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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.20 by elmex, Thu Aug 31 21:09:33 2006 UTC vs.
Revision 1.56 by root, Sun Oct 25 08:23:26 2009 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 133 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 134 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 136 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 137 creatures matching 'slow move' will be slower than normal on this spot.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 152 every tick.
159 </attribute> 153 </attribute>
160 "> 154 ">
161 <!ENTITY activate_on " 155 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
164 </attribute> 158 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
167 </attribute> 161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
168 "> 362 ">
169]> 363]>
170 364
171<types> 365<types>
172 366
456 <attribute arch="title" editor="title" type="string"> 650 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 651 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 653 </attribute>
460 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
656 object has an animation! See also the 'animation' attribute.
657 </attribute>
658 <attribute arch="animation" editor="animation" type="string">
659 The animation-name of the object. If you assign custom faces and the archetype
660 defines an animation you can disable the animation of an archetype by setting this
661 field to NONE.
662 </attribute>
663 <attribute arch="tag" editor="tag" type="string">
664 You can tag objects with an identifier. Tagged objects can be found quickly
665 from their tag, which makes them useful to tag exits and refer to those by
666 their name.
462 </attribute> 667 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 668 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 669 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 670 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 671 any pickable object - otherwise it won't be mergeable into a stack.
478 usually inevitable. 683 usually inevitable.
479 </attribute> 684 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int"> 685 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object 686 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value 687 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit. 688 between 0 and 9, the higher, the more light does the object emit.
484 </attribute> 689 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material"> 690 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the 691 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object 692 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects. 693 can be destroyed by hazardous spell-effects.
496 Putting an invisible object under the floor always prevents it from being 701 Putting an invisible object under the floor always prevents it from being
497 shown. 702 shown.
498 </attribute> 703 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool"> 704 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot 705 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop. 706 see beyond it unless they cross it or manage to stand ontop.
502 </attribute> 707 </attribute>
503 <attribute arch="identified" editor="identified" type="bool"> 708 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it. 709 If an item is identified, the player has full knowledge about it.
505 </attribute> 710 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 711 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 712 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 713 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 714 only for pickable items inside shops.
715 </attribute>
716 <attribute arch="sound" editor="sound" type="string">
717 The sound this objects makes on a map. Enter either a sound alias from
718 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
719 field it will point to sound/&lt;path&gt;.ext
720 </attribute>
721 <attribute arch="sound_destroy" editor="destroy sound" type="string">
722 The sound this objects makes when it is destroyed. Enter either a sound alias from
723 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
724 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 725 </attribute>
511</default_type> 726</default_type>
512 727
513<!-- This ignorelist is for all system objects which are non pickable 728<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 729 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 787 This text may describe the object.
573 </attribute> 788 </attribute>
574</type> 789</type>
575 790
576<!--####################################################################--> 791<!--####################################################################-->
792<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 793<type number="999" name="Ability">
578 <ignore> 794 <ignore>
579 <ignore_list name="system_object" /> 795 <ignore_list name="system_object" />
580 </ignore> 796 </ignore>
581 <description><![CDATA[ 797 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 798 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in 799 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 800 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 801 <br><br>
586 A particularly nice feature of abilities is that they can hold two 802 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 803 spells: One for short range - and one for long range use.
588 \n\n 804 \n\n
589 You should know that spellcasting monsters receive abilities via 805 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 806 &lt;treasurelist&gt;.]]>
591 </description> 807 </description>
592 <use><![CDATA[ 808 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 809 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 810 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 811 The long/short-range spell feature can make boss-monsters more
597 <br><br> 813 <br><br>
598 You should keep in mind that magic abilities allow players 814 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 815 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 816 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 817 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 818 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 819 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 820 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 821 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 822 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 823 The monster will use the specified &lt;short range spell&gt;
636 Note that non-magical abilities are more dangerous because 852 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute> 853 magic resistance does not protect from those.</attribute>
638</type> 854</type>
639 855
640<!--####################################################################--> 856<!--####################################################################-->
857
858<type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp that offer the option of lighting them
861 up without using a lighter (These torches are usually
862 called 'pyrophor torches'. See also the 'reignitable' setting).
863 The other kind of torches, that are reignitable, can be put out and
864 put on again using a lighter.]]>
865 </description>
866 <attribute arch="is_lightable" editor="reignitable" type="bool">
867 This flag controls whether the torch can be lit up again using
868 a lighter or whether it can only be used once, in which case
869 they can be enabled by simply applying them without any special tools.
870 </attribute>
871 <attribute arch="food" editor="burning duration" type="int">
872 This field specifies the burning duration of the torch.
873 </attribute>
874 <attribute arch="range" editor="enabled glow radius" type="int">
875 This field sets the glow radius of the torch if it is enabled.
876 If you want to make a torch that is already burning set the
877 "glow radius" field.
878 </attribute>
879 <attribute arch="level" editor="level" type="int">
880 If this field specyfies the cursed effect's level. If it is
881 0 no cursed effect will be generate. See also the "cursed" flag.
882 </attribute>
883 <attribute arch="cursed" editor="cursed" type="bool">
884 Cursed torches, which have a level above 0, explode if the
885 player applies them.
886 </attribute>
887</type>
888
889<type number="82" name="Lamp">
890 <description><![CDATA[
891 Lamps are carryable light sources for players with a fuel tank.]]>
892 </description>
893 <attribute arch="speed" editor="burn speed" type="float">
894 This field is the speed of the lamp. (If the value 0.00208 is given
895 here the fuel field will specify the burning duration in minutes.)
896 </attribute>
897 <attribute arch="food" editor="fuel" type="int">
898 This field sets the burning duration of the lamp, which depends on the speed
899 field of this object.
900 </attribute>
901 <attribute arch="range" editor="enabled glow radius" type="int">
902 This field sets the glow radius of the lamp if it is enabled.
903 If you want to make a lamp that is already burning set the
904 "glow radius" field.
905 </attribute>
906 <attribute arch="level" editor="level" type="int">
907 If this field specyfies the cursed effect's level. If it is
908 0 no cursed effect will be generate. See also the "cursed" flag.
909 </attribute>
910 <attribute arch="cursed" editor="cursed" type="bool">
911 Cursed lamps, which have a level above 0, explode if the
912 player applies them.
913 </attribute>
914</type>
915
916<!--####################################################################-->
641<type number="18" name="Altar"> 917<type number="18" name="Altar">
642 <ignore> 918 <ignore>
643 <ignore_list name="non_pickable" /> 919 <ignore_list name="non_pickable" />
644 </ignore> 920 </ignore>
645 <description><![CDATA[ 921 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 922 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is 923 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once. 924 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 925 Either way, the sacrificed item disappears.]]>
650 </description> 926 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 927 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 928 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 929 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 930 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 931 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 932 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 933 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 934 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums") 935 &match_compat;
660 </attribute> 936 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 937 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 938 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 939 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 940
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 942 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.) 943 200 silver, 20 gold, or 4 platinum will all work.)
668 944
669 Note that the maximum possible for &lt;drop amount&gt; is 32767. 945 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute> 946 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 947 <attribute arch="connected" editor="connection" type="string">
672 If a connection value is set, the altar will trigger all objects 948 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once. 949 with the same value, when activated. This will only work once.
674 </attribute> 950 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 951 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the 952 When activated, the selected &lt;spell&gt; will be casted (once, on the
690 <ignore_list name="non_pickable" /> 966 <ignore_list name="non_pickable" />
691 </ignore> 967 </ignore>
692 <description><![CDATA[ 968 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 969 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 970 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 971 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 972 </description>
697 <use><![CDATA[ 973 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 974 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 975 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 976 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 977 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 978 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 979 </UL>
704 The big advantage over normal altars is the infinite usability 980 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 981 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 982 quite grateful if things work more than once. =)]]>
707 </use> 983 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 984 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 985 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 986 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 987 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 988 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 989 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 990 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums") 991 &match_compat;
716 </attribute> 992 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 993 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 994 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 995 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 996
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 998 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.) 999 200 silver, 20 gold, or 4 platinum will all work.)
724 1000
725 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1001 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute> 1002 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 1003 <attribute arch="connected" editor="connection" type="string">
728 If a connection value is set, the altar will trigger all objects 1004 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once. 1005 with the same value, when activated. This will only work once.
730 </attribute> 1006 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 1007 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player). 1008 When activated, this &lt;spell&gt; will be casted (once, on the player).
756 in the exact moment when the altar is activated. 1032 in the exact moment when the altar is activated.
757 </attribute> 1033 </attribute>
758</type> 1034</type>
759 1035
760<!--####################################################################--> 1036<!--####################################################################-->
1037<type number="74" name="Skill Tool">
1038 <description><![CDATA[
1039 Wearing a skill tool will give the player the ability to use a skill.
1040 ]]>
1041 </description>
1042 <use><![CDATA[
1043 Feel free to assign resistancies and stats to a skill tools or change
1044 the skill that is given.
1045 ]]>
1046 </use>
1047 <attribute arch="skill" editor="skill name" type="string">
1048 This field describes which skill the player will be able to use wearing this item.
1049 </attribute>
1050 &player_stat_resist_sections;
1051</type>
1052<!--####################################################################-->
761<type number="39" name="Amulet"> 1053<type number="39" name="Amulet">
762 <description><![CDATA[ 1054 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 1055 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 1056 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 1057 </description>
766 <use><![CDATA[ 1058 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 1059 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 1060 important that you keep your artifact in balance with existing maps.]]>
769 </use> 1061 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 1062 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 1063 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1064 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 1065 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1076 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1077 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1078 (like gifts from other players or cheated items).
787 1079
788 It is very important to adjust the &lt;item power&gt; value carefully 1080 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1081 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1082 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1083 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1084 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1085 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1086 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1112 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1113 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1114 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1115 is NOT in a monster's inventory.
824 </attribute> 1116 </attribute>
825<section name="resistance"> 1117 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1118<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1119 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1120 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1121 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1122 Unless the &lt;luck bonus&gt; is very high, the effect will be
1049 Battleground is very special: In short, players can die on battleground 1210 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1211 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1212 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1213 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1214 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1215 location which is defined in the battleground object.]]>
1055 </description> 1216 </description>
1056 <use><![CDATA[ 1217 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1218 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1219 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1220 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1222 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1223 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1224 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1225 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1226 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1227 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1228 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1229 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1230 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1231 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1232 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1237 get teleported after they died on this battleground.
1077 </attribute> 1238 </attribute>
1078</type> 1239</type>
1079 1240
1080<!--####################################################################--> 1241<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1242<type number="165" name="Safe ground">
1082 <ignore> 1243 <ignore>
1083 <ignore_list name="non_pickable" /> 1244 <ignore_list name="non_pickable" />
1084 </ignore> 1245 </ignore>
1085 <description><![CDATA[ 1246 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1247 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1248 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1249 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1250 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1251 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1252 ]]>
1093 </description> 1253 </description>
1094 <use><![CDATA[ 1254 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1255 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1256 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1257 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1258 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1259 ]]>
1100 </use> 1260 </use>
1261 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1262 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1263</type>
1103 1264
1104<!--####################################################################--> 1265<!--####################################################################-->
1105<type number="8" name="Book"> 1266<type number="8" name="Book">
1106 <description><![CDATA[ 1267 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]> 1268 Applying a book, the containing message is displayed to the player.]]>
1108 </description> 1269 </description>
1109 <attribute arch="level" editor="literacy level" type="int"> 1270 <attribute arch="level" editor="literacy level" type="int">
1110 If this value is set to be greater than zero, the player needs a 1271 If this value is set to be greater than zero, the player needs a
1111 certain literacy level to succeed reading the book. The book can be 1272 certain literacy level to succeed reading the book. The book can be
1112 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1273 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1128 </attribute> 1289 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string"> 1290 <attribute arch="slaying" editor="key string" type="string">
1130 This is the key string of the book. The key string is checked by an inventory checker. 1291 This is the key string of the book. The key string is checked by an inventory checker.
1131 (This is used eg. for the gate/port passes in scorn) 1292 (This is used eg. for the gate/port passes in scorn)
1132 </attribute> 1293 </attribute>
1294 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295 If this flag is true the player won't be able to identify this
1296 item with by using a skill.
1297 </attribute>
1298</type>
1299
1300<!--####################################################################-->
1301<type number="110" name="Inscribable">
1302 <description><![CDATA[
1303 Inscribable Item - when inscribed, it becomes another object.]]>
1304 </description>
1305 <attribute arch="startequip" editor="godgiven item" type="bool">
1306 A godgiven item vanishes as soon as the player
1307 drops it to the ground.
1308 </attribute>
1309 <attribute arch="unique" editor="unique item" type="bool">
1310 Unique items exist only one time on a server. If the item
1311 is taken, lost or destroyed - it's gone for good.
1312 </attribute>
1313 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314 This is the item created after being inscribed - scrolls are treated
1315 like spell scrolls, all else will have it's message replaced.
1316 </attribute>
1133</type> 1317</type>
1134 1318
1135<!--####################################################################--> 1319<!--####################################################################-->
1136<type number="99" name="Boots"> 1320<type number="99" name="Boots">
1137 <import_type name="Amulet" /> 1321 <import_type name="Amulet" />
1138 <description><![CDATA[ 1322 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to 1323 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor 1324 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]> 1325 protection bonus.]]>
1142 </description> 1326 </description>
1143 <use><![CDATA[ 1327 <use><![CDATA[
1144 Feel free to create your own special artifacts. However, it is very 1328 Feel free to create your own special artifacts. However, it is very
1145 important that you keep your artifact in balance with existing maps. ]]> 1329 important that you keep your artifact in balance with existing maps.]]>
1146 </use> 1330 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int"> 1331 <attribute arch="exp" editor="speed bonus" type="int">
1148 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1332 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149 while worn. This kind of bonus is quite desirable for players of low- 1333 while worn. This kind of bonus is quite desirable for players of low-
1150 and medium level. High level players usually have fastest possible 1334 and medium level. High level players usually have fastest possible
1166<type number="104" name="Bracers"> 1350<type number="104" name="Bracers">
1167 <import_type name="Amulet" /> 1351 <import_type name="Amulet" />
1168 <description><![CDATA[ 1352 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists. 1353 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to 1354 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]> 1355 the player. Usually enhancing his defense.]]>
1172 </description> 1356 </description>
1173 <use><![CDATA[ 1357 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very 1358 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]> 1359 important that you keep your artifact in balance with existing maps.]]>
1176 </use> 1360 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int"> 1361 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1362 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1363 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers. 1364 than direct armour-class bonus on the bracers.
1184<!--####################################################################--> 1368<!--####################################################################-->
1185<type number="16" name="Brestplate Armour"> 1369<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" /> 1370 <import_type name="Amulet" />
1187 <description><![CDATA[ 1371 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to 1372 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]> 1373 the player. Usually enhancing his defense.]]>
1190 </description> 1374 </description>
1191 <use><![CDATA[ 1375 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very 1376 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]> 1377 important that you keep your artifact in balance with existing maps.]]>
1194 </use> 1378 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1379 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour. 1380 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse. 1381 The bigger the spellpoint penalty, the worse.
1198 </attribute> 1382 </attribute>
1214 </ignore> 1398 </ignore>
1215 <description><![CDATA[ 1399 <description><![CDATA[
1216 When a predefined amount of weigh is placed on a button, the 1400 When a predefined amount of weigh is placed on a button, the
1217 &lt;connection&gt; value is triggered. In most cases this happens when a 1401 &lt;connection&gt; value is triggered. In most cases this happens when a
1218 player or monster steps on it. When the button is "released", the 1402 player or monster steps on it. When the button is "released", the
1219 &lt;connection&gt; value get's triggered a second time. ]]> 1403 &lt;connection&gt; value get's triggered a second time.]]>
1220 </description> 1404 </description>
1221 &move_on; 1405 &move_on;
1222 &move_off; 1406 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" /> 1407 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int"> 1408 <attribute arch="weight" editor="press weight" type="int">
1225 The button is pressed (triggered), as soon as 1409 The button is pressed (triggered), as soon as
1226 &lt;press weigh&gt; gram are placed ontop of it. 1410 &lt;press weigh&gt; gram are placed ontop of it.
1227 </attribute> 1411 </attribute>
1228 <attribute arch="connected" editor="connection" type="int"> 1412 <attribute arch="connected" editor="connection" type="string">
1229 Every time the button is pressed or released, all objects 1413 Every time the button is pressed or released, all objects
1230 with the same &lt;connection&gt; value are activated. 1414 with the same &lt;connection&gt; value are activated.
1231 </attribute> 1415 </attribute>
1232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1233 This text may describe the item. You can use this 1417 This text may describe the item. You can use this
1242 <ignore_list name="non_pickable" /> 1426 <ignore_list name="non_pickable" />
1243 </ignore> 1427 </ignore>
1244 <description><![CDATA[ 1428 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period 1429 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the 1430 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]> 1431 &lt;connection&gt; value is triggered.]]>
1248 </description> 1432 </description>
1249</type> 1433</type>
1250 1434
1251<!--####################################################################--> 1435<!--####################################################################-->
1252<type number="37" name="Class Changer"> 1436<type number="37" name="Class Changer">
1253 <ignore> 1437 <ignore>
1254 <ignore_list name="non_pickable" /> 1438 <ignore_list name="non_pickable" />
1255 </ignore> 1439 </ignore>
1256 <description><![CDATA[ 1440 <description><![CDATA[
1257 Class changer are used while creating a character. ]]> 1441 Class changer are used while creating a character.]]>
1258 </description> 1442 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1443 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives. 1444 This entry determines which initial items the character receives.
1261 </attribute> 1445 </attribute>
1262<section name="stats"> 1446<section name="stats">
1295<type number="87" name="Cloak"> 1479<type number="87" name="Cloak">
1296 <import_type name="Amulet" /> 1480 <import_type name="Amulet" />
1297 <description><![CDATA[ 1481 <description><![CDATA[
1298 Wearing a cloak, the object's stats will directly be inherited to 1482 Wearing a cloak, the object's stats will directly be inherited to
1299 the player. Cloaks usually add minor &lt;armour class&gt; and 1483 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]> 1484 sometimes a bit of resistance.]]>
1301 </description> 1485 </description>
1302 <use><![CDATA[ 1486 <use><![CDATA[
1303 Feel free to create your own special artifacts. However, it is very 1487 Feel free to create your own special artifacts. However, it is very
1304 important that you keep your artifact in balance with existing maps. ]]> 1488 important that you keep your artifact in balance with existing maps.]]>
1305 </use> 1489 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int"> 1490 <attribute arch="magic" editor="magic bonus" type="int">
1307 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1491 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1492 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309 than direct armour-class bonus on the cloak. 1493 than direct armour-class bonus on the cloak.
1314</type> 1498</type>
1315 1499
1316<!--####################################################################--> 1500<!--####################################################################-->
1317<type number="9" name="Clock"> 1501<type number="9" name="Clock">
1318 <description><![CDATA[ 1502 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]> 1503 Applying a clock, the time is displayed to the player.]]>
1320 </description> 1504 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1505 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item 1506 This text may describe the item
1323 </attribute> 1507 </attribute>
1324</type> 1508</type>
1329 A player can put (certain kinds of) items in the container. 1513 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a 1514 The overall weight of items is reduced when put inside a
1331 container, depending on the settings. 1515 container, depending on the settings.
1332 <br><br> 1516 <br><br>
1333 A special feature of containers is the "cauldron", 1517 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]> 1518 capable of mixing alchemical receipes.]]>
1335 </description> 1519 </description>
1336 <use><![CDATA[ 1520 <use><![CDATA[
1337 Note on chests - There are two types of chests: 1521 Note on chests - There are two types of chests:
1338 <UL> 1522 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers 1523 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when 1524 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest". 1525 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers, 1526 <LI> Second there are the permanent chests - Those are containers,
1343 they can be opened and closed again. Archetype name is "chest_2". 1527 they can be opened and closed again. Archetype name is "chest_2".
1344 </UL> ]]> 1528 </UL>]]>
1345 </use> 1529 </use>
1346 <attribute arch="race" editor="container class" type="string"> 1530 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects. 1531 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels", 1532 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys". 1533 "arrows" and "keys".
1404 <attribute arch="title" /> 1588 <attribute arch="title" />
1405 </ignore> 1589 </ignore>
1406 <description><![CDATA[ 1590 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a 1591 Converters are like "exchange tables". When the player drops a
1408 specific type of items, they get converted into other items, at a 1592 specific type of items, they get converted into other items, at a
1409 predefined exchange-ratio. ]]> 1593 predefined exchange-ratio.]]>
1410 </description> 1594 </description>
1411 <use><![CDATA[ 1595 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the 1596 Converters are better than shopping with doormats, because the
1413 converters never get sold out. For some items like food or jewels 1597 converters never get sold out. For some items like food or jewels
1414 those "exchange tables" are really nice, while for the more important 1598 those "exchange tables" are really nice, while for the more important
1416 <br><br> 1600 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1601 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser 1602 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like 1603 value than before! (Except if you are using "rare" items like
1420 dragonscales for payment). The code will not check if your ratio is 1604 dragonscales for payment). The code will not check if your ratio is
1421 sane, so the player could gain infinite wealth by using your converter. ]]> 1605 sane, so the player could gain infinite wealth by using your converter.]]>
1422 </use> 1606 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1607 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string"> 1608 <attribute arch="slaying" editor="cost arch" type="string">
1425 &lt;cost arch&gt; is the name of the archetype the player has to 1609 &lt;cost arch&gt; is the name of the archetype the player has to
1426 put on the converter, as payment. 1610 put on the converter, as payment.
1442 of &lt;receive arch&gt;. 1626 of &lt;receive arch&gt;.
1443 </attribute> 1627 </attribute>
1444 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1628 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445 This text may contain a description of the converter. 1629 This text may contain a description of the converter.
1446 </attribute> 1630 </attribute>
1631 <attribute arch="precious" editor="output unpaid" type="bool">
1632 If the converter has this flag set the generated items will
1633 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634 (For instance for 'dragon scale' to 'dragon shield' converters in some
1635 armour shops.)
1636 </attribute>
1447</type> 1637</type>
1448 1638
1449<!--####################################################################--> 1639<!--####################################################################-->
1450<type number="42" name="Creator"> 1640<type number="42" name="Creator">
1451 <ignore> 1641 <ignore>
1452 <ignore_list name="system_object" /> 1642 <ignore_list name="system_object" />
1453 </ignore> 1643 </ignore>
1454 <description><![CDATA[ 1644 <description><![CDATA[
1455 A creator is an object which creates another object when it 1645 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are 1646 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. ]]> 1647 VERY useful for all kinds of map-mechanisms. They can even
1648 periodically create things.]]>
1458 </description> 1649 </description>
1459 <use><![CDATA[ 1650 <use><![CDATA[
1460 Don't hesitate to hide your creators under the floor. 1651 Don't hesitate to hide your creators under the floor.
1461 The created items will still always appear ontop of the floor. ]]> 1652 The created items will still always appear ontop of the floor.]]>
1462 </use> 1653 </use>
1463 <attribute arch="no_pick" value="1" type="fixed" /> 1654 <attribute arch="no_pick" value="1" type="fixed" />
1464 <attribute arch="other_arch" editor="create arch" type="string"> 1655 <attribute arch="other_arch" editor="create arch" type="string">
1465 This string defines the object that will be created. 1656 This string defines the object that will be created.
1466 You can choose any of the existing arches. 1657 You can choose any of the existing arches.
1467 This field is ignored if the creator has items in inventory. In this case 1658 This field is ignored if the creator has items in inventory. In this case
1468 one of the inventory items is duplicated. The duplicated item is randomly 1659 one of the inventory items is duplicated. The duplicated item is randomly
1469 chosen from all items present. 1660 chosen from all items present.
1470 </attribute> 1661 </attribute>
1471 <attribute arch="connected" editor="connection" type="int"> 1662 <attribute arch="connected" editor="connection" type="string">
1472 Whenever the connection value is activated, 1663 Whenever the connection value is activated,
1473 the creator gets triggered. 1664 the creator gets triggered.
1474 </attribute> 1665 </attribute>
1475 &activate_on; 1666 &activate_on;
1476 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1667 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1477 If &lt;infinit uses&gt; is set, the creator will work 1668 If &lt;unlimited uses&gt; is set, the creator will work
1478 infinitely, regardless of the value in &lt;number of uses&gt;. 1669 infinitely, regardless of the value in &lt;number of uses&gt;.
1670 </attribute>
1671 <attribute arch="speed" editor="speed" type="float">
1672 When this field is set the creator will periodically create stuff
1673 (and will still do so when the connection is triggered).
1674 A value of 1 means roughly 8 times a second.
1479 </attribute> 1675 </attribute>
1480 <attribute arch="hp" editor="number of uses" type="int"> 1676 <attribute arch="hp" editor="number of uses" type="int">
1481 The creator can be triggered &lt;number of uses&gt; times, thus 1677 The creator can be triggered &lt;number of uses&gt; times, thus
1482 creating that many objects, before it dissappears. 1678 creating that many objects, before it dissappears.
1483 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1679 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1502 Detectors work quite much like inv. checkers/pedestals: If the detector 1698 Detectors work quite much like inv. checkers/pedestals: If the detector
1503 finds a specific object, it toggles its connected value. 1699 finds a specific object, it toggles its connected value.
1504 <br><br> 1700 <br><br>
1505 What is "unique" about them, compared to inv. checkers/ pedestals? 1701 What is "unique" about them, compared to inv. checkers/ pedestals?
1506 - First, detectors check their square for a match periodically, not 1702 - First, detectors check their square for a match periodically, not
1703 instantly, so generate much higher server load
1507 instantly. Second, detectors check directly for object names. Third, 1704 Second, detectors check directly for object names. Third,
1508 detectors do not check the inventory of players/monsters. ]]> 1705 detectors do not check the inventory of players/monsters.]]>
1509 </description> 1706 </description>
1510 <use><![CDATA[ 1707 <use>
1511 There is one major speciality about detectors: You can detect spells 1708 Best avoid this type at all costs, use a pedestal instead.
1512 blown over a detector! To detect a lighting bolt for example, set
1513 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1514 walls, this can be very useful for map-mechanisms. ]]>
1515 </use> 1709 </use>
1516 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1517 <attribute arch="slaying" editor="match name" type="string"> 1711 <attribute arch="slaying" editor="match name" type="string">
1518 &lt;match name&gt; specifies the name of the object we are looking for. 1712 &lt;match name&gt; specifies the name of the object we are looking for.
1519 Actually it does also check for the &lt;key string&gt; in key-objects, 1713 Actually it does also check for the &lt;key string&gt; in key-objects,
1520 but for this case inventory checkers are often more powerful to use. 1714 but for this case inventory checkers are often more powerful to use.
1521 </attribute> 1715 </attribute>
1522 <attribute arch="connected" editor="connection" type="int"> 1716 <attribute arch="connected" editor="connection" type="string">
1523 When the detector is triggered, all objects with the same 1717 When the detector is triggered, all objects with the same
1524 connection value get activated. 1718 connection value get activated.
1525 </attribute> 1719 </attribute>
1526 <attribute arch="speed" editor="detection speed" type="float"> 1720 <attribute arch="speed" editor="detection speed" type="float">
1527 This value defines the time between two detector-checks. 1721 This value defines the time between two detector-checks.
1535 by 1. 1729 by 1.
1536 </attribute> 1730 </attribute>
1537</type> 1731</type>
1538 1732
1539<!--####################################################################--> 1733<!--####################################################################-->
1734<type number="164" name="Map Script">
1735 <ignore>
1736 <ignore_list name="system_object" />
1737 </ignore>
1738 <description><![CDATA[
1739 The map script object is a very special object that can react to connected
1740 events and executes a perl script in the msg slot.
1741 ]]>
1742 </description>
1743 <use><![CDATA[
1744 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1745 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 ]]>
1747 </use>
1748 <attribute arch="connected" editor="connection" type="string">
1749 When the map script object is triggered, it will execute
1750 the perl script with the triggering object as $activator.
1751 </attribute>
1752 &activate_on;
1753 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754 This perl script will be executed each time the objetc is triggered.
1755 </attribute>
1756</type>
1757
1758<!--####################################################################-->
1540<type number="112" name="Director"> 1759<type number="112" name="Director">
1541 <ignore> 1760 <ignore>
1542 <ignore_list name="non_pickable" /> 1761 <ignore_list name="non_pickable" />
1543 </ignore> 1762 </ignore>
1544 <description><![CDATA[ 1763 <description><![CDATA[
1545 Directors change the direction of spell objects and other projectiles 1764 Directors change the direction of spell objects and other projectiles
1546 that fly past. Unlike spinners, directors always move objects in the 1765 that fly past. Unlike spinners, directors always move objects in the
1547 same direction. It does not make a difference from what angle you 1766 same direction. It does not make a difference from what angle you
1548 shoot into it.<br> 1767 shoot into it.<br>
1549 Directors are visible per default. ]]> 1768 Directors are visible per default.]]>
1550 </description> 1769 </description>
1551 <use><![CDATA[ 1770 <use><![CDATA[
1552 Directors are rarely used in maps. Sometimes they are placed to 1771 Directors are rarely used in maps. Sometimes they are placed to
1553 change the direction of spells coming out of magic walls, 1772 change the direction of spells coming out of magic walls,
1554 "channeling" spell-projectiles in some direction. When doing this, 1773 "channeling" spell-projectiles in some direction. When doing this,
1556 into them!</B> The spell-projectiles bouncing between the directors 1775 into them!</B> The spell-projectiles bouncing between the directors
1557 would accumulate to huge numbers and at some point slow down the 1776 would accumulate to huge numbers and at some point slow down the
1558 server by eating memory- and CPU-time. 1777 server by eating memory- and CPU-time.
1559 <br><br> 1778 <br><br>
1560 You'd better not place directors in monster vs. player combat 1779 You'd better not place directors in monster vs. player combat
1561 areas too much, because that freaks out wizard-type players. ]]> 1780 areas too much, because that freaks out wizard-type players.]]>
1562 </use> 1781 </use>
1563 <attribute arch="sp" editor="direction" type="list_direction"> 1782 <attribute arch="sp" editor="direction" type="list_direction">
1564 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1783 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1565 A director with direction &lt;none&gt; simply stops projectiles. 1784 A director with direction &lt;none&gt; simply stops projectiles.
1566 (The latter works out a bit strange for some spells). 1785 (The latter works out a bit strange for some spells).
1572<type number="158" name="Disease"> 1791<type number="158" name="Disease">
1573 <ignore> 1792 <ignore>
1574 <ignore_list name="system_object" /> 1793 <ignore_list name="system_object" />
1575 </ignore> 1794 </ignore>
1576 <description><![CDATA[ 1795 <description><![CDATA[
1577 Diseases are an intersting form of spellcraft in Crossfire. 1796 Diseases are an intersting form of spellcraft in Deliantra.
1578 Once casted, they can spread out and infect creatures in a large 1797 Once casted, they can spread out and infect creatures in a large
1579 area. Being infected can have various effects, from amusing farts 1798 area. Being infected can have various effects, from amusing farts
1580 to horrible damage - almost everything is possible. ]]> 1799 to horrible damage - almost everything is possible.]]>
1581 </description> 1800 </description>
1582 <use><![CDATA[ 1801 <use><![CDATA[
1583 Diseases are extremely flexible and usable in a many ways. 1802 Diseases are extremely flexible and usable in a many ways.
1584 So far they are mostly used for causing bad, unwanted effects. 1803 So far they are mostly used for causing bad, unwanted effects.
1585 You could just as well create a disease which helps the player 1804 You could just as well create a disease which helps the player
1586 (recharging mana for example). 1805 (recharging mana for example).
1587 Infection with a "positive disease" could even be a quest reward. ]]> 1806 Infection with a "positive disease" could even be a quest reward.]]>
1588 </use> 1807 </use>
1589 <attribute arch="invisible" value="1" type="fixed" /> 1808 <attribute arch="invisible" value="1" type="fixed" />
1590 <attribute arch="level" editor="plaque level" type="int"> 1809 <attribute arch="level" editor="plaque level" type="int">
1591 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1810 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1592 This mainly reflects in the &lt;damage&gt;. It has no effect on 1811 This mainly reflects in the &lt;damage&gt;. It has no effect on
1737 </ignore> 1956 </ignore>
1738 <description><![CDATA[ 1957 <description><![CDATA[
1739 A door can be opened with a normal key. It also can be broken by attacking 1958 A door can be opened with a normal key. It also can be broken by attacking
1740 it, and it can be defeated with the lockpicking skill. If a door is 1959 it, and it can be defeated with the lockpicking skill. If a door is
1741 defeated, horizontally and vertically adjacent doors are automatically 1960 defeated, horizontally and vertically adjacent doors are automatically
1742 removed. ]]> 1961 removed.]]>
1743 </description> 1962 </description>
1744 <attribute arch="no_pick" value="1" type="fixed" /> 1963 <attribute arch="no_pick" value="1" type="fixed" />
1745 <attribute arch="alive" value="1" type="fixed" /> 1964 <attribute arch="alive" value="1" type="fixed" />
1746 &movement_types_terrain; 1965 &movement_types_terrain;
1747 <attribute arch="hp" editor="hitpoints" type="int"> 1966 <attribute arch="hp" editor="hitpoints" type="int">
1757 defeated. 1976 defeated.
1758 </attribute> 1977 </attribute>
1759 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1978 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1760 This entry determines what kind of traps will appear in the door. 1979 This entry determines what kind of traps will appear in the door.
1761 </attribute> 1980 </attribute>
1981 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1982 Set this flag to move treasure items created into the environment (map)
1983 instead of putting them into the object.
1984 </attribute>
1762</type> 1985</type>
1763 1986
1764<!--####################################################################--> 1987<!--####################################################################-->
1765<type number="83" name="Duplicator"> 1988<type number="83" name="Duplicator">
1766 <ignore> 1989 <ignore>
1770 When activated, a duplicator can duplicate, multiply or destroy a pile of 1993 When activated, a duplicator can duplicate, multiply or destroy a pile of
1771 objects which lies somewhere on top of the duplicator. 1994 objects which lies somewhere on top of the duplicator.
1772 The duplicator has one arch name specified as &lt;target arch&gt;, 1995 The duplicator has one arch name specified as &lt;target arch&gt;,
1773 and only objects of this archetype can be affected.<br> 1996 and only objects of this archetype can be affected.<br>
1774 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1997 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1775 If the latter is set to zero, it will destroy objects. ]]> 1998 If the latter is set to zero, it will destroy objects.]]>
1776 </description> 1999 </description>
1777 <use><![CDATA[ 2000 <use><![CDATA[
1778 I hope it is clear that one must be very cautious when inserting a duplicator 2001 I hope it is clear that one must be very cautious when inserting a duplicator
1779 anywhere with &lt;multiply factor&gt; greater than one. 2002 anywhere with &lt;multiply factor&gt; greater than one.
1780 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2003 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1781 It is <b>not acceptable</b> to allow duplication of anything other than 2004 It is <b>not acceptable</b> to allow duplication of anything other than
1782 coins, gold and jewels. Besides, it is very important that the chance to 2005 coins, gold and jewels. Besides, it is very important that the chance to
1783 loose the input matches the chance to earn winnings.<br> 2006 loose the input matches the chance to earn winnings.<br>
1784 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2007 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1785 loosing rate of 2/3 = 67%. ]]> 2008 loosing rate of 2/3 = 67%.]]>
1786 </use> 2009 </use>
1787 <attribute arch="other_arch" editor="target arch" type="string"> 2010 <attribute arch="other_arch" editor="target arch" type="string">
1788 Only objects of matching archtype, lying ontop of the duplicator will be 2011 Only objects of matching archtype, lying ontop of the duplicator will be
1789 duplicated, multiplied or removed. All other objects will be ignored. 2012 duplicated, multiplied or removed. All other objects will be ignored.
1790 </attribute> 2013 </attribute>
1791 <attribute arch="level" editor="multiply factor" type="int"> 2014 <attribute arch="level" editor="multiply factor" type="int">
1792 The number of items in the target pile will be multiplied by the 2015 The number of items in the target pile will be multiplied by the
1793 &lt;multiply factor&gt;. If it is set to zero, all target objects 2016 &lt;multiply factor&gt;. If it is set to zero, all target objects
1794 will be destroyed. 2017 will be destroyed.
1795 </attribute> 2018 </attribute>
1796 <attribute arch="connected" editor="connection" type="int"> 2019 <attribute arch="connected" editor="connection" type="string">
1797 An activator (lever, altar, button, etc) with matching connection value 2020 An activator (lever, altar, button, etc) with matching connection value
1798 is able to trigger this duplicator. Be very careful that players cannot 2021 is able to trigger this duplicator. Be very careful that players cannot
1799 abuse it to create endless amounts of money or other valuable stuff! 2022 abuse it to create endless amounts of money or other valuable stuff!
1800 </attribute> 2023 </attribute>
1801 &activate_on; 2024 &activate_on;
1808 </ignore> 2031 </ignore>
1809 <description><![CDATA[ 2032 <description><![CDATA[
1810 When the player applies an exit, he is transferred to a different location. 2033 When the player applies an exit, he is transferred to a different location.
1811 (Monsters cannot use exits.) Depending on how it is set, the player applies 2034 (Monsters cannot use exits.) Depending on how it is set, the player applies
1812 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2035 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1813 the exit. ]]> 2036 the exit. ]]>
1814 </description> 2037 </description>
1815 <use><![CDATA[ 2038 <use><![CDATA[
1816 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2039 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1817 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2040 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1818 detected with the show_invisible spell. 2041 detected with the show_invisible spell.
1819 <br><br> 2042 <br><br>
1820 You can be quite creative with the outlook of secret exits (their "face"). 2043 You can be quite creative with the outlook of secret exits (their "face").
1821 Don't forget to give the player relyable hints about them though. ]]> 2044 Don't forget to give the player relyable hints about them though.]]>
1822 </use> 2045 </use>
1823 <attribute arch="slaying" editor="exit path" type="string"> 2046 <attribute arch="slaying" editor="exit path" type="string">
1824 The exit path defines the map that the player is transferred to. 2047 The exit path defines the map that the player is transferred to.
1825 You can enter an absolute path, beginning with '/' (for example 2048 You can enter an absolute path, beginning with '/' (for example
1826 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2049 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1853 If set, this message will be displayed to the player when he applies the exit. 2076 If set, this message will be displayed to the player when he applies the exit.
1854 This is quite useful to throw in some "role-play feeling": "As you enter the 2077 This is quite useful to throw in some "role-play feeling": "As you enter the
1855 dark cave you hear the sound of rustling dragonscales...". Well, my english 2078 dark cave you hear the sound of rustling dragonscales...". Well, my english
1856 is poor, but you get the point. =) 2079 is poor, but you get the point. =)
1857 </attribute> 2080 </attribute>
1858 <attribute arch="unique" editor="unique destination" type="bool"> 2081 <attribute arch="damned" editor="set savebed" type="bool">
1859 This flag defines the destined map as "personal unique map". If set, 2082 If set, then players using this exit will have their savebed position
1860 there will be a seperate version of that map for every player out there. 2083 set to the destination of the exit when passing through.
1861 This feature is used for the permanent apartments
1862 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1863 than apartments, since Crossfire is a *multi*player game. In such a permanent
1864 apartment don't forget to set the unique-flag for all floor tiles too
1865 (see floors).
1866 An exit pointing outside of a personal unique map must have the
1867 "unique destination"-flag unset.
1868 </attribute> 2084 </attribute>
1869</type> 2085</type>
1870 2086
1871<!--####################################################################--> 2087<!--####################################################################-->
1872<type number="72" name="Flesh"> 2088<type number="72" name="Flesh">
1875 little health by eating flesh-objects. <br> 2091 little health by eating flesh-objects. <br>
1876 For dragon players, flesh plays a very special role though: If the 2092 For dragon players, flesh plays a very special role though: If the
1877 flesh has resistances set, a dragon player has a chance to gain resistance in 2093 flesh has resistances set, a dragon player has a chance to gain resistance in
1878 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2094 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1879 Don't forget that flesh items with resistances have to be balanced 2095 Don't forget that flesh items with resistances have to be balanced
1880 according to map/monster difficulty. ]]> 2096 according to map/monster difficulty.]]>
1881 </description> 2097 </description>
1882 <use><![CDATA[ 2098 <use><![CDATA[
1883 For dragon players, flesh items can be highly valuable. Note that many 2099 For dragon players, flesh items can be highly valuable. Note that many
1884 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2100 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1885 These flesh items "inherit" resistances and level from the monster they belong to. 2101 These flesh items "inherit" resistances and level from the monster they belong to.
1887 not the case - so you have to set it manually. 2103 not the case - so you have to set it manually.
1888 <br><br> 2104 <br><br>
1889 Generally adding special flesh-treaties for dragon players is a great thing 2105 Generally adding special flesh-treaties for dragon players is a great thing
1890 to do. Always consider that dragon players might really not be interested 2106 to do. Always consider that dragon players might really not be interested
1891 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2107 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1892 out on the reward completely. ]]> 2108 out on the reward completely.]]>
1893 </use> 2109 </use>
1894 <attribute arch="food" editor="foodpoints" type="int"> 2110 <attribute arch="food" editor="foodpoints" type="int">
1895 The player's stomache will get filled with this amount of foodpoints. 2111 The player's stomache will get filled with this amount of foodpoints.
1896 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2112 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1897 </attribute> 2113 </attribute>
1904 </attribute> 2120 </attribute>
1905 <attribute arch="startequip" editor="godgiven item" type="bool"> 2121 <attribute arch="startequip" editor="godgiven item" type="bool">
1906 A godgiven item vanishes as soon as the player 2122 A godgiven item vanishes as soon as the player
1907 drops it to the ground. 2123 drops it to the ground.
1908 </attribute> 2124 </attribute>
1909<section name="resistance"> 2125 &resistances_flesh_section;
1910 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1911 Resistances on flesh items make them more durable against spellcraft
1912 of the appropriate kind. It also allows dragon players to eventually gain
1913 resistance by eating it. Usually resistance should only be set for flesh
1914 items in a monster's inventory.
1915 </attribute>
1916 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1977 Resistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1995 Resistances on flesh items make them more durable against spellcraft
1996 of the appropriate kind. It also allows dragon players to eventually gain
1997 resistance by eating it. Usually resistance should only be set for flesh
1998 items in a monster's inventory.
1999 </attribute>
2000 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2001 RResistances on flesh items make them more durable against spellcraft
2002 of the appropriate kind. It also allows dragon players to eventually gain
2003 resistance by eating it. Usually resistance should only be set for flesh
2004 items in a monster's inventory.
2005 </attribute>
2006 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2007 Resistances on flesh items make them more durable against spellcraft
2008 of the appropriate kind. It also allows dragon players to eventually gain
2009 resistance by eating it. Usually resistance should only be set for flesh
2010 items in a monster's inventory.
2011 </attribute>
2012 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2013 Resistances on flesh items make them more durable against spellcraft
2014 of the appropriate kind. It also allows dragon players to eventually gain
2015 resistance by eating it. Usually resistance should only be set for flesh
2016 items in a monster's inventory.
2017 </attribute>
2018</section>
2019 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020 This text may describe the item. 2127 This text may describe the item.
2021 </attribute> 2128 </attribute>
2022</type> 2129</type>
2023 2130
2030 <ignore> 2137 <ignore>
2031 <ignore_list name="non_pickable" /> 2138 <ignore_list name="non_pickable" />
2032 </ignore> 2139 </ignore>
2033 <description><![CDATA[ 2140 <description><![CDATA[
2034 Floor is a very basic thing whithout too much 2141 Floor is a very basic thing whithout too much
2035 functionality. It's a floor - you stand on it. ]]> 2142 functionality. It's a floor - you stand on it.]]>
2036 </description> 2143 </description>
2037 <attribute arch="is_floor" value="1" type="fixed" /> 2144 <attribute arch="is_floor" value="1" type="fixed" />
2038 <attribute arch="no_pick" value="1" type="fixed" /> 2145 <attribute arch="no_pick" value="1" type="fixed" />
2039<section name="terrain"> 2146<section name="terrain">
2040 &movement_types_terrain; 2147 &movement_types_terrain;
2055 If enabled, it is impossible for players to use prayers 2162 If enabled, it is impossible for players to use prayers
2056 on that spot. It also prevents players from saving. 2163 on that spot. It also prevents players from saving.
2057 </attribute> 2164 </attribute>
2058 <attribute arch="unique" editor="unique map" type="bool"> 2165 <attribute arch="unique" editor="unique map" type="bool">
2059 Unique floor means that any items dropped on that spot 2166 Unique floor means that any items dropped on that spot
2060 will be saved byond map reset. For permanent apartments, 2167 will be saved beyond map reset. For permanent apartments,
2061 all floor tiles must be set &lt;unique map&gt;. 2168 all floor tiles must be set &lt;unique map&gt;.
2062 </attribute> 2169 </attribute>
2063 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2170 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2064 This text may describe the object. 2171 This text may describe the object.
2065 </attribute> 2172 </attribute>
2074 Encounter-Floor is pretty much the same as normal floor. 2181 Encounter-Floor is pretty much the same as normal floor.
2075 Most outdoor floor/ground-arches are set to be "encounters". 2182 Most outdoor floor/ground-arches are set to be "encounters".
2076 That is kind of a relict from former code: When walking over 2183 That is kind of a relict from former code: When walking over
2077 encounter-floor, players sometimes got beamed to little maps 2184 encounter-floor, players sometimes got beamed to little maps
2078 with monsters on them. Nowadays this feature is disabled - 2185 with monsters on them. Nowadays this feature is disabled -
2079 Hence encounter floor is not different from normal floor. ]]> 2186 Hence encounter floor is not different from normal floor.]]>
2080 </description> 2187 </description>
2081 <attribute arch="is_floor" value="1" type="fixed" /> 2188 <attribute arch="is_floor" value="1" type="fixed" />
2082 <attribute arch="no_pick" value="1" type="fixed" /> 2189 <attribute arch="no_pick" value="1" type="fixed" />
2083<section name="terrain"> 2190<section name="terrain">
2084 &movement_types_terrain; 2191 &movement_types_terrain;
2099 If enabled, it is impossible for players to use prayers 2206 If enabled, it is impossible for players to use prayers
2100 on that spot. It also prevents players from saving. 2207 on that spot. It also prevents players from saving.
2101 </attribute> 2208 </attribute>
2102 <attribute arch="unique" editor="unique map" type="bool"> 2209 <attribute arch="unique" editor="unique map" type="bool">
2103 Unique floor means that any items dropped on that spot 2210 Unique floor means that any items dropped on that spot
2104 will be saved byond map reset. For permanent apartments, 2211 will be saved beyond map reset. For permanent apartments,
2105 all floor tiles must be set &lt;unique map&gt;. 2212 all floor tiles must be set &lt;unique map&gt;.
2106 </attribute> 2213 </attribute>
2107 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2214 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2108 This text may describe the object. 2215 This text may describe the object.
2109 </attribute> 2216 </attribute>
2111 2218
2112<!--####################################################################--> 2219<!--####################################################################-->
2113<type number="6" name="Food"> 2220<type number="6" name="Food">
2114 <description><![CDATA[ 2221 <description><![CDATA[
2115 By eating/drinking food-objects, the player can fill his 2222 By eating/drinking food-objects, the player can fill his
2116 stomache and gain a little health. ]]> 2223 stomache and gain a little health.]]>
2117 </description> 2224 </description>
2118 <attribute arch="food" editor="foodpoints" type="int"> 2225 <attribute arch="food" editor="foodpoints" type="int">
2119 The player's stomache will get filled with this amount of foodpoints. 2226 The player's stomache will get filled with this amount of foodpoints.
2120 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2227 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2121 </attribute> 2228 </attribute>
2129<type number="91" name="Gate"> 2236<type number="91" name="Gate">
2130 <ignore> 2237 <ignore>
2131 <ignore_list name="non_pickable" /> 2238 <ignore_list name="non_pickable" />
2132 </ignore> 2239 </ignore>
2133 <description><![CDATA[ 2240 <description><![CDATA[
2134 Gates play an important role in Crossfire. Gates can be opened 2241 Gates play an important role in Deliantra. Gates can be opened
2135 by activating a button/trigger, by speaking passwords (-> magic_ear) 2242 by activating a button/trigger, by speaking passwords (-> magic_ear)
2136 or carrying special key-objects (-> inventory checker). 2243 or carrying special key-objects (-> inventory checker).
2137 Unlike locked doors, gates can get shut again after a player has 2244 Unlike locked doors, gates can get shut again after a player has
2138 passed, which makes them more practical in many cases. ]]> 2245 passed, which makes them more practical in many cases.]]>
2139 </description> 2246 </description>
2140 <use><![CDATA[ 2247 <use><![CDATA[
2141 Use gates to divide your maps into seperated areas. After solving 2248 Use gates to divide your maps into seperated areas. After solving
2142 area A, the player gains access to area B, and so on. Make your 2249 area A, the player gains access to area B, and so on. Make your
2143 maps more complex than "one-way". ]]> 2250 maps more complex than "one-way".]]>
2144 </use> 2251 </use>
2145 <attribute arch="no_pick" value="1" type="fixed" /> 2252 <attribute arch="no_pick" value="1" type="fixed" />
2146 <attribute arch="speed" value="1" type="float"> 2253 <attribute arch="speed" value="1" type="float">
2147 The speed of the gate affects how fast it is closing/opening. 2254 The speed of the gate affects how fast it is closing/opening.
2148 </attribute> 2255 </attribute>
2149 <attribute arch="connected" editor="connection" type="int"> 2256 <attribute arch="connected" editor="connection" type="string">
2150 Whenever the inventory checker is triggered, all objects with identical 2257 Whenever the inventory checker is triggered, all objects with identical
2151 &lt;connection&gt; value get activated. This only makes sense together with 2258 &lt;connection&gt; value get activated. This only makes sense together with
2152 &lt;blocking passage&gt; disabled. 2259 &lt;blocking passage&gt; disabled.
2153 </attribute> 2260 </attribute>
2154 <attribute arch="wc" editor="position state" type="int"> 2261 <attribute arch="wc" editor="position state" type="int">
2172<type number="113" name="Girdle"> 2279<type number="113" name="Girdle">
2173 <import_type name="Amulet" /> 2280 <import_type name="Amulet" />
2174 <description><![CDATA[ 2281 <description><![CDATA[
2175 Wearing a girdle, the object's stats will directly be inherited to 2282 Wearing a girdle, the object's stats will directly be inherited to
2176 the player. Girdles usually provide stats- or damage bonuses and no 2283 the player. Girdles usually provide stats- or damage bonuses and no
2177 defense. ]]> 2284 defense.]]>
2178 </description> 2285 </description>
2179 <use><![CDATA[ 2286 <use><![CDATA[
2180 Feel free to create your own special artifacts. However, it is very 2287 Feel free to create your own special artifacts. However, it is very
2181 important that you keep your artifact in balance with existing maps. ]]> 2288 important that you keep your artifact in balance with existing maps.]]>
2182 </use> 2289 </use>
2183 <attribute arch="magic" editor="magic bonus" type="int"> 2290 <attribute arch="magic" editor="magic bonus" type="int">
2184 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2291 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2185 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2292 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2186 than direct armour-class bonus on the helmet. 2293 than direct armour-class bonus on the helmet.
2194<!--####################################################################--> 2301<!--####################################################################-->
2195<type number="100" name="Gloves"> 2302<type number="100" name="Gloves">
2196 <import_type name="Amulet" /> 2303 <import_type name="Amulet" />
2197 <description><![CDATA[ 2304 <description><![CDATA[
2198 Wearing gloves, the object's stats will directly be inherited to 2305 Wearing gloves, the object's stats will directly be inherited to
2199 the player. Gloves can add defense or damage bonuses. ]]> 2306 the player. Gloves can add defense or damage bonuses.]]>
2200 </description> 2307 </description>
2201 <use><![CDATA[ 2308 <use><![CDATA[
2202 Feel free to create your own special artifacts. However, it is very 2309 Feel free to create your own special artifacts. However, it is very
2203 important that you keep your artifact in balance with existing maps. ]]> 2310 important that you keep your artifact in balance with existing maps.]]>
2204 </use> 2311 </use>
2205 <attribute arch="magic" editor="magic bonus" type="int"> 2312 <attribute arch="magic" editor="magic bonus" type="int">
2206 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2313 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2207 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2314 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2208 will increase that. 2315 will increase that.
2214 <ignore> 2321 <ignore>
2215 <ignore_list name="non_pickable" /> 2322 <ignore_list name="non_pickable" />
2216 </ignore> 2323 </ignore>
2217 <description><![CDATA[ 2324 <description><![CDATA[
2218 A handle can be applied by players and (certain) monsters. 2325 A handle can be applied by players and (certain) monsters.
2219 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2326 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2220 </description> 2327 </description>
2221 <use><![CDATA[ 2328 <use><![CDATA[
2222 Handles are commonly used to move gates. When placing your lever, 2329 Handles are commonly used to move gates. When placing your lever,
2223 don't forget that some monsters are able to apply it. 2330 don't forget that some monsters are able to apply it.
2224 The ability to apply levers is rare among monsters - 2331 The ability to apply levers is rare among monsters -
2225 but vampires can do it for example. ]]> 2332 but vampires can do it for example.]]>
2226 </use> 2333 </use>
2227 <attribute arch="no_pick" value="1" type="fixed" /> 2334 <attribute arch="no_pick" value="1" type="fixed" />
2228 <attribute arch="connected" editor="connection" type="int"> 2335 <attribute arch="connected" editor="connection" type="string">
2229 Every time the handle is applied, all objects 2336 Every time the handle is applied, all objects
2230 with the same &lt;connection&gt; value are activated. 2337 with the same &lt;connection&gt; value are activated.
2231 </attribute> 2338 </attribute>
2232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2339 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2233 This text may describe the item. You can use this 2340 This text may describe the item. You can use this
2242 <ignore_list name="non_pickable" /> 2349 <ignore_list name="non_pickable" />
2243 </ignore> 2350 </ignore>
2244 <description><![CDATA[ 2351 <description><![CDATA[
2245 Handle triggers are handles which reset after a short period 2352 Handle triggers are handles which reset after a short period
2246 of time. Every time it is either applied or reset, the 2353 of time. Every time it is either applied or reset, the
2247 &lt;connection&gt; value is triggered. ]]> 2354 &lt;connection&gt; value is triggered.]]>
2248 </description> 2355 </description>
2249 <use><![CDATA[ 2356 <use><![CDATA[
2250 When you connect an ordinary handle to a gate, the gate normally remains 2357 When you connect an ordinary handle to a gate, the gate normally remains
2251 opened after the first player passed. If you want to keep the gate shut, 2358 opened after the first player passed. If you want to keep the gate shut,
2252 connecting it to a handle trigger is an easy solution. ]]> 2359 connecting it to a handle trigger is an easy solution. ]]>
2253 </use> 2360 </use>
2254</type> 2361</type>
2255 2362
2256<!--####################################################################--> 2363<!--####################################################################-->
2257<type number="88" name="Hazard Floor"> 2364<type number="88" name="Hazard Floor">
2262 <ignore_list name="non_pickable" /> 2369 <ignore_list name="non_pickable" />
2263 </ignore> 2370 </ignore>
2264 <description><![CDATA[ 2371 <description><![CDATA[
2265 The best example for Hazard Floor is lava. It works like standard 2372 The best example for Hazard Floor is lava. It works like standard
2266 floor, but damages all creatures standing on it. 2373 floor, but damages all creatures standing on it.
2267 Damage is taken in regular time intervals. ]]> 2374 Damage is taken in regular time intervals.]]>
2268 </description> 2375 </description>
2269 <use><![CDATA[ 2376 <use><![CDATA[
2270 The default lava for example does minor damage. But you can turn 2377 The default lava for example does minor damage. But you can turn
2271 it up so that your hazard floor poses a real threat.<br> 2378 it up so that your hazard floor poses a real threat.<br>
2272 Like magic walls, such floors add a permanent thrill to your map. 2379 Like magic walls, such floors add a permanent thrill to your map.
2273 You can use that to safely chase off too-weak players, or just 2380 You can use that to safely chase off too-weak players, or just
2274 to have something different. ]]> 2381 to have something different.]]>
2275 </use> 2382 </use>
2276 <attribute arch="is_floor" value="1" type="fixed" /> 2383 <attribute arch="is_floor" value="1" type="fixed" />
2277 <attribute arch="lifesave" value="1" type="fixed" /> 2384 <attribute arch="lifesave" value="1" type="fixed" />
2278 &move_on; 2385 &move_on;
2279 <attribute arch="no_pick" value="1" type="fixed" /> 2386 <attribute arch="no_pick" value="1" type="fixed" />
2318 If enabled, it is impossible for players to use prayers 2425 If enabled, it is impossible for players to use prayers
2319 on that spot. It also prevents players from saving. 2426 on that spot. It also prevents players from saving.
2320 </attribute> 2427 </attribute>
2321 <attribute arch="unique" editor="unique map" type="bool"> 2428 <attribute arch="unique" editor="unique map" type="bool">
2322 Unique floor means that any items dropped on that spot 2429 Unique floor means that any items dropped on that spot
2323 will be saved byond map reset. For permanent apartments, 2430 will be saved beyond map reset. For permanent apartments,
2324 all floor tiles must be set &lt;unique map&gt;. 2431 all floor tiles must be set &lt;unique map&gt;.
2325 </attribute> 2432 </attribute>
2326</type> 2433</type>
2327 2434
2328<!--####################################################################--> 2435<!--####################################################################-->
2330 <import_type name="Amulet" /> 2437 <import_type name="Amulet" />
2331 <description><![CDATA[ 2438 <description><![CDATA[
2332 Wearing a helmet, the object's stats will directly be inherited to 2439 Wearing a helmet, the object's stats will directly be inherited to
2333 the player. Normal helmets usually increase defense, while crowns 2440 the player. Normal helmets usually increase defense, while crowns
2334 add more special bonuses like stats/resistances paired with 2441 add more special bonuses like stats/resistances paired with
2335 low defense. ]]> 2442 low defense.]]>
2336 </description> 2443 </description>
2337 <use><![CDATA[ 2444 <use><![CDATA[
2338 Feel free to create your own special artifacts. However, it is very 2445 Feel free to create your own special artifacts. However, it is very
2339 important that you keep your artifact in balance with existing maps. ]]> 2446 important that you keep your artifact in balance with existing maps.]]>
2340 </use> 2447 </use>
2341 <attribute arch="magic" editor="magic bonus" type="int"> 2448 <attribute arch="magic" editor="magic bonus" type="int">
2342 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2449 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2343 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2450 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2344 than direct armour-class bonus on the helmet. 2451 than direct armour-class bonus on the helmet.
2353<type number="56" name="Holy Altar"> 2460<type number="56" name="Holy Altar">
2354 <ignore> 2461 <ignore>
2355 <ignore_list name="non_pickable" /> 2462 <ignore_list name="non_pickable" />
2356 </ignore> 2463 </ignore>
2357 <description><![CDATA[ 2464 <description><![CDATA[
2358 Holy_altars are altars for the various religions. Praying 2465 Holy Altars are altars for the various religions. Praying
2359 at a Holy_altar will make you a follower of that god, and 2466 at a Holy_altar will make you a follower of that god, and
2360 if you already follow that god, you may get some extra bonus. ]]> 2467 if you already follow that god, you may get some extra bonus.]]>
2361 </description> 2468 </description>
2362 <attribute arch="no_pick" value="1" type="fixed" /> 2469 <attribute arch="no_pick" value="1" type="fixed" />
2363 <attribute arch="other_arch" editor="god name" type="string"> 2470 <attribute arch="other_arch" editor="god name" type="string">
2364 The altar belongs to the god of the given name. Possible options for 2471 The altar belongs to the god of the given name. Possible options for
2365 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2472 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2388 Horns are very similar to rods. The difference is that horns regenerate 2495 Horns are very similar to rods. The difference is that horns regenerate
2389 spellpoints faster and thus are more valuable than rods. 2496 spellpoints faster and thus are more valuable than rods.
2390 <br><br> 2497 <br><br>
2391 A horn contains a spell. The player can use this spell by applying and 2498 A horn contains a spell. The player can use this spell by applying and
2392 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2499 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2393 used endlessly. ]]> 2500 used endlessly.]]>
2394 </description> 2501 </description>
2395 <use><![CDATA[ 2502 <use><![CDATA[
2396 Horns are powerful due to their fast recharge rate. They should 2503 Horns are powerful due to their fast recharge rate. They should
2397 never contain high level attacking spells. Even curing/healing spells 2504 never contain high level attacking spells. Even curing/healing spells
2398 are almost too good on a horn. ]]> 2505 are almost too good on a horn.]]>
2399 </use> 2506 </use>
2400 <attribute arch="sp" editor="spell" type="spell"> 2507 <attribute arch="sp" editor="spell" type="spell">
2401 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2508 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2402 horns to players, since they can be used endlessly without any mana cost! 2509 horns to players, since they can be used endlessly without any mana cost!
2403 Horns with heal/ restoration/ protection spells, IF available, MUST be 2510 Horns with heal/ restoration/ protection spells, IF available, MUST be
2429<!--####################################################################--> 2536<!--####################################################################-->
2430<type number="73" name="Inorganic"> 2537<type number="73" name="Inorganic">
2431 <description><![CDATA[ 2538 <description><![CDATA[
2432 Inorganic materials are generally used as ingredients for 2539 Inorganic materials are generally used as ingredients for
2433 alchemical receipes. By themselves, they have no special 2540 alchemical receipes. By themselves, they have no special
2434 functionalities. ]]> 2541 functionalities.]]>
2435 </description> 2542 </description>
2436 <attribute arch="is_dust" editor="is dust" type="bool"> 2543 <attribute arch="is_dust" editor="is dust" type="bool">
2437 </attribute> 2544 </attribute>
2438<section name="resistance"> 2545 &resistances_basic;
2439 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2440 </attribute>
2441 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2442 </attribute>
2443 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2444 </attribute>
2445 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2462 </attribute>
2463</section>
2464</type> 2546</type>
2465 2547
2466<!--####################################################################--> 2548<!--####################################################################-->
2467<type number="64" name="Inventory Checker"> 2549<type number="64" name="Inventory Checker">
2468 <ignore> 2550 <ignore>
2477 <br><br> 2559 <br><br>
2478 Alternatively, you can set your inv. checker to block all players 2560 Alternatively, you can set your inv. checker to block all players
2479 that do/don't carry the matching object. 2561 that do/don't carry the matching object.
2480 <br><br> 2562 <br><br>
2481 As you can see, inv. checkers are quite powerful, holding a 2563 As you can see, inv. checkers are quite powerful, holding a
2482 great variety of possibilities. ]]> 2564 great variety of possibilities.]]>
2483 </description> 2565 </description>
2484 <use><![CDATA[ 2566 <use><![CDATA[
2485 Putting a check_inventory space in front of a gate (one below) and 2567 Putting a check_inventory space in front of a gate (one below) and
2486 one on the opposite side works reasonably well as a control mechanism. 2568 one on the opposite side works reasonably well as a control mechanism.
2487 Unlike the key/door-combo, this one works infinite since it is 2569 Unlike the key/door-combo, this one works infinite since it is
2488 independant from map reset. Use it to put a "structure" into your 2570 independant from map reset. Use it to put a "structure" into your
2489 maps: Player must solve area A to gain access to area B. This concept 2571 maps: Player must solve area A to gain access to area B. This concept
2490 can be found in nearly every RPG - simple but effective. ]]> 2572 can be found in nearly every RPG - simple but effective.]]>
2491 </use> 2573 </use>
2492 <attribute arch="no_pick" value="1" type="fixed" /> 2574 <attribute arch="no_pick" value="1" type="fixed" />
2493 <attribute arch="slaying" editor="match key string" type="string"> 2575 <attribute arch="slaying" editor="match key string" type="string">
2494 This string specifies the object we are looking for: We have a match 2576 This string specifies the object we are looking for: We have a match
2495 if the player does/don't carry a key object or a mark with identical 2577 if the player does/don't carry a key object or a mark with identical
2511 </attribute> 2593 </attribute>
2512 <attribute arch="last_sp" editor="match = having" type="bool"> 2594 <attribute arch="last_sp" editor="match = having" type="bool">
2513 Enabled means having that object is a match. 2595 Enabled means having that object is a match.
2514 Disabled means not having that object is a match. 2596 Disabled means not having that object is a match.
2515 </attribute> 2597 </attribute>
2516 <attribute arch="connected" editor="connection" type="int"> 2598 <attribute arch="connected" editor="connection" type="string">
2517 Whenever the inventory checker is triggered, all objects with identical 2599 Whenever the inventory checker is triggered, all objects with identical
2518 &lt;connection&gt; value get activated. This only makes sense together with 2600 &lt;connection&gt; value get activated. This only makes sense together with
2519 &lt;blocking passage&gt; disabled. 2601 &lt;blocking passage&gt; disabled.
2520 </attribute> 2602 </attribute>
2521 &movement_types_terrain; 2603 &movement_types_terrain;
2571<!--####################################################################--> 2653<!--####################################################################-->
2572<type number="60" name="Jewel"> 2654<type number="60" name="Jewel">
2573 <description><![CDATA[ 2655 <description><![CDATA[
2574 Items of the type Gold &amp; Jewels are handled like a currency. 2656 Items of the type Gold &amp; Jewels are handled like a currency.
2575 Unlike for any other type of item, in shops, the buy- and selling 2657 Unlike for any other type of item, in shops, the buy- and selling
2576 prices differ only marginally. ]]> 2658 prices differ only marginally.]]>
2577 </description> 2659 </description>
2578 <attribute arch="race" value="gold and jewels" type="fixed" /> 2660 <attribute arch="race" value="gold and jewels" type="fixed" />
2579 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2661 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580 This text may describe the object. 2662 This text may describe the object.
2581 </attribute> 2663 </attribute>
2583 2665
2584<!--####################################################################--> 2666<!--####################################################################-->
2585<type number="24" name="Key"> 2667<type number="24" name="Key">
2586 <description><![CDATA[ 2668 <description><![CDATA[
2587 When carrying a key, a normal door can be opened. The key will 2669 When carrying a key, a normal door can be opened. The key will
2588 disappear. ]]> 2670 disappear.]]>
2589 </description> 2671 </description>
2590 <attribute arch="startequip" editor="godgiven item" type="bool"> 2672 <attribute arch="startequip" editor="godgiven item" type="bool">
2591 A godgiven item vanishes as soon as the player 2673 A godgiven item vanishes as soon as the player
2592 drops it to the ground. 2674 drops it to the ground.
2593 </attribute> 2675 </attribute>
2598 <ignore> 2680 <ignore>
2599 <ignore_list name="non_pickable" /> 2681 <ignore_list name="non_pickable" />
2600 </ignore> 2682 </ignore>
2601 <description><![CDATA[ 2683 <description><![CDATA[
2602 A locked door can be opened only when carrying 2684 A locked door can be opened only when carrying
2603 the appropriate special key. ]]> 2685 the appropriate special key.]]>
2604 </description> 2686 </description>
2605 <use><![CDATA[ 2687 <use><![CDATA[
2606 If you want to create a locked door that cannot be opened (no key), 2688 If you want to create a locked door that cannot be opened (no key),
2607 set a &lt;key string&gt; like "no_key_available". This will clearify things 2689 set a &lt;key string&gt; like "no_key_available". This will clearify things
2608 and only a fool would create a key matching that string. 2690 and only a fool would create a key matching that string.
2610 Door-objects can not only be used for "doors". In many maps these 2692 Door-objects can not only be used for "doors". In many maps these
2611 are used with all kinds of faces/names, especially often as 2693 are used with all kinds of faces/names, especially often as
2612 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2694 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2613 There you have magic forces (door objects) put under certain artifact 2695 There you have magic forces (door objects) put under certain artifact
2614 items. To get your hands on the artifacts, you need to bring up the 2696 items. To get your hands on the artifacts, you need to bring up the
2615 appropriate quest items (key objects). ]]> 2697 appropriate quest items (key objects).]]>
2616 </use> 2698 </use>
2617 <attribute arch="move_type" value="0" type="fixed" /> 2699 <attribute arch="move_type" value="0" type="fixed" />
2618 <attribute arch="no_pick" value="1" type="fixed" /> 2700 <attribute arch="no_pick" value="1" type="fixed" />
2619 <attribute arch="slaying" editor="key string" type="string"> 2701 <attribute arch="slaying" editor="key string" type="string">
2620 The &lt;key string&gt; in the door must be identical with the 2702 The &lt;key string&gt; in the door must be identical with the
2621 &lt;key string&gt; in the special key, then the door is unlocked. 2703 &lt;key string&gt; in the special key, then the door is unlocked.
2622 It is VERY important to set the &lt;key string&gt; to something that 2704 It is VERY important to set the &lt;key string&gt; to something that
2623 is unique among the CF mapset. 2705 is unique among the Deliantra mapset.
2624 2706
2625 DONT EVER USE the default string "set_individual_value". 2707 DONT EVER USE the default string "set_individual_value".
2626 </attribute> 2708 </attribute>
2627 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2709 <attribute arch="no_magic" editor="restrict spells" type="bool">
2628 Restricting the use of spells to pass this door. 2710 Restricting the use of spells to pass this door.
2647 <ignore> 2729 <ignore>
2648 <ignore_list name="system_object" /> 2730 <ignore_list name="system_object" />
2649 </ignore> 2731 </ignore>
2650 <description><![CDATA[ 2732 <description><![CDATA[
2651 Magic_ears trigger a connected value 2733 Magic_ears trigger a connected value
2652 when the player speaks a specific keyword. ]]> 2734 when the player speaks a specific keyword.]]>
2653 </description> 2735 </description>
2654 <use><![CDATA[ 2736 <use><![CDATA[
2655 Whenever you put magic_ears on your maps, make sure there are 2737 Whenever you put magic_ears on your maps, make sure there are
2656 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2738 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2657 something like a gate that is opened by speaking "open" or 2739 something like a gate that is opened by speaking "open" or
2659 <br><br> 2741 <br><br>
2660 Magic_ears are typically used for interaction with NPCs. You 2742 Magic_ears are typically used for interaction with NPCs. You
2661 can create the impression that the NPC actually *does* something 2743 can create the impression that the NPC actually *does* something
2662 according to his conversation with a player. Mostly this means 2744 according to his conversation with a player. Mostly this means
2663 opening a gate or handing out some item, but you could be quite 2745 opening a gate or handing out some item, but you could be quite
2664 creative here. ]]> 2746 creative here.]]>
2665 </use> 2747 </use>
2666 <attribute arch="no_pick" value="1" type="fixed" /> 2748 <attribute arch="no_pick" value="1" type="fixed" />
2667 <attribute arch="connected" editor="connection" type="int"> 2749 <attribute arch="connected" editor="connection" type="string">
2668 The Magic_ear will trigger all objects with the 2750 The Magic_ear will trigger all objects with the
2669 same connection value, every time it is activated. 2751 same connection value, every time it is activated.
2670 </attribute> 2752 </attribute>
2671 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2753 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2672 This textfield contains the keyword-matching-syntax. The text should 2754 This textfield contains the keyword-matching-syntax. The text should
2691 Magic walls can contain any spell. However, some spells do not 2773 Magic walls can contain any spell. However, some spells do not
2692 operate very successfully in them. The only way to know is to test 2774 operate very successfully in them. The only way to know is to test
2693 the spell you want to use with a wall. 2775 the spell you want to use with a wall.
2694 <br><br> 2776 <br><br>
2695 Several types of magical walls are predefined for you in the 2777 Several types of magical walls are predefined for you in the
2696 archetypes, and can be found on the "connected" Pickmap. ]]> 2778 archetypes, and can be found on the "connected" Pickmap.]]>
2697 </description> 2779 </description>
2698 <use><![CDATA[ 2780 <use><![CDATA[
2699 Spellcasting walls pose an interesting alternative to monsters. 2781 Spellcasting walls pose an interesting alternative to monsters.
2700 Usually they are set to be undestroyable. Thus, while monsters 2782 Usually they are set to be undestroyable. Thus, while monsters
2701 in a map can be cleared out, the magic walls remain. Low level 2783 in a map can be cleared out, the magic walls remain. Low level
2712 walls' spell(s). 2794 walls' spell(s).
2713 <br><br> 2795 <br><br>
2714 It is possible to make walls rotate when triggered. But that is so 2796 It is possible to make walls rotate when triggered. But that is so
2715 confusing (and useless IMHO) that I did not mention it above. You 2797 confusing (and useless IMHO) that I did not mention it above. You
2716 can find a working example on the map 2798 can find a working example on the map
2717 "/pup_land/castle_eureca/castle_eureca8". ]]> 2799 "/pup_land/castle_eureca/castle_eureca8".]]>
2718 </use> 2800 </use>
2719 <attribute arch="dam" editor="spell" type="spell"> 2801 <attribute arch="dam" editor="spell" type="spell">
2720 The magic wall will cast this &lt;spell&gt;. 2802 The magic wall will cast this &lt;spell&gt;.
2721 </attribute> 2803 </attribute>
2722 <attribute arch="level" editor="spell level" type="int"> 2804 <attribute arch="level" editor="spell level" type="int">
2723 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2805 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2724 walls cast spells at minimal strength. "level 100" walls cast deadly 2806 walls cast spells at minimal strength. "level 100" walls cast deadly
2725 spells. Arch default is level 1 - you should always set this value 2807 spells. Arch default is level 1 - you should always set this value
2726 to meet the overall difficulty of your map. 2808 to meet the overall difficulty of your map.
2727 </attribute> 2809 </attribute>
2728 <attribute arch="connected" editor="connection" type="int"> 2810 <attribute arch="connected" editor="connection" type="string">
2729 Every time the &lt;connection&gt; value is triggered, the wall will cast 2811 Every time the &lt;connection&gt; value is triggered, the wall will cast
2730 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2812 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2731 have much visible effect. 2813 have much visible effect.
2732 </attribute> 2814 </attribute>
2733 &activate_on; 2815 &activate_on;
2762 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2844 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2763 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2845 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2764 to &lt;weapon class&gt;. 2846 to &lt;weapon class&gt;.
2765 </attribute> 2847 </attribute>
2766</section> 2848</section>
2767<section name="resistance"> 2849&resistances_basic;
2768 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2773 </attribute>
2774 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2809 </attribute>
2810</section>
2811</type> 2850</type>
2812 2851
2813<!--####################################################################--> 2852<!--####################################################################-->
2814<type number="55" name="Marker"> 2853<type number="55" name="Marker">
2815 <ignore> 2854 <ignore>
2820 player stepping on it. This force does nothing except containing a 2859 player stepping on it. This force does nothing except containing a
2821 &lt;key string&gt; which can be discovered by detectors or inventory 2860 &lt;key string&gt; which can be discovered by detectors or inventory
2822 checkers. It is also possible to use markers for removing marks again. 2861 checkers. It is also possible to use markers for removing marks again.
2823 <br><br> 2862 <br><br>
2824 Note that the player has no possibility to "see" his own marks, 2863 Note that the player has no possibility to "see" his own marks,
2825 except by the effect that they cause on the maps. ]]> 2864 except by the effect that they cause on the maps.]]>
2826 </description> 2865 </description>
2827 <use><![CDATA[ 2866 <use><![CDATA[
2828 Markers hold real cool possibilities for map-making. I encourage 2867 Markers hold real cool possibilities for map-making. I encourage
2829 you to use them frequently. However there is one negative point 2868 you to use them frequently. However there is one negative point
2830 about markers: Players don't "see" what's going on with them. It is 2869 about markers: Players don't "see" what's going on with them. It is
2831 your task, as map-creator, to make sure the player is always well 2870 your task, as map-creator, to make sure the player is always well
2832 informed and never confused. 2871 informed and never confused.
2833 <br><br> 2872 <br><br>
2834 Please avoid infinite markers when they aren't needed. They're 2873 Please avoid infinite markers when they aren't needed. They're
2835 using a little space in the player file after all, so if there 2874 using a little space in the player file after all, so if there
2836 is no real purpose, set an expire time. ]]> 2875 is no real purpose, set an expire time.]]>
2837 </use> 2876 </use>
2838 <attribute arch="no_pick" value="1" type="fixed" /> 2877 <attribute arch="no_pick" value="1" type="fixed" />
2839 <attribute arch="slaying" editor="key string" type="string"> 2878 <attribute arch="slaying" editor="key string" type="string">
2840 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2841 If the player already has a force with that &lt;key string&gt;, 2880 If the player already has a force with that &lt;key string&gt;,
2842 there won't be inserted a second one. 2881 there won't be inserted a second one.
2843 </attribute> 2882 </attribute>
2844 <attribute arch="connected" editor="connection" type="int"> 2883 <attribute arch="connected" editor="connection" type="string">
2845 When the detector is triggered, all objects with the same 2884 When the detector is triggered, all objects with the same
2846 connection value get activated. 2885 connection value get activated.
2847 </attribute> 2886 </attribute>
2848 <attribute arch="speed" editor="marking speed" type="float"> 2887 <attribute arch="speed" editor="marking speed" type="float">
2849 The &lt;marking speed&gt; defines how quickly it will mark something 2888 The &lt;marking speed&gt; defines how quickly it will mark something
2887 When a player picks an item from a shop and attempts to 2926 When a player picks an item from a shop and attempts to
2888 walk over the shop mat, the item's selling-price is automatically 2927 walk over the shop mat, the item's selling-price is automatically
2889 subtracted from the player's money. 2928 subtracted from the player's money.
2890 <br><br> 2929 <br><br>
2891 For money, always use the default arches. 2930 For money, always use the default arches.
2892 Don't modify them. ]]> 2931 Don't modify them.]]>
2893 </description> 2932 </description>
2894 <attribute arch="race" value="gold and jewels" type="fixed" /> 2933 <attribute arch="race" value="gold and jewels" type="fixed" />
2895</type> 2934</type>
2896 2935
2897<!--####################################################################--> 2936<!--####################################################################-->
2912 Monsters can behave in various kinds of ways. 2951 Monsters can behave in various kinds of ways.
2913 They can be aggressive, attacking the player. Or peaceful, 2952 They can be aggressive, attacking the player. Or peaceful,
2914 helping the player - maybe joining him as pet. 2953 helping the player - maybe joining him as pet.
2915 The unagressive creatures who communicate with players are 2954 The unagressive creatures who communicate with players are
2916 usually called "NPCs" (Non Player Character), a well-known 2955 usually called "NPCs" (Non Player Character), a well-known
2917 term in role-play environments. ]]> 2956 term in role-play environments.]]>
2918 </description> 2957 </description>
2919 <use><![CDATA[ 2958 <use><![CDATA[
2920 Monsters play a central role in most maps. Choosing the right 2959 Monsters play a central role in most maps. Choosing the right
2921 combination of monsters for your map is vital: 2960 combination of monsters for your map is vital:
2922 <UL> 2961 <UL>
2947 can use. 2986 can use.
2948 </UL> 2987 </UL>
2949 I know it's impossible to make the perfectly balanced map. There's always 2988 I know it's impossible to make the perfectly balanced map. There's always
2950 some part which is found too easy or too hard for a certain kind of player. 2989 some part which is found too easy or too hard for a certain kind of player.
2951 Just give it your best shot. And listen to feedback from players if you 2990 Just give it your best shot. And listen to feedback from players if you
2952 receive some. :-) ]]> 2991 receive some. :-)]]>
2953 </use> 2992 </use>
2954 <attribute arch="alive" value="1" type="fixed" /> 2993 <attribute arch="alive" value="1" type="fixed" />
2955 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2994 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2956 When the monster is killed, items from the treasurelist will 2995 When the monster is killed, items from the treasurelist will
2957 drop to the ground. This is a common way to reward players 2996 drop to the ground. This is a common way to reward players
2958 for killing (masses of) monsters. 2997 for killing (masses of) monsters.
2959 2998
2960 Note that you can always put items into the monster's 2999 Note that you can always put items into the monster's
2961 inventory. Those will drop-at-kill just like the stuff 3000 inventory. Those will drop-at-kill just like the stuff
2962 from the &lt;treasurelist&gt;. 3001 from the &lt;treasurelist&gt;.
3002 </attribute>
3003 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3004 Set this flag to move treasure items created into the environment (map)
3005 instead of putting them into the object.
2963 </attribute> 3006 </attribute>
2964 <attribute arch="level" editor="level" type="int"> 3007 <attribute arch="level" editor="level" type="int">
2965 A monster's &lt;level&gt; is the most important attribute. 3008 A monster's &lt;level&gt; is the most important attribute.
2966 &lt;level&gt; affects the power of a monster in various ways. 3009 &lt;level&gt; affects the power of a monster in various ways.
2967 </attribute> 3010 </attribute>
3014 </attribute> 3057 </attribute>
3015 <attribute arch="carrying" editor="carries weight" type="int"> 3058 <attribute arch="carrying" editor="carries weight" type="int">
3016 If a monster has something in the inventory, this 3059 If a monster has something in the inventory, this
3017 value can be set to reflect the slowdown due to 3060 value can be set to reflect the slowdown due to
3018 the carried weight. 3061 the carried weight.
3062 </attribute>
3063 <attribute arch="precious" editor="precious" type="bool">
3064 Set this flag to indicate that this monster is precious, i.e.
3065 it should not be lightly destroyed. This is most useful on pets and
3066 keeps the server from destroying them on destroy_pets/monster floors
3067 and will try to save them when the player logs out.
3019 </attribute> 3068 </attribute>
3020 3069
3021<section name="melee"> 3070<section name="melee">
3022 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3071 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3023 This number is a bitmask, specifying the monster's attacktypes 3072 This number is a bitmask, specifying the monster's attacktypes
3195 <attribute arch="stand_still" editor="stand still" type="bool"> 3244 <attribute arch="stand_still" editor="stand still" type="bool">
3196 Monsters which &lt;stand still&gt; won't move to leave their position. 3245 Monsters which &lt;stand still&gt; won't move to leave their position.
3197 When agressive, they will attack all enemies who get close to 3246 When agressive, they will attack all enemies who get close to
3198 them. This behaviour is commonly known from castle guards. 3247 them. This behaviour is commonly known from castle guards.
3199 3248
3200 In older versions of Crossfire it was possible to eventually 3249 In older versions of Deliantra it was possible to eventually
3201 push a &lt;stand still&gt;-monster out of position by force. 3250 push a &lt;stand still&gt;-monster out of position by force.
3202 I believe this is no longer possible. Neverthless, you should 3251 I believe this is no longer possible. Neverthless, you should
3203 still be cautious when lining up &lt;stand still&gt;-monster in order 3252 still be cautious when lining up &lt;stand still&gt;-monster in order
3204 to "defend" something: Such monsters are rather easy to kill. 3253 to "defend" something: Such monsters are rather easy to kill.
3205 It's good for low level maps, but not much more. 3254 It's good for low level maps, but not much more.
3241 When the monster's health points drop below this percentage 3290 When the monster's health points drop below this percentage
3242 (relative to max health), it attempts to run away from the 3291 (relative to max health), it attempts to run away from the
3243 attacker. 3292 attacker.
3244 </attribute> 3293 </attribute>
3245</section> 3294</section>
3246 3295 &resistances_basic;
3247<section name="resistance">
3248 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3253 </attribute>
3254 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3289 </attribute>
3290</section>
3291 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3296 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3292 </attribute> 3297 </attribute>
3293</type> 3298</type>
3294 3299
3295<!--####################################################################--> 3300<!--####################################################################-->
3300 <attribute arch="name_pl" /> 3305 <attribute arch="name_pl" />
3301 <attribute arch="nrof" /> 3306 <attribute arch="nrof" />
3302 <attribute arch="value" /> 3307 <attribute arch="value" />
3303 <attribute arch="unpaid" /> 3308 <attribute arch="unpaid" />
3304 </ignore> 3309 </ignore>
3305 <description><![CDATA[ 3310 <description>
3306 A grimreaper is a monster that vanishes after it did some number of 3311 A grimreaper is a monster that vanishes after it did some number of
3307 draining attacks. ]]> <!-- XXX: is this ok? --> 3312 draining attacks.
3308 </description> 3313 </description>
3309<section name="grimreaper"> 3314<section name="grimreaper">
3310 <attribute arch="value" editor="attacks" type="int"> 3315 <attribute arch="value" editor="attacks" type="int">
3311 The object vanishes after this number of draining attacks. 3316 The object vanishes after this number of draining attacks.
3312 </attribute> 3317 </attribute>
3320 </ignore> 3325 </ignore>
3321 <description><![CDATA[ 3326 <description><![CDATA[
3322 As the name implies, mood floors can change the "mood" of 3327 As the name implies, mood floors can change the "mood" of
3323 a monsters/NPC. For example, an unagressive monster could be 3328 a monsters/NPC. For example, an unagressive monster could be
3324 turned mad to start attacking. Similar, an agressive monster 3329 turned mad to start attacking. Similar, an agressive monster
3325 could be calmed. ]]> 3330 could be calmed.]]>
3326 </description> 3331 </description>
3327 <use><![CDATA[ 3332 <use><![CDATA[
3328 Mood floors are absolutely cool for NPC interaction. To make an 3333 Mood floors are absolutely cool for NPC interaction. To make an
3329 unaggressive monster/NPC attack, put a creator with "other_arch 3334 unaggressive monster/NPC attack, put a creator with "other_arch
3330 furious_floor" under it. Connect the creator to a magic_ear, so the 3335 furious_floor" under it. Connect the creator to a magic_ear, so the
3334 it directly to a magic_ear. Then the player speaks a keyword like 3339 it directly to a magic_ear. Then the player speaks a keyword like
3335 "help me" - and the NPC joins him as pet. 3340 "help me" - and the NPC joins him as pet.
3336 <br><br> 3341 <br><br>
3337 (Of course you must always give clear hints about keywords! 3342 (Of course you must always give clear hints about keywords!
3338 And there is no reason why you couldn't use a button/lever/pedestal 3343 And there is no reason why you couldn't use a button/lever/pedestal
3339 etc. instead of a magic_ear.) ]]> 3344 etc. instead of a magic_ear.)]]>
3340 </use> 3345 </use>
3341 <attribute arch="no_pick" value="1" type="fixed" /> 3346 <attribute arch="no_pick" value="1" type="fixed" />
3342 <attribute arch="last_sp" editor="mood" type="list_mood"> 3347 <attribute arch="last_sp" editor="mood" type="list_mood">
3343 &lt;mood&gt; is used to determine what will happen to the 3348 &lt;mood&gt; is used to determine what will happen to the
3344 monster when affected by the mood floor: 3349 monster when affected by the mood floor:
3354 &lt;mood&gt; 'charm': Turns monster into a pet of person 3359 &lt;mood&gt; 'charm': Turns monster into a pet of person
3355 who triggers the square. This setting is not 3360 who triggers the square. This setting is not
3356 enabled for continous operation, you need to 3361 enabled for continous operation, you need to
3357 insert a &lt;connection&gt; value! 3362 insert a &lt;connection&gt; value!
3358 </attribute> 3363 </attribute>
3359 <attribute arch="connected" editor="connection" type="int"> 3364 <attribute arch="connected" editor="connection" type="string">
3360 This should only be set in combination with &lt;mood number&gt; 4. 3365 This should only be set in combination with &lt;mood number&gt; 4.
3361 Normally, monsters are affected by the mood floor as soon as they 3366 Normally, monsters are affected by the mood floor as soon as they
3362 step on it. But charming (monster -&gt; pet) is too powerful, 3367 step on it. But charming (monster -&gt; pet) is too powerful,
3363 so it needs to be activated. 3368 so it needs to be activated.
3364 3369
3388 can monsters. Motion is involuntary. Additionally, players or 3393 can monsters. Motion is involuntary. Additionally, players or
3389 monsters can be "frozen" while ontop of movers so that they MUST 3394 monsters can be "frozen" while ontop of movers so that they MUST
3390 move along a chain of them. 3395 move along a chain of them.
3391 <br><br> 3396 <br><br>
3392 Multisquare monsters can be moved as well, given 3397 Multisquare monsters can be moved as well, given
3393 enough space. Movers are usually invisible. ]]> 3398 enough space. Movers are usually invisible.]]>
3394 </description> 3399 </description>
3395 <use><![CDATA[ 3400 <use><![CDATA[
3396 NEVER EVER consider a mover being unpassable in the backwards 3401 NEVER EVER consider a mover being unpassable in the backwards
3397 direction. Setting "forced movement" makes it seemingly impossible 3402 direction. Setting "forced movement" makes it seemingly impossible
3398 but there is still a trick: One player can push a second player 3403 but there is still a trick: One player can push a second player
3405 cannot be discovered with the show_invisible spell. 3410 cannot be discovered with the show_invisible spell.
3406 <br><br> 3411 <br><br>
3407 Note that Movers and Directors are seperate objects, even though 3412 Note that Movers and Directors are seperate objects, even though
3408 they look and act similar. Directors only do spells/missiles, 3413 they look and act similar. Directors only do spells/missiles,
3409 while movers only do living creatures (depending on how it 3414 while movers only do living creatures (depending on how it
3410 is set: monsters and players). ]]> 3415 is set: monsters and players).]]>
3411 </use> 3416 </use>
3412 <attribute arch="attacktype" editor="forced movement" type="bool"> 3417 <attribute arch="attacktype" editor="forced movement" type="bool">
3413 If forced movement is enabled, the mover "freezes" anyone it 3418 If forced movement is enabled, the mover "freezes" anyone it
3414 moves (so they are forced to move along a chain). 3419 moves (so they are forced to move along a chain).
3415 For players there is no way to escape this forced movement, 3420 For players there is no way to escape this forced movement,
3467 <ignore_list name="non_pickable" /> 3472 <ignore_list name="non_pickable" />
3468 </ignore> 3473 </ignore>
3469 <description><![CDATA[ 3474 <description><![CDATA[
3470 Pedestals are designed to detect certain types of living objects. 3475 Pedestals are designed to detect certain types of living objects.
3471 When a predefined type of living creature steps on the pedestal, the 3476 When a predefined type of living creature steps on the pedestal, the
3472 connected value is triggered. ]]> 3477 connected value is triggered.]]>
3473 </description> 3478 </description>
3474 <use><![CDATA[ 3479 <use><![CDATA[
3475 If you want to create a place where only players of a certain race 3480 If you want to create a place where only players of a certain race
3476 can enter, put a teleporter over your pedestal. So the teleporter is 3481 can enter, put a teleporter over your pedestal. So the teleporter is
3477 only activated for players of the matching race. Do not use gates, 3482 only activated for players of the matching race. Do not use gates,
3478 because many other players could sneak in. If you put powerful 3483 because many other players could sneak in. If you put powerful
3479 artifacts into such places, generally set "startequip 1", so that 3484 artifacts into such places, generally set "startequip 1", so that
3480 they are preserved for that one race and can't be traded to others. ]]> 3485 they are preserved for that one race and can't be traded to others.]]>
3481 </use> 3486 </use>
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3487 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="slaying" editor="match race" type="string"> 3488 <attribute arch="slaying" editor="match race" type="string">
3484 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3489 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3485 matches the monster's or the player's race, we have a match. 3490 matches the monster's or the player's race, we have a match.
3487 place where only fireborns can enter, by setting "slaying unnatural". 3492 place where only fireborns can enter, by setting "slaying unnatural".
3488 3493
3489 If it is set to "player", any player stepping on the pedestal 3494 If it is set to "player", any player stepping on the pedestal
3490 is a match. Very useful if you want to open a gate for players 3495 is a match. Very useful if you want to open a gate for players
3491 but not for monsters. 3496 but not for monsters.
3497
3498 &match_compat;
3492 </attribute> 3499 </attribute>
3493 <attribute arch="connected" editor="connection" type="int"> 3500 <attribute arch="connected" editor="connection" type="string">
3494 When the pedestal is triggered, all objects with the same 3501 When the pedestal is triggered, all objects with the same
3495 connection value get activated. 3502 connection value get activated.
3496 </attribute> 3503 </attribute>
3497 &move_on; 3504 &move_on;
3498</type> 3505</type>
3499 3506
3500<!--####################################################################--> 3507<!--####################################################################-->
3508<type number="32" name="Pedestal Trigger">
3509 <import_type name="Pedestal" />
3510 <ignore>
3511 <ignore_list name="non_pickable" />
3512 </ignore>
3513 <description><![CDATA[
3514 Pedestal triggers are pedestals which reset after a short period
3515 of time. Every time it is either applied or reset, the
3516 &lt;connection&gt; value is triggered.]]>
3517 </description>
3518</type>
3519
3520<!--####################################################################-->
3521<type number="19" name="Item Match">
3522 <ignore>
3523 <ignore_list name="non_pickable" />
3524 </ignore>
3525 <description><![CDATA[
3526 Match objects use the deliantra matching language
3527 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3528 to match items on the same mapspace (if move_on/off are unset) or
3529 items trying to enter (if move_blocked is set).
3530
3531 If a connected value is given, then it is triggered if the first object
3532 matching the expression is put on it, and the last is removed.]]>
3533 </description>
3534 <use><![CDATA[
3535 If you want to trigger something else (e.g. a gate) when an item is above this object,
3536 use the move_on/move_off settings.
3537
3538 If you want to keep something from entering if it has (or lacks) a specific item,
3539 use the move_blocked setting.]]>
3540 </use>
3541 <attribute arch="no_pick" value="1" type="fixed" />
3542 <attribute arch="slaying" editor="match expression" type="string">
3543 &match_compat;
3544
3545 Optionally you can leave out the "match " prefix.
3546 </attribute>
3547 <attribute arch="connected" editor="connection" type="string">
3548 When the match is triggered, all objects with the same
3549 connection value get activated.
3550 </attribute>
3551 &move_on;
3552 &move_off;
3553 &move_block;
3554</type>
3555
3556<!--####################################################################-->
3501<type number="94" name="Pit"> 3557<type number="94" name="Pit">
3502 <ignore> 3558 <ignore>
3503 <ignore_list name="non_pickable" /> 3559 <ignore_list name="non_pickable" />
3504 </ignore> 3560 </ignore>
3505 <description><![CDATA[ 3561 <description><![CDATA[
3506 Pits are holes, transporting the player when he walks (and falls) into them. 3562 Pits are holes, transporting the player when he walks (and falls) into them.
3507 A speciality about pits is that they don't transport the player to 3563 A speciality about pits is that they don't transport the player to
3508 the exact destination, but within a two-square radius of the destination 3564 the exact destination, but within a configurable radius of the destination
3509 (never on blocked squares).<br> 3565 (never on blocked squares).<br>
3510 Optionally, pits can get closed and opened, similar to gates.<br><br> 3566 Optionally, pits can get closed and opened, similar to gates.<br><br>
3511 Monsters and items are affected by pits just as well as players. 3567 Monsters and items are affected by pits just as well as players.
3512 Even multipart monsters can fall through them, given enough space. ]]> 3568 Even multipart monsters can fall through them, given enough space.]]>
3513 </description> 3569 </description>
3514 <use><![CDATA[ 3570 <use><![CDATA[
3515 Pits can add interesting effects to your map. When using them, make 3571 Pits can add interesting effects to your map. When using them, make
3516 sure to use them in a "logical way": Pits should always drop the 3572 sure to use them in a "logical way": Pits should always drop the
3517 player to some kind of lower level. They should not be used to 3573 player to some kind of lower level. They should not be used to
3518 randomly interconnect maps like teleporters do. ]]> 3574 randomly interconnect maps like teleporters do.]]>
3519 </use> 3575 </use>
3520 <attribute arch="no_pick" value="1" type="fixed" /> 3576 <attribute arch="no_pick" value="1" type="fixed" />
3577 <attribute arch="range" editor="spread radius" type="int">
3578 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3579 </attribute>
3521 <attribute arch="connected" editor="connection" type="int"> 3580 <attribute arch="connected" editor="connection" type="string">
3522 When a &lt;connection&gt; value is set, the pit can be opened/closed 3581 When a &lt;connection&gt; value is set, the pit can be opened/closed
3523 by activating the connection. 3582 by activating the connection.
3524 </attribute> 3583 </attribute>
3525 &activate_on; 3584 &activate_on;
3526 <attribute arch="hp" editor="destination X" type="int"> 3585 <attribute arch="hp" editor="destination X" type="int">
3546 3605
3547<!--####################################################################--> 3606<!--####################################################################-->
3548<type number="7" name="Poison Food"> 3607<type number="7" name="Poison Food">
3549 <description><![CDATA[ 3608 <description><![CDATA[
3550 When eating, the player's stomache is drained by 1/4 of food. 3609 When eating, the player's stomache is drained by 1/4 of food.
3551 If his food drops to zero, the player might even die. ]]> 3610 If his food drops to zero, the player might even die.]]>
3552 </description> 3611 </description>
3553</type> 3612</type>
3554 3613
3555<!--####################################################################--> 3614<!--####################################################################-->
3556<type number="5" name="Potion"> 3615<type number="5" name="Potion">
3557 <description><![CDATA[ 3616 <description><![CDATA[
3558 The player can drink these and gain various kinds of benefits 3617 The player can drink these and gain various kinds of benefits
3559 (/penalties) by doing so. ]]> 3618 (/penalties) by doing so.]]>
3560 </description> 3619 </description>
3561 <use><![CDATA[ 3620 <use><![CDATA[
3562 One potion should never give multiple benefits at once. ]]> 3621 One potion should never give multiple benefits at once.]]>
3563 </use> 3622 </use>
3564 <attribute arch="level" editor="potion level" type="int"> 3623 <attribute arch="level" editor="potion level" type="int">
3565 If the potion contains a spell, the spell is cast at this level. 3624 If the potion contains a spell, the spell is cast at this level.
3566 For other potions it should be set at least to 1. 3625 For other potions it should be set at least to 1.
3567 </attribute> 3626 </attribute>
3585 </attribute> 3644 </attribute>
3586 <attribute arch="startequip" editor="godgiven item" type="bool"> 3645 <attribute arch="startequip" editor="godgiven item" type="bool">
3587 A godgiven item vanishes as soon as the player 3646 A godgiven item vanishes as soon as the player
3588 drops it to the ground. 3647 drops it to the ground.
3589 </attribute> 3648 </attribute>
3590<section name="stats"> 3649 &player_stat_resist_sections;
3591 <attribute arch="Str" editor="strength" type="int">
3592 The player's strentgh will rise/fall by the given value for permanent
3593 (of course there is an upper limit). Generally there shouldn't be stat
3594 potions granting more than one stat. Cursed potions will subtract the
3595 stats if positive.
3596 </attribute>
3597 <attribute arch="Dex" editor="dexterity" type="int">
3598 The player's dexterity will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Con" editor="constitution" type="int">
3604 The player's constitution will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 <attribute arch="Int" editor="intelligence" type="int">
3610 The player's intelligence will rise/fall by the given value for permanent
3611 (of course there is an upper limit). Generally there shouldn't be stat
3612 potions granting more than one stat. Cursed potions will subtract the
3613 stats if positive.
3614 </attribute>
3615 <attribute arch="Pow" editor="power" type="int">
3616 The player's power will rise/fall by the given value for permanent
3617 (of course there is an upper limit). Generally there shouldn't be stat
3618 potions granting more than one stat. Cursed potions will subtract the
3619 stats if positive.
3620 </attribute>
3621 <attribute arch="Wis" editor="wisdom" type="int">
3622 The player's wisdom will rise/fall by the given value for permanent
3623 (of course there is an upper limit). Generally there shouldn't be stat
3624 potions granting more than one stat. Cursed potions will subtract the
3625 stats if positive.
3626 </attribute>
3627 <attribute arch="Cha" editor="charisma" type="int">
3628 The player's charisma will rise/fall by the given value for permanent
3629 (of course there is an upper limit). Generally there shouldn't be stat
3630 potions granting more than one stat. Cursed potions will subtract the
3631 stats if positive.
3632 </attribute>
3633</section>
3634<section name="resistance">
3635 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3636 The player's resistance to physical will rise by this value in percent
3637 (range -100 till +100). The effect is only temporare, and it does NOT
3638 add on the values from the player's equipment.
3639 Cursed potions will make negative resistance.. very nasty in combat!
3640 </attribute>
3641 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3642 The player's resistance to magic will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3648 The player's resistance to fire will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3654 The player's resistance to electricity will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3660 The player's resistance to cold will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3666 The player's resistance to acid will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3672 The player's resistance to confusion will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3678 The player's resistance to weaponmagic will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3684 The player's resistance to paralyze will rise by this value in percent
3685 (range -100 till +100). The effect is only temporare, and it does NOT
3686 add on the values from the player's equipment.
3687 Cursed potions will make negative resistance.. very nasty in combat!
3688 </attribute>
3689 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3690 The player's resistance to draining will rise by this value in percent
3691 (range -100 till +100). The effect is only temporare, and it does NOT
3692 add on the values from the player's equipment.
3693 Cursed potions will make negative resistance.. very nasty in combat!
3694 </attribute>
3695 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3696 The player's resistance to depletion will rise by this value in percent
3697 (range -100 till +100). The effect is only temporare, and it does NOT
3698 add on the values from the player's equipment.
3699 Cursed potions will make negative resistance.. very nasty in combat!
3700 </attribute>
3701 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3702 The player's resistance to poison will rise by this value in percent
3703 (range -100 till +100). The effect is only temporare, and it does NOT
3704 add on the values from the player's equipment.
3705 Cursed potions will make negative resistance.. very nasty in combat!
3706 </attribute>
3707</section>
3708</type> 3650</type>
3709 3651
3710<!--####################################################################--> 3652<!--####################################################################-->
3711<type number="156" name="Power Crystal"> 3653<type number="156" name="Power Crystal">
3712 <description><![CDATA[ 3654 <description><![CDATA[
3713 Power crystals can store a player's mana: 3655 Power crystals can store a player's mana:
3714 When the player applies the crystal with full mana, half of 3656 When the player applies the crystal with full mana, half of
3715 it flows into the crystal. When the player applies it with 3657 it flows into the crystal. When the player applies it with
3716 lacking mana, the crystal replenishes the player's mana. ]]> 3658 lacking mana, the crystal replenishes the player's mana.]]>
3717 </description> 3659 </description>
3718 <attribute arch="sp" editor="initial mana" type="int"> 3660 <attribute arch="sp" editor="initial mana" type="int">
3719 &lt;initial mana&gt; is the amount of spellpoints that the 3661 &lt;initial mana&gt; is the amount of spellpoints that the
3720 crystal holds when the map is loaded. 3662 crystal holds when the map is loaded.
3721 </attribute> 3663 </attribute>
3733 Projectiles like arrows/crossbow bolts are used as ammunition 3675 Projectiles like arrows/crossbow bolts are used as ammunition
3734 for shooting weapons. 3676 for shooting weapons.
3735 <br><br> 3677 <br><br>
3736 It's very easy to add new pairs of weapons &amp; projectiles. 3678 It's very easy to add new pairs of weapons &amp; projectiles.
3737 Just set matching &lt;ammunition class&gt; both for shooting 3679 Just set matching &lt;ammunition class&gt; both for shooting
3738 weapon and projectile. ]]> 3680 weapon and projectile.]]>
3739 </description> 3681 </description>
3740 <use><![CDATA[ 3682 <use><![CDATA[
3741 If you want to create new kinds of projectiles, you could 3683 If you want to create new kinds of projectiles, you could
3742 add an alchemical receipe to create these. 3684 add an alchemical receipe to create these.
3743 3685
3744 Don't create new pairs of weapons &amp; projectiles unless 3686 Don't create new pairs of weapons &amp; projectiles unless
3745 they really fullfill a useful purpose. In fact, even bows 3687 they really fullfill a useful purpose. In fact, even bows
3746 and crossbows are rarely ever used. ]]> 3688 and crossbows are rarely ever used.]]>
3747 </use> 3689 </use>
3748 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3749 This number is a bitmask, specifying the projectile's attacktypes. 3691 This number is a bitmask, specifying the projectile's attacktypes.
3750 Attacktypes are: physical, magical, fire, cold.. etc. 3692 Attacktypes are: physical, magical, fire, cold.. etc.
3751 This works identical to melee weapons. Note that shooting 3693 This works identical to melee weapons. Note that shooting
3813<type number="70" name="Ring"> 3755<type number="70" name="Ring">
3814 <import_type name="Amulet" /> 3756 <import_type name="Amulet" />
3815 <description><![CDATA[ 3757 <description><![CDATA[
3816 Rings are worn on the hands - one ring each. 3758 Rings are worn on the hands - one ring each.
3817 Wearing rings, the object's stats will directly be inherited to 3759 Wearing rings, the object's stats will directly be inherited to
3818 the player. Usually enhancing his spellcasting potential. ]]> 3760 the player. Usually enhancing his spellcasting potential.]]>
3819 </description> 3761 </description>
3820 <use><![CDATA[ 3762 <use><![CDATA[
3821 When you create an artifact ring, never forget that players can 3763 When you create an artifact ring, never forget that players can
3822 wear <B>two</B> rings! Due to that it is extremely important to 3764 wear <B>two</B> rings! Due to that it is extremely important to
3823 keep rings in balance with the game. 3765 keep rings in balance with the game.
3824 <br><br> 3766 <br><br>
3825 Also keep in mind that rings are generally the wizard's tools. 3767 Also keep in mind that rings are generally the wizard's tools.
3826 They should primarily grant bonuses to spellcasting abilities 3768 They should primarily grant bonuses to spellcasting abilities
3827 and non-physical resistances. ]]> 3769 and non-physical resistances.]]>
3828 </use> 3770 </use>
3829</type> 3771</type>
3830 3772
3831<!--####################################################################--> 3773<!--####################################################################-->
3832<type number="3" name="Rod"> 3774<type number="3" name="Rod">
3835 </ignore> 3777 </ignore>
3836 <description><![CDATA[ 3778 <description><![CDATA[
3837 A rod contains a spell. The player can use this spell by applying and 3779 A rod contains a spell. The player can use this spell by applying and
3838 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3780 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3839 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3781 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3840 used endlessly. ]]> 3782 used endlessly.]]>
3841 </description> 3783 </description>
3842 <use><![CDATA[ 3784 <use><![CDATA[
3843 Rods with healing/curing spells are extremely powerful. Usually, potions have 3785 Rods with healing/curing spells are extremely powerful. Usually, potions have
3844 to be used for that purpose. Though, potions are expensive and only good for 3786 to be used for that purpose. Though, potions are expensive and only good for
3845 one-time-use.<br> ]]> 3787 one-time-use.<br>]]>
3846 </use> 3788 </use>
3847 <attribute arch="sp" editor="spell" type="spell"> 3789 <attribute arch="sp" editor="spell" type="spell">
3848 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3790 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3849 rods to players, since they can be used endlessly without any mana cost! 3791 rods to players, since they can be used endlessly without any mana cost!
3850 Rods with heal/ restoration/ protection spells, IF available, MUST be 3792 Rods with heal/ restoration/ protection spells, IF available, MUST be
3890 Runes hit any monster or person who steps on them for 'dam' damage in 3832 Runes hit any monster or person who steps on them for 'dam' damage in
3891 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3833 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3892 and will cast this spell when it detonates. Yet another kind is the 3834 and will cast this spell when it detonates. Yet another kind is the
3893 "summoning rune", summoning predefined monsters of any kind, at detonation. 3835 "summoning rune", summoning predefined monsters of any kind, at detonation.
3894 <br><br> 3836 <br><br>
3895 Many runes are already defined in the archetypes. ]]> 3837 Many runes are already defined in the archetypes.]]>
3896 </description> 3838 </description>
3897 <use><![CDATA[ 3839 <use><![CDATA[
3898 Avoid monsters stepping on your runes. For example, summoning runes 3840 Avoid monsters stepping on your runes. For example, summoning runes
3899 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3841 together with spellcasting- and attack-runes is usually a bad idea.]]>
3900 </use> 3842 </use>
3901 <attribute arch="no_pick" value="1" type="fixed" /> 3843 <attribute arch="no_pick" value="1" type="fixed" />
3902 &move_on; 3844 &move_on;
3903 <attribute arch="level" editor="rune level" type="int"> 3845 <attribute arch="level" editor="rune level" type="int">
3904 This value sets the level the rune will cast the spell it contains at, 3846 This value sets the level the rune will cast the spell it contains at,
3972 <ignore_list name="non_pickable" /> 3914 <ignore_list name="non_pickable" />
3973 </ignore> 3915 </ignore>
3974 <description><![CDATA[ 3916 <description><![CDATA[
3975 When the player applies a savebed, he is not only saved. Both his 3917 When the player applies a savebed, he is not only saved. Both his
3976 respawn-after-death and his word-of-recall positions are pointing 3918 respawn-after-death and his word-of-recall positions are pointing
3977 to the last-applied savebed. ]]> 3919 to the last-applied savebed.]]>
3978 </description> 3920 </description>
3979 <use><![CDATA[ 3921 <use><![CDATA[
3980 Put savebed locations in towns, do not put them into dungeons. 3922 Put savebed locations in towns, do not put them into dungeons.
3981 It is absolutely neccessary that a place with savebeds is 100% secure. 3923 It is absolutely neccessary that a place with savebeds is 100% secure.
3982 That means: 3924 That means:
3983 <UL> 3925 <UL>
3984 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3926 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3985 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3927 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3986 <LI> Insert a relyable exit! Make sure there is no possibility that 3928 <LI> Insert a reliable exit! Make sure there is no possibility that
3987 players get trapped in a savebed location. 3929 players get trapped in a savebed location.
3988 <LI> If possible, mark the whole site as no-spell area (Insert this 3930 <LI> If possible, mark the whole site as no-spell area (Insert this
3989 arch called "dungeon_magic" everywhere). This is not required, 3931 arch called "dungeon_magic" everywhere). This is not required,
3990 but it makes the place much more safe. 3932 but it makes the place much more safe.
3991 </UL> ]]> 3933 </UL>]]>
3992 </use> 3934 </use>
3993 <attribute arch="no_pick" value="1" type="fixed" /> 3935 <attribute arch="no_pick" value="1" type="fixed" />
3994 <attribute arch="no_magic" value="1" type="fixed" /> 3936 <attribute arch="no_magic" value="1" type="fixed" />
3995 <attribute arch="damned" value="1" type="fixed" /> 3937 <attribute arch="damned" value="1" type="fixed" />
3996</type> 3938</type>
4003 <description><![CDATA[ 3945 <description><![CDATA[
4004 Scrolls contain spells (similar to spell-potions). Unlike potions, 3946 Scrolls contain spells (similar to spell-potions). Unlike potions,
4005 scrolls require a certain literacy skill to read successfully. 3947 scrolls require a certain literacy skill to read successfully.
4006 Accordingly, for a successful reading, a small amount of 3948 Accordingly, for a successful reading, a small amount of
4007 experience is gained. Scrolls allow only one time usage, but 3949 experience is gained. Scrolls allow only one time usage, but
4008 usually they are sold in bulks. ]]> 3950 usually they are sold in bulks.]]>
4009 </description> 3951 </description>
4010 <use><![CDATA[ 3952 <use><![CDATA[
4011 For low level quests, scrolls of healing/curing-spells 3953 For low level quests, scrolls of healing/curing-spells
4012 can be a nice reward. At higher levels, scrolls become less 3954 can be a nice reward. At higher levels, scrolls become less
4013 and less useful. ]]> 3955 and less useful.]]>
4014 </use> 3956 </use>
4015 <attribute arch="level" editor="casting level" type="int"> 3957 <attribute arch="level" editor="casting level" type="int">
4016 The spell of the scroll will be casted at this level. 3958 The spell of the scroll will be casted at this level.
4017 This value should always be set, at least to 1. 3959 This value should always be set, at least to 1.
4018 </attribute> 3960 </attribute>
4030<type number="33" name="Shield"> 3972<type number="33" name="Shield">
4031 <import_type name="Amulet" /> 3973 <import_type name="Amulet" />
4032 <description><![CDATA[ 3974 <description><![CDATA[
4033 Wearing a shield, the object's stats will directly be inherited to 3975 Wearing a shield, the object's stats will directly be inherited to
4034 the player. Shields usually provide good defense, only surpassed 3976 the player. Shields usually provide good defense, only surpassed
4035 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3977 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4036 </description> 3978 </description>
4037 <use><![CDATA[ 3979 <use><![CDATA[
4038 Feel free to create your own special artifacts. However, it is very 3980 Feel free to create your own special artifacts. However, it is very
4039 important that you keep your artifact in balance with existing maps. ]]> 3981 important that you keep your artifact in balance with existing maps.]]>
4040 </use> 3982 </use>
4041 <attribute arch="magic" editor="magic bonus" type="int"> 3983 <attribute arch="magic" editor="magic bonus" type="int">
4042 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3984 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4043 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3985 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4044 than direct armour-class bonus on the shield. 3986 than direct armour-class bonus on the shield.
4053 wielded both at the same time. Like with any other equipment, 3995 wielded both at the same time. Like with any other equipment,
4054 stats/bonuses from shooting weapons are directly inherited to the player. 3996 stats/bonuses from shooting weapons are directly inherited to the player.
4055 <br><br> 3997 <br><br>
4056 It's very easy to add new pairs of weapons &amp; projectiles. 3998 It's very easy to add new pairs of weapons &amp; projectiles.
4057 Just set matching &lt;ammunition class&gt; both for shooting 3999 Just set matching &lt;ammunition class&gt; both for shooting
4058 weapon and projectile. ]]> 4000 weapon and projectile.]]>
4059 </description> 4001 </description>
4060 <use><![CDATA[ 4002 <use><![CDATA[
4061 Shooting weapons should not add bonuses in general. There's already 4003 Shooting weapons should not add bonuses in general. There's already
4062 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4063 Shooting weapons should especially not add bonuses to the player 4005 Shooting weapons should especially not add bonuses to the player
4064 that have nothing to do with schooting. A Wisdom bonus on a bow 4006 that have nothing to do with schooting. A Wisdom bonus on a bow
4065 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4066 - still crap. ]]> 4008 - still crap.]]>
4067 </use> 4009 </use>
4068 <attribute arch="race" editor="ammunition class" type="string"> 4010 <attribute arch="race" editor="ammunition class" type="string">
4069 Only projectiles with matching &lt;ammunition class&gt; can be fired 4011 Only projectiles with matching &lt;ammunition class&gt; can be fired
4070 with this weapon. For normal bows set "arrows", for normal 4012 with this weapon. For normal bows set "arrows", for normal
4071 crossbows set "crossbow bolts". 4013 crossbows set "crossbow bolts".
4100 amount of &lt;item power&gt;, depending on their own level. This is the 4042 amount of &lt;item power&gt;, depending on their own level. This is the
4101 only way to prevent low level players to wear "undeserved" equipment 4043 only way to prevent low level players to wear "undeserved" equipment
4102 (like gifts from other players or cheated items). 4044 (like gifts from other players or cheated items).
4103 4045
4104 It is very important to adjust the &lt;item power&gt; value carefully 4046 It is very important to adjust the &lt;item power&gt; value carefully
4105 for every artifact you create! If zero/unset, the CF server will 4047 for every artifact you create! If zero/unset, the Deliantra server will
4106 calculate a provisional value at runtime, but this is never 4048 calculate a provisional value at runtime, but this is never
4107 going to be an accurate measurement of &lt;item power&gt;. 4049 going to be an accurate measurement of &lt;item power&gt;.
4108 </attribute> 4050 </attribute>
4109 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4051 <attribute arch="no_strength" editor="ignore strength" type="bool">
4110 Usually the player's strentgh takes effect on the damage 4052 Usually the player's strentgh takes effect on the damage
4192 These items are all flagged as unpaid. 4134 These items are all flagged as unpaid.
4193 When a player drops an item onto shop floor, the item becomes 4135 When a player drops an item onto shop floor, the item becomes
4194 unpaid and the player receives payment according to the item's 4136 unpaid and the player receives payment according to the item's
4195 selling-value. 4137 selling-value.
4196 Shopfloor always prevents magic (To hinder players from burning 4138 Shopfloor always prevents magic (To hinder players from burning
4197 or freezing the goods). ]]> 4139 or freezing the goods).]]>
4198 </description> 4140 </description>
4199 <use><![CDATA[ 4141 <use><![CDATA[
4200 Tile your whole shop-interior space which shop floor. 4142 Tile your whole shop-interior space which shop floor.
4201 (That assures players receive payment for dropping items). 4143 (That assures players receive payment for dropping items).
4202 Place shop mats to enter/leave the shop, and make sure 4144 Place shop mats to enter/leave the shop, and make sure
4203 there is no other exit than the shop mat. ]]> 4145 there is no other exit than the shop mat.]]>
4204 </use> 4146 </use>
4205 <attribute arch="is_floor" value="1" type="fixed" /> 4147 <attribute arch="is_floor" value="1" type="fixed" />
4206 <attribute arch="no_pick" value="1" type="fixed" /> 4148 <attribute arch="no_pick" value="1" type="fixed" />
4207 <attribute arch="no_magic" value="1" type="fixed" /> 4149 <attribute arch="no_magic" value="1" type="fixed" />
4208 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4150 <attribute arch="auto_apply" editor="generate goods" type="bool">
4242 "shopping-area" and one outside. Shop mats don't use exit paths/ 4184 "shopping-area" and one outside. Shop mats don't use exit paths/
4243 or -destinations. When stepping onto a shopmat the player gets beamed 4185 or -destinations. When stepping onto a shopmat the player gets beamed
4244 to the nearest other mat. If the player has unpaid items in his 4186 to the nearest other mat. If the player has unpaid items in his
4245 inventory, the price gets charged from his coins automatically. 4187 inventory, the price gets charged from his coins automatically.
4246 If the player has insufficient coins to buy his unpaid items, he 4188 If the player has insufficient coins to buy his unpaid items, he
4247 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4189 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4248 </description> 4190 </description>
4249 <use><![CDATA[ 4191 <use><![CDATA[
4250 As stated above, always place TWO shop mats into your shop. 4192 As stated above, always place TWO shop mats into your shop.
4251 Not more and not less than that. ]]> 4193 Not more and not less than that.]]>
4252 </use> 4194 </use>
4253 <attribute arch="no_pick" value="1" type="fixed" /> 4195 <attribute arch="no_pick" value="1" type="fixed" />
4254 &move_on; 4196 &move_on;
4255</type> 4197</type>
4256 4198
4261 </ignore> 4203 </ignore>
4262 <description><![CDATA[ 4204 <description><![CDATA[
4263 The purpose of a sign or magic_mouth is to display a certain message to 4205 The purpose of a sign or magic_mouth is to display a certain message to
4264 the player. There are three ways to have the player get this message: 4206 the player. There are three ways to have the player get this message:
4265 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4266 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4267 </description> 4209 </description>
4268 <use><![CDATA[ 4210 <use><![CDATA[
4269 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4270 some true roleplay feeling to your maps, support your storyline or give 4212 some true roleplay feeling to your maps, support your storyline or give
4271 hints about hidden secrets/dangers. Place signs to provide the player 4213 hints about hidden secrets/dangers. Place signs to provide the player
4272 with all kinds of useful information for getting along in your maps. ]]> 4214 with all kinds of useful information for getting along in your maps.]]>
4273 </use> 4215 </use>
4274 <attribute arch="connected" editor="connection" type="int"> 4216 <attribute arch="connected" editor="connection" type="string">
4275 When a connection value is set, the message will be printed whenever 4217 When a connection value is set, the message will be printed whenever
4276 the connection is triggered. This should be used in combination with 4218 the connection is triggered. This should be used in combination with
4277 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4278 If activating your magic_mouth this way, the message will not only be 4220 If activating your magic_mouth this way, the message will not only be
4279 printed to one player, but all players on the current map. 4221 printed to one player, but all players on the current map.
4296 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4238 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4297 This text will be displayed to the player. 4239 This text will be displayed to the player.
4298 </attribute> 4240 </attribute>
4299</type> 4241</type>
4300 4242
4243<type number="150" name="Shop Inventory">
4244 <ignore>
4245 <ignore_list name="non_pickable" />
4246 </ignore>
4247 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4248 </description>
4249 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4250 </use>
4251 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4252 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4253 the map that will be searched for unpaid items.
4254 </attribute>
4255</type>
4256
4301<!--####################################################################--> 4257<!--####################################################################-->
4302<type number="43" name="Skill"> 4258<type number="43" name="Skill">
4303 <ignore> 4259 <ignore>
4304 <ignore_list name="system_object" /> 4260 <ignore_list name="system_object" />
4305 </ignore> 4261 </ignore>
4306 <description><![CDATA[ 4262 <description><![CDATA[
4307 Skills are objects which exist in the player/monster inventory. 4263 Skills are objects which exist in the player/monster inventory.
4308 Both NPC/monsters and players use the same skill archetypes. Not all skills 4264 Both NPC/monsters and players use the same skill archetypes. Not all skills
4309 are enabled for monster use however. ]]> 4265 are enabled for monster use however.]]>
4310 </description> 4266 </description>
4311 <use><![CDATA[ 4267 <use><![CDATA[
4312 For mapmaking, Skill objects serve two purposes: 4268 For mapmaking, Skill objects serve two purposes:
4313 <p>First, the predefined skill archtypes (in the 'skills' directory) 4269 <p>First, the predefined skill archtypes (in the 'skills' directory)
4314 can be seen as the global skill definitions. A skill which doesn't 4270 can be seen as the global skill definitions. A skill which doesn't
4319 </p><p> 4275 </p><p>
4320 Secondly, in order to enable monsters to use skills, you will need to 4276 Secondly, in order to enable monsters to use skills, you will need to
4321 copy default skill archtypes into the monsters' inventories. 4277 copy default skill archtypes into the monsters' inventories.
4322 You can even customize the skills by changing stats. It is not 4278 You can even customize the skills by changing stats. It is not
4323 recommended however, to use skills in your maps which are totally 4279 recommended however, to use skills in your maps which are totally
4324 unrelated to any predefined skill archtype.</p> ]]> 4280 unrelated to any predefined skill archtype.</p>]]>
4325 </use> 4281 </use>
4326 <attribute arch="invisible" value="1" type="fixed" /> 4282 <attribute arch="invisible" value="1" type="fixed" />
4327 <attribute arch="no_drop" value="1" type="fixed" /> 4283 <attribute arch="no_drop" value="1" type="fixed" />
4328 <attribute arch="skill" editor="skill name" type="string"> 4284 <attribute arch="skill" editor="skill name" type="string">
4329 The &lt;skill name&gt; is used for matchings. When a usable 4285 The &lt;skill name&gt; is used for matchings. When a usable
4339 expmul is 1, the player will get 500 added to that skill as well as 4295 expmul is 1, the player will get 500 added to that skill as well as
4340 500 to their total. 4296 500 to their total.
4341 </attribute> 4297 </attribute>
4342 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4298 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4343 The &lt;skill type&gt; defines the base functionality of the skill. 4299 The &lt;skill type&gt; defines the base functionality of the skill.
4344 Skill types are hardcoded in the Crossfire server. It isn't hard to 4300 Skill types are hardcoded in the Deliantra server. It isn't hard to
4345 create new skill types, but it requires a bit of server-coding. 4301 create new skill types, but it requires a bit of server-coding.
4346 </attribute> 4302 </attribute>
4347 <attribute arch="level" editor="level" type="int"> 4303 <attribute arch="level" editor="level" type="int">
4348 </attribute> 4304 </attribute>
4349 <attribute arch="exp" editor="experience" type="int"> 4305 <attribute arch="exp" editor="experience" type="int">
4358 4314
4359<!--####################################################################--> 4315<!--####################################################################-->
4360<type number="130" name="Skill Scroll"> 4316<type number="130" name="Skill Scroll">
4361 <description><![CDATA[ 4317 <description><![CDATA[
4362 By reading a skill scroll, a player has a chance to learn the 4318 By reading a skill scroll, a player has a chance to learn the
4363 contained skill. ]]> 4319 contained skill.]]>
4364 </description> 4320 </description>
4365 <use><![CDATA[ 4321 <use><![CDATA[
4366 Skill scrolls are very much sought for by players. Currently, 4322 Skill scrolls are very much sought for by players. Currently,
4367 all skill scrolls are sold in shops randomly, which is in fact not 4323 all skill scrolls are sold in shops randomly, which is in fact not
4368 a good system. It would be nice to have some cool quests with 4324 a good system. It would be nice to have some cool quests with
4369 skill scrolls rewarded at the end. ]]> 4325 skill scrolls rewarded at the end.]]>
4370 </use> 4326 </use>
4371 <attribute arch="race" value="scrolls" type="fixed" /> 4327 <attribute arch="race" value="scrolls" type="fixed" />
4372 <attribute arch="skill" editor="skill name" type="string"> 4328 <attribute arch="skill" editor="skill name" type="string">
4373 The &lt;skill name&gt; matches the skill object that can 4329 The &lt;skill name&gt; matches the skill object that can
4374 be learned from this scroll. 4330 be learned from this scroll.
4384 When carrying the appropriate special key, a locked door can 4340 When carrying the appropriate special key, a locked door can
4385 be opened. The key will dissapear. 4341 be opened. The key will dissapear.
4386 <br><br> 4342 <br><br>
4387 This object-type can also be used for "passport"-like items: 4343 This object-type can also be used for "passport"-like items:
4388 When walking onto an invetory checker, a gate for example might 4344 When walking onto an invetory checker, a gate for example might
4389 get opened. The "passport" will stay in the player's inventory. ]]> 4345 get opened. The "passport" will stay in the player's inventory.]]>
4390 </description> 4346 </description>
4391 <use><![CDATA[ 4347 <use><![CDATA[
4392 How to make a "passport": You take the special key arch 4348 How to make a "passport": You take the special key arch
4393 (archetype name is "key2"), set the face to something like 4349 (archetype name is "key2"), set the face to something like
4394 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4350 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4395 certainly must match with the appropiate inventory checker. 4351 certainly must match with the appropiate inventory checker.
4396 <br><br> 4352 <br><br>
4397 Of course you can be creative with names and faces of 4353 Of course you can be creative with names and faces of
4398 key-objects. A "mysterious crystal" or a "big dragon claw" 4354 key-objects. A "mysterious crystal" or a "big dragon claw"
4399 (with appropriate faces) appear more interesting than just 4355 (with appropriate faces) appear more interesting than just
4400 a "strange key", or "passport". ]]> 4356 a "strange key", or "passport".]]>
4401 </use> 4357 </use>
4402 <attribute arch="slaying" editor="key string" type="string"> 4358 <attribute arch="slaying" editor="key string" type="string">
4403 This string must be identical with the &lt;key string&gt; in the 4359 This string must be identical with the &lt;key string&gt; in the
4404 locked door, then it can be unlocked. It can also be used 4360 locked door, then it can be unlocked. It can also be used
4405 to trigger inventory checkers. 4361 to trigger inventory checkers.
4440 players can learn it by reading the book. Once learned, players 4396 players can learn it by reading the book. Once learned, players
4441 can use the spell as often as they like. With increasing skill level 4397 can use the spell as often as they like. With increasing skill level
4442 of the player, spells may gain power but also increase cost.<br> 4398 of the player, spells may gain power but also increase cost.<br>
4443 Monsters can use spells which are put in their inventory (provided 4399 Monsters can use spells which are put in their inventory (provided
4444 that certain "enabling" settings are correct). The monster's 4400 that certain "enabling" settings are correct). The monster's
4445 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4401 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4446 </description> 4402 </description>
4447 <use><![CDATA[ 4403 <use><![CDATA[
4448 A lot of the spells' settings can be tuned and customized. 4404 A lot of the spells' settings can be tuned and customized.
4449 When creating new spells which are accessible to players, it is 4405 When creating new spells which are accessible to players, it is
4450 important to think about balance. A single spell which is too 4406 important to think about balance. A single spell which is too
4451 powerful and/or too easy to use can eventually toss the whole skill 4407 powerful and/or too easy to use can eventually toss the whole skill
4452 and magic school system out of whack. Testing new spells is 4408 and magic school system out of whack. Testing new spells is
4453 quite important therefore. ]]> 4409 quite important therefore.]]>
4454 </use> 4410 </use>
4455 <attribute arch="no_drop" value="1" type="fixed" /> 4411 <attribute arch="no_drop" value="1" type="fixed" />
4456 <attribute arch="invisible" value="1" type="fixed" /> 4412 <attribute arch="invisible" value="1" type="fixed" />
4457 <attribute arch="skill" editor="skill name" type="string"> 4413 <attribute arch="skill" editor="skill name" type="string">
4458 The &lt;skill name&gt; matches the skill which is needed 4414 The &lt;skill name&gt; matches the skill which is needed
4490 to read.<br><br> 4446 to read.<br><br>
4491 You can create widely customized spells only by adjusting the 4447 You can create widely customized spells only by adjusting the
4492 spell object in the spellbooks inventory. Refer to the description 4448 spell object in the spellbooks inventory. Refer to the description
4493 of spell objects for detailed information how to customize spells.<br> 4449 of spell objects for detailed information how to customize spells.<br>
4494 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4450 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4495 with a compilation of spells that the book may contain. ]]> 4451 with a compilation of spells that the book may contain.]]>
4496 </description> 4452 </description>
4497 <use><![CDATA[ 4453 <use><![CDATA[
4498 Don't put any of the godgiven spells into a spellbook! These are 4454 Don't put any of the godgiven spells into a spellbook! These are
4499 reserved for the followers of the appropriate cults. Handing them 4455 reserved for the followers of the appropriate cults. Handing them
4500 out in a spellbook would violate the balance between different religions. 4456 out in a spellbook would violate the balance between different religions.
4501 <br><br> 4457 <br><br>
4502 Note that there is no fundamental difference between the spellbooks 4458 Note that there is no fundamental difference between the spellbooks
4503 of varying schools (pyromancy, sorcery, evocation, summoning, and 4459 of varying schools (pyromancy, sorcery, evocation, summoning, and
4504 even praying). The difference lies only in the spells they contain. 4460 even praying). The difference lies only in the spells they contain.
4505 It is up to you, the mapmaker, to pick the right type of book 4461 It is up to you, the mapmaker, to pick the right type of book
4506 for your spells. ]]> 4462 for your spells.]]>
4507 </use> 4463 </use>
4508 <attribute arch="skill" value="literacy" type="fixed" /> 4464 <attribute arch="skill" value="literacy" type="fixed" />
4509 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4465 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4510 There are two ways to put spells into a spellbook: 4466 There are two ways to put spells into a spellbook:
4511 1. Put a spell object in the books inventory. In this case, 4467 1. Put a spell object in the books inventory. In this case,
4530 </ignore> 4486 </ignore>
4531 <description><![CDATA[ 4487 <description><![CDATA[
4532 Spinners change the direction of spell objects and other projectiles 4488 Spinners change the direction of spell objects and other projectiles
4533 that fly past. Unlike directors, it does make a difference from what 4489 that fly past. Unlike directors, it does make a difference from what
4534 angle you shoot into the spinner. The direction of objects flying past 4490 angle you shoot into the spinner. The direction of objects flying past
4535 is always changed by a certain degree. ]]> 4491 is always changed by a certain degree.]]>
4536 </description> 4492 </description>
4537 <use><![CDATA[ 4493 <use><![CDATA[
4538 Spinners are very rarely used. I believe they are quite 4494 Spinners are very rarely used. I believe they are quite
4539 confusing and pointless. The only use I can think of is building 4495 confusing and pointless. The only use I can think of is building
4540 some puzzle about where to shoot into spinners to shoot somewhere you 4496 some puzzle about where to shoot into spinners to shoot somewhere you
4541 otherwise couldn't. 4497 otherwise couldn't.
4542 4498
4543 When placing spinners on a map with magic walls, make sure the spell- 4499 When placing spinners on a map with magic walls, make sure the spell-
4544 projectiles from magic walls don't get to fly in loops. ]]> 4500 projectiles from magic walls don't get to fly in loops.]]>
4545 </use> 4501 </use>
4546 <attribute arch="sp" editor="direction number" type="int"> 4502 <attribute arch="sp" editor="direction number" type="int">
4547 The spinner will change the direction of flying objects by 4503 The spinner will change the direction of flying objects by
4548 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4504 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4549 positive values counter clockwise. 4505 positive values counter clockwise.
4562 Swamp areas show a special behaviour: 4518 Swamp areas show a special behaviour:
4563 When a player stands still on a swamp-square for too long, 4519 When a player stands still on a swamp-square for too long,
4564 he will start to sink in and eventually drown and die. 4520 he will start to sink in and eventually drown and die.
4565 Items dropped on the swamp sink in and dissapear. 4521 Items dropped on the swamp sink in and dissapear.
4566 Players with knowledge of the woodsman skill are a lot less likely 4522 Players with knowledge of the woodsman skill are a lot less likely
4567 to die in the swamp. ]]> 4523 to die in the swamp.]]>
4568 </description> 4524 </description>
4569 <attribute arch="is_floor" value="1" type="fixed" /> 4525 <attribute arch="is_floor" value="1" type="fixed" />
4570 <attribute arch="is_wooded" value="1" type="fixed" /> 4526 <attribute arch="is_wooded" value="1" type="fixed" />
4571 <attribute arch="speed" editor="drowning speed" type="float"> 4527 <attribute arch="speed" editor="drowning speed" type="float">
4572 The higher the &lt;drowning speed&gt;, the faster will players and items 4528 The higher the &lt;drowning speed&gt;, the faster will players and items
4596 different location. The main difference to the object-type exit 4552 different location. The main difference to the object-type exit
4597 is the possibility to have teleporters connected to levers/buttons/etc. 4553 is the possibility to have teleporters connected to levers/buttons/etc.
4598 Sometimes teleporters are activated even against the players will. 4554 Sometimes teleporters are activated even against the players will.
4599 <br><br> 4555 <br><br>
4600 Unlike exits, teleporters can also transfer items and 4556 Unlike exits, teleporters can also transfer items and
4601 monsters to different locations on the same map. ]]> 4557 monsters to different locations on the same map.]]>
4602 </description> 4558 </description>
4603 <use><![CDATA[ 4559 <use><![CDATA[
4604 When creating maps, I guess sooner or later you'll want to have 4560 When creating maps, I guess sooner or later you'll want to have
4605 an invisible teleporter. If using "invisible 1", the teleporter 4561 an invisible teleporter. If using "invisible 1", the teleporter
4606 can still be discovered with the show_invisible spell. And in 4562 can still be discovered with the show_invisible spell. And in
4607 some cases you can't place it under the floor to prevent this. 4563 some cases you can't place it under the floor to prevent this.
4608 <br><br> 4564 <br><br>
4609 Fortunately, there is a cool trick to make a perfectly invisible 4565 Fortunately, there is a cool trick to make a perfectly invisible
4610 teleporter: You simply add teleporter functionality to the floor 4566 teleporter: You simply add teleporter functionality to the floor
4611 itself. That means: You take the floor arch (e.g. "flagstone"), 4567 itself. That means: You take the floor arch (e.g. "flagstone"),
4612 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4568 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4613 </use> 4569 </use>
4614 <attribute arch="slaying" editor="exit path" type="string"> 4570 <attribute arch="slaying" editor="exit path" type="string">
4615 The exit path specifies the map that the player is transferred to. 4571 The exit path specifies the map that the player is transferred to.
4616 &lt;exit path&gt; can be an absolute path, beginning with '/' 4572 &lt;exit path&gt; can be an absolute path, beginning with '/'
4617 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4573 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4653 be transferred to the "default enter location" of the destined map. 4609 be transferred to the "default enter location" of the destined map.
4654 The latter can be set in the map-properties as "Enter X/Y". Though, 4610 The latter can be set in the map-properties as "Enter X/Y". Though,
4655 please DO NOT use that. It turned out to be a source for numerous 4611 please DO NOT use that. It turned out to be a source for numerous
4656 map-bugs. 4612 map-bugs.
4657 </attribute> 4613 </attribute>
4658 <attribute arch="connected" editor="connection" type="int"> 4614 <attribute arch="connected" editor="connection" type="string">
4659 If a connection value is set, the teleporter will be activated 4615 If a connection value is set, the teleporter will be activated
4660 whenever the connection is triggered. To use this properly, 4616 whenever the connection is triggered. To use this properly,
4661 &lt;activation speed&gt; must be zero. 4617 &lt;activation speed&gt; must be zero.
4662 </attribute> 4618 </attribute>
4663 &activate_on; 4619 &activate_on;
4678<type number="26" name="Timed Gate"> 4634<type number="26" name="Timed Gate">
4679 <ignore> 4635 <ignore>
4680 <ignore_list name="non_pickable" /> 4636 <ignore_list name="non_pickable" />
4681 </ignore> 4637 </ignore>
4682 <description><![CDATA[ 4638 <description><![CDATA[
4683 Gates play an important role in Crossfire. Gates can be opened 4639 Gates play an important role in Deliantra. Gates can be opened
4684 by activating a button/trigger, by speaking passwords (-> magic_ear) 4640 by activating a button/trigger, by speaking passwords (-> magic_ear)
4685 or carrying special key-objects (-> inventory checker). 4641 or carrying special key-objects (-> inventory checker).
4686 Unlike locked doors, gates can get shut again after a player has 4642 Unlike locked doors, gates can get shut again after a player has
4687 passed, which makes them more practical in many cases. Unlike normal 4643 passed, which makes them more practical in many cases. Unlike normal
4688 gates, timed gates open when triggered but automatically close again 4644 gates, timed gates open when triggered but automatically close again
4689 after some time.]]> 4645 after some time.]]>
4690 </description> 4646 </description>
4691 <use><![CDATA[ 4647 <use><![CDATA[
4692 Use gates to divide your maps into separated areas. After solving 4648 Use gates to divide your maps into separated areas. After solving
4693 area A, the player gains access to area B, and so on. Make your 4649 area A, the player gains access to area B, and so on. Make your
4694 maps more complex than "one-way". ]]> 4650 maps more complex than "one-way".]]>
4695 </use> 4651 </use>
4696 <attribute arch="no_pick" value="1" type="fixed" /> 4652 <attribute arch="no_pick" value="1" type="fixed" />
4697 <attribute arch="connected" editor="connection" type="int"> 4653 <attribute arch="connected" editor="connection" type="string">
4698 Whenever the inventory checker is triggered, all objects with identical 4654 Whenever the inventory checker is triggered, all objects with identical
4699 &lt;connection&gt; value get activated. This only makes sense together with 4655 &lt;connection&gt; value get activated. This only makes sense together with
4700 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4656 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4701 after some time. 4657 after some time.
4702 </attribute> 4658 </attribute>
4739 and generally have either a physical attack or trigger a reaction. 4695 and generally have either a physical attack or trigger a reaction.
4740 <br><br> 4696 <br><br>
4741 Traps hit any monster or person who steps on them for 'dam' damage in 4697 Traps hit any monster or person who steps on them for 'dam' damage in
4742 'attacktype' attacktype and/or trigger a reaction. 4698 'attacktype' attacktype and/or trigger a reaction.
4743 <br><br> 4699 <br><br>
4744 Many traps are already defined in the archetypes. ]]> 4700 Many traps are already defined in the archetypes.]]>
4745 </description> 4701 </description>
4746 <use><![CDATA[ 4702 <use><![CDATA[
4747 Avoid monsters stepping on your traps. For example, a party of orcs setting 4703 Avoid monsters stepping on your traps. For example, a party of orcs setting
4748off your lightning wall and pit trap is usually a bad idea. ]]> 4704 off your lightning wall and pit trap is usually a bad idea.]]>
4749 </use> 4705 </use>
4750 <attribute arch="no_pick" value="1" type="fixed" /> 4706 <attribute arch="no_pick" value="1" type="fixed" />
4751 &move_on; 4707 &move_on;
4752 <attribute arch="level" editor="trap level" type="int"> 4708 <attribute arch="level" editor="trap level" type="int">
4753 Level effects how easily a trap may be found and disarmed, and 4709 Level effects how easily a trap may be found and disarmed, and
4769 </attribute> 4725 </attribute>
4770 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4726 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4771 This attribute defines what attacktype to use for direct damage when 4727 This attribute defines what attacktype to use for direct damage when
4772 the trap detonates. 4728 the trap detonates.
4773 </attribute> 4729 </attribute>
4774 <attribute arch="connected" editor="connection" type="int"> 4730 <attribute arch="connected" editor="connection" type="string">
4775 When the trap is detonated, all objects with the same 4731 When the trap is detonated, all objects with the same
4776 connection value get activated. 4732 connection value get activated.
4777 </attribute> 4733 </attribute>
4778 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4734 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4779 When the trap detonates, this text is displayed to the 4735 When the trap detonates, this text is displayed to the
4791 Trapdoors are very similar to pits. The difference is that they 4747 Trapdoors are very similar to pits. The difference is that they
4792 can not be closed. Instead, the weight of the object on the 4748 can not be closed. Instead, the weight of the object on the
4793 trapdoor determines weither it slams the trapdoor open and falls through 4749 trapdoor determines weither it slams the trapdoor open and falls through
4794 or not.<br> 4750 or not.<br>
4795 Once a trapdoor has been opened (by a creature or items of sufficient 4751 Once a trapdoor has been opened (by a creature or items of sufficient
4796 weight,) it remains open, acting like an opened pit. ]]> 4752 weight,) it remains open, acting like an opened pit.]]>
4797 </description> 4753 </description>
4798 <use><![CDATA[ 4754 <use><![CDATA[
4799 Trapdoors should be used in the same fashion as pits: 4755 Trapdoors should be used in the same fashion as pits:
4800 They should always drop the victims to some kind of lower level. They 4756 They should always drop the victims to some kind of lower level. They
4801 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4757 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4802 </use> 4758 </use>
4803 <attribute arch="no_pick" value="1" type="fixed" /> 4759 <attribute arch="no_pick" value="1" type="fixed" />
4804 &move_on; 4760 &move_on;
4805 <attribute arch="weight" editor="hold weight" type="int"> 4761 <attribute arch="weight" editor="hold weight" type="int">
4806 This value defines how much weight the trapdoor can hold. 4762 This value defines how much weight the trapdoor can hold.
4832 <attribute arch="value" /> 4788 <attribute arch="value" />
4833 <attribute arch="material" /> 4789 <attribute arch="material" />
4834 </ignore> 4790 </ignore>
4835 <description><![CDATA[ 4791 <description><![CDATA[
4836 A treasure-object turns into certain randomitems when the map is loaded 4792 A treasure-object turns into certain randomitems when the map is loaded
4837 into the game. ]]> 4793 into the game.]]>
4838 </description> 4794 </description>
4839 <use><![CDATA[ 4795 <use><![CDATA[
4840 About usage of the "random-artifact" treasurelist: 4796 About usage of the "random-artifact" treasurelist:
4841 This will generate powerful stuff like girdles, xray helmets, special 4797 This will generate powerful stuff like girdles, xray helmets, special
4842 swords etc. If you put this as reward to your quest, players might be 4798 swords etc. If you put this as reward to your quest, players might be
4843 motivated to do it more than once. BUT, by doing so they will get a huge 4799 motivated to do it more than once. BUT, by doing so they will get a huge
4844 number of different artifacts! Besides, players will always seek the place 4800 number of different artifacts! Besides, players will always seek the place
4845 with the most easy-to-get random artifact and ignore all others. 4801 with the most easy-to-get random artifact and ignore all others.
4846 My advice: Don't use it! Attract players with good fighting experience 4802 My advice: Don't use it! Attract players with good fighting experience
4847 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4803 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4848 </use> 4804 </use>
4849 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4805 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4850 This entry determines what kind of treasure will appear. Look into 4806 This entry determines what kind of treasure will appear. Look into
4851 /crossfire/share/crossfire/treasures for details about existing 4807 /crossfire/share/crossfire/treasures for details about existing
4852 treasurelists. 4808 treasurelists.
4883 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4839 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4884 &lt;key string&gt; which can be discovered by detectors or inventory 4840 &lt;key string&gt; which can be discovered by detectors or inventory
4885 checkers. It is also possible to use markers for removing marks again. 4841 checkers. It is also possible to use markers for removing marks again.
4886 <br><br> 4842 <br><br>
4887 Note that the player has no possibility to "see" his own marks, 4843 Note that the player has no possibility to "see" his own marks,
4888 except by the effect that they cause on the maps. ]]> 4844 except by the effect that they cause on the maps.]]>
4889 </description> 4845 </description>
4890 <use><![CDATA[ 4846 <use><![CDATA[
4891 Markers hold real cool possibilities for map-making. I encourage 4847 Markers hold real cool possibilities for map-making. I encourage
4892 you to use them frequently. However there is one negative point 4848 you to use them frequently. However there is one negative point
4893 about markers: Players don't "see" what's going on with them. It is 4849 about markers: Players don't "see" what's going on with them. It is
4894 your task, as map-creator, to make sure the player is always well 4850 your task, as map-creator, to make sure the player is always well
4895 informed and never confused. 4851 informed and never confused.
4896 <br><br> 4852 <br><br>
4897 Please avoid infinite markers when they aren't needed. They're 4853 Please avoid infinite markers when they aren't needed. They're
4898 using a little space in the player file after all, so if there 4854 using a little space in the player file after all, so if there
4899 is no real purpose, set an expire time. ]]> 4855 is no real purpose, set an expire time.]]>
4900 </use> 4856 </use>
4901 <attribute arch="no_pick" value="1" type="fixed" /> 4857 <attribute arch="no_pick" value="1" type="fixed" />
4902 <attribute arch="slaying" editor="key string" type="string"> 4858 <attribute arch="slaying" editor="key string" type="string">
4903 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4859 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4904 If the player already has a force with that &lt;key string&gt;, 4860 If the player already has a force with that &lt;key string&gt;,
4905 there won't be inserted a second one. 4861 there won't be inserted a second one.
4906 </attribute> 4862 </attribute>
4907 <attribute arch="connected" editor="connection" type="int"> 4863 <attribute arch="connected" editor="connection" type="string">
4908 Unlike a regular marker this is the connection that triggers this marker to activate. 4864 Unlike a regular marker this is the connection that triggers this marker to activate.
4909 </attribute> 4865 </attribute>
4910 <attribute arch="food" editor="mark duration" type="int"> 4866 <attribute arch="food" editor="mark duration" type="int">
4911 This value defines the duration of the force it inserts. 4867 This value defines the duration of the force it inserts.
4912 If nonzero, the duration of the player's mark is finite: 4868 If nonzero, the duration of the player's mark is finite:
4943 <attribute arch="name_pl" /> 4899 <attribute arch="name_pl" />
4944 <attribute arch="value" /> 4900 <attribute arch="value" />
4945 <attribute arch="unpaid" /> 4901 <attribute arch="unpaid" />
4946 </ignore> 4902 </ignore>
4947 <description><![CDATA[ 4903 <description><![CDATA[
4948 Walls usually block passage and sight. ]]> 4904 Walls usually block passage and sight.]]>
4949 </description> 4905 </description>
4950 &movement_types_terrain; 4906 &movement_types_terrain;
4951 <attribute arch="can_roll" editor="moveable" type="bool"> 4907 <attribute arch="can_roll" editor="moveable" type="bool">
4952 If set, the object is able to "roll", so it can be pushed around. 4908 If set, the object is able to "roll", so it can be pushed around.
4953 This setting is used for boulders and barrels. 4909 This setting is used for boulders and barrels.
4966<type number="109" name="Wand &amp; Staff"> 4922<type number="109" name="Wand &amp; Staff">
4967 <description><![CDATA[ 4923 <description><![CDATA[
4968 Wands contain a certain spell. The player can apply (ready) and 4924 Wands contain a certain spell. The player can apply (ready) and
4969 fire the wand. After a defined number of casts, the wand is 4925 fire the wand. After a defined number of casts, the wand is
4970 "used up". It is possible to recharge a wand with scrolls of 4926 "used up". It is possible to recharge a wand with scrolls of
4971 charging, but usually that isn't worth the cost. ]]> 4927 charging, but usually that isn't worth the cost.]]>
4972 </description> 4928 </description>
4973 <use><![CDATA[ 4929 <use><![CDATA[
4974 Wands are quite seldomly used. The reason prolly is that they're 4930 Wands are quite seldomly used. The reason prolly is that they're
4975 generally not cost-efficient. Handing out high-level wands with 4931 generally not cost-efficient. Handing out high-level wands with
4976 powerful special spells isn't a good idea either, because of 4932 powerful special spells isn't a good idea either, because of
4977 the recharge ability. 4933 the recharge ability.
4978 <br><br> 4934 <br><br>
4979 For low levels, staffs of healing/cure and word of recall are 4935 For low levels, staffs of healing/cure and word of recall are
4980 quite desirable though. Ideal rewards for low level quests. ]]> 4936 quite desirable though. Ideal rewards for low level quests.]]>
4981 </use> 4937 </use>
4982 <attribute arch="sp" editor="spell" type="spell"> 4938 <attribute arch="sp" editor="spell" type="spell">
4983 The &lt;spell&gt; specifies the contained spell. 4939 The &lt;spell&gt; specifies the contained spell.
4984 </attribute> 4940 </attribute>
4985 <attribute arch="level" editor="casting level" type="int"> 4941 <attribute arch="level" editor="casting level" type="int">
5010 <ignore_list name="non_pickable" /> 4966 <ignore_list name="non_pickable" />
5011 </ignore> 4967 </ignore>
5012 <description><![CDATA[ 4968 <description><![CDATA[
5013 A weak wall is a breakable spot amidsts a solid wall. Typically 4969 A weak wall is a breakable spot amidsts a solid wall. Typically
5014 these weak walls look similar to their solid "relatives" except 4970 these weak walls look similar to their solid "relatives" except
5015 for a small crack or little chunks of wall on the ground. ]]> 4971 for a small crack or little chunks of wall on the ground.]]>
5016 </description> 4972 </description>
5017 <use><![CDATA[ 4973 <use><![CDATA[
5018 If you want to create hidden rooms, using weak walls is alot 4974 If you want to create hidden rooms, using weak walls is alot
5019 better than completely indiscernible passages in a wall.<br> 4975 better than completely indiscernible passages in a wall.<br>
5020 Anyways, there can be a lot more to weak walls than just finding 4976 Anyways, there can be a lot more to weak walls than just finding
5021 them: Rising their defensive stats, weak walls can become a 4977 them: Rising their defensive stats, weak walls can become a
5022 serious obstacle. An ice wall might only be torn down by a fire 4978 serious obstacle. An ice wall might only be torn down by a fire
5023 attack for example. A granite wall for instance might be very 4979 attack for example. A granite wall for instance might be very
5024 hard to destroy. ]]> 4980 hard to destroy.]]>
5025 </use> 4981 </use>
5026 <attribute arch="alive" value="1" type="fixed" /> 4982 <attribute arch="alive" value="1" type="fixed" />
5027 <attribute arch="no_pick" value="1" type="fixed" /> 4983 <attribute arch="no_pick" value="1" type="fixed" />
5028 <attribute arch="tear_down" value="1" type="fixed" /> 4984 <attribute arch="tear_down" value="1" type="fixed" />
5029 <attribute arch="race" editor="race" type="string"> 4985 <attribute arch="race" editor="race" type="string">
5050 </attribute> 5006 </attribute>
5051 <attribute arch="ac" editor="armour class" type="int"> 5007 <attribute arch="ac" editor="armour class" type="int">
5052 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5008 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5053 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 5009 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5054 </attribute> 5010 </attribute>
5055<section name="resistance"> 5011 &resistances_basic;
5056 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5057 </attribute>
5058 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5059 </attribute>
5060 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5061 </attribute>
5062 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5073 </attribute>
5074 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5075 </attribute>
5076 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5097 </attribute>
5098</section>
5099</type> 5012</type>
5100 5013
5101<!--####################################################################--> 5014<!--####################################################################-->
5102<type number="15" name="Weapon"> 5015<type number="15" name="Weapon">
5103 <description><![CDATA[ 5016 <description><![CDATA[
5104 Wielding a weapon, the object's stats will directly be inherited to the 5017 Wielding a weapon, the object's stats will directly be inherited to the
5105 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5018 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5106 be improved with scrolls. ]]> 5019 be improved with scrolls.]]>
5107 </description> 5020 </description>
5108 <use><![CDATA[ 5021 <use><![CDATA[
5109 If you create artifacts (equipment) with stats- or resistance-bonus: 5022 If you create artifacts (equipment) with stats- or resistance-bonus:
5110 Keep playbalance in mind! Such items mustn't be reachable without hard 5023 Keep playbalance in mind! Such items mustn't be reachable without hard
5111 fighting AND questing. ]]> 5024 fighting AND questing.]]>
5112 </use> 5025 </use>
5113 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5026 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5114 This number is a bitmask, specifying the weapon's attacktypes. 5027 This number is a bitmask, specifying the weapon's attacktypes.
5115 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5028 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5116 have no more than one or two attacktypes. Keep in mind that all weapons 5029 have no more than one or two attacktypes. Keep in mind that all weapons
5171 amount of &lt;item power&gt;, depending on their own level. This is the 5084 amount of &lt;item power&gt;, depending on their own level. This is the
5172 only way to prevent low level players to wear "undeserved" equipment 5085 only way to prevent low level players to wear "undeserved" equipment
5173 (like gifts from other players or cheated items). 5086 (like gifts from other players or cheated items).
5174 5087
5175 It is very important to adjust the &lt;item power&gt; value carefully 5088 It is very important to adjust the &lt;item power&gt; value carefully
5176 for every artifact you create! If zero/unset, the CF server will 5089 for every artifact you create! If zero/unset, the Deliantra server will
5177 calculate a provisional value at runtime, but this is never 5090 calculate a provisional value at runtime, but this is never
5178 going to be an accurate measurement of &lt;item power&gt;. 5091 going to be an accurate measurement of &lt;item power&gt;.
5179 </attribute> 5092 </attribute>
5180 <attribute arch="damned" editor="damnation" type="bool"> 5093 <attribute arch="damned" editor="damnation" type="bool">
5181 A damned weapon cannot be unwielded unless 5094 A damned weapon cannot be unwielded unless
5201 </attribute> 5114 </attribute>
5202 <attribute arch="startequip" editor="godgiven item" type="bool"> 5115 <attribute arch="startequip" editor="godgiven item" type="bool">
5203 A godgiven item vanishes as soon as the player 5116 A godgiven item vanishes as soon as the player
5204 drops it to the ground. 5117 drops it to the ground.
5205 </attribute> 5118 </attribute>
5206<section name="resistance"> 5119 &player_stat_resist_sections;
5207 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5208 This adds physical resistance to the weapon (= armour value). The number is
5209 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5210 and what they require to do for getting this-and-that artifact.
5211 </attribute>
5212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5213 This adds magic resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Treat this with CARE. Look at other maps and what they
5215 require to do for getting this-and-that artifact.
5216 </attribute>
5217 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5218 This adds fire resistance to the weapon. The number is a percent-value in
5219 the range 0-100. Treat this with CARE. Look at other maps and what they
5220 require to do for getting this-and-that artifact.
5221 </attribute>
5222 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5223 This adds electricity resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Treat this with CARE. Look at other maps and what they
5225 require to do for getting this-and-that artifact.
5226 </attribute>
5227 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5228 This adds fire resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Treat this with CARE. Look at other maps and what they
5230 require to do for getting this-and-that artifact.
5231 </attribute>
5232 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5233 This adds confusion resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Confusion resistance is not very effective
5235 unless the value comes close to 100 (= perfect immunity).
5236 </attribute>
5237 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5238 This adds acid resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Treat this with CARE. Look at other maps and what they
5240 require to do for getting this-and-that artifact.
5241 </attribute>
5242 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5243 This adds draining resistance to the weapon. The number is a percent-value
5244 in the range 0-100. Draining resistance is little effective
5245 unless the value is 100 (= perfect immunity).
5246 </attribute>
5247 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5248 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Weaponmagic resistance generally should not exist on
5250 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5251 are not meant to be easily resisted.
5252 </attribute>
5253 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5254 This adds ghosthit resistance to the weapon. The number is a percent-value
5255 in the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 </attribute>
5258 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5259 This adds poison resistance to the weapon. The number is a percent-value in
5260 the range 0-100. Treat this with CARE. Look at other maps and what they
5261 require to do for getting this-and-that artifact.
5262 </attribute>
5263 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5264 This adds fear resistance to the weapon. The number is a percent-value in
5265 the range 0-100. Resistance to fear is pretty useless.
5266 </attribute>
5267 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5268 This adds paralyze resistance to the weapon. The number is a percent-value in
5269 the range 0-100. Paralyze resistance is little effective
5270 unless the value is 100 (= perfect immunity).
5271 </attribute>
5272 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5273 This adds fear resistance to the weapon. The number is a percent-value in
5274 the range 0-100. Resistance to fear is pretty useless.
5275 </attribute>
5276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5277 This adds depletion resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Depletion resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5282 This adds death-attack resistance to the weapon. The number is a
5283 percent-value in the range 0-100. Death-attack resistance is little
5284 effective unless the value is 100 (= perfect immunity).
5285 Generally, resistance to death-attack is not supposed to be
5286 available to players!
5287 </attribute>
5288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5289 This adds chaos resistance to the weapon. The number is a percent-value in
5290 the range 0-100. Treat this with CARE. Look at other maps and what they
5291 require to do for getting this-and-that artifact.
5292 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5293 combination of other attacktypes.
5294 </attribute>
5295 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5296 This adds blinding resistance to the weapon. The number is a percent-value
5297 in the range 0-100. Treat this with CARE. Look at other maps and what they
5298 require to do for getting this-and-that artifact.
5299 </attribute>
5300 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5301 This adds holy power resistance to the weapon. The number is a percent-value
5302 in the range 0-100. Holy power is the attacktype that holyword-type spells
5303 use to hurt undead creatures. This kind of resistance is only reasonable
5304 for undead players (wraith or devourer cult).
5305 Generally, resistance to holy word should not be available for players.
5306 </attribute>
5307</section>
5308<section name="stats">
5309 <attribute arch="Str" editor="strength" type="int">
5310 The player's strentgh will rise/fall by the given value
5311 while wearing this weapon.
5312 </attribute>
5313 <attribute arch="Dex" editor="dexterity" type="int">
5314 The player's dexterity will rise/fall by the given value
5315 while wearing this weapon.
5316 </attribute>
5317 <attribute arch="Con" editor="constitution" type="int">
5318 The player's constitution will rise/fall by the given value
5319 while wearing this weapon.
5320 </attribute>
5321 <attribute arch="Int" editor="intelligence" type="int">
5322 The player's intelligence will rise/fall by the given value
5323 while wearing this weapon.
5324 </attribute>
5325 <attribute arch="Pow" editor="power" type="int">
5326 The player's power will rise/fall by the given value
5327 while wearing this weapon.
5328 </attribute>
5329 <attribute arch="Wis" editor="wisdom" type="int">
5330 The player's wisdom will rise/fall by the given value while
5331 wearing this weapon.
5332 </attribute>
5333 <attribute arch="Cha" editor="charisma" type="int">
5334 The player's charisma will rise/fall by the given value
5335 while wearing this weapon.
5336 </attribute>
5337</section>
5338<section name="misc"> 5120<section name="misc">
5339 <attribute arch="luck" editor="luck bonus" type="int"> 5121 <attribute arch="luck" editor="luck bonus" type="int">
5340 With positive luck bonus, the player is more likely to 5122 With positive luck bonus, the player is more likely to
5341 succeed in all sorts of things (spellcasting, praying,...). 5123 succeed in all sorts of things (spellcasting, praying,...).
5342 Unless the &lt;luck bonus&gt; is very high, the effect will be 5124 Unless the &lt;luck bonus&gt; is very high, the effect will be
5421</type> 5203</type>
5422 5204
5423<type number="116" name="Event Connector"> 5205<type number="116" name="Event Connector">
5424 <description><![CDATA[ 5206 <description><![CDATA[
5425 Event connectors link specific events that happen to objects to 5207 Event connectors link specific events that happen to objects to
5426 a crossfire plug-in. ]]> 5208 a crossfire plug-in. They are not used at all in Deliantra.]]>
5427 </description> 5209 </description>
5428 <attribute arch="subtype" editor="event type" type="list_event_type">
5429 The type of event that triggers a notify to the plug-in.
5430 </attribute>
5431 <attribute arch="title" editor="plug-in" type="string">
5432 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5433 for python and "perl" for the Crossfire-Perl plug-in.
5434 </attribute>
5435 <attribute arch="slaying" editor="extension" type="string">
5436 The name of the extension to invoke (for python, this is the path to a script,
5437 for perl this is the name of a extension package without the ".ext" extension.
5438 </attribute>
5439 <attribute arch="name" editor="options" type="string">
5440 A string that is passed unaltered to the extension above. Often used to pass
5441 options to the extension that alter its behaviour.
5442 </attribute>
5443</type> 5210</type>
5444 5211
5445</types> 5212</types>

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