribute> 2931 </attribute>
2648 <attribute arch="speed" editor="marking speed" type="float"> 2932 <attribute arch="speed" editor="marking speed" type="float">
2649 The &lt;marking speed&gt; defines how quickly it will mark something 2933 The &lt;marking speed&gt; defines how quickly it will mark something
2650 standing on the marker. Set this value rather high to make 2934 standing on the marker. Set this value rather high to make
2651 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2935 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2652 should do fine. 2936 should do fine.
2653 </attribute> 2937 </attribute>
2938 &speed_left;
2654 <attribute arch="food" editor="mark duration" type="int"> 2939 <attribute arch="food" editor="mark duration" type="int">
2655 This value defines the duration of the force it inserts. 2940 This value defines the duration of the force it inserts.
2656 If nonzero, the duration of the player's mark is finite: 2941 If nonzero, the duration of the player's mark is finite:
2657 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2942 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2658 means the mark will stay on the player forever. 2943 means the mark will stay on the player forever.
2659 </attribute> 2944 </attribute>
2660 <attribute arch="name" editor="delete mark" type="string"> 2945 <attribute arch="name" editor="delete mark" type="string">
2661 When the player steps onto the marker, all existing forces in 2946 When the player steps onto the marker, all existing forces in
2662 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt; 2947 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2663 will be removed. If you don't want to remove any marks, leave 2948 will be removed. If you don't want to remove any marks, leave
2664 this textfield empty. 2949 this textfield empty.
2665 2950
2666 Note that the string &lt;delete mark&gt; is set as the name of 2951 Note that the string &lt;delete mark&gt; is set as the name of
2667 this marker. So don't be confused, and remember changing the 2952 this marker. So don't be confused, and remember changing the
2668 name will take effect on the marker's functionality. 2953 name will take effect on the marker's functionality.
2669 </attribute> 2954 </attribute>
2670 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2955 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2671 In the moment when the player gets marked, this text is displayed 2956 In the moment when the player gets marked, this text is displayed
2672 to him. You should really set a message in any marker you create, 2957 to him. You should really set a message in any marker you create,
2673 because it's the only way for the player to notice what's going on. 2958 because it's the only way for the player to notice what's going on.
2674 </attribute> 2959 </attribute>
2675</type> 2960</type>
2676<!--####################################################################-->
2677<type number="26" name="Timed Gate">
2678 <ignore>
2679 <ignore_list name="non_pickable" />
2680 </ignore>
2681 <description><![CDATA[
2682 Gates play an important role in Crossfire. Gates can be opened
2683 by activating a button/trigger, by speaking passwords (-> magic_ear)
2684 or carrying special key-objects (-> inventory checker).
2685 Unlike locked doors, gates can get shut again after a player has
2686 passed, which makes them more practical in many cases. Unlike normal
2687 gates, timed gates open when triggered but automatically close again
2688 after some time.]]>
2689 </description>
2690 <use><![CDATA[
2691 Use gates to divide your maps into separated areas. After solving
2692 area A, the player gains access to area B, and so on. Make your
2693 maps more complex than "one-way". ]]>
2694 </use>
2695 <attribute arch="no_pick" value="1" type="fixed" />
2696 <attribute arch="connected" editor="connection" type="int">
2697 Whenever the inventory checker is triggered, all objects with identical
2698 &lt;connection&gt; value get activated. This only makes sense together with
2699 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700 after some time.
2701 </attribute>
2702 <attribute arch="wc" editor="position state" type="int">
2703 The &lt;position state&gt; defines the position of the gate:
2704 Zero means completely open/down, the "number of animation-steps" (usually
2705 about 6 or 7) means completely closed/up state. I suggest you don't
2706 mess with this value - Leave the default in place.
2707 </attribute>
2708 <attribute arch="no_pass" editor="blocking passage" type="bool">
2709 For open gates, &lt;blocking passage&gt; should be unset.
2710 For closed gates it must be set.
2711 </attribute>
2712 <attribute arch="no_magic" editor="restrict spells" type="bool">
2713 Restricting the use of spells to pass this gate. This has
2714 an effect only if &lt;block view&gt; is disabled.
2715 </attribute>
2716 <attribute arch="damned" editor="restrict prayers" type="bool">
2717 Restricting the use of prayers to pass this door. This has
2718 an effect only if &lt;block view&gt; is disabled.
2719 </attribute>
2720 <attribute arch="hp" editor="open duration" type="int">
2721 Defines the duration the gate remains closed. This only takes effect
2722 if the gate is not connected.
2723 </attribute>
2724</type>
2725 2961
2726<!--####################################################################-->
2727<type number="52" name="Trigger Marker">
2728 <ignore>
2729 <ignore_list name="system_object" />
2730 </ignore>
2731 <description><![CDATA[
2732 A trigger marker is an object that inserts an invisible force (a mark) into a
2733 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2734 &lt;key string&gt; which can be discovered by detectors or inventory
2735 checkers. It is also possible to use markers for removing marks again.
2736 <br><br>
2737 Note that the player has no possibility to "see" his own marks,
2738 except by the effect that they cause on the maps. ]]>
2739 </description>
2740 <use><![CDATA[
2741 Markers hold real cool possibilities for map-making. I encourage
2742 you to use them frequently. However there is one negative point
2743 about markers: Players don't "see" what's going on with them. It is
2744 your task, as map-creator, to make sure the player is always well
2745 informed and never confused.
2746 <br><br>
2747 Please avoid infinite markers when they aren't needed. They're
2748 using a little space in the player file after all, so if there
2749 is no real purpose, set an expire time. ]]>
2750 </use>
2751 <attribute arch="no_pick" value="1" type="fixed" />
2752 <attribute arch="slaying" editor="key string" type="string">
2753 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2754 If the player already has a force with that &lt;key string&gt;,
2755 there won't be inserted a second one.
2756 </attribute>
2757 <attribute arch="connected" editor="connection" type="int">
2758 Unlike a regular marker this is the connection that triggers this marker to activate.
2759 </attribute>
2760 <attribute arch="food" editor="mark duration" type="int">
2761 This value defines the duration of the force it inserts.
2762 If nonzero, the duration of the player's mark is finite:
2763 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2764 means the mark will stay on the player forever.
2765 </attribute>
2766 <attribute arch="name" editor="delete mark" type="string">
2767 When the player steps onto the marker, all existing forces in
2768 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2769 will be removed. If you don't want to remove any marks, leave
2770 this textfield empty.
2771
2772 Note that the string &lt;delete mark&gt; is set as the name of
2773 this marker. So don't be confused, and remember changing the
2774 name will take effect on the marker's functionality.
2775 </attribute>
2776 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2777 In the moment when the player gets marked, this text is displayed
2778 to him. You should really set a message in any marker you create,
2779 because it's the only way for the player to notice what's going on.
2780 </attribute>
2781</type>
2782<!--####################################################################--> 2962<!--####################################################################-->
2783<type number="36" name="Money"> 2963<type number="36" name="Money">
2784 <ignore> 2964 <ignore>
2785 <attribute arch="unpaid" /> 2965 <attribute arch="unpaid" />
2786 </ignore> 2966 </ignore>
2791 When a player picks an item from a shop and attempts to 2971 When a player picks an item from a shop and attempts to
2792 walk over the shop mat, the item's selling-price is automatically 2972 walk over the shop mat, the item's selling-price is automatically
2793 subtracted from the player's money. 2973 subtracted from the player's money.
2794 <br><br> 2974 <br><br>
2795 For money, always use the default arches. 2975 For money, always use the default arches.
2796 Don't modify them. ]]> 2976 Don't modify them.]]>
2797 </description> 2977 </description>
2798 <attribute arch="race" value="gold and jewels" type="fixed" /> 2978 <attribute arch="race" value="gold and jewels" type="fixed" />
2799</type> 2979</type>
2800 2980
2801<!--####################################################################--> 2981<!--####################################################################-->
2816 Monsters can behave in various kinds of ways. 2996 Monsters can behave in various kinds of ways.
2817 They can be aggressive, attacking the player. Or peaceful, 2997 They can be aggressive, attacking the player. Or peaceful,
2818 helping the player - maybe joining him as pet. 2998 helping the player - maybe joining him as pet.
2819 The unagressive creatures who communicate with players are 2999 The unagressive creatures who communicate with players are
2820 usually called "NPCs" (Non Player Character), a well-known 3000 usually called "NPCs" (Non Player Character), a well-known
2821 term in role-play environments. ]]> 3001 term in role-play environments.]]>
2822 </description> 3002 </description>
2823 <use><![CDATA[ 3003 <use><![CDATA[
2824 Monsters play a central role in most maps. Choosing the right 3004 Monsters play a central role in most maps. Choosing the right
2825 combination of monsters for your map is vital: 3005 combination of monsters for your map is vital:
2826 <UL> 3006 <UL>
2828 It's no fun to play for two hours just to find out the last 3008 It's no fun to play for two hours just to find out the last
2829 monster is unbeatable. Similar, it's not exciting to fight orcs 3009 monster is unbeatable. Similar, it's not exciting to fight orcs
2830 after passing a room of dragons.<br> 3010 after passing a room of dragons.<br>
2831 This rule applies only for linear maps (one room after the other), 3011 This rule applies only for linear maps (one room after the other),
2832 with treasure at the end. You can sprinkle the treasure around, 3012 with treasure at the end. You can sprinkle the treasure around,
2833 or make non-linear maps - That is often more entertaining. 3013 or make non-linear maps - That is often more entertaining.
2834 <LI> Places with high level monsters must not be easy to reach. 3014 <LI> Places with high level monsters must not be easy to reach.
2835 Balrogs, Dragonmen and the likes should be at the end of a quest, 3015 Balrogs, Dragonmen and the likes should be at the end of a quest,
2836 not at the beginning. 3016 not at the beginning.
2837 <LI> Don't stick monsters together that tend to kill each other. 3017 <LI> Don't stick monsters together that tend to kill each other.
2838 Fire- and cold dragons in one room for example is a bad idea. 3018 Fire- and cold dragons in one room for example is a bad idea.
2839 By weakening and killing each other they are easy prey for players, 3019 By weakening and killing each other they are easy prey for players,
2840 not worth the experience they hold. 3020 not worth the experience they hold.
2841 <LI> Create your own monsters, especially for "boss"-type monsters. 3021 <LI> Create your own monsters, especially for "boss"-type monsters.
2851 can use. 3031 can use.
2852 </UL> 3032 </UL>
2853 I know it's impossible to make the perfectly balanced map. There's always 3033 I know it's impossible to make the perfectly balanced map. There's always
2854 some part which is found too easy or too hard for a certain kind of player. 3034 some part which is found too easy or too hard for a certain kind of player.
2855 Just give it your best shot. And listen to feedback from players if you 3035 Just give it your best shot. And listen to feedback from players if you
2856 receive some. :-) ]]> 3036 receive some. :-)]]>
2857 </use> 3037 </use>
2858 <attribute arch="alive" value="1" type="fixed" /> 3038 <attribute arch="alive" value="1" type="fixed" />
2859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3039 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2860 When the monster is killed, items from the treasurelist will 3040 When the monster is killed, items from the treasurelist will
2861 drop to the ground. This is a common way to reward players 3041 drop to the ground. This is a common way to reward players
2862 for killing (masses of) monsters. 3042 for killing (masses of) monsters.
2863 3043
2864 Note that you can always put items into the monster's 3044 Note that you can always put items into the monster's
2865 inventory. Those will drop-at-kill just like the stuff 3045 inventory. Those will drop-at-kill just like the stuff
2866 from the &lt;treasurelist&gt;. 3046 from the &lt;treasurelist&gt;.
2867 </attribute> 3047 </attribute>
3048 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3049 Set this flag to move treasure items created into the environment (map)
3050 instead of putting them into the object.
3051 </attribute>
2868 <attribute arch="level" editor="level" type="int"> 3052 <attribute arch="level" editor="level" type="int">
2869 A monster's &lt;level&gt; is the most important attribute. 3053 A monster's &lt;level&gt; is the most important attribute.
2870 &lt;level&gt; affects the power of a monster in various ways. 3054 &lt;level&gt; affects the power of a monster in various ways.
2871 </attribute> 3055 </attribute>
2872 <attribute arch="race" editor="race" type="string"> 3056 <attribute arch="race" editor="race" type="string">
2873 Every monster should have a race set to cathegorize it. 3057 Every monster should have a race set to categorize it.
2874 The monster's &lt;race&gt; can have different effects: 3058 The monster's &lt;race&gt; can have different effects:
2875 Slaying weapons inflict tripple damage against enemy races 3059 Slaying weapons inflict tripple damage against enemy races
2876 and holy word kills only enemy races of the god. 3060 and holy word kills only enemy races of the god.
2877 </attribute> 3061 </attribute>
2878 <attribute arch="exp" editor="experience" type="int"> 3062 <attribute arch="exp" editor="experience" type="int">
2879 When a player kills this monster, he will get exactly this 3063 When a player kills this monster, he will get exactly this
2880 amount of &lt;experience&gt;. The experience will flow into 3064 amount of &lt;experience&gt;. The experience will flow into
2881 the skill-cathegory the player used for the kill. 3065 the skill-category the player used for the kill.
2882 3066
2883 If you create special monsters of tweaked strenght/abilities, 3067 If you create special monsters of tweaked strenght/abilities,
2884 always make sure that the &lt;experience&gt; is set to a 3068 always make sure that the &lt;experience&gt; is set to a
2885 reasonable value. Compare with existing arches to get a feeling 3069 reasonable value. Compare with existing arches to get a feeling
2886 what reasonable means. Keep in mind that spellcasting monsters 3070 what reasonable means. Keep in mind that spellcasting monsters
2887 are a lot harder to kill than non-spellcasters! 3071 are a lot harder to kill than non-spellcasters!
2888 </attribute> 3072 </attribute>
2889 <attribute arch="speed" editor="speed" type="float"> 3073 <attribute arch="speed" editor="speed" type="float">
2890 The &lt;speed&gt; determines how fast a monster will both move 3074 The &lt;speed&gt; determines how fast a monster will both move
2891 and fight. High &lt;speed&gt; makes a monster considerably stronger. 3075 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2892 </attribute> 3076 </attribute>
3077 &speed_left;
2893 <attribute arch="other_arch" editor="breed monster" type="string"> 3078 <attribute arch="other_arch" editor="breed monster" type="string">
2894 This only takes effect if &lt;multiply&gt; is enabled. The monster will 3079 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2895 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 3080 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2896 can be set to any valid arch-name of a monster. Multipart monster 3081 can be set to any valid arch-name of a monster. Multipart monster
2897 should not be used. 3082 should not be used.
2906 This only takes effect if &lt;multiply&gt; is enabled. The monster 3091 This only takes effect if &lt;multiply&gt; is enabled. The monster
2907 will create a new monster every once in a while by duplicating it's inventory. 3092 will create a new monster every once in a while by duplicating it's inventory.
2908 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 3093 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2909 Each time the monster need to generate an object, it will be 3094 Each time the monster need to generate an object, it will be
2910 a randomly chosen item from the inventory. When generator is destroyed, 3095 a randomly chosen item from the inventory. When generator is destroyed,
2911 inventory is destroyed. 3096 inventory is destroyed.
2912 </attribute> 3097 </attribute>
2913 <attribute arch="flying" editor="flying" type="bool"> 3098 &move_type;
2914 Flying monsters won't get slowed down in rough terrain
2915 and they won't be affected by movers.
2916 </attribute>
2917 <attribute arch="undead" editor="undead" type="bool"> 3099 <attribute arch="undead" editor="undead" type="bool">
2918 Several spells only affect undead monsters: 3100 Several spells only affect undead monsters:
2919 turn undead, banish undead, holy word, etc. 3101 turn undead, banish undead, holy word, etc.
2920 </attribute> 3102 </attribute>
2921 <attribute arch="carrying" editor="carries weight" type="int"> 3103 <attribute arch="carrying" editor="carries weight" type="int">
2922 If a monster has something in the inventory, this 3104 If a monster has something in the inventory, this
2923 value can be set to reflect the slowdown due to 3105 value can be set to reflect the slowdown due to
2924 the carried weight. 3106 the carried weight.
2925 </attribute> 3107 </attribute>
2926 3108 <attribute arch="precious" editor="precious" type="bool">
3109 Set this flag to indicate that this monster is precious, i.e.
3110 it should not be lightly destroyed. This is most useful on pets and
3111 keeps the server from destroying them on destroy_pets/monster floors
3112 and will try to save them when the player logs out.
3113 </attribute>
3114
2927<section name="melee"> 3115<section name="melee">
2928 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3116 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2929 This number is a bitmask, specifying the monster's attacktypes 3117 This number is a bitmask, specifying the monster's attacktypes
2930 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 3118 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2931 Strong monsters often have more than just physical attacktype. 3119 Strong monsters often have more than just physical attacktype.
2932 3120
2933 When a monster with multiple attacktypes hits aan oponent, it will do 3121 When a monster with multiple attacktypes hits aan oponent, it will do
2934 as much damage as the "best" of it's attacktypes does. So, the more 3122 as much damage as the "best" of it's attacktypes does. So, the more
2935 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 3123 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2936 somehow exceptions. 3124 somehow exceptions.
2937 </attribute> 3125 </attribute>
2981 <attribute arch="one_hit" editor="one hit only" type="bool"> 3169 <attribute arch="one_hit" editor="one hit only" type="bool">
2982 Monsters with &lt;one hit only&gt; dissapear after one successful hit 3170 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2983 to a player. 3171 to a player.
2984 </attribute> 3172 </attribute>
2985</section> 3173</section>
2986 3174
2987<section name="spellcraft"> 3175<section name="spellcraft">
2988 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 3176 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2989 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell. 3177 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2990 Only wands/rods/etc can be used, given the appropriate abilities. 3178 Only wands/rods/etc can be used, given the appropriate abilities.
2991 </attribute> 3179 </attribute>
2992 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 3180 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2993 A monster with this flag has the ability to &lt;reflect spells&gt;, 3181 A monster with this flag has the ability to &lt;reflect spells&gt;,
2994 all kinds of spell-bullets and -beams will bounce off. 3182 all kinds of spell-bullets and -beams will bounce off.
2995 3183
2996 Generally this flag should not be set because it puts 3184 Generally this flag should not be set because it puts
2997 wizard-type players at an unfair disadvantage. 3185 wizard-type players at an unfair disadvantage.
2998 </attribute> 3186 </attribute>
2999 <attribute arch="sp" editor="spellpoints" type="int"> 3187 <attribute arch="sp" editor="spellpoints" type="int">
3000 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 3188 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3011 "regenerate mana" at it's disposal. 3199 "regenerate mana" at it's disposal.
3012 </attribute> 3200 </attribute>
3013 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3201 <attribute arch="Pow" editor="spellpoint regen." type="int">
3014 Monsters regenerate this many spellpoints each 16 ticks. Hence, the 3202 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3015 spellpoint regeneration rate is independent of &lt;speed&gt;. 3203 spellpoint regeneration rate is independent of &lt;speed&gt;.
3016 3204
3017 To make a real tough spellcasting monster, the rate of spellpoint 3205 To make a real tough spellcasting monster, the rate of spellpoint
3018 regeneration is most important. If your monster is still not casting 3206 regeneration is most important. If your monster is still not casting
3019 fast enough, give it the spell-ability of "regenerate mana". 3207 fast enough, give it the spell-ability of "regenerate mana".
3020 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3208 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3021 </attribute> 3209 </attribute>
3030 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3218 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3031 Click on the &lt;denied paths&gt; button to select spellpaths. 3219 Click on the &lt;denied paths&gt; button to select spellpaths.
3032 The creature won't be able to cast spells of the specified paths. 3220 The creature won't be able to cast spells of the specified paths.
3033 </attribute> 3221 </attribute>
3034</section> 3222</section>
3035 3223
3036<section name="ability"> 3224<section name="ability">
3037 <attribute arch="Int" editor="detect hidden" type="int"> 3225 <attribute arch="Int" editor="detect hidden" type="int">
3038 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3226 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3039 hidden/invisible creatures. Higher values make for better 3227 hidden/invisible creatures. Higher values make for better
3040 detection-skills. Enabling &lt;see invisible&gt; makes this value 3228 detection-skills. Enabling &lt;see invisible&gt; makes this value
3075 Monster is able to read scrolls. 3263 Monster is able to read scrolls.
3076 </attribute> 3264 </attribute>
3077 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3265 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3078 Monster is able to use skills from it's inventory. 3266 Monster is able to use skills from it's inventory.
3079 For example, you can put a throwing skill object and some 3267 For example, you can put a throwing skill object and some
3080 boulders into the monster's object and set &lt;can use skills&gt;. 3268 boulders into the monster's object and set &lt;can use skills&gt;.
3081 </attribute> 3269 </attribute>
3082</section> 3270</section>
3083 3271
3084<section name="behave"> 3272<section name="behave">
3085 <attribute arch="monster" editor="monster behaviour" type="bool"> 3273 <attribute arch="monster" editor="monster behaviour" type="bool">
3086 When &lt;monster behaviour&gt; is enabled, this object will behave 3274 When &lt;monster behaviour&gt; is enabled, this object will behave
3087 like a monster: It can move and attack enemies (which are 3275 like a monster: It can move and attack enemies (which are
3088 typically players). 3276 typically players).
3089 This flag should be set for all monsters as-such. 3277 This flag should be set for all monsters as-such.
3090 Monsters which don't move, like guards, should also have 3278 Monsters which don't move, like guards, should also have
3091 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3279 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3092 It should *not* be set for things like immobile generators. 3280 It should *not* be set for things like immobile generators.
3093 </attribute> 3281 </attribute>
3094 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3282 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3095 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3283 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3096 </attribute> 3284 </attribute>
3097 <attribute arch="friendly" editor="friendly" type="bool"> 3285 <attribute arch="friendly" editor="friendly" type="bool">
3100 </attribute> 3288 </attribute>
3101 <attribute arch="stand_still" editor="stand still" type="bool"> 3289 <attribute arch="stand_still" editor="stand still" type="bool">
3102 Monsters which &lt;stand still&gt; won't move to leave their position. 3290 Monsters which &lt;stand still&gt; won't move to leave their position.
3103 When agressive, they will attack all enemies who get close to 3291 When agressive, they will attack all enemies who get close to
3104 them. This behaviour is commonly known from castle guards. 3292 them. This behaviour is commonly known from castle guards.
3105 3293
3106 In older versions of Crossfire it was possible to eventually 3294 In older versions of Deliantra it was possible to eventually
3107 push a &lt;stand still&gt;-monster out of position by force. 3295 push a &lt;stand still&gt;-monster out of position by force.
3108 I believe this is no longer possible. Neverthless, you should 3296 I believe this is no longer possible. Neverthless, you should
3109 still be cautious when lining up &lt;stand still&gt;-monster in order 3297 still be cautious when lining up &lt;stand still&gt;-monster in order
3110 to "defend" something: Such monsters are rather easy to kill. 3298 to "defend" something: Such monsters are rather easy to kill.
3111 It's good for low level maps, but not much more. 3299 It's good for low level maps, but not much more.
3121 creature is able to perform. 3309 creature is able to perform.
3122 </attribute> 3310 </attribute>
3123 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3311 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3124 Click on the &lt;pick up&gt; button and select which types of objects 3312 Click on the &lt;pick up&gt; button and select which types of objects
3125 the creature should try to pick up. 3313 the creature should try to pick up.
3126 3314
3127 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3315 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3128 etc are set, then the creature will pick up the matching items even 3316 etc are set, then the creature will pick up the matching items even
3129 if this is not set here. 3317 if this is not set here.
3130 </attribute> 3318 </attribute>
3131 <attribute arch="Wis" editor="sensing range" type="int"> 3319 <attribute arch="Wis" editor="sensing range" type="int">
3133 the creature wakes up. This is done as a square, for reasons of speed. 3321 the creature wakes up. This is done as a square, for reasons of speed.
3134 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3322 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3135 11x11 square of the monster will wake the monster up. If the player 3323 11x11 square of the monster will wake the monster up. If the player
3136 has stealth, the size of this square is reduced in half plus 1. 3324 has stealth, the size of this square is reduced in half plus 1.
3137 </attribute> 3325 </attribute>
3138 <attribute arch="attack_movement" editor="attack movement" type="int"> 3326 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3327 If this is set to default, the standard mode of movement will be used.
3328 </attribute>
3329 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3330 This movement is not in effect when the monster has an enemy and should
3331 only be used for non agressive monsters.
3139 </attribute> 3332 </attribute>
3140 <attribute arch="run_away" editor="run at % health" type="int"> 3333 <attribute arch="run_away" editor="run at % health" type="int">
3141 This is a percentage value in the range 0-100. 3334 This is a percentage value in the range 0-100.
3142 When the monster's health points drop below this percentage 3335 When the monster's health points drop below this percentage
3143 (relative to max health), it attempts to run away from the 3336 (relative to max health), it attempts to run away from the
3144 attacker. 3337 attacker.
3145 </attribute> 3338 </attribute>
3146</section> 3339</section>
3147 3340 &resistances_basic;
3341 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3342 </attribute>
3343</type>
3344
3345<!--####################################################################-->
3346<type number="28" name="Monster (Grimreaper)">
3347 <import_type name="Monster &amp; NPC" />
3348 <ignore>
3349 <attribute arch="material" />
3350 <attribute arch="name_pl" />
3351 <attribute arch="nrof" />
3352 <attribute arch="value" />
3353 <attribute arch="unpaid" />
3354 </ignore>
3355 <description>
3356 A grimreaper is a monster that vanishes after it did some number of
3357 draining attacks.
3358 </description>
3148<section name="resistance"> 3359<section name="grimreaper">
3149 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3360 <attribute arch="value" editor="attacks" type="int">
3150 </attribute> 3361 The object vanishes after this number of draining attacks.
3151 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3152 </attribute>
3153 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3154 </attribute>
3155 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3156 </attribute>
3157 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3158 </attribute>
3159 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3160 </attribute>
3161 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3186 </attribute>
3187 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3188 </attribute>
3189 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3190 </attribute> 3362 </attribute>
3191</section> 3363</section>
3192 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3193 </attribute>
3194</type> 3364</type>
3195 3365
3196<!--####################################################################--> 3366<!--####################################################################-->
3197<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3198 <ignore> 3368 <ignore>
3199 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3200 </ignore> 3371 </ignore>
3201 <description><![CDATA[ 3372 <description><![CDATA[
3202 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3203 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3204 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3205 could be calmed. ]]> 3376 could be calmed.]]>
3206 </description> 3377 </description>
3207 <use><![CDATA[ 3378 <use><![CDATA[
3208 Mood floors are absolutely cool for NPC interaction. To make an 3379 Mood floors are absolutely cool for NPC interaction. To make an
3209 unaggressive monster/NPC attack, put a creator with "other_arch 3380 unaggressive monster/NPC attack, put a creator with "other_arch
3210 furious_floor" under it. Connect the creator to a magic_ear, so the 3381 furious_floor" under it. Connect the creator to a magic_ear, so the
3214 it directly to a magic_ear. Then the player speaks a keyword like 3385 it directly to a magic_ear. Then the player speaks a keyword like
3215 "help me" - and the NPC joins him as pet. 3386 "help me" - and the NPC joins him as pet.
3216 <br><br> 3387 <br><br>
3217 (Of course you must always give clear hints about keywords! 3388 (Of course you must always give clear hints about keywords!
3218 And there is no reason why you couldn't use a button/lever/pedestal 3389 And there is no reason why you couldn't use a button/lever/pedestal
3219 etc. instead of a magic_ear.) ]]> 3390 etc. instead of a magic_ear.)]]>
3220 </use> 3391 </use>
3221 <attribute arch="no_pick" value="1" type="fixed" /> 3392 <attribute arch="no_pick" value="1" type="fixed" />
3222 <attribute arch="last_sp" editor="mood" type="list_mood"> 3393 <attribute arch="last_sp" editor="mood" type="list_mood">
3223 &lt;mood&gt; is used to determine what will happen to the 3394 &lt;mood&gt; is used to determine what will happen to the
3224 monster when affected by the mood floor: 3395 monster when affected by the mood floor:
3225 3396
3226 &lt;mood&gt; 'furious': Makes all monsters aggressive 3397 &lt;mood&gt; 'furious': Makes all monsters aggressive
3227 3398
3228 &lt;mood&gt; 'angry': As above but pets are unaffected 3399 &lt;mood&gt; 'angry': As above but pets are unaffected
3229 3400
3230 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3401 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3231 3402
3232 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3403 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3233 3404
3234 &lt;mood&gt; 'charm': Turns monster into a pet of person 3405 &lt;mood&gt; 'charm': Turns monster into a pet of person
3235 who triggers the square. This setting is not 3406 who triggers the square. This setting is not
3236 enabled for continous operation, you need to 3407 enabled for continous operation, you need to
3237 insert a &lt;connection&gt; value! 3408 insert a &lt;connection&gt; value!
3238 </attribute> 3409 </attribute>
3239 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3240 This should only be set in combination with &lt;mood number&gt; 4. 3411 This should only be set in combination with &lt;mood number&gt; 4.
3241 Normally, monsters are affected by the mood floor as soon as they 3412 Normally, monsters are affected by the mood floor as soon as they
3242 step on it. But charming (monster -&gt; pet) is too powerful, 3413 step on it. But charming (monster -&gt; pet) is too powerful,
3243 so it needs to be activated. 3414 so it needs to be activated.
3244 3415
3245 Typically it is connected to an altar, for buying a "hireling". 3416 Typically it is connected to an altar, for buying a "hireling".
3246 But a powerful pet could as well be the reward for solving a 3417 But a powerful pet could as well be the reward for solving a
3247 quest. Or even better: It could be *part* of a quest! 3418 quest. Or even better: It could be *part* of a quest!
3248 </attribute> 3419 </attribute>
3249 <attribute arch="no_magic" editor="no spells" type="bool"> 3420 <attribute arch="no_magic" editor="no spells" type="bool">
3268 can monsters. Motion is involuntary. Additionally, players or 3439 can monsters. Motion is involuntary. Additionally, players or
3269 monsters can be "frozen" while ontop of movers so that they MUST 3440 monsters can be "frozen" while ontop of movers so that they MUST
3270 move along a chain of them. 3441 move along a chain of them.
3271 <br><br> 3442 <br><br>
3272 Multisquare monsters can be moved as well, given 3443 Multisquare monsters can be moved as well, given
3273 enough space. Movers are usually invisible. ]]> 3444 enough space. Movers are usually invisible.]]>
3274 </description> 3445 </description>
3275 <use><![CDATA[ 3446 <use><![CDATA[
3276 NEVER EVER consider a mover being unpassable in the backwards 3447 NEVER EVER consider a mover being unpassable in the backwards
3277 direction. Setting "forced movement" makes it seemingly impossible 3448 direction. Setting "forced movement" makes it seemingly impossible
3278 but there is still a trick: One player can push a second player 3449 but there is still a trick: One player can push a second player
3285 cannot be discovered with the show_invisible spell. 3456 cannot be discovered with the show_invisible spell.
3286 <br><br> 3457 <br><br>
3287 Note that Movers and Directors are seperate objects, even though 3458 Note that Movers and Directors are seperate objects, even though
3288 they look and act similar. Directors only do spells/missiles, 3459 they look and act similar. Directors only do spells/missiles,
3289 while movers only do living creatures (depending on how it 3460 while movers only do living creatures (depending on how it
3290 is set: monsters and players). ]]> 3461 is set: monsters and players).]]>
3291 </use> 3462 </use>
3292 <attribute arch="attacktype" editor="forced movement" type="bool"> 3463 <attribute arch="attacktype" editor="forced movement" type="bool">
3293 If forced movement is enabled, the mover "freezes" anyone it 3464 If forced movement is enabled, the mover "freezes" anyone it
3294 moves (so they are forced to move along a chain). 3465 moves (so they are forced to move along a chain).
3295 For players there is no way to escape this forced movement, 3466 For players there is no way to escape this forced movement,
3303 </attribute> 3474 </attribute>
3304 <attribute arch="speed" editor="movement speed" type="float"> 3475 <attribute arch="speed" editor="movement speed" type="float">
3305 The movement speed value determines how fast a chain of 3476 The movement speed value determines how fast a chain of
3306 these movers will push a player along (default is -0.2). 3477 these movers will push a player along (default is -0.2).
3307 </attribute> 3478 </attribute>
3479 &speed_left;
3308 <attribute arch="sp" editor="direction" type="list_direction"> 3480 <attribute arch="sp" editor="direction" type="list_direction">
3309 The mover will push creatures in the specified &lt;direction&gt;. 3481 The mover will push creatures in the specified &lt;direction&gt;.
3310 A mover with direction set to &lt;none&gt; will spin clockwise, 3482 A mover with direction set to &lt;none&gt; will spin clockwise,
3311 thus pushing creatures in unpredictable directions. 3483 thus pushing creatures in unpredictable directions.
3312 </attribute> 3484 </attribute>
3313 <attribute arch="lifesave" editor="gets used up" type="bool"> 3485 <attribute arch="lifesave" editor="gets used up" type="bool">
3314 If enabled, the mover gets "used up" after a certain number of moves 3486 If enabled, the mover gets "used up" after a certain number of moves
3315 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly. 3487 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3316 </attribute> 3488 </attribute>
3317 <attribute arch="hp" editor="number of uses" type="int"> 3489 <attribute arch="hp" editor="number of uses" type="int">
3318 This value has only a meaning if &lt;gets used up&gt; is set: 3490 This value has only a meaning if &lt;gets used up&gt; is set:
3319 &lt;number of uses&gt; is the number of times minus one, that it 3491 &lt;number of uses&gt; is the number of times minus one, that it
3320 will move a creature before disappearing. (It will move 3492 will move a creature before disappearing. (It will move
3321 someone &lt;number of uses&gt;+1 times, then vanish). 3493 someone &lt;number of uses&gt;+1 times, then vanish).
3322 </attribute> 3494 </attribute>
3323<section name="targets"> 3495<section name="targets">
3324 <attribute arch="level" editor="move players" type="bool"> 3496 <attribute arch="level" editor="move players" type="bool">
3325 If &lt;move players&gt; is enabled, both players and monsters will be 3497 If &lt;move players&gt; is enabled, both players and monsters will be
3326 moved. In the arches' default it is disabled - thus ONLY monsters 3498 moved. In the arches' default it is disabled - thus ONLY monsters
3327 get moved. Remember that "monsters" includes NPCs! 3499 get moved. Remember that "monsters" includes NPCs!
3328 3500
3329 This feature provides you with the possibility to make NPCs 3501 This feature provides you with the possibility to make NPCs
3330 literally "come to life". Example: The player is talking with an 3502 literally "come to life". Example: The player is talking with an
3331 NPC, speaking a certain keyword. This triggers a magic_ear and 3503 NPC, speaking a certain keyword. This triggers a magic_ear and
3332 activates creators, creating (per default: monster-only) movers 3504 activates creators, creating (per default: monster-only) movers
3333 under the NPC's feet. The NPC starts "walking" on a predefined 3505 under the NPC's feet. The NPC starts "walking" on a predefined
3334 route! Note that it's useful to set this NPC immune to everything, 3506 route! Note that it's useful to set this NPC immune to everything,
3335 preventing the player to push the NPC off his trace. 3507 preventing the player to push the NPC off his trace.
3336 </attribute> 3508 </attribute>
3337 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3509 <attribute arch="move_on" editor="movement type" type="movement_type">
3338 This should always be set. 3510 Which movement types activate the mover.
3339 </attribute>
3340 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3341 Move flying creatures enabled means all flying (living)
3342 objects will get moved too. If disabled, only walking
3343 (non-flying) creatures will get moved.
3344 </attribute> 3511 </attribute>
3345</section> 3512</section>
3346</type> 3513</type>
3347 3514
3348<!--####################################################################--> 3515<!--####################################################################-->
3349<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3350 <ignore> 3517 <ignore>
3351 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3352 </ignore> 3520 </ignore>
3353 <description><![CDATA[ 3521 <description><![CDATA[
3354 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3355 When a predefined type of living creature steps on the pedestal, the 3523 When a predefined type of living creature steps on the pedestal, the
3356 connected value is triggered. ]]> 3524 connected value is triggered.]]>
3357 </description> 3525 </description>
3358 <use><![CDATA[ 3526 <use><![CDATA[
3359 If you want to create a place where only players of a certain race 3527 If you want to create a place where only players of a certain race
3360 can enter, put a teleporter over your pedestal. So the teleporter is 3528 can enter, put a teleporter over your pedestal. So the teleporter is
3361 only activated for players of the matching race. Do not use gates, 3529 only activated for players of the matching race. Do not use gates,
3362 because many other players could sneak in. If you put powerful 3530 because many other players could sneak in. If you put powerful
3363 artifacts into such places, generally set "startequip 1", so that 3531 artifacts into such places, generally set "startequip 1", so that
3364 they are preserved for that one race and can't be traded to others. ]]> 3532 they are preserved for that one race and can't be traded to others.]]>
3365 </use> 3533 </use>
3366 <attribute arch="no_pick" value="1" type="fixed" /> 3534 <attribute arch="no_pick" value="1" type="fixed" />
3367 <attribute arch="slaying" editor="match race" type="string"> 3535 <attribute arch="slaying" editor="match race" type="string">
3368 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3536 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3369 matches the monster's or the player's race, we have a match. 3537 matches the monster's or the player's race, we have a match.
3370 Yes, pedestals can detect a player's race! E.g. you could create a 3538 Yes, pedestals can detect a player's race! E.g. you could create a
3371 place where only fireborns can enter, by setting "slaying unnatural". 3539 place where only fireborns can enter, by setting "slaying unnatural".
3372 3540
3373 If it is set to "player", any player stepping on the pedestal 3541 If it is set to "player", any player stepping on the pedestal
3374 is a match. Very useful if you want to open a gate for players 3542 is a match. Very useful if you want to open a gate for players
3375 but not for monsters. 3543 but not for monsters.
3544
3545 &match_compat;
3376 </attribute> 3546 </attribute>
3377 <attribute arch="connected" editor="connection" type="int"> 3547 <attribute arch="connected" editor="connection" type="string">
3378 When the pedestal is triggered, all objects with the same 3548 When the pedestal is triggered, all objects with the same
3379 connection value get activated. 3549 connection value get activated.
3380 </attribute> 3550 </attribute>
3551 &move_on;
3552</type>
3553
3554<!--####################################################################-->
3555<type number="32" name="Pedestal Trigger">
3556 <import_type name="Pedestal" />
3557 <ignore>
3558 <ignore_list name="non_pickable" />
3559 </ignore>
3560 <description><![CDATA[
3561 Pedestal triggers are pedestals which reset after a short period
3562 of time. Every time it is either applied or reset, the
3563 &lt;connection&gt; value is triggered.]]>
3564 </description>
3565</type>
3566
3567<!--####################################################################-->
3568<type number="19" name="Item Match">
3569 <ignore>
3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3572 </ignore>
3573 <description><![CDATA[
3574 Match objects use the deliantra matching language
3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576 to match items on the same mapspace (if move_on/off are unset) or
3577 items trying to enter (if move_blocked is set).
3578
3579 If a connected value is given, then it is triggered if the first object
3580 matching the expression is put on it, and the last is removed.]]>
3581 </description>
3582 <use><![CDATA[
3583 If you want to trigger something else (e.g. a gate) when an item is above this object,
3584 use the move_on/move_off settings.
3585
3586 If you want to keep something from entering if it has (or lacks) a specific item,
3587 use the move_blocked setting.]]>
3588 </use>
3381 <attribute arch="walk_on" value="1" type="fixed" /> 3589 <attribute arch="no_pick" value="1" type="fixed" />
3382 <attribute arch="walk_off" value="1" type="fixed" /> 3590 <attribute arch="slaying" editor="match expression" type="string">
3591 &match_compat;
3592
3593 Optionally you can leave out the "match " prefix.
3594 </attribute>
3595 <attribute arch="connected" editor="connection" type="string">
3596 When the match is triggered, all objects with the same
3597 connection value get activated.
3598 </attribute>
3599 &move_on;
3600 &move_off;
3601 &move_block;
3383</type> 3602</type>
3384 3603
3385<!--####################################################################--> 3604<!--####################################################################-->
3386<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3387 <ignore> 3606 <ignore>
3388 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3389 </ignore> 3609 </ignore>
3390 <description><![CDATA[ 3610 <description><![CDATA[
3391 Pits are holes, transporting the player when he walks (and falls) into them. 3611 Pits are holes, transporting the player when he walks (and falls) into them.
3392 A speciality about pits is that they don't transport the player to 3612 A speciality about pits is that they don't transport the player to
3393 the exact destination, but within a two-square radius of the destination 3613 the exact destination, but within a configurable radius of the destination
3394 (never on blocked squares).<br> 3614 (never on blocked squares).<br>
3395 Optionally, pits can get closed and opened, similar to gates.<br><br> 3615 Optionally, pits can get closed and opened, similar to gates.<br><br>
3396 Monsters and items are affected by pits just as well as players. 3616 Monsters and items are affected by pits just as well as players.
3397 Even multipart monsters can fall through them, given enough space. ]]> 3617 Even multipart monsters can fall through them, given enough space.]]>
3398 </description> 3618 </description>
3399 <use><![CDATA[ 3619 <use><![CDATA[
3400 Pits can add interesting effects to your map. When using them, make 3620 Pits can add interesting effects to your map. When using them, make
3401 sure to use them in a "logical way": Pits should always drop the 3621 sure to use them in a "logical way": Pits should always drop the
3402 player to some kind of lower level. They should not be used to 3622 player to some kind of lower level. They should not be used to
3403 randomly interconnect maps like teleporters do. ]]> 3623 randomly interconnect maps like teleporters do.]]>
3404 </use> 3624 </use>
3405 <attribute arch="no_pick" value="1" type="fixed" /> 3625 <attribute arch="no_pick" value="1" type="fixed" />
3626 <attribute arch="range" editor="spread radius" type="int">
3627 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3628 </attribute>
3406 <attribute arch="connected" editor="connection" type="int"> 3629 <attribute arch="connected" editor="connection" type="string">
3407 When a &lt;connection&gt; value is set, the pit can be opened/closed 3630 When a &lt;connection&gt; value is set, the pit can be opened/closed
3408 by activating the connection. 3631 by activating the connection.
3409 </attribute> 3632 </attribute>
3633 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3634 <attribute arch="hp" editor="destination X" type="int">
3411 The pit will transport creatures (and items) randomly into a two-square 3635 The pit will transport creatures (and items) randomly into a two-square
3412 radius of the destination coordinates. 3636 radius of the destination coordinates.
3413 If the destination square becomes blocked, the pit will act like 3637 If the destination square becomes blocked, the pit will act like
3414 being filled up and not work anymore! 3638 being filled up and not work anymore!
3423 The &lt;position state&gt; defines the position of the gate: 3647 The &lt;position state&gt; defines the position of the gate:
3424 Zero means completely open/down, the "number of animation-steps" (usually 3648 Zero means completely open/down, the "number of animation-steps" (usually
3425 about 6 or 7) means completely closed/up state. I suggest you don't 3649 about 6 or 7) means completely closed/up state. I suggest you don't
3426 mess with this value - Leave the default in place. 3650 mess with this value - Leave the default in place.
3427 </attribute> 3651 </attribute>
3428 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3652 &move_on;
3429 If set, all walking creatures will fall into the pit.
3430 This does NOT need to be set for closed pits!
3431 </attribute>
3432 <attribute arch="fly_on" editor="swallow flying" type="bool">
3433 If set, all flying creatures will fall into the pit as well.
3434 This is not the behaviour expected from a pit, and it should
3435 only be used for map-mechanisms (e.g. for transporting flying
3436 monsters).
3437 An interesting side-effect: If this flag is enabled, spell
3438 effects like fire/snow also make their way through the pit.
3439 </attribute>
3440</type> 3653</type>
3441 3654
3442<!--####################################################################--> 3655<!--####################################################################-->
3443<type number="7" name="Poison Food"> 3656<type number="7" name="Poison Food">
3444 <description><![CDATA[ 3657 <description><![CDATA[
3445 When eating, the player's stomache is drained by 1/4 of food. 3658 When eating, the player's stomache is drained by 1/4 of food.
3446 If his food drops to zero, the player might even die. ]]> 3659 If his food drops to zero, the player might even die.]]>
3447 </description> 3660 </description>
3448</type> 3661</type>
3449 3662
3450<!--####################################################################--> 3663<!--####################################################################-->
3451<type number="5" name="Potion"> 3664<type number="5" name="Potion">
3452 <description><![CDATA[ 3665 <description><![CDATA[
3453 The player can drink these and gain various kinds of benefits 3666 The player can drink these and gain various kinds of benefits
3454 (/penalties) by doing so. ]]> 3667 (/penalties) by doing so.]]>
3455 </description> 3668 </description>
3456 <use><![CDATA[ 3669 <use><![CDATA[
3457 One potion should never give multiple benefits at once. ]]> 3670 One potion should never give multiple benefits at once.]]>
3458 </use> 3671 </use>
3459 <attribute arch="level" editor="potion level" type="int"> 3672 <attribute arch="level" editor="potion level" type="int">
3460 If the potion contains a spell, the spell is cast at this level. 3673 If the potion contains a spell, the spell is cast at this level.
3461 For other potions it should be set at least to 1. 3674 For other potions it should be set at least to 1.
3462 </attribute> 3675 </attribute>
3467 </attribute> 3680 </attribute>
3468 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3681 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469 There are two types of special effects for potions: 3682 There are two types of special effects for potions:
3470 'life restoration' - restore the player's stats lost by death or draining 3683 'life restoration' - restore the player's stats lost by death or draining
3471 (this has nothing in common with the restoration spell!) 3684 (this has nothing in common with the restoration spell!)
3472 'improvement' - increase the player's maximum health/mana/grace 3685 'improvement' - increase the player's maximum health/mana/grace
3473 by a very small amount. 3686 by a very small amount.
3474 </attribute> 3687 </attribute>
3475 <attribute arch="cursed" editor="cursed" type="bool"> 3688 <attribute arch="cursed" editor="cursed" type="bool">
3476 If a potion is cursed, benefits generally turn into penalties. 3689 If a potion is cursed, benefits generally turn into penalties.
3477 Note that potions can be "uncursed" by praying over an altar, 3690 Note that potions can be "uncursed" by praying over an altar,
3480 </attribute> 3693 </attribute>
3481 <attribute arch="startequip" editor="godgiven item" type="bool"> 3694 <attribute arch="startequip" editor="godgiven item" type="bool">
3482 A godgiven item vanishes as soon as the player 3695 A godgiven item vanishes as soon as the player
3483 drops it to the ground. 3696 drops it to the ground.
3484 </attribute> 3697 </attribute>
3485<section name="stats"> 3698 &player_stat_resist_sections;
3486 <attribute arch="Str" editor="strength" type="int">
3487 The player's strentgh will rise/fall by the given value for permanent
3488 (of course there is an upper limit). Generally there shouldn't be stat
3489 potions granting more than one stat. Cursed potions will subtract the
3490 stats if positive.
3491 </attribute>
3492 <attribute arch="Dex" editor="dexterity" type="int">
3493 The player's dexterity will rise/fall by the given value for permanent
3494 (of course there is an upper limit). Generally there shouldn't be stat
3495 potions granting more than one stat. Cursed potions will subtract the
3496 stats if positive.
3497 </attribute>
3498 <attribute arch="Con" editor="constitution" type="int">
3499 The player's constitution will rise/fall by the given value for permanent
3500 (of course there is an upper limit). Generally there shouldn't be stat
3501 potions granting more than one stat. Cursed potions will subtract the
3502 stats if positive.
3503 </attribute>
3504 <attribute arch="Int" editor="intelligence" type="int">
3505 The player's intelligence will rise/fall by the given value for permanent
3506 (of course there is an upper limit). Generally there shouldn't be stat
3507 potions granting more than one stat. Cursed potions will subtract the
3508 stats if positive.
3509 </attribute>
3510 <attribute arch="Pow" editor="power" type="int">
3511 The player's power will rise/fall by the given value for permanent
3512 (of course there is an upper limit). Generally there shouldn't be stat
3513 potions granting more than one stat. Cursed potions will subtract the
3514 stats if positive.
3515 </attribute>
3516 <attribute arch="Wis" editor="wisdom" type="int">
3517 The player's wisdom will rise/fall by the given value for permanent
3518 (of course there is an upper limit). Generally there shouldn't be stat
3519 potions granting more than one stat. Cursed potions will subtract the
3520 stats if positive.
3521 </attribute>
3522 <attribute arch="Cha" editor="charisma" type="int">
3523 The player's charisma will rise/fall by the given value for permanent
3524 (of course there is an upper limit). Generally there shouldn't be stat
3525 potions granting more than one stat. Cursed potions will subtract the
3526 stats if positive.
3527 </attribute>
3528</section>
3529<section name="resistance">
3530 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3531 The player's resistance to physical will rise by this value in percent
3532 (range -100 till +100). The effect is only temporare, and it does NOT
3533 add on the values from the player's equipment.
3534 Cursed potions will make negative resistance.. very nasty in combat!
3535 </attribute>
3536 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3537 The player's resistance to magic will rise by this value in percent
3538 (range -100 till +100). The effect is only temporare, and it does NOT
3539 add on the values from the player's equipment.
3540 Cursed potions will make negative resistance.. very nasty in combat!
3541 </attribute>
3542 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3543 The player's resistance to fire will rise by this value in percent
3544 (range -100 till +100). The effect is only temporare, and it does NOT
3545 add on the values from the player's equipment.
3546 Cursed potions will make negative resistance.. very nasty in combat!
3547 </attribute>
3548 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3549 The player's resistance to electricity will rise by this value in percent
3550 (range -100 till +100). The effect is only temporare, and it does NOT
3551 add on the values from the player's equipment.
3552 Cursed potions will make negative resistance.. very nasty in combat!
3553 </attribute>
3554 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3555 The player's resistance to cold will rise by this value in percent
3556 (range -100 till +100). The effect is only temporare, and it does NOT
3557 add on the values from the player's equipment.
3558 Cursed potions will make negative resistance.. very nasty in combat!
3559 </attribute>
3560 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3561 The player's resistance to acid will rise by this value in percent
3562 (range -100 till +100). The effect is only temporare, and it does NOT
3563 add on the values from the player's equipment.
3564 Cursed potions will make negative resistance.. very nasty in combat!
3565 </attribute>
3566 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3567 The player's resistance to confusion will rise by this value in percent
3568 (range -100 till +100). The effect is only temporare, and it does NOT
3569 add on the values from the player's equipment.
3570 Cursed potions will make negative resistance.. very nasty in combat!
3571 </attribute>
3572 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3573 The player's resistance to weaponmagic will rise by this value in percent
3574 (range -100 till +100). The effect is only temporare, and it does NOT
3575 add on the values from the player's equipment.
3576 Cursed potions will make negative resistance.. very nasty in combat!
3577 </attribute>
3578 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3579 The player's resistance to paralyze will rise by this value in percent
3580 (range -100 till +100). The effect is only temporare, and it does NOT
3581 add on the values from the player's equipment.
3582 Cursed potions will make negative resistance.. very nasty in combat!
3583 </attribute>
3584 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3585 The player's resistance to draining will rise by this value in percent
3586 (range -100 till +100). The effect is only temporare, and it does NOT
3587 add on the values from the player's equipment.
3588 Cursed potions will make negative resistance.. very nasty in combat!
3589 </attribute>
3590 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3591 The player's resistance to depletion will rise by this value in percent
3592 (range -100 till +100). The effect is only temporare, and it does NOT
3593 add on the values from the player's equipment.
3594 Cursed potions will make negative resistance.. very nasty in combat!
3595 </attribute>
3596 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3597 The player's resistance to poison will rise by this value in percent
3598 (range -100 till +100). The effect is only temporare, and it does NOT
3599 add on the values from the player's equipment.
3600 Cursed potions will make negative resistance.. very nasty in combat!
3601 </attribute>
3602</section>
3603</type> 3699</type>
3604 3700
3605<!--####################################################################--> 3701<!--####################################################################-->
3606<type number="156" name="Power Crystal"> 3702<type number="156" name="Power Crystal">
3607 <description><![CDATA[ 3703 <description><![CDATA[
3608 Power crystals can store a player's mana: 3704 Power crystals can store a player's mana:
3609 When the player applies the crystal with full mana, half of 3705 When the player applies the crystal with full mana, half of
3610 it flows into the crystal. When the player applies it with 3706 it flows into the crystal. When the player applies it with
3611 lacking mana, the crystal replenishes the player's mana. ]]> 3707 lacking mana, the crystal replenishes the player's mana.]]>
3612 </description> 3708 </description>
3613 <attribute arch="sp" editor="initial mana" type="int"> 3709 <attribute arch="sp" editor="initial mana" type="int">
3614 &lt;initial mana&gt; is the amount of spellpoints that the 3710 &lt;initial mana&gt; is the amount of spellpoints that the
3615 crystal holds when the map is loaded. 3711 crystal holds when the map is loaded.
3616 </attribute> 3712 </attribute>
3628 Projectiles like arrows/crossbow bolts are used as ammunition 3724 Projectiles like arrows/crossbow bolts are used as ammunition
3629 for shooting weapons. 3725 for shooting weapons.
3630 <br><br> 3726 <br><br>
3631 It's very easy to add new pairs of weapons &amp; projectiles. 3727 It's very easy to add new pairs of weapons &amp; projectiles.
3632 Just set matching &lt;ammunition class&gt; both for shooting 3728 Just set matching &lt;ammunition class&gt; both for shooting
3633 weapon and projectile. ]]> 3729 weapon and projectile.]]>
3634 </description> 3730 </description>
3635 <use><![CDATA[ 3731 <use><![CDATA[
3636 If you want to create new kinds of projectiles, you could 3732 If you want to create new kinds of projectiles, you could
3637 add an alchemical receipe to create these. 3733 add an alchemical receipe to create these.
3638 3734
3639 Don't create new pairs of weapons &amp; projectiles unless 3735 Don't create new pairs of weapons &amp; projectiles unless
3640 they really fullfill a useful purpose. In fact, even bows 3736 they really fullfill a useful purpose. In fact, even bows
3641 and crossbows are rarely ever used. ]]> 3737 and crossbows are rarely ever used.]]>
3642 </use> 3738 </use>
3643 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3739 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3644 This number is a bitmask, specifying the projectile's attacktypes. 3740 This number is a bitmask, specifying the projectile's attacktypes.
3645 Attacktypes are: physical, magical, fire, cold.. etc. 3741 Attacktypes are: physical, magical, fire, cold.. etc.
3646 This works identical to melee weapons. Note that shooting 3742 This works identical to melee weapons. Note that shooting
3648 </attribute> 3744 </attribute>
3649 <attribute arch="race" editor="ammunition class" type="string"> 3745 <attribute arch="race" editor="ammunition class" type="string">
3650 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3746 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3651 these projectiles. For arrows set "arrows", for crossbow bolts 3747 these projectiles. For arrows set "arrows", for crossbow bolts
3652 set "crossbow bolts" (big surprise). 3748 set "crossbow bolts" (big surprise).
3653 3749
3654 In certain cases, the ammunition class is displayed in the game. 3750 In certain cases, the ammunition class is displayed in the game.
3655 Hence, when you create a new ammunition class, choose an 3751 Hence, when you create a new ammunition class, choose an
3656 intuitive name like "missiles", "spirit bolts" - whatever. 3752 intuitive name like "missiles", "spirit bolts" - whatever.
3657 3753
3658 You can also make special containers holding these projectiles 3754 You can also make special containers holding these projectiles
3659 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3755 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3660 </attribute> 3756 </attribute>
3661 <attribute arch="slaying" editor="slaying race" type="string"> 3757 <attribute arch="slaying" editor="slaying race" type="string">
3662 Slaying means the weapon does tripple (3x) damage to monsters 3758 Slaying means the weapon does tripple (3x) damage to monsters
3708<type number="70" name="Ring"> 3804<type number="70" name="Ring">
3709 <import_type name="Amulet" /> 3805 <import_type name="Amulet" />
3710 <description><![CDATA[ 3806 <description><![CDATA[
3711 Rings are worn on the hands - one ring each. 3807 Rings are worn on the hands - one ring each.
3712 Wearing rings, the object's stats will directly be inherited to 3808 Wearing rings, the object's stats will directly be inherited to
3713 the player. Usually enhancing his spellcasting potential. ]]> 3809 the player. Usually enhancing his spellcasting potential.]]>
3714 </description> 3810 </description>
3715 <use><![CDATA[ 3811 <use><![CDATA[
3716 When you create an artifact ring, never forget that players can 3812 When you create an artifact ring, never forget that players can
3717 wear <B>two</B> rings! Due to that it is extremely important to 3813 wear <B>two</B> rings! Due to that it is extremely important to
3718 keep rings in balance with the game. 3814 keep rings in balance with the game.
3719 <br><br> 3815 <br><br>
3720 Also keep in mind that rings are generally the wizard's tools. 3816 Also keep in mind that rings are generally the wizard's tools.
3721 They should primarily grant bonuses to spellcasting abilities 3817 They should primarily grant bonuses to spellcasting abilities
3722 and non-physical resistances. ]]> 3818 and non-physical resistances.]]>
3723 </use> 3819 </use>
3724</type> 3820</type>
3725 3821
3726<!--####################################################################--> 3822<!--####################################################################-->
3727<type number="3" name="Rod"> 3823<type number="3" name="Rod">
3730 </ignore> 3826 </ignore>
3731 <description><![CDATA[ 3827 <description><![CDATA[
3732 A rod contains a spell. The player can use this spell by applying and 3828 A rod contains a spell. The player can use this spell by applying and
3733 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3829 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3734 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3830 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3735 used endlessly. ]]> 3831 used endlessly.]]>
3736 </description> 3832 </description>
3737 <use><![CDATA[ 3833 <use><![CDATA[
3738 Rods with healing/curing spells are extremely powerful. Usually, potions have 3834 Rods with healing/curing spells are extremely powerful. Usually, potions have
3739 to be used for that purpose. Though, potions are expensive and only good for 3835 to be used for that purpose. Though, potions are expensive and only good for
3740 one-time-use.<br> ]]> 3836 one-time-use.<br>]]>
3741 </use> 3837 </use>
3742 <attribute arch="sp" editor="spell" type="spell"> 3838 <attribute arch="sp" editor="spell" type="spell">
3743 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3839 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3744 rods to players, since they can be used endlessly without any mana cost! 3840 rods to players, since they can be used endlessly without any mana cost!
3745 Rods with heal/ restoration/ protection spells, IF available, MUST be 3841 Rods with heal/ restoration/ protection spells, IF available, MUST be
3778 <attribute arch="value" /> 3874 <attribute arch="value" />
3779 <attribute arch="material" /> 3875 <attribute arch="material" />
3780 <attribute arch="unpaid" /> 3876 <attribute arch="unpaid" />
3781 </ignore> 3877 </ignore>
3782 <description><![CDATA[ 3878 <description><![CDATA[
3783 A rune is a magical enscription on the dungeon floor. 3879 A rune is a magical enscription on the dungeon floor.
3784 <br><br> 3880 <br><br>
3785 Runes hit any monster or person who steps on them for 'dam' damage in 3881 Runes hit any monster or person who steps on them for 'dam' damage in
3786 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3882 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3787 and will cast this spell when it detonates. Yet another kind is the 3883 and will cast this spell when it detonates. Yet another kind is the
3788 "summoning rune", summoning predefined monsters of any kind, at detonation. 3884 "summoning rune", summoning predefined monsters of any kind, at detonation.
3789 <br><br> 3885 <br><br>
3790 Many runes are already defined in the archetypes. ]]> 3886 Many runes are already defined in the archetypes.]]>
3791 </description> 3887 </description>
3792 <use><![CDATA[ 3888 <use><![CDATA[
3793 Avoid monsters stepping on your runes. For example, summoning runes 3889 Avoid monsters stepping on your runes. For example, summoning runes
3794 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3890 together with spellcasting- and attack-runes is usually a bad idea.]]>
3795 </use> 3891 </use>
3796 <attribute arch="no_pick" value="1" type="fixed" /> 3892 <attribute arch="no_pick" value="1" type="fixed" />
3797 <attribute arch="walk_on" value="1" type="fixed" /> 3893 &move_on;
3798 <attribute arch="level" editor="rune level" type="int"> 3894 <attribute arch="level" editor="rune level" type="int">
3799 This value sets the level the rune will cast the spell it contains at, 3895 This value sets the level the rune will cast the spell it contains at,
3800 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3896 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3801 (&lt;rune level&gt; 0 runes won't detonate at all!) 3897 (&lt;rune level&gt; 0 runes won't detonate at all!)
3802 3898
3803 Level Also effects how easily a rune may be found and disarmed, and 3899 Level Also effects how easily a rune may be found and disarmed, and
3804 how much experience the player gets for doing so. Beware: High level 3900 how much experience the player gets for doing so. Beware: High level
3805 runes can be quite a cheap source of experience! So either make them 3901 runes can be quite a cheap source of experience! So either make them
3806 tough, or keep the level low. 3902 tough, or keep the level low.
3807 </attribute> 3903 </attribute>
3814 The rune will detonate &lt;number of charges&gt; times before disappearing. 3910 The rune will detonate &lt;number of charges&gt; times before disappearing.
3815 </attribute> 3911 </attribute>
3816 <attribute arch="dam" editor="direct damage" type="int"> 3912 <attribute arch="dam" editor="direct damage" type="int">
3817 &lt;direct damage&gt; specifies how much damage is done by the rune, 3913 &lt;direct damage&gt; specifies how much damage is done by the rune,
3818 if it doesn't contain a spell. This should be set in reasonable 3914 if it doesn't contain a spell. This should be set in reasonable
3819 relation to the rune's level. 3915 relation to the rune's level.
3820 </attribute> 3916 </attribute>
3821 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3917 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3822 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3918 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3823 attribute defines what attacktype to use for direct damage when 3919 attribute defines what attacktype to use for direct damage when
3824 the rune detonates. 3920 the rune detonates.
3867 <ignore_list name="non_pickable" /> 3963 <ignore_list name="non_pickable" />
3868 </ignore> 3964 </ignore>
3869 <description><![CDATA[ 3965 <description><![CDATA[
3870 When the player applies a savebed, he is not only saved. Both his 3966 When the player applies a savebed, he is not only saved. Both his
3871 respawn-after-death and his word-of-recall positions are pointing 3967 respawn-after-death and his word-of-recall positions are pointing
3872 to the last-applied savebed. ]]> 3968 to the last-applied savebed.]]>
3873 </description> 3969 </description>
3874 <use><![CDATA[ 3970 <use><![CDATA[
3875 Put savebed locations in towns, do not put them into dungeons. 3971 Put savebed locations in towns, do not put them into dungeons.
3876 It is absolutely neccessary that a place with savebeds is 100% secure. 3972 It is absolutely neccessary that a place with savebeds is 100% secure.
3877 That means: 3973 That means:
3878 <UL> 3974 <UL>
3879 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3975 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3880 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3976 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3881 <LI> Insert a relyable exit! Make sure there is no possibility that 3977 <LI> Insert a reliable exit! Make sure there is no possibility that
3882 players get trapped in a savebed location. 3978 players get trapped in a savebed location.
3883 <LI> If possible, mark the whole site as no-spell area (Insert this 3979 <LI> If possible, mark the whole site as no-spell area (Insert this
3884 arch called "dungeon_magic" everywhere). This is not required, 3980 arch called "dungeon_magic" everywhere). This is not required,
3885 but it makes the place much more safe. 3981 but it makes the place much more safe.
3886 </UL> ]]> 3982 </UL>]]>
3887 </use> 3983 </use>
3888 <attribute arch="no_pick" value="1" type="fixed" /> 3984 <attribute arch="no_pick" value="1" type="fixed" />
3889 <attribute arch="no_magic" value="1" type="fixed" /> 3985 <attribute arch="no_magic" value="1" type="fixed" />
3890 <attribute arch="damned" value="1" type="fixed" /> 3986 <attribute arch="damned" value="1" type="fixed" />
3891</type> 3987</type>
3892 3988
3893<!--####################################################################--> 3989<!--####################################################################-->
3990<type number="111" name="Scroll">
3991 <ignore>
3992 <attribute arch="title" />
3993 </ignore>
3994 <description><![CDATA[
3995 Scrolls contain spells (similar to spell-potions). Unlike potions,
3996 scrolls require a certain literacy skill to read successfully.
3997 Accordingly, for a successful reading, a small amount of
3998 experience is gained. Scrolls allow only one time usage, but
3999 usually they are sold in bulks.]]>
4000 </description>
4001 <use><![CDATA[
4002 For low level quests, scrolls of healing/curing-spells
4003 can be a nice reward. At higher levels, scrolls become less
4004 and less useful.]]>
4005 </use>
4006 <attribute arch="level" editor="casting level" type="int">
4007 The spell of the scroll will be casted at this level.
4008 This value should always be set, at least to 1.
4009 </attribute>
4010 <attribute arch="sp" editor="spell" type="spell">
4011 When a player/monster applies this scroll, the selected &lt;spell&gt;
4012 will be casted (once). This should work for any given spell.
4013 </attribute>
4014 <attribute arch="startequip" editor="godgiven item" type="bool">
4015 A godgiven item vanishes as soon as the player
4016 drops it to the ground.
4017 </attribute>
4018</type>
4019
4020<!--####################################################################-->
4021<type number="33" name="Shield">
4022 <import_type name="Amulet" />
4023 <description><![CDATA[
4024 Wearing a shield, the object's stats will directly be inherited to
4025 the player. Shields usually provide good defense, only surpassed
4026 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4027 </description>
4028 <use><![CDATA[
4029 Feel free to create your own special artifacts. However, it is very
4030 important that you keep your artifact in balance with existing maps.]]>
4031 </use>
4032 <attribute arch="magic" editor="magic bonus" type="int">
4033 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4034 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4035 than direct armour-class bonus on the shield.
4036 </attribute>
4037</type>
4038
4039<!--####################################################################-->
3894<type number="14" name="Shooting Weapon"> 4040<type number="14" name="Shooting Weapon">
3895 <description><![CDATA[ 4041 <description><![CDATA[
3896 Schooting weapons like bows/crossbows are used to shoot projectiles 4042 Shooting weapons like bows/crossbows are used to shoot projectiles
3897 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4043 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3898 wielded both at the same time. Like with any other equipment, 4044 wielded both at the same time. Like with any other equipment,
3899 stats/bonuses from shooting weapons are directly inherited to the player. 4045 stats/bonuses from shooting weapons are directly inherited to the player.
3900 <br><br> 4046 <br><br>
3901 It's very easy to add new pairs of weapons &amp; projectiles. 4047 It's very easy to add new pairs of weapons &amp; projectiles.
3902 Just set matching &lt;ammunition class&gt; both for shooting 4048 Just set matching &lt;ammunition class&gt; both for shooting
3903 weapon and projectile. ]]> 4049 weapon and projectile.]]>
3904 </description> 4050 </description>
3905 <use><![CDATA[ 4051 <use><![CDATA[
3906 Shooting weapons should not add bonuses in general. There's already 4052 Shooting weapons should not add bonuses in general. There's already
3907 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4053 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3908 Schooting weapons should especially not add bonuses to the player 4054 Shooting weapons should especially not add bonuses to the player
3909 that have nothing to do with schooting. A Wisdom bonus on a bow 4055 that have nothing to do with schooting. A Wisdom bonus on a bow
3910 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4056 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3911 - still crap. ]]> 4057 - still crap.]]>
3912 </use> 4058 </use>
3913 <attribute arch="race" editor="ammunition class" type="string"> 4059 <attribute arch="race" editor="ammunition class" type="string">
3914 Only projectiles with matching &lt;ammunition class&gt; can be fired 4060 Only projectiles with matching &lt;ammunition class&gt; can be fired
3915 with this weapon. For normal bows set "arrows", for normal 4061 with this weapon. For normal bows set "arrows", for normal
3916 crossbows set "crossbow bolts". 4062 crossbows set "crossbow bolts".
3917 4063
3918 In certain cases, the ammunition class is displayed in the game. 4064 In certain cases, the ammunition class is displayed in the game.
3919 Hence, when you create a new ammunition class, choose an 4065 Hence, when you create a new ammunition class, choose an
3920 intuitive name like "missiles", "spirit bolts" - whatever. 4066 intuitive name like "missiles", "spirit bolts" - whatever.
3921 </attribute> 4067 </attribute>
3922 <attribute arch="sp" editor="shooting speed" type="int"> 4068 <attribute arch="sp" editor="shooting speed" type="int">
3923 After shooting a projectile, the player is frozen for a short 4069 After shooting a projectile, the player is frozen for a short
3924 period of time (to prevent shooting arrows machine-gun-like). 4070 period of time (to prevent shooting arrows machine-gun-like).
3925 The greater &lt;shooting speed&gt;, the shorter this period of time. 4071 The greater &lt;shooting speed&gt;, the shorter this period of time.
3926 1 is minimum (=worst) and 100 is maximum (=best) value. 4072 1 is minimum (=worst) and 100 is maximum (=best) value.
3927 4073
3928 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 4074 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3929 SET IT TO ZERO! (That would freeze the player for eternety). 4075 SET IT TO ZERO! (That would freeze the player for eternety).
3930 </attribute> 4076 </attribute>
3931 <attribute arch="dam" editor="base damage" type="int"> 4077 <attribute arch="dam" editor="base damage" type="int">
3932 The &lt;base damage&gt; significantly affects the damage done 4078 The &lt;base damage&gt; significantly affects the damage done
3943 The &lt;item power&gt; value measures how "powerful" an artifact is. 4089 The &lt;item power&gt; value measures how "powerful" an artifact is.
3944 Players will only be able to wear equipment with a certain total 4090 Players will only be able to wear equipment with a certain total
3945 amount of &lt;item power&gt;, depending on their own level. This is the 4091 amount of &lt;item power&gt;, depending on their own level. This is the
3946 only way to prevent low level players to wear "undeserved" equipment 4092 only way to prevent low level players to wear "undeserved" equipment
3947 (like gifts from other players or cheated items). 4093 (like gifts from other players or cheated items).
3948 4094
3949 It is very important to adjust the &lt;item power&gt; value carefully 4095 It is very important to adjust the &lt;item power&gt; value carefully
3950 for every artifact you create! If zero/unset, the CF server will 4096 for every artifact you create! If zero/unset, the Deliantra server will
3951 calculate a provisional value at runtime, but this is never 4097 calculate a provisional value at runtime, but this is never
3952 going to be an accurate measurement of &lt;item power&gt;. 4098 going to be an accurate measurement of &lt;item power&gt;.
3953 </attribute> 4099 </attribute>
3954 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4100 <attribute arch="no_strength" editor="ignore strength" type="bool">
3955 Usually the player's strentgh takes effect on the damage 4101 Usually the player's strentgh takes effect on the damage
4024 should have such a description. 4170 should have such a description.
4025 </attribute> 4171 </attribute>
4026</type> 4172</type>
4027 4173
4028<!--####################################################################--> 4174<!--####################################################################-->
4029<type number="111" name="Scroll">
4030 <ignore>
4031 <attribute arch="title" />
4032 </ignore>
4033 <description><![CDATA[
4034 Scrolls contain spells (similar to spell-potions). Unlike potions,
4035 scrolls require a certain literacy skill to read successfully.
4036 Accordingly, for a successful reading, a small amount of
4037 experience is gained. Scrolls allow only one time usage, but
4038 usually they are sold in bulks. ]]>
4039 </description>
4040 <use><![CDATA[
4041 For low level quests, scrolls of healing/curing-spells
4042 can be a nice reward. At higher levels, scrolls become less
4043 and less useful. ]]>
4044 </use>
4045 <attribute arch="level" editor="casting level" type="int">
4046 The spell of the scroll will be casted at this level.
4047 This value should always be set, at least to 1.
4048 </attribute>
4049 <attribute arch="sp" editor="spell" type="spell">
4050 When a player/monster applies this scroll, the selected &lt;spell&gt;
4051 will be casted (once). This should work for any given spell.
4052 </attribute>
4053 <attribute arch="startequip" editor="godgiven item" type="bool">
4054 A godgiven item vanishes as soon as the player
4055 drops it to the ground.
4056 </attribute>
4057</type>
4058
4059<!--####################################################################-->
4060<type number="33" name="Shield">
4061 <import_type name="Amulet" />
4062 <description><![CDATA[
4063 Wearing a shield, the object's stats will directly be inherited to
4064 the player. Shields usually provide good defense, only surpassed
4065 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4066 </description>
4067 <use><![CDATA[
4068 Feel free to create your own special artifacts. However, it is very
4069 important that you keep your artifact in balance with existing maps. ]]>
4070 </use>
4071 <attribute arch="magic" editor="magic bonus" type="int">
4072 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4073 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4074 than direct armour-class bonus on the shield.
4075 </attribute>
4076</type>
4077
4078<!--####################################################################-->
4079<type number="68" name="Shop Floor"> 4175<type number="68" name="Shop Floor">
4080 <ignore> 4176 <ignore>
4081 <ignore_list name="non_pickable" /> 4177 <ignore_list name="non_pickable" />
4082 </ignore> 4178 </ignore>
4083 <description><![CDATA[ 4179 <description><![CDATA[
4087 These items are all flagged as unpaid. 4183 These items are all flagged as unpaid.
4088 When a player drops an item onto shop floor, the item becomes 4184 When a player drops an item onto shop floor, the item becomes
4089 unpaid and the player receives payment according to the item's 4185 unpaid and the player receives payment according to the item's
4090 selling-value. 4186 selling-value.
4091 Shopfloor always prevents magic (To hinder players from burning 4187 Shopfloor always prevents magic (To hinder players from burning
4092 or freezing the goods). ]]> 4188 or freezing the goods).]]>
4093 </description> 4189 </description>
4094 <use><![CDATA[ 4190 <use><![CDATA[
4095 Tile your whole shop-interior space which shop floor. 4191 Tile your whole shop-interior space which shop floor.
4096 (That assures players receive payment for dropping items). 4192 (That assures players receive payment for dropping items).
4097 Place shop mats to enter/leave the shop, and make sure 4193 Place shop mats to enter/leave the shop, and make sure
4098 there is no other exit than the shop mat. ]]> 4194 there is no other exit than the shop mat.]]>
4099 </use> 4195 </use>
4100 <attribute arch="is_floor" value="1" type="fixed" /> 4196 <attribute arch="is_floor" value="1" type="fixed" />
4101 <attribute arch="no_pick" value="1" type="fixed" /> 4197 <attribute arch="no_pick" value="1" type="fixed" />
4102 <attribute arch="no_magic" value="1" type="fixed" /> 4198 <attribute arch="no_magic" value="1" type="fixed" />
4103 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4199 <attribute arch="auto_apply" editor="generate goods" type="bool">
4137 "shopping-area" and one outside. Shop mats don't use exit paths/ 4233 "shopping-area" and one outside. Shop mats don't use exit paths/
4138 or -destinations. When stepping onto a shopmat the player gets beamed 4234 or -destinations. When stepping onto a shopmat the player gets beamed
4139 to the nearest other mat. If the player has unpaid items in his 4235 to the nearest other mat. If the player has unpaid items in his
4140 inventory, the price gets charged from his coins automatically. 4236 inventory, the price gets charged from his coins automatically.
4141 If the player has insufficient coins to buy his unpaid items, he 4237 If the player has insufficient coins to buy his unpaid items, he
4142 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4238 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4143 </description> 4239 </description>
4144 <use><![CDATA[ 4240 <use><![CDATA[
4145 As stated above, always place TWO shop mats into your shop. 4241 As stated above, always place TWO shop mats into your shop.
4146 Not more and not less than that. ]]> 4242 Not more and not less than that.]]>
4147 </use> 4243 </use>
4148 <attribute arch="no_pick" value="1" type="fixed" /> 4244 <attribute arch="no_pick" value="1" type="fixed" />
4149 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4245 &move_on;
4150 If set, the player can enter/leave the
4151 shop by just walking into the shop mat.
4152 </attribute>
4153 <attribute arch="fly_on" editor="apply by flying" type="bool">
4154 If set, the player can enter/leave the
4155 shop by "flying" into the shop mat.
4156 </attribute>
4157</type> 4246</type>
4158 4247
4159<!--####################################################################--> 4248<!--####################################################################-->
4160<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4161 <ignore> 4250 <ignore>
4162 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4163 </ignore> 4253 </ignore>
4164 <description><![CDATA[ 4254 <description><![CDATA[
4165 The purpose of a sign or magic_mouth is to display a certain message to 4255 The purpose of a sign or magic_mouth is to display a certain message to
4166 the player. There are three ways to have the player get this message: 4256 the player. There are three ways to have the player get this message:
4167 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4257 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4168 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4258 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4169 </description> 4259 </description>
4170 <use><![CDATA[ 4260 <use><![CDATA[
4171 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4261 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4172 some true roleplay feeling to your maps, support your storyline or give 4262 some true roleplay feeling to your maps, support your storyline or give
4173 hints about hidden secrets/dangers. Place signs to provide the player 4263 hints about hidden secrets/dangers. Place signs to provide the player
4174 with all kinds of useful information for getting along in your maps. ]]> 4264 with all kinds of useful information for getting along in your maps.]]>
4175 </use> 4265 </use>
4176 <attribute arch="connected" editor="connection" type="int"> 4266 <attribute arch="connected" editor="connection" type="string">
4177 When a connection value is set, the message will be printed whenever 4267 When a connection value is set, the message will be printed whenever
4178 the connection is triggered. This should be used in combination with 4268 the connection is triggered. This should be used in combination with
4179 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4269 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4180 If activating your magic_mouth this way, the message will not only be 4270 If activating your magic_mouth this way, the message will not only be
4181 printed to one player, but all players on the current map. 4271 printed to one player, but all players on the current map.
4182 </attribute> 4272 </attribute>
4183 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4273 &activate_on;
4184 If set, the player gets the message when walking ontop of the object. 4274 &move_on;
4185 "invisible 1" should be set in this case. This is the typical configuration
4186 for a "magic_mouth": The player walks through a dungeon and suddenly he
4187 gets a message. Use this to create some roleplay atmosphere, and to inform
4188 the player about possible dangers or secrets.
4189 </attribute>
4190 <attribute arch="fly_on" editor="activate by flying" type="bool">
4191 If set, the player gets the message when flying (=levitating) ontop
4192 of the object. Usually this should be set together with walk_on.
4193 </attribute>
4194 <attribute arch="food" editor="counter" type="int"> 4275 <attribute arch="food" editor="counter" type="int">
4195 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4276 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4196 (printing the message) only that many times. For signs this really shouldn't 4277 (printing the message) only that many times. For signs this really shouldn't
4197 be used, while for magic_mouths it is extremely helpful. 4278 be used, while for magic_mouths it is extremely helpful.
4198 Monsters walking over the magic_mouth do not decrease the counter. 4279 Monsters walking over the magic_mouth do not decrease the counter.
4199 4280
4200 Often, you might want to have a message displayed only one time. For example: 4281 Often, you might want to have a message displayed only one time. For example:
4201 The player enters your map and you put a magic_mouth to tell him about the 4282 The player enters your map and you put a magic_mouth to tell him about the
4202 monsters and how dangerous they look and all. Later, when all the monsters 4283 monsters and how dangerous they look and all. Later, when all the monsters
4203 are killed and the player leaves the map, displaying the same message a 4284 are killed and the player leaves the map, displaying the same message a
4204 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4285 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4207 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4288 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4208 This text will be displayed to the player. 4289 This text will be displayed to the player.
4209 </attribute> 4290 </attribute>
4210</type> 4291</type>
4211 4292
4293<type number="150" name="Shop Inventory">
4294 <ignore>
4295 <ignore_list name="non_pickable" />
4296 </ignore>
4297 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4298 </description>
4299 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4300 </use>
4301 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4302 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4303 the map that will be searched for unpaid items.
4304 </attribute>
4305</type>
4306
4212<!--####################################################################--> 4307<!--####################################################################-->
4213<type number="43" name="Skill"> 4308<type number="43" name="Skill">
4214 <ignore> 4309 <ignore>
4215 <ignore_list name="system_object" /> 4310 <ignore_list name="system_object" />
4216 </ignore> 4311 </ignore>
4217 <description><![CDATA[ 4312 <description><![CDATA[
4218 Skills are objects which exist in the player/monster inventory. 4313 Skills are objects which exist in the player/monster inventory.
4219 Both NPC/monsters and players use the same skill archetypes. Not all skills 4314 Both NPC/monsters and players use the same skill archetypes. Not all skills
4220 are enabled for monster use however. ]]> 4315 are enabled for monster use however.]]>
4221 </description> 4316 </description>
4222 <use><![CDATA[ 4317 <use><![CDATA[
4223 For mapmaking, Skill objects serve two purposes: 4318 For mapmaking, Skill objects serve two purposes:
4224 <p>First, the predefined skill archtypes (in the 'skills' directory) 4319 <p>First, the predefined skill archtypes (in the 'skills' directory)
4225 can be seen as the global skill definitions. A skill which doesn't 4320 can be seen as the global skill definitions. A skill which doesn't
4230 </p><p> 4325 </p><p>
4231 Secondly, in order to enable monsters to use skills, you will need to 4326 Secondly, in order to enable monsters to use skills, you will need to
4232 copy default skill archtypes into the monsters' inventories. 4327 copy default skill archtypes into the monsters' inventories.
4233 You can even customize the skills by changing stats. It is not 4328 You can even customize the skills by changing stats. It is not
4234 recommended however, to use skills in your maps which are totally 4329 recommended however, to use skills in your maps which are totally
4235 unrelated to any predefined skill archtype.</p> ]]> 4330 unrelated to any predefined skill archtype.</p>]]>
4236 </use> 4331 </use>
4237 <attribute arch="invisible" value="1" type="fixed" /> 4332 <attribute arch="invisible" value="1" type="fixed" />
4238 <attribute arch="no_drop" value="1" type="fixed" /> 4333 <attribute arch="no_drop" value="1" type="fixed" />
4239 <attribute arch="skill" editor="skill name" type="string"> 4334 <attribute arch="skill" editor="skill name" type="string">
4240 The &lt;skill name&gt; is used for matchings. When a usable 4335 The &lt;skill name&gt; is used for matchings. When a usable
4250 expmul is 1, the player will get 500 added to that skill as well as 4345 expmul is 1, the player will get 500 added to that skill as well as
4251 500 to their total. 4346 500 to their total.
4252 </attribute> 4347 </attribute>
4253 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4348 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4254 The &lt;skill type&gt; defines the base functionality of the skill. 4349 The &lt;skill type&gt; defines the base functionality of the skill.
4255 Skill types are hardcoded in the Crossfire server. It isn't hard to 4350 Skill types are hardcoded in the Deliantra server. It isn't hard to
4256 create new skill types, but it requires a bit of server-coding. 4351 create new skill types, but it requires a bit of server-coding.
4257 </attribute> 4352 </attribute>
4258 <attribute arch="level" editor="level" type="int"> 4353 <attribute arch="level" editor="level" type="int">
4259 </attribute> 4354 </attribute>
4260 <attribute arch="exp" editor="experience" type="int"> 4355 <attribute arch="exp" editor="experience" type="int">
4269 4364
4270<!--####################################################################--> 4365<!--####################################################################-->
4271<type number="130" name="Skill Scroll"> 4366<type number="130" name="Skill Scroll">
4272 <description><![CDATA[ 4367 <description><![CDATA[
4273 By reading a skill scroll, a player has a chance to learn the 4368 By reading a skill scroll, a player has a chance to learn the
4274 contained skill. ]]> 4369 contained skill.]]>
4275 </description> 4370 </description>
4276 <use><![CDATA[ 4371 <use><![CDATA[
4277 Skill scrolls are very much sought for by players. Currently, 4372 Skill scrolls are very much sought for by players. Currently,
4278 all skill scrolls are sold in shops randomly, which is in fact not 4373 all skill scrolls are sold in shops randomly, which is in fact not
4279 a good system. It would be nice to have some cool quests with 4374 a good system. It would be nice to have some cool quests with
4280 skill scrolls rewarded at the end. ]]> 4375 skill scrolls rewarded at the end.]]>
4281 </use> 4376 </use>
4282 <attribute arch="race" value="scrolls" type="fixed" /> 4377 <attribute arch="race" value="scrolls" type="fixed" />
4283 <attribute arch="skill" editor="skill name" type="string"> 4378 <attribute arch="skill" editor="skill name" type="string">
4284 The &lt;skill name&gt; matches the skill object that can 4379 The &lt;skill name&gt; matches the skill object that can
4285 be learned from this scroll. 4380 be learned from this scroll.
4295 When carrying the appropriate special key, a locked door can 4390 When carrying the appropriate special key, a locked door can
4296 be opened. The key will dissapear. 4391 be opened. The key will dissapear.
4297 <br><br> 4392 <br><br>
4298 This object-type can also be used for "passport"-like items: 4393 This object-type can also be used for "passport"-like items:
4299 When walking onto an invetory checker, a gate for example might 4394 When walking onto an invetory checker, a gate for example might
4300 get opened. The "passport" will stay in the player's inventory. ]]> 4395 get opened. The "passport" will stay in the player's inventory.]]>
4301 </description> 4396 </description>
4302 <use><![CDATA[ 4397 <use><![CDATA[
4303 How to make a "passport": You take the special key arch 4398 How to make a "passport": You take the special key arch
4304 (archetype name is "key2"), set the face to something like 4399 (archetype name is "key2"), set the face to something like
4305 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4400 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4306 certainly must match with the appropiate inventory checker. 4401 certainly must match with the appropiate inventory checker.
4307 <br><br> 4402 <br><br>
4308 Of course you can be creative with names and faces of 4403 Of course you can be creative with names and faces of
4309 key-objects. A "mysterious crystal" or a "big dragon claw" 4404 key-objects. A "mysterious crystal" or a "big dragon claw"
4310 (with appropriate faces) appear more interesting than just 4405 (with appropriate faces) appear more interesting than just
4311 a "strange key", or "passport". ]]> 4406 a "strange key", or "passport".]]>
4312 </use> 4407 </use>
4313 <attribute arch="slaying" editor="key string" type="string"> 4408 <attribute arch="slaying" editor="key string" type="string">
4314 This string must be identical with the &lt;key string&gt; in the 4409 This string must be identical with the &lt;key string&gt; in the
4315 locked door, then it can be unlocked. It can also be used 4410 locked door, then it can be unlocked. It can also be used
4316 to trigger inventory checkers. 4411 to trigger inventory checkers.
4321 burned or otherwise destroyed. 4416 burned or otherwise destroyed.
4322 </attribute> 4417 </attribute>
4323 <attribute arch="unique" editor="unique item" type="bool"> 4418 <attribute arch="unique" editor="unique item" type="bool">
4324 Unique items exist only one time on a server. If the item 4419 Unique items exist only one time on a server. If the item
4325 is taken, lost or destroyed - it's gone for good. 4420 is taken, lost or destroyed - it's gone for good.
4326 4421
4327 This can be used if you want to sell apartments on your 4422 This can be used if you want to sell apartments on your
4328 map: Simply sell a unique passport/key, and place 4423 map: Simply sell a unique passport/key, and place
4329 an inventory checker at the entrance of your apartment. 4424 an inventory checker at the entrance of your apartment.
4330 </attribute> 4425 </attribute>
4331 <attribute arch="startequip" editor="godgiven item" type="bool"> 4426 <attribute arch="startequip" editor="godgiven item" type="bool">
4351 players can learn it by reading the book. Once learned, players 4446 players can learn it by reading the book. Once learned, players
4352 can use the spell as often as they like. With increasing skill level 4447 can use the spell as often as they like. With increasing skill level
4353 of the player, spells may gain power but also increase cost.<br> 4448 of the player, spells may gain power but also increase cost.<br>
4354 Monsters can use spells which are put in their inventory (provided 4449 Monsters can use spells which are put in their inventory (provided
4355 that certain "enabling" settings are correct). The monster's 4450 that certain "enabling" settings are correct). The monster's
4356 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4451 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4357 </description> 4452 </description>
4358 <use><![CDATA[ 4453 <use><![CDATA[
4359 A lot of the spells' settings can be tuned and customized. 4454 A lot of the spells' settings can be tuned and customized.
4360 When creating new spells which are accessible to players, it is 4455 When creating new spells which are accessible to players, it is
4361 important to think about balance. A single spell which is too 4456 important to think about balance. A single spell which is too
4362 powerful and/or too easy to use can eventually toss the whole skill 4457 powerful and/or too easy to use can eventually toss the whole skill
4363 and magic school system out of whack. Testing new spells is 4458 and magic school system out of whack. Testing new spells is
4364 quite important therefore. ]]> 4459 quite important therefore.]]>
4365 </use> 4460 </use>
4366 <attribute arch="no_drop" value="1" type="fixed" /> 4461 <attribute arch="no_drop" value="1" type="fixed" />
4367 <attribute arch="invisible" value="1" type="fixed" /> 4462 <attribute arch="invisible" value="1" type="fixed" />
4368 <attribute arch="skill" editor="skill name" type="string"> 4463 <attribute arch="skill" editor="skill name" type="string">
4369 The &lt;skill name&gt; matches the skill which is needed 4464 The &lt;skill name&gt; matches the skill which is needed
4384 </attribute> 4479 </attribute>
4385 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4386 </attribute> 4481 </attribute>
4387 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4388 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4389 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4390 </attribute> 4487 </attribute>
4391 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4392 </attribute> 4489 </attribute>
4393</type> 4490</type>
4401 to read.<br><br> 4498 to read.<br><br>
4402 You can create widely customized spells only by adjusting the 4499 You can create widely customized spells only by adjusting the
4403 spell object in the spellbooks inventory. Refer to the description 4500 spell object in the spellbooks inventory. Refer to the description
4404 of spell objects for detailed information how to customize spells.<br> 4501 of spell objects for detailed information how to customize spells.<br>
4405 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4502 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4406 with a compilation of spells that the book may contain. ]]> 4503 with a compilation of spells that the book may contain.]]>
4407 </description> 4504 </description>
4408 <use><![CDATA[ 4505 <use><![CDATA[
4409 Don't put any of the godgiven spells into a spellbook! These are 4506 Don't put any of the godgiven spells into a spellbook! These are
4410 reserved for the followers of the appropriate cults. Handing them 4507 reserved for the followers of the appropriate cults. Handing them
4411 out in a spellbook would violate the balance between different religions. 4508 out in a spellbook would violate the balance between different religions.
4412 <br><br> 4509 <br><br>
4413 Note that there is no fundamental difference between the spellbooks 4510 Note that there is no fundamental difference between the spellbooks
4414 of varying schools (pyromancy, sorcery, evocation, summoning, and 4511 of varying schools (pyromancy, sorcery, evocation, summoning, and
4415 even praying). The difference lies only in the spells they contain. 4512 even praying). The difference lies only in the spells they contain.
4416 It is up to you, the mapmaker, to pick the right type of book 4513 It is up to you, the mapmaker, to pick the right type of book
4417 for your spells. ]]> 4514 for your spells.]]>
4418 </use> 4515 </use>
4419 <attribute arch="skill" value="literacy" type="fixed" /> 4516 <attribute arch="skill" value="literacy" type="fixed" />
4420 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4517 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4421 There are two ways to put spells into a spellbook: 4518 There are two ways to put spells into a spellbook:
4422 1. Put a spell object in the books inventory. In this case, 4519 1. Put a spell object in the books inventory. In this case,
4441 </ignore> 4538 </ignore>
4442 <description><![CDATA[ 4539 <description><![CDATA[
4443 Spinners change the direction of spell objects and other projectiles 4540 Spinners change the direction of spell objects and other projectiles
4444 that fly past. Unlike directors, it does make a difference from what 4541 that fly past. Unlike directors, it does make a difference from what
4445 angle you shoot into the spinner. The direction of objects flying past 4542 angle you shoot into the spinner. The direction of objects flying past
4446 is always changed by a certain degree. ]]> 4543 is always changed by a certain degree.]]>
4447 </description> 4544 </description>
4448 <use><![CDATA[ 4545 <use><![CDATA[
4449 Spinners are very rarely used. I believe they are quite 4546 Spinners are very rarely used. I believe they are quite
4450 confusing and pointless. The only use I can think of is building 4547 confusing and pointless. The only use I can think of is building
4451 some puzzle about where to shoot into spinners to shoot somewhere you 4548 some puzzle about where to shoot into spinners to shoot somewhere you
4452 otherwise couldn't. 4549 otherwise couldn't.
4453 4550
4454 When placing spinners on a map with magic walls, make sure the spell- 4551 When placing spinners on a map with magic walls, make sure the spell-
4455 projectiles from magic walls don't get to fly in loops. ]]> 4552 projectiles from magic walls don't get to fly in loops.]]>
4456 </use> 4553 </use>
4457 <attribute arch="sp" editor="direction number" type="int"> 4554 <attribute arch="sp" editor="direction number" type="int">
4458 The spinner will change the direction of flying objects by 4555 The spinner will change the direction of flying objects by
4459 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4556 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4460 positive values counter clockwise. 4557 positive values counter clockwise.
4461 4558
4462 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4559 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4463 </attribute> 4560 </attribute>
4464 <attribute arch="walk_on" value="1" type="fixed" /> 4561 &move_on;
4465 <attribute arch="fly_on" value="1" type="fixed" />
4466</type> 4562</type>
4467 4563
4468<!--####################################################################--> 4564<!--####################################################################-->
4469<type number="138" name="Swamp"> 4565<type number="138" name="Swamp">
4470 <ignore> 4566 <ignore>
4474 Swamp areas show a special behaviour: 4570 Swamp areas show a special behaviour:
4475 When a player stands still on a swamp-square for too long, 4571 When a player stands still on a swamp-square for too long,
4476 he will start to sink in and eventually drown and die. 4572 he will start to sink in and eventually drown and die.
4477 Items dropped on the swamp sink in and dissapear. 4573 Items dropped on the swamp sink in and dissapear.
4478 Players with knowledge of the woodsman skill are a lot less likely 4574 Players with knowledge of the woodsman skill are a lot less likely
4479 to die in the swamp. ]]> 4575 to die in the swamp.]]>
4480 </description> 4576 </description>
4481 <attribute arch="walk_on" value="1" type="fixed" />
4482 <attribute arch="is_floor" value="1" type="fixed" /> 4577 <attribute arch="is_floor" value="1" type="fixed" />
4483 <attribute arch="is_wooded" value="1" type="fixed" /> 4578 <attribute arch="is_wooded" value="1" type="fixed" />
4484 <attribute arch="speed" editor="drowning speed" type="float"> 4579 <attribute arch="speed" editor="drowning speed" type="float">
4485 The higher the &lt;drowning speed&gt;, the faster will players and items 4580 The higher the &lt;drowning speed&gt;, the faster will players and items
4486 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4581 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4487 and unexpected death-trap. Players should get a warning before such areas. 4582 and unexpected death-trap. Players should get a warning before such areas.
4488 </attribute> 4583 </attribute>
4489 <attribute arch="slow_move" editor="slow movement" type="int"> 4584 &speed_left;
4490 If &lt;slow movement&gt; is set to a value greater zero, all 4585 &move_on;
4491 creatures moving over this spot will be slower than normal. 4586 &movement_types_terrain;
4492
4493 &lt;slow movement&gt; 1 - rough terrain
4494 &lt;slow movement&gt; 2 - very rough terrain
4495 ...
4496 &lt;slow movement&gt; 5 - default for deep swamp
4497 </attribute>
4498 <attribute arch="no_magic" editor="no spells" type="bool"> 4587 <attribute arch="no_magic" editor="no spells" type="bool">
4499 If enabled, it is impossible for players to use (wizard-) 4588 If enabled, it is impossible for players to use (wizard-)
4500 spells on that spot. 4589 spells on that spot.
4501 </attribute> 4590 </attribute>
4502 <attribute arch="damned" editor="no prayers" type="bool"> 4591 <attribute arch="damned" editor="no prayers" type="bool">
4507 4596
4508<!--####################################################################--> 4597<!--####################################################################-->
4509<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4510 <ignore> 4599 <ignore>
4511 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4512 </ignore> 4602 </ignore>
4513 <description><![CDATA[ 4603 <description><![CDATA[
4514 When the player walks into a teleporter, he is transferred to a 4604 When the player walks into a teleporter, he is transferred to a
4515 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4516 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4517 Sometimes teleporters are activated even against the players will. 4607 Sometimes teleporters are activated even against the players will.
4518 <br><br> 4608 <br><br>
4519 Unlike exits, teleporters can also transfer items and 4609 Unlike exits, teleporters can also transfer items and
4520 monsters to different locations on the same map. ]]> 4610 monsters to different locations on the same map.]]>
4521 </description> 4611 </description>
4522 <use><![CDATA[ 4612 <use><![CDATA[
4523 When creating maps, I guess sooner or later you'll want to have 4613 When creating maps, I guess sooner or later you'll want to have
4524 an invisible teleporter. If using "invisible 1", the teleporter 4614 an invisible teleporter. If using "invisible 1", the teleporter
4525 can still be discovered with the show_invisible spell. And in 4615 can still be discovered with the show_invisible spell. And in
4526 some cases you can't place it under the floor to prevent this. 4616 some cases you can't place it under the floor to prevent this.
4527 <br><br> 4617 <br><br>
4528 Fortunately, there is a cool trick to make a perfectly invisible 4618 Fortunately, there is a cool trick to make a perfectly invisible
4529 teleporter: You simply add teleporter functionality to the floor 4619 teleporter: You simply add teleporter functionality to the floor
4530 itself. That means: You take the floor arch (e.g. "flagstone"), 4620 itself. That means: You take the floor arch (e.g. "flagstone"),
4531 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4621 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4532 </use> 4622 </use>
4533 <attribute arch="slaying" editor="exit path" type="string"> 4623 <attribute arch="slaying" editor="exit path" type="string">
4534 The exit path specifies the map that the player is transferred to. 4624 The exit path specifies the map that the player is transferred to.
4535 &lt;exit path&gt; can be an absolute path, beginning with '/' 4625 &lt;exit path&gt; can be an absolute path, beginning with '/'
4536 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4626 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4537 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4627 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4538 for example I could use the relative path "Fire1"). Use relative 4628 for example I could use the relative path "Fire1"). Use relative
4539 paths whenever possible! Note that upper/lower case must always be 4629 paths whenever possible! Note that upper/lower case must always be
4540 set correctly. However, please use lower case only. 4630 set correctly. However, please use lower case only.
4541 4631
4542 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4632 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4543 &lt;exit path&gt; is unset (empty), anything can get teleported: Players, 4633 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4544 monsters and items. In this case, the destined map is automatically 4634 monsters and items. In this case, the destined map is automatically
4545 the same map the teleporter is on. 4635 the same map the teleporter is on.
4546 </attribute> 4636 </attribute>
4547 <attribute arch="hp" editor="destination X" type="int"> 4637 <attribute arch="hp" editor="destination X" type="int">
4548 The exit destinations define the (x, y)-coordinates where the exit 4638 The exit destinations define the (x, y)-coordinates where the exit
4549 leads to. 4639 leads to.
4550 4640
4551 If both are set to zero and &lt;exit path&gt; is empty, the player will 4641 If both are set to zero and &lt;exit path&gt; is empty, the player will
4552 get teleported to another, randomly chosen teleporter on the same 4642 get teleported to another, randomly chosen teleporter on the same
4553 map (Slightly confusing for the player though). Make sure there 4643 map (Slightly confusing for the player though). Make sure there
4554 actually *is* a second one in that case. 4644 actually *is* a second one in that case.
4555 4645
4556 If both are set to zero and &lt;exit path&gt; is set, the player will 4646 If both are set to zero and &lt;exit path&gt; is set, the player will
4557 be transferred to the "default enter location" of the destined map. 4647 be transferred to the "default enter location" of the destined map.
4558 The latter can be set in the map-properties as "Enter X/Y". Though, 4648 The latter can be set in the map-properties as "Enter X/Y". Though,
4559 please DO NOT use that. It turned out to be a source for numerous 4649 please DO NOT use that. It turned out to be a source for numerous
4560 map-bugs. 4650 map-bugs.
4561 </attribute> 4651 </attribute>
4562 <attribute arch="sp" editor="destination Y" type="int"> 4652 <attribute arch="sp" editor="destination Y" type="int">
4563 The exit destinations define the (x, y)-coordinates where the exit 4653 The exit destinations define the (x, y)-coordinates where the exit
4564 leads to. 4654 leads to.
4565 4655
4566 If both are set to zero and &lt;exit path&gt; is empty, the player will 4656 If both are set to zero and &lt;exit path&gt; is empty, the player will
4567 get teleported to another, randomly chosen teleporter on the same 4657 get teleported to another, randomly chosen teleporter on the same
4568 map (Slightly confusing for the player though). Make sure there 4658 map (Slightly confusing for the player though). Make sure there
4569 actually *is* a second one in that case. 4659 actually *is* a second one in that case.
4570 4660
4571 If both are set to zero and &lt;exit path&gt; is set, the player will 4661 If both are set to zero and &lt;exit path&gt; is set, the player will
4572 be transferred to the "default enter location" of the destined map. 4662 be transferred to the "default enter location" of the destined map.
4573 The latter can be set in the map-properties as "Enter X/Y". Though, 4663 The latter can be set in the map-properties as "Enter X/Y". Though,
4574 please DO NOT use that. It turned out to be a source for numerous 4664 please DO NOT use that. It turned out to be a source for numerous
4575 map-bugs. 4665 map-bugs.
4576 </attribute> 4666 </attribute>
4577 <attribute arch="connected" editor="connection" type="int"> 4667 <attribute arch="connected" editor="connection" type="string">
4578 If a connection value is set, the teleporter will be activated 4668 If a connection value is set, the teleporter will be activated
4579 whenever the connection is triggered. To use this properly, 4669 whenever the connection is triggered. To use this properly,
4580 &lt;activation speed&gt; must be zero. 4670 &lt;activation speed&gt; must be zero.
4581 </attribute> 4671 </attribute>
4672 &activate_on;
4582 <attribute arch="speed" editor="activation speed" type="float"> 4673 <attribute arch="speed" editor="activation speed" type="float">
4583 If the &lt;activation speed&gt; is nonzero, the teleporter will 4674 If the &lt;activation speed&gt; is nonzero, the teleporter will
4584 automatically be activated in regular time-intervals. Hence, the 4675 automatically be activated in regular time-intervals. Hence, the
4585 player can just step on it and gets teleported sooner or later. 4676 player can just step on it and gets teleported sooner or later.
4586 The duration between two activates depends on the given value. 4677 The duration between two activates depends on the given value.
4587 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4678 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4588 4679
4589 VERY IMPORTANT: If you want to have your teleporter activated via 4680 VERY IMPORTANT: If you want to have your teleporter activated via
4590 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4681 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4682 </attribute>
4683 &speed_left;
4684</type>
4685
4686<!--####################################################################-->
4687<type number="26" name="Timed Gate">
4688 <ignore>
4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4691 </ignore>
4692 <description><![CDATA[
4693 Gates play an important role in Deliantra. Gates can be opened
4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4695 or carrying special key-objects (-> inventory checker).
4696 Unlike locked doors, gates can get shut again after a player has
4697 passed, which makes them more practical in many cases. Unlike normal
4698 gates, timed gates open when triggered but automatically close again
4699 after some time.]]>
4700 </description>
4701 <use><![CDATA[
4702 Use gates to divide your maps into separated areas. After solving
4703 area A, the player gains access to area B, and so on. Make your
4704 maps more complex than "one-way".]]>
4705 </use>
4706 <attribute arch="no_pick" value="1" type="fixed" />
4707 <attribute arch="connected" editor="connection" type="string">
4708 Whenever the inventory checker is triggered, all objects with identical
4709 &lt;connection&gt; value get activated. This only makes sense together with
4710 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4711 after some time.
4712 </attribute>
4713 &activate_on;
4714 <attribute arch="wc" editor="position state" type="int">
4715 The &lt;position state&gt; defines the position of the gate:
4716 Zero means completely open/down, the "number of animation-steps" (usually
4717 about 6 or 7) means completely closed/up state. I suggest you don't
4718 mess with this value - Leave the default in place.
4719 </attribute>
4720 &movement_types_terrain;
4721 <attribute arch="no_magic" editor="restrict spells" type="bool">
4722 Restricting the use of spells to pass this gate. This has
4723 an effect only if &lt;block view&gt; is disabled.
4724 </attribute>
4725 <attribute arch="damned" editor="restrict prayers" type="bool">
4726 Restricting the use of prayers to pass this door. This has
4727 an effect only if &lt;block view&gt; is disabled.
4728 </attribute>
4729 <attribute arch="hp" editor="open duration" type="int">
4730 Defines the duration the gate remains closed. This only takes effect
4731 if the gate is not connected.
4591 </attribute> 4732 </attribute>
4592</type> 4733</type>
4593 4734
4594<!--####################################################################--> 4735<!--####################################################################-->
4595<type number="155" name="Trap"> 4736<type number="155" name="Trap">
4599 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4600 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4601 <attribute arch="value" /> 4742 <attribute arch="value" />
4602 <attribute arch="material" /> 4743 <attribute arch="material" />
4603 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4604 </ignore> 4746 </ignore>
4605 <description><![CDATA[ 4747 <description><![CDATA[
4606 A trap is a object that can either do damage or trigger another connected object 4748 A trap is a object that can either do damage or trigger another connected object
4607 when detonated. Traps are like runes except they are not magical in nature, 4749 when detonated. Traps are like runes except they are not magical in nature,
4608 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4609 <br><br> 4751 <br><br>
4610 Traps hit any monster or person who steps on them for 'dam' damage in 4752 Traps hit any monster or person who steps on them for 'dam' damage in
4611 'attacktype' attacktype and/or trigger a reaction. 4753 'attacktype' attacktype and/or trigger a reaction.
4612 <br><br> 4754 <br><br>
4613 Many traps are already defined in the archetypes. ]]> 4755 Many traps are already defined in the archetypes.]]>
4614 </description> 4756 </description>
4615 <use><![CDATA[ 4757 <use><![CDATA[
4616 Avoid monsters stepping on your traps. For example, a party of orcs setting 4758 Avoid monsters stepping on your traps. For example, a party of orcs setting
4617off your lightning wall and pit trap is usually a bad idea. ]]> 4759 off your lightning wall and pit trap is usually a bad idea.]]>
4618 </use> 4760 </use>
4619 <attribute arch="no_pick" value="1" type="fixed" /> 4761 <attribute arch="no_pick" value="1" type="fixed" />
4620 <attribute arch="walk_on" value="1" type="fixed" /> 4762 &move_on;
4621 <attribute arch="level" editor="trap level" type="int"> 4763 <attribute arch="level" editor="trap level" type="int">
4622 Level effects how easily a trap may be found and disarmed, and 4764 Level effects how easily a trap may be found and disarmed, and
4623 how much experience the player gets for doing so. Beware: High level 4765 how much experience the player gets for doing so. Beware: High level
4624 traps can be quite a cheap source of experience! So either make them 4766 traps can be quite a cheap source of experience! So either make them
4625 tough, or keep the level low. 4767 tough, or keep the level low.
4626 </attribute> 4768 </attribute>
4631 </attribute> 4773 </attribute>
4632 <attribute arch="hp" editor="number of charges" type="int"> 4774 <attribute arch="hp" editor="number of charges" type="int">
4633 The trap will detonate &lt;number of charges&gt; times before disappearing. 4775 The trap will detonate &lt;number of charges&gt; times before disappearing.
4634 </attribute> 4776 </attribute>
4635 <attribute arch="dam" editor="direct damage" type="int"> 4777 <attribute arch="dam" editor="direct damage" type="int">
4636 &lt;direct damage&gt; specifies how much damage is done by the trap. 4778 &lt;direct damage&gt; specifies how much damage is done by the trap.
4637 This should be set in reasonable relation to the trap's level. 4779 This should be set in reasonable relation to the trap's level.
4638 </attribute> 4780 </attribute>
4639 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4781 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4640 This attribute defines what attacktype to use for direct damage when 4782 This attribute defines what attacktype to use for direct damage when
4641 the trap detonates. 4783 the trap detonates.
4642 </attribute> 4784 </attribute>
4643 <attribute arch="connected" editor="connection" type="int"> 4785 <attribute arch="connected" editor="connection" type="string">
4644 When the trap is detonated, all objects with the same 4786 When the trap is detonated, all objects with the same
4645 connection value get activated. 4787 connection value get activated.
4646 </attribute> 4788 </attribute>
4647 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4789 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4648 When the trap detonates, this text is displayed to the 4790 When the trap detonates, this text is displayed to the
4660 Trapdoors are very similar to pits. The difference is that they 4802 Trapdoors are very similar to pits. The difference is that they
4661 can not be closed. Instead, the weight of the object on the 4803 can not be closed. Instead, the weight of the object on the
4662 trapdoor determines weither it slams the trapdoor open and falls through 4804 trapdoor determines weither it slams the trapdoor open and falls through
4663 or not.<br> 4805 or not.<br>
4664 Once a trapdoor has been opened (by a creature or items of sufficient 4806 Once a trapdoor has been opened (by a creature or items of sufficient
4665 weight,) it remains open, acting like an opened pit. ]]> 4807 weight,) it remains open, acting like an opened pit.]]>
4666 </description> 4808 </description>
4667 <use><![CDATA[ 4809 <use><![CDATA[
4668 Trapdoors should be used in the same fashion as pits: 4810 Trapdoors should be used in the same fashion as pits:
4669 They should always drop the victims to some kind of lower level. They 4811 They should always drop the victims to some kind of lower level. They
4670 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4812 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4671 </use> 4813 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" /> 4814 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="walk_on" value="1" type="fixed" /> 4815 &move_on;
4674 <attribute arch="weight" editor="hold weight" type="int"> 4816 <attribute arch="weight" editor="hold weight" type="int">
4675 This value defines how much weight the trapdoor can hold. 4817 This value defines how much weight the trapdoor can hold.
4676 Once items or creatures are gathered on the trapdoor, with 4818 Once items or creatures are gathered on the trapdoor, with
4677 a total weight surpassing this value, then the trapdoor will 4819 a total weight surpassing this value, then the trapdoor will
4678 open and things start falling through. 4820 open and things start falling through.
4701 <attribute arch="value" /> 4843 <attribute arch="value" />
4702 <attribute arch="material" /> 4844 <attribute arch="material" />
4703 </ignore> 4845 </ignore>
4704 <description><![CDATA[ 4846 <description><![CDATA[
4705 A treasure-object turns into certain randomitems when the map is loaded 4847 A treasure-object turns into certain randomitems when the map is loaded
4706 into the game. ]]> 4848 into the game.]]>
4707 </description> 4849 </description>
4708 <use><![CDATA[ 4850 <use><![CDATA[
4709 About usage of the "random-artifact" treasurelist: 4851 About usage of the "random-artifact" treasurelist:
4710 This will generate powerful stuff like girdles, xray helmets, special 4852 This will generate powerful stuff like girdles, xray helmets, special
4711 swords etc. If you put this as reward to your quest, players might be 4853 swords etc. If you put this as reward to your quest, players might be
4712 motivated to do it more than once. BUT, by doing so they will get a huge 4854 motivated to do it more than once. BUT, by doing so they will get a huge
4713 number of different artifacts! Besides, players will always seek the place 4855 number of different artifacts! Besides, players will always seek the place
4714 with the most easy-to-get random artifact and ignore all others. 4856 with the most easy-to-get random artifact and ignore all others.
4715 My advice: Don't use it! Attract players with good fighting experience 4857 My advice: Don't use it! Attract players with good fighting experience
4716 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4858 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4717 </use> 4859 </use>
4718 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4719 This entry determines what kind of treasure will appear. Look into 4861 This entry determines what kind of treasure will appear. Look into
4720 /crossfire/share/crossfire/treasures for details about existing 4862 /crossfire/share/crossfire/treasures for details about existing
4721 treasurelists. 4863 treasurelists.
4741 &lt;quality level&gt; 5 per default). 4883 &lt;quality level&gt; 5 per default).
4742 </attribute> 4884 </attribute>
4743</type> 4885</type>
4744 4886
4745<!--####################################################################--> 4887<!--####################################################################-->
4888<type number="52" name="Trigger Marker">
4889 <ignore>
4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4892 </ignore>
4893 <description><![CDATA[
4894 A trigger marker is an object that inserts an invisible force (a mark) into a
4895 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4896 &lt;key string&gt; which can be discovered by detectors or inventory
4897 checkers. It is also possible to use markers for removing marks again.
4898 (by setting the "name" slot to the name of the marker to be removed).
4899 <br><br>
4900 Note that the player has no possibility to "see" his own marks,
4901 except by the effect that they cause on the maps.]]>
4902 </description>
4903 <use><![CDATA[
4904 Markers hold real cool possibilities for map-making. I encourage
4905 you to use them frequently. However there is one negative point
4906 about markers: Players don't "see" what's going on with them. It is
4907 your task, as map-creator, to make sure the player is always well
4908 informed and never confused.
4909 <br><br>
4910 Please avoid infinite markers when they aren't needed. They're
4911 using a little space in the player file after all, so if there
4912 is no real purpose, set an expire time.]]>
4913 </use>
4914 <attribute arch="no_pick" value="1" type="fixed" />
4915 <attribute arch="slaying" editor="key string" type="string">
4916 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4917 If the player already has a force with that &lt;key string&gt;,
4918 there won't be inserted a second one.
4919 </attribute>
4920 <attribute arch="connected" editor="connection" type="string">
4921 Unlike a regular marker this is the connection that triggers this marker to activate.
4922 </attribute>
4923 <attribute arch="food" editor="mark duration" type="int">
4924 This value defines the duration of the force it inserts.
4925 If nonzero, the duration of the player's mark is finite:
4926 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4927 means the mark will stay on the player forever.
4928 </attribute>
4929 <attribute arch="name" editor="delete mark" type="string">
4930 When the player steps onto the marker, all existing forces in
4931 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4932 will be removed. If you don't want to remove any marks, leave
4933 this textfield empty.
4934
4935 Note that the string &lt;delete mark&gt; is set as the name of
4936 this marker. So don't be confused, and remember changing the
4937 name will take effect on the marker's functionality.
4938 </attribute>
4939 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4940 In the moment when the player gets marked, this text is displayed
4941 to him. You should really set a message in any marker you create,
4942 because it's the only way for the player to notice what's going on.
4943 </attribute>
4944</type>
4945
4946<!--####################################################################-->
4746<type number="0" name="Wall"> 4947<type number="0" name="Wall">
4747 <required> 4948 <required>
4748 <attribute arch="is_floor" value="0" /> 4949 <attribute arch="is_floor" value="0" />
4749 <attribute arch="alive" value="0" /> 4950 <attribute arch="alive" value="0" />
4750 <attribute arch="no_pass" value="1" /> 4951 <attribute arch="no_pass" value="1" />
4755 <attribute arch="name_pl" /> 4956 <attribute arch="name_pl" />
4756 <attribute arch="value" /> 4957 <attribute arch="value" />
4757 <attribute arch="unpaid" /> 4958 <attribute arch="unpaid" />
4758 </ignore> 4959 </ignore>
4759 <description><![CDATA[ 4960 <description><![CDATA[
4760 Walls usually block passage and sight. ]]> 4961 Walls usually block passage and sight.]]>
4761 </description> 4962 </description>
4762 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4963 &movement_types_terrain;
4763 If set, the object cannot be passed by players nor monsters.
4764 </attribute>
4765 <attribute arch="can_roll" editor="moveable" type="bool"> 4964 <attribute arch="can_roll" editor="moveable" type="bool">
4766 If set, the object is able to "roll", so it can be pushed around. 4965 If set, the object is able to "roll", so it can be pushed around.
4767 This setting is used for boulders and barrels. 4966 This setting is used for boulders and barrels.
4768 </attribute> 4967 </attribute>
4769 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4968 <attribute arch="no_magic" editor="restrict spells" type="bool">
4771 Restricting the use of spells to pass this wall. 4970 Restricting the use of spells to pass this wall.
4772 </attribute> 4971 </attribute>
4773 <attribute arch="damned" editor="restrict prayers" type="bool"> 4972 <attribute arch="damned" editor="restrict prayers" type="bool">
4774 This takes effect only with &lt;blocksview&gt; disabled. 4973 This takes effect only with &lt;blocksview&gt; disabled.
4775 Restricting the use of spells to pass this wall. 4974 Restricting the use of spells to pass this wall.
4975 </attribute>
4976</type>
4977
4978<!--####################################################################-->
4979<type number="109" name="Wand &amp; Staff">
4980 <description><![CDATA[
4981 Wands contain a certain spell. The player can apply (ready) and
4982 fire the wand. After a defined number of casts, the wand is
4983 "used up". It is possible to recharge a wand with scrolls of
4984 charging, but usually that isn't worth the cost.]]>
4985 </description>
4986 <use><![CDATA[
4987 Wands are quite seldomly used. The reason prolly is that they're
4988 generally not cost-efficient. Handing out high-level wands with
4989 powerful special spells isn't a good idea either, because of
4990 the recharge ability.
4991 <br><br>
4992 For low levels, staffs of healing/cure and word of recall are
4993 quite desirable though. Ideal rewards for low level quests.]]>
4994 </use>
4995 <attribute arch="sp" editor="spell" type="spell">
4996 The &lt;spell&gt; specifies the contained spell.
4997 </attribute>
4998 <attribute arch="level" editor="casting level" type="int">
4999 The &lt;casting level&gt; of the wand determines it's power.
5000 An average level for wands in shops is about 10.
5001 </attribute>
5002 <attribute arch="food" editor="number of charges" type="int">
5003 The wand can be used &lt;number of charges&gt; times before it is
5004 used up. It can be recharged with scrolls of charging.
5005 </attribute>
5006 <attribute arch="startequip" editor="godgiven item" type="bool">
5007 A godgiven item vanishes as soon as the player
5008 drops it to the ground.
5009 </attribute>
5010 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5011 This text may contain a description of the wand.
4776 </attribute> 5012 </attribute>
4777</type> 5013</type>
4778 5014
4779<!--####################################################################--> 5015<!--####################################################################-->
4780<type number="0" name="Weak Wall"> 5016<type number="0" name="Weak Wall">
4787 <ignore_list name="non_pickable" /> 5023 <ignore_list name="non_pickable" />
4788 </ignore> 5024 </ignore>
4789 <description><![CDATA[ 5025 <description><![CDATA[
4790 A weak wall is a breakable spot amidsts a solid wall. Typically 5026 A weak wall is a breakable spot amidsts a solid wall. Typically
4791 these weak walls look similar to their solid "relatives" except 5027 these weak walls look similar to their solid "relatives" except
4792 for a small crack or little chunks of wall on the ground. ]]> 5028 for a small crack or little chunks of wall on the ground.]]>
4793 </description> 5029 </description>
4794 <use><![CDATA[ 5030 <use><![CDATA[
4795 If you want to create hidden rooms, using weak walls is alot 5031 If you want to create hidden rooms, using weak walls is alot
4796 better than completely indiscernible passages in a wall.<br> 5032 better than completely indiscernible passages in a wall.<br>
4797 Anyways, there can be a lot more to weak walls than just finding 5033 Anyways, there can be a lot more to weak walls than just finding
4798 them: Rising their defensive stats, weak walls can become a 5034 them: Rising their defensive stats, weak walls can become a
4799 serious obstacle. An ice wall might only be torn down by a fire 5035 serious obstacle. An ice wall might only be torn down by a fire
4800 attack for example. A granite wall for instance might be very 5036 attack for example. A granite wall for instance might be very
4801 hard to destroy. ]]> 5037 hard to destroy.]]>
4802 </use> 5038 </use>
4803 <attribute arch="alive" value="1" type="fixed" /> 5039 <attribute arch="alive" value="1" type="fixed" />
4804 <attribute arch="no_pick" value="1" type="fixed" /> 5040 <attribute arch="no_pick" value="1" type="fixed" />
4805 <attribute arch="tear_down" value="1" type="fixed" /> 5041 <attribute arch="tear_down" value="1" type="fixed" />
4806 <attribute arch="race" editor="race" type="string"> 5042 <attribute arch="race" editor="race" type="string">
4827 </attribute> 5063 </attribute>
4828 <attribute arch="ac" editor="armour class" type="int"> 5064 <attribute arch="ac" editor="armour class" type="int">
4829 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5065 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4830 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 5066 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4831 </attribute> 5067 </attribute>
4832<section name="resistance"> 5068 &resistances_basic;
4833 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4834 </attribute>
4835 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4836 </attribute>
4837 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4838 </attribute>
4839 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4840 </attribute>
4841 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4842 </attribute>
4843 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4844 </attribute>
4845 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4846 </attribute>
4847 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4848 </attribute>
4849 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4850 </attribute>
4851 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4852 </attribute>
4853 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4854 </attribute>
4855 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4856 </attribute>
4857 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4858 </attribute>
4859 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4860 </attribute>
4861 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4862 </attribute>
4863 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4864 </attribute>
4865 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4866 </attribute>
4867 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4868 </attribute>
4869 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4870 </attribute>
4871 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4872 </attribute>
4873 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4874 </attribute>
4875</section>
4876</type> 5069</type>
4877 5070
4878<!--####################################################################--> 5071<!--####################################################################-->
4879<type number="15" name="Weapon"> 5072<type number="15" name="Weapon">
4880 <description><![CDATA[ 5073 <description><![CDATA[
4881 Wielding a weapon, the object's stats will directly be inherited to the 5074 Wielding a weapon, the object's stats will directly be inherited to the
4882 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5075 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4883 be improved with scrolls. ]]> 5076 be improved with scrolls.]]>
4884 </description> 5077 </description>
4885 <use><![CDATA[ 5078 <use><![CDATA[
4886 If you create artifacts (equipment) with stats- or resistance-bonus: 5079 If you create artifacts (equipment) with stats- or resistance-bonus:
4887 Keep playbalance in mind! Such items mustn't be reachable without hard 5080 Keep playbalance in mind! Such items mustn't be reachable without hard
4888 fighting AND questing. ]]> 5081 fighting AND questing.]]>
4889 </use> 5082 </use>
4890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5083 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4891 This number is a bitmask, specifying the weapon's attacktypes. 5084 This number is a bitmask, specifying the weapon's attacktypes.
4892 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5085 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4893 have no more than one or two attacktypes. Keep in mind that all weapons 5086 have no more than one or two attacktypes. Keep in mind that all weapons
4894 can be blessed by the player's diety, thus adding an additional attacktype. 5087 can be blessed by the player's diety, thus adding an additional attacktype.
4895 5088
4896 When a player hits a monster with a weapon that has more than one attacktype, 5089 When a player hits a monster with a weapon that has more than one attacktype,
4897 then he will do as much damage as the "best" of his attacktypes does. So, 5090 then he will do as much damage as the "best" of his attacktypes does. So,
4898 the more attacktypes you've got, the better your chance to take advantage 5091 the more attacktypes you've got, the better your chance to take advantage
4899 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. 5092 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4900 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 5093 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4902 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 5095 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4903 The &lt;weapontype&gt; characterizes the weapon's type of physical 5096 The &lt;weapontype&gt; characterizes the weapon's type of physical
4904 attack. It could best be considered a "subclassification" 5097 attack. It could best be considered a "subclassification"
4905 of the physical attacktype. For now, this is only used for 5098 of the physical attacktype. For now, this is only used for
4906 attack messages! 5099 attack messages!
4907 5100
4908 You should always set this correctly when creating new 5101 You should always set this correctly when creating new
4909 weapons for your maps. 5102 weapons for your maps.
4910 </attribute> 5103 </attribute>
4911 <attribute arch="skill" editor="skill name" type="string"> 5104 <attribute arch="skill" editor="skill name" type="string">
4912 Matching &lt;skill name&gt; of the skill that is required 5105 Matching &lt;skill name&gt; of the skill that is required
4920 </attribute> 5113 </attribute>
4921 <attribute arch="slaying" editor="slaying race" type="string"> 5114 <attribute arch="slaying" editor="slaying race" type="string">
4922 Slaying means the weapon does tripple (3x) damage to monsters of the 5115 Slaying means the weapon does tripple (3x) damage to monsters of the
4923 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"), 5116 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4924 only monsters of that archtype are hit with tripple damage. 5117 only monsters of that archtype are hit with tripple damage.
4925 5118
4926 No god blessings are possible for weapons with a race set in this entry 5119 No god blessings are possible for weapons with a race set in this entry
4927 (That's because god blessings add tripple damage against their own 5120 (That's because god blessings add tripple damage against their own
4928 enemy races). Tripple damage is very effective. 5121 enemy races). Tripple damage is very effective.
4929 </attribute> 5122 </attribute>
4930 <attribute arch="last_sp" editor="weapon speed" type="int"> 5123 <attribute arch="last_sp" editor="weapon speed" type="int">
4946 The &lt;item power&gt; value measures how "powerful" an artifact is. 5139 The &lt;item power&gt; value measures how "powerful" an artifact is.
4947 Players will only be able to wear equipment with a certain total 5140 Players will only be able to wear equipment with a certain total
4948 amount of &lt;item power&gt;, depending on their own level. This is the 5141 amount of &lt;item power&gt;, depending on their own level. This is the
4949 only way to prevent low level players to wear "undeserved" equipment 5142 only way to prevent low level players to wear "undeserved" equipment
4950 (like gifts from other players or cheated items). 5143 (like gifts from other players or cheated items).
4951 5144
4952 It is very important to adjust the &lt;item power&gt; value carefully 5145 It is very important to adjust the &lt;item power&gt; value carefully
4953 for every artifact you create! If zero/unset, the CF server will 5146 for every artifact you create! If zero/unset, the Deliantra server will
4954 calculate a provisional value at runtime, but this is never 5147 calculate a provisional value at runtime, but this is never
4955 going to be an accurate measurement of &lt;item power&gt;. 5148 going to be an accurate measurement of &lt;item power&gt;.
4956 </attribute> 5149 </attribute>
4957 <attribute arch="damned" editor="damnation" type="bool"> 5150 <attribute arch="damned" editor="damnation" type="bool">
4958 A damned weapon cannot be unwielded unless 5151 A damned weapon cannot be unwielded unless
4964 the curse is removed. 5157 the curse is removed.
4965 </attribute> 5158 </attribute>
4966 <attribute arch="lifesave" editor="save life" type="bool"> 5159 <attribute arch="lifesave" editor="save life" type="bool">
4967 An item with this flag enabled will save the players life 5160 An item with this flag enabled will save the players life
4968 for one time: When the player is wearing this item and his 5161 for one time: When the player is wearing this item and his
4969 healthpoints reach zero, the item dissapears, replenishing 5162 health points reach zero, the item disappears, replenishing
4970 half of the player's health. 5163 half of the player's health.
4971 5164
4972 An item with &lt;save life&gt; should not have 5165 An item with &lt;save life&gt; should not have
4973 any decent additional bonuses! 5166 any decent additional bonuses!
4974 </attribute> 5167 </attribute>
4975 <attribute arch="unique" editor="unique item" type="bool"> 5168 <attribute arch="unique" editor="unique item" type="bool">
4976 Unique items exist only one time on a server. If the item 5169 Unique items exist only one time on a server. If the item
4978 </attribute> 5171 </attribute>
4979 <attribute arch="startequip" editor="godgiven item" type="bool"> 5172 <attribute arch="startequip" editor="godgiven item" type="bool">
4980 A godgiven item vanishes as soon as the player 5173 A godgiven item vanishes as soon as the player
4981 drops it to the ground. 5174 drops it to the ground.
4982 </attribute> 5175 </attribute>
4983<section name="resistance"> 5176 &player_stat_resist_sections;
4984 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4985 This adds physical resistance to the weapon (= armour value). The number is
4986 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4987 and what they require to do for getting this-and-that artifact.
4988 </attribute>
4989 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4990 This adds magic resistance to the weapon. The number is a percent-value in
4991 the range 0-100. Treat this with CARE. Look at other maps and what they
4992 require to do for getting this-and-that artifact.
4993 </attribute>
4994 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4995 This adds fire resistance to the weapon. The number is a percent-value in
4996 the range 0-100. Treat this with CARE. Look at other maps and what they
4997 require to do for getting this-and-that artifact.
4998 </attribute>
4999 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000 This adds electricity resistance to the weapon. The number is a percent-value in
5001 the range 0-100. Treat this with CARE. Look at other maps and what they
5002 require to do for getting this-and-that artifact.
5003 </attribute>
5004 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5005 This adds fire resistance to the weapon. The number is a percent-value in
5006 the range 0-100. Treat this with CARE. Look at other maps and what they
5007 require to do for getting this-and-that artifact.
5008 </attribute>
5009 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5010 This adds confusion resistance to the weapon. The number is a percent-value in
5011 the range 0-100. Confusion resistance is not very effective
5012 unless the value comes close to 100 (= perfect immunity).
5013 </attribute>
5014 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5015 This adds acid resistance to the weapon. The number is a percent-value in
5016 the range 0-100. Treat this with CARE. Look at other maps and what they
5017 require to do for getting this-and-that artifact.
5018 </attribute>
5019 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5020 This adds draining resistance to the weapon. The number is a percent-value
5021 in the range 0-100. Draining resistance is little effective
5022 unless the value is 100 (= perfect immunity).
5023 </attribute>
5024 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5025 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5026 the range 0-100. Weaponmagic resistance generally should not exist on
5027 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5028 are not meant to be easily resisted.
5029 </attribute>
5030 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5031 This adds ghosthit resistance to the weapon. The number is a percent-value
5032 in the range 0-100. Treat this with CARE. Look at other maps and what they
5033 require to do for getting this-and-that artifact.
5034 </attribute>
5035 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5036 This adds poison resistance to the weapon. The number is a percent-value in
5037 the range 0-100. Treat this with CARE. Look at other maps and what they
5038 require to do for getting this-and-that artifact.
5039 </attribute>
5040 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5041 This adds fear resistance to the weapon. The number is a percent-value in
5042 the range 0-100. Resistance to fear is pretty useless.
5043 </attribute>
5044 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5045 This adds paralyze resistance to the weapon. The number is a percent-value in
5046 the range 0-100. Paralyze resistance is little effective
5047 unless the value is 100 (= perfect immunity).
5048 </attribute>
5049 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5050 This adds fear resistance to the weapon. The number is a percent-value in
5051 the range 0-100. Resistance to fear is pretty useless.
5052 </attribute>
5053 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5054 This adds depletion resistance to the weapon. The number is a percent-value
5055 in the range 0-100. Depletion resistance is little effective
5056 unless the value is 100 (= perfect immunity).
5057 </attribute>
5058 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5059 This adds death-attack resistance to the weapon. The number is a
5060 percent-value in the range 0-100. Death-attack resistance is little
5061 effective unless the value is 100 (= perfect immunity).
5062 Generally, resistance to death-attack is not supposed to be
5063 available to players!
5064 </attribute>
5065 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066 This adds chaos resistance to the weapon. The number is a percent-value in
5067 the range 0-100. Treat this with CARE. Look at other maps and what they
5068 require to do for getting this-and-that artifact.
5069 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5070 combination of other attacktypes.
5071 </attribute>
5072 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5073 This adds blinding resistance to the weapon. The number is a percent-value
5074 in the range 0-100. Treat this with CARE. Look at other maps and what they
5075 require to do for getting this-and-that artifact.
5076 </attribute>
5077 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5078 This adds holy power resistance to the weapon. The number is a percent-value
5079 in the range 0-100. Holy power is the attacktype that holyword-type spells
5080 use to hurt undead creatures. This kind of resistance is only reasonable
5081 for undead players (wraith or devourer cult).
5082 Generally, resistance to holy word should not be available for players.
5083 </attribute>
5084</section>
5085<section name="stats">
5086 <attribute arch="Str" editor="strength" type="int">
5087 The player's strentgh will rise/fall by the given value
5088 while wearing this weapon.
5089 </attribute>
5090 <attribute arch="Dex" editor="dexterity" type="int">
5091 The player's dexterity will rise/fall by the given value
5092 while wearing this weapon.
5093 </attribute>
5094 <attribute arch="Con" editor="constitution" type="int">
5095 The player's constitution will rise/fall by the given value
5096 while wearing this weapon.
5097 </attribute>
5098 <attribute arch="Int" editor="intelligence" type="int">
5099 The player's intelligence will rise/fall by the given value
5100 while wearing this weapon.
5101 </attribute>
5102 <attribute arch="Pow" editor="power" type="int">
5103 The player's power will rise/fall by the given value
5104 while wearing this weapon.
5105 </attribute>
5106 <attribute arch="Wis" editor="wisdom" type="int">
5107 The player's wisdom will rise/fall by the given value while
5108 wearing this weapon.
5109 </attribute>
5110 <attribute arch="Cha" editor="charisma" type="int">
5111 The player's charisma will rise/fall by the given value
5112 while wearing this weapon.
5113 </attribute>
5114</section>
5115<section name="misc"> 5177<section name="misc">
5116 <attribute arch="luck" editor="luck bonus" type="int"> 5178 <attribute arch="luck" editor="luck bonus" type="int">
5117 With positive luck bonus, the player is more likely to 5179 With positive luck bonus, the player is more likely to
5118 succeed in all sorts of things (spellcasting, praying,...). 5180 succeed in all sorts of things (spellcasting, praying,...).
5119 Unless the &lt;luck bonus&gt; is very high, the effect will be 5181 Unless the &lt;luck bonus&gt; is very high, the effect will be
5136 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 5198 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5137 </attribute> 5199 </attribute>
5138 <attribute arch="food" editor="food bonus" type="int"> 5200 <attribute arch="food" editor="food bonus" type="int">
5139 Positive &lt;food bonus&gt; slows down the player's digestion, 5201 Positive &lt;food bonus&gt; slows down the player's digestion,
5140 thus he consumes less food. Negative values speed it up. 5202 thus he consumes less food. Negative values speed it up.
5141 5203
5142 Note that food is consumed not only for "being alive", but 5204 Note that food is consumed not only for "being alive", but
5143 also for healing and mana-regeneration. 5205 also for healing and mana-regeneration.
5144 &lt;food bonus&gt; only affects the amount of food consumed 5206 &lt;food bonus&gt; only affects the amount of food consumed
5145 for "being alive". Hence, even with high &lt;food bonus&gt;, 5207 for "being alive". Hence, even with high &lt;food bonus&gt;,
5146 during a fight a player can run out of food quickly. 5208 during a fight a player can run out of food quickly.
5147 </attribute> 5209 </attribute>
5148 <attribute arch="xrays" editor="xray vision" type="bool"> 5210 <attribute arch="xrays" editor="xray vision" type="bool">
5149 Xray vision allows the player to see through obstacles 5211 Xray vision allows the player to see through obstacles
5150 in a two-square-wide radius. This is extremely helpful and 5212 in a two-square-wide radius. This is extremely helpful and
5151 desireable, so don't give it away for cheap on equipment. 5213 desirable, so don't give it away for cheap on equipment.
5152 </attribute> 5214 </attribute>
5153 <attribute arch="stealth" editor="stealth" type="bool"> 5215 <attribute arch="stealth" editor="stealth" type="bool">
5154 Stealth allows the player to move silently. 5216 Stealth allows the player to move silently.
5155 This comes to effect if a player turns himself 5217 This comes to effect if a player turns himself
5156 invisible and tries to sneak around monsters. 5218 invisible and tries to sneak around monsters.
5161 the ability to &lt;reflect spells&gt;, all kinds of 5223 the ability to &lt;reflect spells&gt;, all kinds of
5162 spell-bullets and -beams will bounce off him. 5224 spell-bullets and -beams will bounce off him.
5163 This works only about 90% of all times, to 5225 This works only about 90% of all times, to
5164 avoid players being completely immune to certain 5226 avoid players being completely immune to certain
5165 types of attacks. 5227 types of attacks.
5166 5228
5167 This is a very powerful ability and it 5229 This is a very powerful ability and it
5168 shouldn't be handed out cheap! 5230 shouldn't be handed out cheap!
5169 </attribute> 5231 </attribute>
5170 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5232 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5171 If a player is wearing any piece of equipment with 5233 If a player is wearing any piece of equipment with
5195 This text describes the weapons's "story". Every decent artifact weapon 5257 This text describes the weapons's "story". Every decent artifact weapon
5196 should have such a description. 5258 should have such a description.
5197 </attribute> 5259 </attribute>
5198</type> 5260</type>
5199 5261
5200<!--####################################################################--> 5262<type number="116" name="Event Connector">
5201<type number="109" name="Wand &amp; Staff">
5202 <description><![CDATA[
5203 Wands contain a certain spell. The player can apply (ready) and
5204 fire the wand. After a defined number of casts, the wand is
5205 "used up". It is possible to recharge a wand with scrolls of
5206 charging, but usually that isn't worth the cost. ]]>
5207 </description> 5263 <description><![CDATA[
5208 <use><![CDATA[ 5264 Event connectors link specific events that happen to objects to
5209 Wands are quite seldomly used. The reason prolly is that they're 5265 a crossfire plug-in. They are not used at all in Deliantra.]]>
5210 generally not cost-efficient. Handing out high-level wands with 5266 </description>
5211 powerfull special spells isn't a good idea either, because of
5212 the recharge ability.
5213 <br><br>
5214 For low levels, staffs of healing/cure and word of recall are
5215 quite desireable though. Ideal rewards for low level quests. ]]>
5216 </use>
5217 <attribute arch="sp" editor="spell" type="spell">
5218 The &lt;spell&gt; specifies the contained spell.
5219 </attribute>
5220 <attribute arch="level" editor="casting level" type="int">
5221 The &lt;casting level&gt; of the wand determines it's power.
5222 An average level for wands in shops is about 10.
5223 </attribute>
5224 <attribute arch="food" editor="number of charges" type="int">
5225 The wand can be used &lt;number of charges&gt; times before it is
5226 used up. It can be recharged with scrolls of charging.
5227 </attribute>
5228 <attribute arch="startequip" editor="godgiven item" type="bool">
5229 A godgiven item vanishes as soon as the player
5230 drops it to the ground.
5231 </attribute>
5232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5233 This text may contain a description of the wand.
5234 </attribute>
5235</type> 5267</type>
5236 5268
5237</types> 5269</types>

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