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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC vs.
Revision 1.33 by elmex, Wed Apr 9 13:24:27 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
113]> 354]>
114 355
115<types> 356<types>
116 357
117<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 391 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 392 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 393 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 394 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
155</bitmask> 402</bitmask>
156 403
157<bitmask name="spellpath"> 404<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 405 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 406 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 437 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 438 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 439 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 440 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 441 <entry bit="6" name="All" />
442</bitmask>
443
444<bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
195</bitmask> 451</bitmask>
196 452
197<!--###################### list definitions ######################--> 453<!--###################### list definitions ######################-->
198 454
199<list name="direction"> 455<list name="direction">
322 <entry value="45" name="disease" /> 578 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 579 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 580 <entry value="47" name="town portal" />
325</list> 581</list>
326 582
583<list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599</list>
600
601<list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611</list>
612
613<list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
624</list>
625
327<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
328 627
329<!-- 628<!--
330 The attributes of the default_type get added to all other types by default. 629 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 630 Every type can have an 'ignore' element however, which is used to specify
342 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 644 </attribute>
346 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
348 </attribute> 658 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 668 never know ;) ).
359 </attribute> 669 </attribute>
360 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 671 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 672 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 674 usually inevitable.
366 </attribute> 675 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
392 </attribute> 701 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
397 </attribute> 716 </attribute>
398</default_type> 717</default_type>
399 718
400<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
435 the fallback for all types which don't match any other defined types. 754 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 755 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 756 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 757 <attribute arch="misc" value="x" />
439 </required> 758 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 759 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 760 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 761 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 762 they generally harm the player in some way.
446 </attribute> 763 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 764 <attribute arch="damned" editor="damned" type="bool">
536 then either a spell is casted (on the player) or a connector is 853 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once. 854 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears. ]]>
539 </description> 856 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 858 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is 863 Remember to put a note somewhere, telling the player what he is
637 will push the connected value TWICE per sacrifice: First by 954 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 955 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 956 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 957 gate being opened and closed again.
641 </attribute> 958 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 959 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 960 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 961 This text will be displayed to the player
646 in the exact moment when the altar is activated. 962 in the exact moment when the altar is activated.
647 </attribute> 963 </attribute>
648</type> 964</type>
649 965
966<!--####################################################################-->
967<type number="74" name="Skill Tool">
968 <description><![CDATA[
969 Wearing a skill tool will give the player the ability to use a skill.
970 ]]>
971 </description>
972 <use><![CDATA[
973 Feel free to assign resistancies and stats to a skill tools or change
974 the skill that is given.
975 ]]>
976 </use>
977 <attribute arch="skill" editor="skill name" type="string">
978 This field describes which skill the player will be able to use wearing this item.
979 </attribute>
980 &player_stat_resist_sections;
981</type>
650<!--####################################################################--> 982<!--####################################################################-->
651<type number="39" name="Amulet"> 983<type number="39" name="Amulet">
652 <description><![CDATA[ 984 <description><![CDATA[
653 Wearing an amulet, the object's stats will directly be inherited to 985 Wearing an amulet, the object's stats will directly be inherited to
654 the player. Amulets are usually meant for protection and defense. ]]> 986 the player. Amulets are usually meant for protection and defense. ]]>
674 amount of &lt;item power&gt;, depending on their own level. This is the 1006 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment 1007 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 1008 (like gifts from other players or cheated items).
677 1009
678 It is very important to adjust the &lt;item power&gt; value carefully 1010 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will 1011 for every artifact you create! If zero/unset, the Deliantra server will
680 calculate a provisional value at runtime, but this is never 1012 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 1013 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 1014 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool"> 1015 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse 1016 A damned piece of equipment cannot be unwielded unless the curse
710 you want the monster to use/wear the item - you must set 1042 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;. 1043 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item 1044 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory. 1045 is NOT in a monster's inventory.
714 </attribute> 1046 </attribute>
715<section name="resistance"> 1047 &player_stat_resist_sections;
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816</section>
817<section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846</section>
847<section name="misc"> 1048<section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int"> 1049 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to 1050 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...). 1051 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be 1052 Unless the &lt;luck bonus&gt; is very high, the effect will be
905 projectiles (e.g. arrows, bolts, boulders) will 1106 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1107 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1108 times, to avoid players being completely immune to
908 certain types of attacks. 1109 certain types of attacks.
909 </attribute> 1110 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1111 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1112 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1113 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1114 The player will get attuned to the specified spellpaths
917 while wearing this item. 1115 while wearing this item.
918 </attribute> 1116 </attribute>
969 get teleported after they died on this battleground. 1167 get teleported after they died on this battleground.
970 </attribute> 1168 </attribute>
971</type> 1169</type>
972 1170
973<!--####################################################################--> 1171<!--####################################################################-->
1172<type number="165" name="Safe ground">
1173 <ignore>
1174 <ignore_list name="non_pickable" />
1175 </ignore>
1176 <description><![CDATA[
1177 Safe ground is a special object that prevents any effects that might
1178 be harmful for the map, other players or items on the map.
1179 It blocks all magic and prayers, usage of alchemy, prevents potions
1180 from being used and blocks bombs from exploding. Note that altars that
1181 do cast spells still work.
1182 ]]>
1183 </description>
1184 <use><![CDATA[
1185 Safe ground can be used to prevents any means of burning
1186 or destroying the items in a shop. Put this object below all floor tiles
1187 in your map and your shop will be safe. It's generally useful for making
1188 areas where really no kind of spell should be invoked by a player.
1189 ]]>
1190 </use>
1191 &movement_types_terrain;
1192 <attribute arch="no_pick" value="1" type="fixed" />
1193</type>
1194
1195<!--####################################################################-->
974<type number="8" name="Book"> 1196<type number="8" name="Book">
975 <description><![CDATA[ 1197 <description><![CDATA[
976 Applying a book, the containing message is displayed to the player. ]]> 1198 Applying a book, the containing message is displayed to the player. ]]>
977 </description> 1199 </description>
978 <attribute arch="level" editor="literacy level" type="int"> 1200 <attribute arch="level" editor="literacy level" type="int">
993 is taken, lost or destroyed - it's gone for good. 1215 is taken, lost or destroyed - it's gone for good.
994 </attribute> 1216 </attribute>
995 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1217 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996 This is the text that appears "written" in the book. 1218 This is the text that appears "written" in the book.
997 </attribute> 1219 </attribute>
1220 <attribute arch="slaying" editor="key string" type="string">
1221 This is the key string of the book. The key string is checked by an inventory checker.
1222 (This is used eg. for the gate/port passes in scorn)
1223 </attribute>
998</type> 1224</type>
999 1225
1000<!--####################################################################--> 1226<!--####################################################################-->
1001<type number="99" name="Boots"> 1227<type number="99" name="Boots">
1002 <import_type name="Amulet" /> 1228 <import_type name="Amulet" />
1081 When a predefined amount of weigh is placed on a button, the 1307 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a 1308 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1309 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1310 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1311 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1312 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1313 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1314 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="int"> 1315 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1316 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1317 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1318 </attribute>
1317 <ignore_list name="system_object" /> 1543 <ignore_list name="system_object" />
1318 </ignore> 1544 </ignore>
1319 <description><![CDATA[ 1545 <description><![CDATA[
1320 A creator is an object which creates another object when it 1546 A creator is an object which creates another object when it
1321 is triggered. The child object can be anything. Creators are 1547 is triggered. The child object can be anything. Creators are
1322 VERY useful for all kinds of map-mechanisms. ]]> 1548 VERY useful for all kinds of map-mechanisms. They can even
1549 periodically create things. ]]>
1323 </description> 1550 </description>
1324 <use><![CDATA[ 1551 <use><![CDATA[
1325 Don't hesitate to hide your creators under the floor. 1552 Don't hesitate to hide your creators under the floor.
1326 The created items will still always appear ontop of the floor. ]]> 1553 The created items will still always appear ontop of the floor. ]]>
1327 </use> 1554 </use>
1335 </attribute> 1562 </attribute>
1336 <attribute arch="connected" editor="connection" type="int"> 1563 <attribute arch="connected" editor="connection" type="int">
1337 Whenever the connection value is activated, 1564 Whenever the connection value is activated,
1338 the creator gets triggered. 1565 the creator gets triggered.
1339 </attribute> 1566 </attribute>
1567 &activate_on;
1340 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1568 <attribute arch="lifesave" editor="infinit uses" type="bool">
1341 If &lt;infinit uses&gt; is set, the creator will work 1569 If &lt;infinit uses&gt; is set, the creator will work
1342 infinitely, regardless of the value in &lt;number of uses&gt;. 1570 infinitely, regardless of the value in &lt;number of uses&gt;.
1571 </attribute>
1572 <attribute arch="speed" editor="speed" type="float">
1573 When this field is set the creator will periodically create stuff
1574 (and will still do so when the connection is triggered).
1575 A value of 1 means roughly 8 times a second.
1343 </attribute> 1576 </attribute>
1344 <attribute arch="hp" editor="number of uses" type="int"> 1577 <attribute arch="hp" editor="number of uses" type="int">
1345 The creator can be triggered &lt;number of uses&gt; times, thus 1578 The creator can be triggered &lt;number of uses&gt; times, thus
1346 creating that many objects, before it dissappears. 1579 creating that many objects, before it dissappears.
1347 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1580 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1389 </attribute> 1622 </attribute>
1390 <attribute arch="speed" editor="detection speed" type="float"> 1623 <attribute arch="speed" editor="detection speed" type="float">
1391 This value defines the time between two detector-checks. 1624 This value defines the time between two detector-checks.
1392 If you want the detector to behave almost like pedestals/buttons, 1625 If you want the detector to behave almost like pedestals/buttons,
1393 set speed rather high, like &lt;detection speed&gt; 1.0. 1626 set speed rather high, like &lt;detection speed&gt; 1.0.
1627 </attribute>
1628 &speed_left;
1629 <attribute arch="speed_left" editor="speed left" type="float">
1630 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1631 If it is larger than 0, the detector checks, and the speed is decremented
1632 by 1.
1394 </attribute> 1633 </attribute>
1395</type> 1634</type>
1396 1635
1397<!--####################################################################--> 1636<!--####################################################################-->
1398<type number="112" name="Director"> 1637<type number="112" name="Director">
1421 <attribute arch="sp" editor="direction" type="list_direction"> 1660 <attribute arch="sp" editor="direction" type="list_direction">
1422 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1661 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles. 1662 A director with direction &lt;none&gt; simply stops projectiles.
1424 (The latter works out a bit strange for some spells). 1663 (The latter works out a bit strange for some spells).
1425 </attribute> 1664 </attribute>
1426 <attribute arch="walk_on" value="1" type="fixed" /> 1665 &move_on;
1427 <attribute arch="fly_on" value="1" type="fixed" />
1428</type> 1666</type>
1429 1667
1430<!--####################################################################--> 1668<!--####################################################################-->
1431<type number="158" name="Disease"> 1669<type number="158" name="Disease">
1432 <ignore> 1670 <ignore>
1433 <ignore_list name="system_object" /> 1671 <ignore_list name="system_object" />
1434 </ignore> 1672 </ignore>
1435 <description><![CDATA[ 1673 <description><![CDATA[
1436 Diseases are an intersting form of spellcraft in Crossfire. 1674 Diseases are an intersting form of spellcraft in Deliantra.
1437 Once casted, they can spread out and infect creatures in a large 1675 Once casted, they can spread out and infect creatures in a large
1438 area. Being infected can have various effects, from amusing farts 1676 area. Being infected can have various effects, from amusing farts
1439 to horrible damage - almost everything is possible. ]]> 1677 to horrible damage - almost everything is possible. ]]>
1440 </description> 1678 </description>
1441 <use><![CDATA[ 1679 <use><![CDATA[
1500 </attribute> 1738 </attribute>
1501 <attribute arch="speed" editor="moving speed" type="float"> 1739 <attribute arch="speed" editor="moving speed" type="float">
1502 The &lt;speed&gt; of the disease determines how fast the disease will 1740 The &lt;speed&gt; of the disease determines how fast the disease will
1503 "move", thus how fast the symptoms strike the host. 1741 "move", thus how fast the symptoms strike the host.
1504 </attribute> 1742 </attribute>
1743 &speed_left;
1505</section> 1744</section>
1506<section name="symptoms"> 1745<section name="symptoms">
1507 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1746 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1508 The disease will attack the host with the given &lt;attacktype&gt;. 1747 The disease will attack the host with the given &lt;attacktype&gt;.
1509 Godpower attacktype is commonly used for "unresistable" diseases. 1748 Godpower attacktype is commonly used for "unresistable" diseases.
1599 defeated, horizontally and vertically adjacent doors are automatically 1838 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]> 1839 removed. ]]>
1601 </description> 1840 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" /> 1841 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" /> 1842 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1843 &movement_types_terrain;
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int"> 1844 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1845 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute> 1846 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int"> 1847 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit. 1848 Doors of high &lt;armour class&gt; are less likely to get hit.
1616 This string defines the object that will be created when the door was 1853 This string defines the object that will be created when the door was
1617 defeated. 1854 defeated.
1618 </attribute> 1855 </attribute>
1619 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1856 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1620 This entry determines what kind of traps will appear in the door. 1857 This entry determines what kind of traps will appear in the door.
1858 </attribute>
1859 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1860 Set this flag to move treasure items created into the environment (map)
1861 instead of putting them into the object.
1621 </attribute> 1862 </attribute>
1622</type> 1863</type>
1623 1864
1624<!--####################################################################--> 1865<!--####################################################################-->
1625<type number="83" name="Duplicator"> 1866<type number="83" name="Duplicator">
1643 loose the input matches the chance to earn winnings.<br> 1884 loose the input matches the chance to earn winnings.<br>
1644 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1885 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1645 loosing rate of 2/3 = 67%. ]]> 1886 loosing rate of 2/3 = 67%. ]]>
1646 </use> 1887 </use>
1647 <attribute arch="other_arch" editor="target arch" type="string"> 1888 <attribute arch="other_arch" editor="target arch" type="string">
1648 Only objects of matching archtype, lying ontop of the dublicator will be 1889 Only objects of matching archtype, lying ontop of the duplicator will be
1649 dublicated, multiplied or removed. All other objects will be ignored. 1890 duplicated, multiplied or removed. All other objects will be ignored.
1650 </attribute> 1891 </attribute>
1651 <attribute arch="level" editor="multiply factor" type="int"> 1892 <attribute arch="level" editor="multiply factor" type="int">
1652 The number of items in the target pile will be multiplied by the 1893 The number of items in the target pile will be multiplied by the
1653 &lt;multiply factor&gt;. If it is set to zero, all target objects 1894 &lt;multiply factor&gt;. If it is set to zero, all target objects
1654 will be destroyed. 1895 will be destroyed.
1656 <attribute arch="connected" editor="connection" type="int"> 1897 <attribute arch="connected" editor="connection" type="int">
1657 An activator (lever, altar, button, etc) with matching connection value 1898 An activator (lever, altar, button, etc) with matching connection value
1658 is able to trigger this duplicator. Be very careful that players cannot 1899 is able to trigger this duplicator. Be very careful that players cannot
1659 abuse it to create endless amounts of money or other valuable stuff! 1900 abuse it to create endless amounts of money or other valuable stuff!
1660 </attribute> 1901 </attribute>
1902 &activate_on;
1661</type> 1903</type>
1662 1904
1663<!--####################################################################--> 1905<!--####################################################################-->
1664<type number="66" name="Exit"> 1906<type number="66" name="Exit">
1665 <ignore> 1907 <ignore>
1705 If both are set to zero, the player will be transferred to the "default 1947 If both are set to zero, the player will be transferred to the "default
1706 enter location" of the destined map. The latter can be set in the map- 1948 enter location" of the destined map. The latter can be set in the map-
1707 properties as "Enter X/Y". Though, please DO NOT use that. 1949 properties as "Enter X/Y". Though, please DO NOT use that.
1708 It turned out to be a source for numerous map-bugs. 1950 It turned out to be a source for numerous map-bugs.
1709 </attribute> 1951 </attribute>
1710 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1952 &move_on;
1711 If set, the player will apply the exit by just walking into it. This must
1712 be set for the invisible exits for example. If unset, the player has
1713 to step onto the exit and press 'a' to get transferred.
1714 </attribute>
1715 <attribute arch="fly_on" editor="apply by flying" type="bool">
1716 If set, the player will apply the exit by "flying into it". Flying means
1717 the player is levitating. E.g. wearing levitation boots.
1718 </attribute>
1719 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1953 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720 If set, this message will be displayed to the player when he applies the exit. 1954 If set, this message will be displayed to the player when he applies the exit.
1721 This is quite useful to throw in some "role-play feeling": "As you enter the 1955 This is quite useful to throw in some "role-play feeling": "As you enter the
1722 dark cave you hear the sound of rustling dragonscales...". Well, my english 1956 dark cave you hear the sound of rustling dragonscales...". Well, my english
1723 is poor, but you get the point. =) 1957 is poor, but you get the point. =)
1724 </attribute> 1958 </attribute>
1725 <attribute arch="unique" editor="unique destination" type="bool"> 1959 <attribute arch="damned" editor="set savebed" type="bool">
1726 This flag defines the destined map as "personal unique map". If set, 1960 If set, then players using this exit will have their savebed position
1727 there will be a seperate version of that map for every player out there. 1961 set to the destination of the exit when passing through.
1728 This feature is used for the permanent apartments
1729 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1730 than apartments, since Crossfire is a *multi*player game. In such a permanent
1731 apartment don't forget to set the unique-flag for all floor tiles too
1732 (see floors).
1733 An exit pointing outside of a personal unique map must have the
1734 "unique destination"-flag unset.
1735 </attribute> 1962 </attribute>
1736</type> 1963</type>
1737 1964
1738<!--####################################################################--> 1965<!--####################################################################-->
1739<type number="72" name="Flesh"> 1966<type number="72" name="Flesh">
1740 <description><![CDATA[ 1967 <description><![CDATA[
1741 Just like with food, the player can fill his stomache and gain a 1968 Just like with food, the player can fill his stomache and gain a
1742 little health by eating flesh-objects. <br> 1969 little health by eating flesh-objects. <br>
1743 For dragon players, flesh plays a very special role though: If the 1970 For dragon players, flesh plays a very special role though: If the
1744 flesh has resistances set, a dragon player has a chance to gain resistance in 1971 flesh has resistances set, a dragon player has a chance to gain resistance in
1745 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1972 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1746 Don't forget that flesh items with resistances have to be balanced 1973 Don't forget that flesh items with resistances have to be balanced
1747 according to map/monster difficulty. ]]> 1974 according to map/monster difficulty. ]]>
1748 </description> 1975 </description>
1749 <use><![CDATA[ 1976 <use><![CDATA[
1750 For dragon players, flesh items can be highly valuable. Note that many 1977 For dragon players, flesh items can be highly valuable. Note that many
1771 </attribute> 1998 </attribute>
1772 <attribute arch="startequip" editor="godgiven item" type="bool"> 1999 <attribute arch="startequip" editor="godgiven item" type="bool">
1773 A godgiven item vanishes as soon as the player 2000 A godgiven item vanishes as soon as the player
1774 drops it to the ground. 2001 drops it to the ground.
1775 </attribute> 2002 </attribute>
1776<section name="resistance"> 2003 &resistances_flesh_section;
1777 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1778 Resistances on flesh items make them more durable against spellcraft
1779 of the appropriate kind. It also allows dragon players to eventually gain
1780 resistance by eating it. Usually resistance should only be set for flesh
1781 items in a monster's inventory.
1782 </attribute>
1783 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1784 Resistances on flesh items make them more durable against spellcraft
1785 of the appropriate kind. It also allows dragon players to eventually gain
1786 resistance by eating it. Usually resistance should only be set for flesh
1787 items in a monster's inventory.
1788 </attribute>
1789 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1790 Resistances on flesh items make them more durable against spellcraft
1791 of the appropriate kind. It also allows dragon players to eventually gain
1792 resistance by eating it. Usually resistance should only be set for flesh
1793 items in a monster's inventory.
1794 </attribute>
1795 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1796 Resistances on flesh items make them more durable against spellcraft
1797 of the appropriate kind. It also allows dragon players to eventually gain
1798 resistance by eating it. Usually resistance should only be set for flesh
1799 items in a monster's inventory.
1800 </attribute>
1801 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1802 Resistances on flesh items make them more durable against spellcraft
1803 of the appropriate kind. It also allows dragon players to eventually gain
1804 resistance by eating it. Usually resistance should only be set for flesh
1805 items in a monster's inventory.
1806 </attribute>
1807 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1808 Resistances on flesh items make them more durable against spellcraft
1809 of the appropriate kind. It also allows dragon players to eventually gain
1810 resistance by eating it. Usually resistance should only be set for flesh
1811 items in a monster's inventory.
1812 </attribute>
1813 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1814 Resistances on flesh items make them more durable against spellcraft
1815 of the appropriate kind. It also allows dragon players to eventually gain
1816 resistance by eating it. Usually resistance should only be set for flesh
1817 items in a monster's inventory.
1818 </attribute>
1819 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1820 Resistances on flesh items make them more durable against spellcraft
1821 of the appropriate kind. It also allows dragon players to eventually gain
1822 resistance by eating it. Usually resistance should only be set for flesh
1823 items in a monster's inventory.
1824 </attribute>
1825 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1826 Resistances on flesh items make them more durable against spellcraft
1827 of the appropriate kind. It also allows dragon players to eventually gain
1828 resistance by eating it. Usually resistance should only be set for flesh
1829 items in a monster's inventory.
1830 </attribute>
1831 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1832 Resistances on flesh items make them more durable against spellcraft
1833 of the appropriate kind. It also allows dragon players to eventually gain
1834 resistance by eating it. Usually resistance should only be set for flesh
1835 items in a monster's inventory.
1836 </attribute>
1837 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1838 Resistances on flesh items make them more durable against spellcraft
1839 of the appropriate kind. It also allows dragon players to eventually gain
1840 resistance by eating it. Usually resistance should only be set for flesh
1841 items in a monster's inventory.
1842 </attribute>
1843 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1844 Resistances on flesh items make them more durable against spellcraft
1845 of the appropriate kind. It also allows dragon players to eventually gain
1846 resistance by eating it. Usually resistance should only be set for flesh
1847 items in a monster's inventory.
1848 </attribute>
1849 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1850 Resistances on flesh items make them more durable against spellcraft
1851 of the appropriate kind. It also allows dragon players to eventually gain
1852 resistance by eating it. Usually resistance should only be set for flesh
1853 items in a monster's inventory.
1854 </attribute>
1855 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1856 Resistances on flesh items make them more durable against spellcraft
1857 of the appropriate kind. It also allows dragon players to eventually gain
1858 resistance by eating it. Usually resistance should only be set for flesh
1859 items in a monster's inventory.
1860 </attribute>
1861 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1868 RResistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885</section>
1886 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2004 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1887 This text may describe the item. 2005 This text may describe the item.
1888 </attribute> 2006 </attribute>
1889</type> 2007</type>
1890 2008
1901 Floor is a very basic thing whithout too much 2019 Floor is a very basic thing whithout too much
1902 functionality. It's a floor - you stand on it. ]]> 2020 functionality. It's a floor - you stand on it. ]]>
1903 </description> 2021 </description>
1904 <attribute arch="is_floor" value="1" type="fixed" /> 2022 <attribute arch="is_floor" value="1" type="fixed" />
1905 <attribute arch="no_pick" value="1" type="fixed" /> 2023 <attribute arch="no_pick" value="1" type="fixed" />
1906 <attribute arch="no_pass" editor="blocking passage" type="bool">
1907 If set, the object cannot be passed by players nor monsters.
1908 </attribute>
1909<section name="terrain"> 2024<section name="terrain">
1910 <attribute arch="slow_move" editor="slow movement" type="int"> 2025 &movement_types_terrain;
1911 If &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2026 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920 This flag indicates this spot contains wood or high grass. 2027 This flag indicates this spot contains wood or high grass.
1921 Players with activated woodsman skill can move faster here. 2028 Players with activated woodsman skill can move faster here.
1922 </attribute> 2029 </attribute>
1923 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2030 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1956 with monsters on them. Nowadays this feature is disabled - 2063 with monsters on them. Nowadays this feature is disabled -
1957 Hence encounter floor is not different from normal floor. ]]> 2064 Hence encounter floor is not different from normal floor. ]]>
1958 </description> 2065 </description>
1959 <attribute arch="is_floor" value="1" type="fixed" /> 2066 <attribute arch="is_floor" value="1" type="fixed" />
1960 <attribute arch="no_pick" value="1" type="fixed" /> 2067 <attribute arch="no_pick" value="1" type="fixed" />
1961 <attribute arch="no_pass" editor="blocking passage" type="bool">
1962 If set, the object cannot be passed by players nor monsters.
1963 </attribute>
1964<section name="terrain"> 2068<section name="terrain">
1965 <attribute arch="slow_move" editor="slow movement" type="int"> 2069 &movement_types_terrain;
1966 If &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2070 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975 This flag indicates this spot contains wood or high grass. 2071 This flag indicates this spot contains wood or high grass.
1976 Players with activated woodsman skill can move faster here. 2072 Players with activated woodsman skill can move faster here.
1977 </attribute> 2073 </attribute>
1978 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2074 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2018<type number="91" name="Gate"> 2114<type number="91" name="Gate">
2019 <ignore> 2115 <ignore>
2020 <ignore_list name="non_pickable" /> 2116 <ignore_list name="non_pickable" />
2021 </ignore> 2117 </ignore>
2022 <description><![CDATA[ 2118 <description><![CDATA[
2023 Gates play an important role in Crossfire. Gates can be opened 2119 Gates play an important role in Deliantra. Gates can be opened
2024 by activating a button/trigger, by speaking passwords (-> magic_ear) 2120 by activating a button/trigger, by speaking passwords (-> magic_ear)
2025 or carrying special key-objects (-> inventory checker). 2121 or carrying special key-objects (-> inventory checker).
2026 Unlike locked doors, gates can get shut again after a player has 2122 Unlike locked doors, gates can get shut again after a player has
2027 passed, which makes them more practical in many cases. ]]> 2123 passed, which makes them more practical in many cases. ]]>
2028 </description> 2124 </description>
2030 Use gates to divide your maps into seperated areas. After solving 2126 Use gates to divide your maps into seperated areas. After solving
2031 area A, the player gains access to area B, and so on. Make your 2127 area A, the player gains access to area B, and so on. Make your
2032 maps more complex than "one-way". ]]> 2128 maps more complex than "one-way". ]]>
2033 </use> 2129 </use>
2034 <attribute arch="no_pick" value="1" type="fixed" /> 2130 <attribute arch="no_pick" value="1" type="fixed" />
2131 <attribute arch="speed" value="1" type="float">
2132 The speed of the gate affects how fast it is closing/opening.
2133 </attribute>
2035 <attribute arch="connected" editor="connection" type="int"> 2134 <attribute arch="connected" editor="connection" type="int">
2036 Whenever the inventory checker is triggered, all objects with identical 2135 Whenever the inventory checker is triggered, all objects with identical
2037 &lt;connection&gt; value get activated. This only makes sense together with 2136 &lt;connection&gt; value get activated. This only makes sense together with
2038 &lt;blocking passage&gt; disabled. 2137 &lt;blocking passage&gt; disabled.
2039 </attribute> 2138 </attribute>
2041 The &lt;position state&gt; defines the position of the gate: 2140 The &lt;position state&gt; defines the position of the gate:
2042 Zero means completely open/down, the "number of animation-steps" (usually 2141 Zero means completely open/down, the "number of animation-steps" (usually
2043 about 6 or 7) means completely closed/up state. I suggest you don't 2142 about 6 or 7) means completely closed/up state. I suggest you don't
2044 mess with this value - Leave the default in place. 2143 mess with this value - Leave the default in place.
2045 </attribute> 2144 </attribute>
2046 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2145 &movement_types_terrain;
2047 For open gates, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2146 <attribute arch="no_magic" editor="restrict spells" type="bool">
2051 Restricting the use of spells to pass this gate. This has 2147 Restricting the use of spells to pass this gate. This has
2052 an effect only if &lt;block view&gt; is disabled. 2148 an effect only if &lt;block view&gt; is disabled.
2053 </attribute> 2149 </attribute>
2054 <attribute arch="damned" editor="restrict prayers" type="bool"> 2150 <attribute arch="damned" editor="restrict prayers" type="bool">
2162 You can use that to safely chase off too-weak players, or just 2258 You can use that to safely chase off too-weak players, or just
2163 to have something different. ]]> 2259 to have something different. ]]>
2164 </use> 2260 </use>
2165 <attribute arch="is_floor" value="1" type="fixed" /> 2261 <attribute arch="is_floor" value="1" type="fixed" />
2166 <attribute arch="lifesave" value="1" type="fixed" /> 2262 <attribute arch="lifesave" value="1" type="fixed" />
2167 <attribute arch="walk_on" value="1" type="fixed" /> 2263 &move_on;
2168 <attribute arch="no_pick" value="1" type="fixed" /> 2264 <attribute arch="no_pick" value="1" type="fixed" />
2169 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2265 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170 This attribute specifys the attacktypes that this floor uses to 2266 This attribute specifys the attacktypes that this floor uses to
2171 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2267 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172 If you want a real tough hazard floor, add more than just one attacktype. 2268 If you want a real tough hazard floor, add more than just one attacktype.
2187 I guess this value is supposed to work similar to monster levels. 2283 I guess this value is supposed to work similar to monster levels.
2188 But in fact, it does not seem to have an effect. Set any non-zero 2284 But in fact, it does not seem to have an effect. Set any non-zero
2189 value to be on the safe side. 2285 value to be on the safe side.
2190 </attribute> 2286 </attribute>
2191<section name="terrain"> 2287<section name="terrain">
2192 <attribute arch="slow_move" editor="slow movement" type="int"> 2288 &movement_types_terrain;
2193 If &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2289 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202 This flag indicates this spot contains wood or high grass. 2290 This flag indicates this spot contains wood or high grass.
2203 Players with activated woodsman skill can move faster here. 2291 Players with activated woodsman skill can move faster here.
2204 </attribute> 2292 </attribute>
2205 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2293 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2268 <attribute arch="level" editor="reconsecrate level" type="int"> 2356 <attribute arch="level" editor="reconsecrate level" type="int">
2269 To re-consecrate an altar, the player's wisdom level must be as 2357 To re-consecrate an altar, the player's wisdom level must be as
2270 high or higher than this value. In that way, some altars can not 2358 high or higher than this value. In that way, some altars can not
2271 be re-consecrated, while other altars, like those in dungeons, could be. 2359 be re-consecrated, while other altars, like those in dungeons, could be.
2272 2360
2273 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2361 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2274 Some characters might need those altars, they would be very unhappy to 2362 Some characters might need those altars, they would be very unhappy to
2275 see them re-consecrated to another cult. 2363 see them re-consecrated to another cult.
2276 </attribute> 2364 </attribute>
2277</type> 2365</type>
2278 2366
2330 alchemical receipes. By themselves, they have no special 2418 alchemical receipes. By themselves, they have no special
2331 functionalities. ]]> 2419 functionalities. ]]>
2332 </description> 2420 </description>
2333 <attribute arch="is_dust" editor="is dust" type="bool"> 2421 <attribute arch="is_dust" editor="is dust" type="bool">
2334 </attribute> 2422 </attribute>
2335<section name="resistance"> 2423 &resistances_basic;
2336 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2337 </attribute>
2338 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2339 </attribute>
2340 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2341 </attribute>
2342 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2343 </attribute>
2344 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2345 </attribute>
2346 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2347 </attribute>
2348 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2349 </attribute>
2350 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2351 </attribute>
2352 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2353 </attribute>
2354 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2355 </attribute>
2356 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2357 </attribute>
2358 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2359 </attribute>
2360</section>
2361</type> 2424</type>
2362 2425
2363<!--####################################################################--> 2426<!--####################################################################-->
2364<type number="64" name="Inventory Checker"> 2427<type number="64" name="Inventory Checker">
2365 <ignore> 2428 <ignore>
2371 either if that object is present or missing (-&gt; "last_sp") when a 2434 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the 2435 player walks over the inv. checker. A valid option is to remove the
2373 matching object (usually not recommended, see "last_heal"). 2436 matching object (usually not recommended, see "last_heal").
2374 <br><br> 2437 <br><br>
2375 Alternatively, you can set your inv. checker to block all players 2438 Alternatively, you can set your inv. checker to block all players
2376 that do/don't carry the matching object (-&gt; "no_pass"). 2439 that do/don't carry the matching object.
2377 <br><br> 2440 <br><br>
2378 As you can see, inv. checkers are quite powerful, holding a 2441 As you can see, inv. checkers are quite powerful, holding a
2379 great variety of possibilities. ]]> 2442 great variety of possibilities. ]]>
2380 </description> 2443 </description>
2381 <use><![CDATA[ 2444 <use><![CDATA[
2413 <attribute arch="connected" editor="connection" type="int"> 2476 <attribute arch="connected" editor="connection" type="int">
2414 Whenever the inventory checker is triggered, all objects with identical 2477 Whenever the inventory checker is triggered, all objects with identical
2415 &lt;connection&gt; value get activated. This only makes sense together with 2478 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled. 2479 &lt;blocking passage&gt; disabled.
2417 </attribute> 2480 </attribute>
2418 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2481 &movement_types_terrain;
2419 If set, only players meeting the match criteria can pass
2420 through that space. If unset (default), the inventory
2421 checker acts like a trigger/button.
2422 </attribute>
2423 <attribute arch="last_heal" editor="remove match" type="bool"> 2482 <attribute arch="last_heal" editor="remove match" type="bool">
2424 &lt;remove match&gt; means remove object if found. Setting this is usually not 2483 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike 2484 recommended because inv. checkers are in general invisible. So, unlike
2426 for altars/ locked doors, the player won't expect to lose an object when 2485 for altars/ locked doors, the player won't expect to lose an object when
2427 walking over that square. And he doesn't even get a message either. 2486 walking over that square. And he doesn't even get a message either.
2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2572 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514 There you have magic forces (door objects) put under certain artifact 2573 There you have magic forces (door objects) put under certain artifact
2515 items. To get your hands on the artifacts, you need to bring up the 2574 items. To get your hands on the artifacts, you need to bring up the
2516 appropriate quest items (key objects). ]]> 2575 appropriate quest items (key objects). ]]>
2517 </use> 2576 </use>
2518 <attribute arch="no_pass" value="1" type="fixed" /> 2577 <attribute arch="move_type" value="0" type="fixed" />
2519 <attribute arch="no_pick" value="1" type="fixed" /> 2578 <attribute arch="no_pick" value="1" type="fixed" />
2520 <attribute arch="slaying" editor="key string" type="string"> 2579 <attribute arch="slaying" editor="key string" type="string">
2521 The &lt;key string&gt; in the door must be identical with the 2580 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked. 2581 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that 2582 It is VERY important to set the &lt;key string&gt; to something that
2524 is unique among the CF mapset. 2583 is unique among the Deliantra mapset.
2525 2584
2526 DONT EVER USE the default string "set_individual_value". 2585 DONT EVER USE the default string "set_individual_value".
2527 </attribute> 2586 </attribute>
2528 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2587 <attribute arch="no_magic" editor="restrict spells" type="bool">
2529 Restricting the use of spells to pass this door. 2588 Restricting the use of spells to pass this door.
2629 <attribute arch="connected" editor="connection" type="int"> 2688 <attribute arch="connected" editor="connection" type="int">
2630 Every time the &lt;connection&gt; value is triggered, the wall will cast 2689 Every time the &lt;connection&gt; value is triggered, the wall will cast
2631 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2690 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2632 have much visible effect. 2691 have much visible effect.
2633 </attribute> 2692 </attribute>
2693 &activate_on;
2634 <attribute arch="speed" editor="casting speed" type="float"> 2694 <attribute arch="speed" editor="casting speed" type="float">
2635 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2695 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636 You can fine-tune how long the duration between two casts shall 2696 You can fine-tune how long the duration between two casts shall
2637 be. If you want to create a wall that can be activated (cast per 2697 be. If you want to create a wall that can be activated (cast per
2638 trigger) via connected lever/button/etc, you must set "speed 0". 2698 trigger) via connected lever/button/etc, you must set "speed 0".
2639 </attribute> 2699 </attribute>
2700 &speed_left;
2640 <attribute arch="sp" editor="direction" type="list_direction"> 2701 <attribute arch="sp" editor="direction" type="list_direction">
2641 The magic wall will cast it's spells always in the specified 2702 The magic wall will cast it's spells always in the specified
2642 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2703 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643 always fire in a random direction. 2704 always fire in a random direction.
2644 </attribute> 2705 </attribute>
2645 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2706 &movement_types_terrain;
2646 If set, the object cannot be passed by players nor monsters.
2647 </attribute>
2648<section name="destroyable"> 2707<section name="destroyable">
2649 <attribute arch="alive" editor="is destroyable" type="bool"> 2708 <attribute arch="alive" editor="is destroyable" type="bool">
2650 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2709 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651 destroyed by the player. If disabled, all other attributes on 2710 destroyed by the player. If disabled, all other attributes on
2652 this tab, as well as resistances, are meaningless. 2711 this tab, as well as resistances, are meaningless.
2663 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2722 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2664 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2723 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2665 to &lt;weapon class&gt;. 2724 to &lt;weapon class&gt;.
2666 </attribute> 2725 </attribute>
2667</section> 2726</section>
2668<section name="resistance"> 2727&resistances_basic;
2669 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2670 </attribute>
2671 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2672 </attribute>
2673 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2674 </attribute>
2675 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2676 </attribute>
2677 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2678 </attribute>
2679 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2680 </attribute>
2681 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2682 </attribute>
2683 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2684 </attribute>
2685 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2686 </attribute>
2687 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2688 </attribute>
2689 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2690 </attribute>
2691 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2692 </attribute>
2693 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2694 </attribute>
2695 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2696 </attribute>
2697 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2698 </attribute>
2699 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2700 </attribute>
2701 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2702 </attribute>
2703 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2704 </attribute>
2705 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2706 </attribute>
2707 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2708 </attribute>
2709 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2710 </attribute>
2711</section>
2712</type> 2728</type>
2713 2729
2714<!--####################################################################--> 2730<!--####################################################################-->
2715<type number="55" name="Marker"> 2731<type number="55" name="Marker">
2716 <ignore> 2732 <ignore>
2750 The &lt;marking speed&gt; defines how quickly it will mark something 2766 The &lt;marking speed&gt; defines how quickly it will mark something
2751 standing on the marker. Set this value rather high to make 2767 standing on the marker. Set this value rather high to make
2752 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2768 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2753 should do fine. 2769 should do fine.
2754 </attribute> 2770 </attribute>
2771 &speed_left;
2755 <attribute arch="food" editor="mark duration" type="int"> 2772 <attribute arch="food" editor="mark duration" type="int">
2756 This value defines the duration of the force it inserts. 2773 This value defines the duration of the force it inserts.
2757 If nonzero, the duration of the player's mark is finite: 2774 If nonzero, the duration of the player's mark is finite:
2758 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2775 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2759 means the mark will stay on the player forever. 2776 means the mark will stay on the player forever.
2859 2876
2860 Note that you can always put items into the monster's 2877 Note that you can always put items into the monster's
2861 inventory. Those will drop-at-kill just like the stuff 2878 inventory. Those will drop-at-kill just like the stuff
2862 from the &lt;treasurelist&gt;. 2879 from the &lt;treasurelist&gt;.
2863 </attribute> 2880 </attribute>
2881 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2882 Set this flag to move treasure items created into the environment (map)
2883 instead of putting them into the object.
2884 </attribute>
2864 <attribute arch="level" editor="level" type="int"> 2885 <attribute arch="level" editor="level" type="int">
2865 A monster's &lt;level&gt; is the most important attribute. 2886 A monster's &lt;level&gt; is the most important attribute.
2866 &lt;level&gt; affects the power of a monster in various ways. 2887 &lt;level&gt; affects the power of a monster in various ways.
2867 </attribute> 2888 </attribute>
2868 <attribute arch="race" editor="race" type="string"> 2889 <attribute arch="race" editor="race" type="string">
2869 Every monster should have a race set to cathegorize it. 2890 Every monster should have a race set to categorize it.
2870 The monster's &lt;race&gt; can have different effects: 2891 The monster's &lt;race&gt; can have different effects:
2871 Slaying weapons inflict tripple damage against enemy races 2892 Slaying weapons inflict tripple damage against enemy races
2872 and holy word kills only enemy races of the god. 2893 and holy word kills only enemy races of the god.
2873 </attribute> 2894 </attribute>
2874 <attribute arch="exp" editor="experience" type="int"> 2895 <attribute arch="exp" editor="experience" type="int">
2875 When a player kills this monster, he will get exactly this 2896 When a player kills this monster, he will get exactly this
2876 amount of &lt;experience&gt;. The experience will flow into 2897 amount of &lt;experience&gt;. The experience will flow into
2877 the skill-cathegory the player used for the kill. 2898 the skill-category the player used for the kill.
2878 2899
2879 If you create special monsters of tweaked strenght/abilities, 2900 If you create special monsters of tweaked strenght/abilities,
2880 always make sure that the &lt;experience&gt; is set to a 2901 always make sure that the &lt;experience&gt; is set to a
2881 reasonable value. Compare with existing arches to get a feeling 2902 reasonable value. Compare with existing arches to get a feeling
2882 what reasonable means. Keep in mind that spellcasting monsters 2903 what reasonable means. Keep in mind that spellcasting monsters
2884 </attribute> 2905 </attribute>
2885 <attribute arch="speed" editor="speed" type="float"> 2906 <attribute arch="speed" editor="speed" type="float">
2886 The &lt;speed&gt; determines how fast a monster will both move 2907 The &lt;speed&gt; determines how fast a monster will both move
2887 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2908 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2888 </attribute> 2909 </attribute>
2910 &speed_left;
2889 <attribute arch="other_arch" editor="breed monster" type="string"> 2911 <attribute arch="other_arch" editor="breed monster" type="string">
2890 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2912 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2913 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892 can be set to any valid arch-name of a monster. Multipart monster 2914 can be set to any valid arch-name of a monster. Multipart monster
2893 should not be used. 2915 should not be used.
2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2926 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be 2927 Each time the monster need to generate an object, it will be
2906 a randomly chosen item from the inventory. When generator is destroyed, 2928 a randomly chosen item from the inventory. When generator is destroyed,
2907 inventory is destroyed. 2929 inventory is destroyed.
2908 </attribute> 2930 </attribute>
2909 <attribute arch="flying" editor="flying" type="bool"> 2931 &move_type;
2910 Flying monsters won't get slowed down in rough terrain
2911 and they won't be affected by movers.
2912 </attribute>
2913 <attribute arch="undead" editor="undead" type="bool"> 2932 <attribute arch="undead" editor="undead" type="bool">
2914 Several spells only affect undead monsters: 2933 Several spells only affect undead monsters:
2915 turn undead, banish undead, holy word, etc. 2934 turn undead, banish undead, holy word, etc.
2916 </attribute> 2935 </attribute>
2917 <attribute arch="carrying" editor="carries weight" type="int"> 2936 <attribute arch="carrying" editor="carries weight" type="int">
2918 If a monster has something in the inventory, this 2937 If a monster has something in the inventory, this
2919 value can be set to reflect the slowdown due to 2938 value can be set to reflect the slowdown due to
2920 the carried weight. 2939 the carried weight.
2940 </attribute>
2941 <attribute arch="precious" editor="precious" type="bool">
2942 Set this flag to indicate that this monster is precious, i.e.
2943 it should not be lightly destroyed. This is most useful on pets and
2944 keeps the server from destroying them on destroy_pets/monster floors
2945 and will try to save them when the player logs out.
2921 </attribute> 2946 </attribute>
2922 2947
2923<section name="melee"> 2948<section name="melee">
2924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2949 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2925 This number is a bitmask, specifying the monster's attacktypes 2950 This number is a bitmask, specifying the monster's attacktypes
3097 <attribute arch="stand_still" editor="stand still" type="bool"> 3122 <attribute arch="stand_still" editor="stand still" type="bool">
3098 Monsters which &lt;stand still&gt; won't move to leave their position. 3123 Monsters which &lt;stand still&gt; won't move to leave their position.
3099 When agressive, they will attack all enemies who get close to 3124 When agressive, they will attack all enemies who get close to
3100 them. This behaviour is commonly known from castle guards. 3125 them. This behaviour is commonly known from castle guards.
3101 3126
3102 In older versions of Crossfire it was possible to eventually 3127 In older versions of Deliantra it was possible to eventually
3103 push a &lt;stand still&gt;-monster out of position by force. 3128 push a &lt;stand still&gt;-monster out of position by force.
3104 I believe this is no longer possible. Neverthless, you should 3129 I believe this is no longer possible. Neverthless, you should
3105 still be cautious when lining up &lt;stand still&gt;-monster in order 3130 still be cautious when lining up &lt;stand still&gt;-monster in order
3106 to "defend" something: Such monsters are rather easy to kill. 3131 to "defend" something: Such monsters are rather easy to kill.
3107 It's good for low level maps, but not much more. 3132 It's good for low level maps, but not much more.
3129 the creature wakes up. This is done as a square, for reasons of speed. 3154 the creature wakes up. This is done as a square, for reasons of speed.
3130 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3155 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player 3156 11x11 square of the monster will wake the monster up. If the player
3132 has stealth, the size of this square is reduced in half plus 1. 3157 has stealth, the size of this square is reduced in half plus 1.
3133 </attribute> 3158 </attribute>
3134 <attribute arch="attack_movement" editor="attack movement" type="int"> 3159 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3160 If this is set to default, the standard mode of movement will be used.
3161 </attribute>
3162 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3163 This movement is not in effect when the monster has an enemy and should
3164 only be used for non agressive monsters.
3135 </attribute> 3165 </attribute>
3136 <attribute arch="run_away" editor="run at % health" type="int"> 3166 <attribute arch="run_away" editor="run at % health" type="int">
3137 This is a percentage value in the range 0-100. 3167 This is a percentage value in the range 0-100.
3138 When the monster's health points drop below this percentage 3168 When the monster's health points drop below this percentage
3139 (relative to max health), it attempts to run away from the 3169 (relative to max health), it attempts to run away from the
3140 attacker. 3170 attacker.
3141 </attribute> 3171 </attribute>
3142</section> 3172</section>
3143 3173 &resistances_basic;
3144<section name="resistance">
3145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3146 </attribute>
3147 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3148 </attribute>
3149 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3150 </attribute>
3151 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3152 </attribute>
3153 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3154 </attribute>
3155 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3156 </attribute>
3157 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3158 </attribute>
3159 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3160 </attribute>
3161 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3186 </attribute>
3187</section>
3188 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3174 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3189 </attribute> 3175 </attribute>
3190</type> 3176</type>
3191 3177
3192<!--####################################################################--> 3178<!--####################################################################-->
3197 <attribute arch="name_pl" /> 3183 <attribute arch="name_pl" />
3198 <attribute arch="nrof" /> 3184 <attribute arch="nrof" />
3199 <attribute arch="value" /> 3185 <attribute arch="value" />
3200 <attribute arch="unpaid" /> 3186 <attribute arch="unpaid" />
3201 </ignore> 3187 </ignore>
3202 <description><![CDATA[ 3188 <description>
3203 A grimreaper is a monster that vanishes after it did some number of 3189 A grimreaper is a monster that vanishes after it did some number of
3204 draining attacks. ]]> <!-- XXX: is this ok? --> 3190 draining attacks.
3205 </description> 3191 </description>
3206<section name="grimreaper"> 3192<section name="grimreaper">
3207 <attribute arch="value" editor="attacks" type="int"> 3193 <attribute arch="value" editor="attacks" type="int">
3208 The object vanishes after this number of draining attacks. 3194 The object vanishes after this number of draining attacks.
3209 </attribute> 3195 </attribute>
3320 </attribute> 3306 </attribute>
3321 <attribute arch="speed" editor="movement speed" type="float"> 3307 <attribute arch="speed" editor="movement speed" type="float">
3322 The movement speed value determines how fast a chain of 3308 The movement speed value determines how fast a chain of
3323 these movers will push a player along (default is -0.2). 3309 these movers will push a player along (default is -0.2).
3324 </attribute> 3310 </attribute>
3311 &speed_left;
3325 <attribute arch="sp" editor="direction" type="list_direction"> 3312 <attribute arch="sp" editor="direction" type="list_direction">
3326 The mover will push creatures in the specified &lt;direction&gt;. 3313 The mover will push creatures in the specified &lt;direction&gt;.
3327 A mover with direction set to &lt;none&gt; will spin clockwise, 3314 A mover with direction set to &lt;none&gt; will spin clockwise,
3328 thus pushing creatures in unpredictable directions. 3315 thus pushing creatures in unpredictable directions.
3329 </attribute> 3316 </attribute>
3349 activates creators, creating (per default: monster-only) movers 3336 activates creators, creating (per default: monster-only) movers
3350 under the NPC's feet. The NPC starts "walking" on a predefined 3337 under the NPC's feet. The NPC starts "walking" on a predefined
3351 route! Note that it's useful to set this NPC immune to everything, 3338 route! Note that it's useful to set this NPC immune to everything,
3352 preventing the player to push the NPC off his trace. 3339 preventing the player to push the NPC off his trace.
3353 </attribute> 3340 </attribute>
3354 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3341 <attribute arch="move_on" editor="movement type" type="movement_type">
3355 This should always be set. 3342 Which movement types activate the mover.
3356 </attribute>
3357 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358 Move flying creatures enabled means all flying (living)
3359 objects will get moved too. If disabled, only walking
3360 (non-flying) creatures will get moved.
3361 </attribute> 3343 </attribute>
3362</section> 3344</section>
3363</type> 3345</type>
3364 3346
3365<!--####################################################################--> 3347<!--####################################################################-->
3393 </attribute> 3375 </attribute>
3394 <attribute arch="connected" editor="connection" type="int"> 3376 <attribute arch="connected" editor="connection" type="int">
3395 When the pedestal is triggered, all objects with the same 3377 When the pedestal is triggered, all objects with the same
3396 connection value get activated. 3378 connection value get activated.
3397 </attribute> 3379 </attribute>
3398 <attribute arch="walk_on" value="1" type="fixed" /> 3380 &move_on;
3399 <attribute arch="walk_off" value="1" type="fixed" />
3400</type> 3381</type>
3401 3382
3402<!--####################################################################--> 3383<!--####################################################################-->
3403<type number="94" name="Pit"> 3384<type number="94" name="Pit">
3404 <ignore> 3385 <ignore>
3422 <attribute arch="no_pick" value="1" type="fixed" /> 3403 <attribute arch="no_pick" value="1" type="fixed" />
3423 <attribute arch="connected" editor="connection" type="int"> 3404 <attribute arch="connected" editor="connection" type="int">
3424 When a &lt;connection&gt; value is set, the pit can be opened/closed 3405 When a &lt;connection&gt; value is set, the pit can be opened/closed
3425 by activating the connection. 3406 by activating the connection.
3426 </attribute> 3407 </attribute>
3408 &activate_on;
3427 <attribute arch="hp" editor="destination X" type="int"> 3409 <attribute arch="hp" editor="destination X" type="int">
3428 The pit will transport creatures (and items) randomly into a two-square 3410 The pit will transport creatures (and items) randomly into a two-square
3429 radius of the destination coordinates. 3411 radius of the destination coordinates.
3430 If the destination square becomes blocked, the pit will act like 3412 If the destination square becomes blocked, the pit will act like
3431 being filled up and not work anymore! 3413 being filled up and not work anymore!
3440 The &lt;position state&gt; defines the position of the gate: 3422 The &lt;position state&gt; defines the position of the gate:
3441 Zero means completely open/down, the "number of animation-steps" (usually 3423 Zero means completely open/down, the "number of animation-steps" (usually
3442 about 6 or 7) means completely closed/up state. I suggest you don't 3424 about 6 or 7) means completely closed/up state. I suggest you don't
3443 mess with this value - Leave the default in place. 3425 mess with this value - Leave the default in place.
3444 </attribute> 3426 </attribute>
3445 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3427 &move_on;
3446 If set, all walking creatures will fall into the pit.
3447 This does NOT need to be set for closed pits!
3448 </attribute>
3449 <attribute arch="fly_on" editor="swallow flying" type="bool">
3450 If set, all flying creatures will fall into the pit as well.
3451 This is not the behaviour expected from a pit, and it should
3452 only be used for map-mechanisms (e.g. for transporting flying
3453 monsters).
3454 An interesting side-effect: If this flag is enabled, spell
3455 effects like fire/snow also make their way through the pit.
3456 </attribute>
3457</type> 3428</type>
3458 3429
3459<!--####################################################################--> 3430<!--####################################################################-->
3460<type number="7" name="Poison Food"> 3431<type number="7" name="Poison Food">
3461 <description><![CDATA[ 3432 <description><![CDATA[
3497 </attribute> 3468 </attribute>
3498 <attribute arch="startequip" editor="godgiven item" type="bool"> 3469 <attribute arch="startequip" editor="godgiven item" type="bool">
3499 A godgiven item vanishes as soon as the player 3470 A godgiven item vanishes as soon as the player
3500 drops it to the ground. 3471 drops it to the ground.
3501 </attribute> 3472 </attribute>
3502<section name="stats"> 3473 &player_stat_resist_sections;
3503 <attribute arch="Str" editor="strength" type="int">
3504 The player's strentgh will rise/fall by the given value for permanent
3505 (of course there is an upper limit). Generally there shouldn't be stat
3506 potions granting more than one stat. Cursed potions will subtract the
3507 stats if positive.
3508 </attribute>
3509 <attribute arch="Dex" editor="dexterity" type="int">
3510 The player's dexterity will rise/fall by the given value for permanent
3511 (of course there is an upper limit). Generally there shouldn't be stat
3512 potions granting more than one stat. Cursed potions will subtract the
3513 stats if positive.
3514 </attribute>
3515 <attribute arch="Con" editor="constitution" type="int">
3516 The player's constitution will rise/fall by the given value for permanent
3517 (of course there is an upper limit). Generally there shouldn't be stat
3518 potions granting more than one stat. Cursed potions will subtract the
3519 stats if positive.
3520 </attribute>
3521 <attribute arch="Int" editor="intelligence" type="int">
3522 The player's intelligence will rise/fall by the given value for permanent
3523 (of course there is an upper limit). Generally there shouldn't be stat
3524 potions granting more than one stat. Cursed potions will subtract the
3525 stats if positive.
3526 </attribute>
3527 <attribute arch="Pow" editor="power" type="int">
3528 The player's power will rise/fall by the given value for permanent
3529 (of course there is an upper limit). Generally there shouldn't be stat
3530 potions granting more than one stat. Cursed potions will subtract the
3531 stats if positive.
3532 </attribute>
3533 <attribute arch="Wis" editor="wisdom" type="int">
3534 The player's wisdom will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Cha" editor="charisma" type="int">
3540 The player's charisma will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545</section>
3546<section name="resistance">
3547 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3548 The player's resistance to physical will rise by this value in percent
3549 (range -100 till +100). The effect is only temporare, and it does NOT
3550 add on the values from the player's equipment.
3551 Cursed potions will make negative resistance.. very nasty in combat!
3552 </attribute>
3553 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3554 The player's resistance to magic will rise by this value in percent
3555 (range -100 till +100). The effect is only temporare, and it does NOT
3556 add on the values from the player's equipment.
3557 Cursed potions will make negative resistance.. very nasty in combat!
3558 </attribute>
3559 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3560 The player's resistance to fire will rise by this value in percent
3561 (range -100 till +100). The effect is only temporare, and it does NOT
3562 add on the values from the player's equipment.
3563 Cursed potions will make negative resistance.. very nasty in combat!
3564 </attribute>
3565 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3566 The player's resistance to electricity will rise by this value in percent
3567 (range -100 till +100). The effect is only temporare, and it does NOT
3568 add on the values from the player's equipment.
3569 Cursed potions will make negative resistance.. very nasty in combat!
3570 </attribute>
3571 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3572 The player's resistance to cold will rise by this value in percent
3573 (range -100 till +100). The effect is only temporare, and it does NOT
3574 add on the values from the player's equipment.
3575 Cursed potions will make negative resistance.. very nasty in combat!
3576 </attribute>
3577 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3578 The player's resistance to acid will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3584 The player's resistance to confusion will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3590 The player's resistance to weaponmagic will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3596 The player's resistance to paralyze will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3602 The player's resistance to draining will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3608 The player's resistance to depletion will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3614 The player's resistance to poison will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619</section>
3620</type> 3474</type>
3621 3475
3622<!--####################################################################--> 3476<!--####################################################################-->
3623<type number="156" name="Power Crystal"> 3477<type number="156" name="Power Crystal">
3624 <description><![CDATA[ 3478 <description><![CDATA[
3809 <use><![CDATA[ 3663 <use><![CDATA[
3810 Avoid monsters stepping on your runes. For example, summoning runes 3664 Avoid monsters stepping on your runes. For example, summoning runes
3811 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3665 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812 </use> 3666 </use>
3813 <attribute arch="no_pick" value="1" type="fixed" /> 3667 <attribute arch="no_pick" value="1" type="fixed" />
3814 <attribute arch="walk_on" value="1" type="fixed" /> 3668 &move_on;
3815 <attribute arch="level" editor="rune level" type="int"> 3669 <attribute arch="level" editor="rune level" type="int">
3816 This value sets the level the rune will cast the spell it contains at, 3670 This value sets the level the rune will cast the spell it contains at,
3817 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3671 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 (&lt;rune level&gt; 0 runes won't detonate at all!) 3672 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819 3673
3893 It is absolutely neccessary that a place with savebeds is 100% secure. 3747 It is absolutely neccessary that a place with savebeds is 100% secure.
3894 That means: 3748 That means:
3895 <UL> 3749 <UL>
3896 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3750 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3897 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3751 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3898 <LI> Insert a relyable exit! Make sure there is no possibility that 3752 <LI> Insert a reliable exit! Make sure there is no possibility that
3899 players get trapped in a savebed location. 3753 players get trapped in a savebed location.
3900 <LI> If possible, mark the whole site as no-spell area (Insert this 3754 <LI> If possible, mark the whole site as no-spell area (Insert this
3901 arch called "dungeon_magic" everywhere). This is not required, 3755 arch called "dungeon_magic" everywhere). This is not required,
3902 but it makes the place much more safe. 3756 but it makes the place much more safe.
3903 </UL> ]]> 3757 </UL> ]]>
3958</type> 3812</type>
3959 3813
3960<!--####################################################################--> 3814<!--####################################################################-->
3961<type number="14" name="Shooting Weapon"> 3815<type number="14" name="Shooting Weapon">
3962 <description><![CDATA[ 3816 <description><![CDATA[
3963 Schooting weapons like bows/crossbows are used to shoot projectiles 3817 Shooting weapons like bows/crossbows are used to shoot projectiles
3964 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3818 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3965 wielded both at the same time. Like with any other equipment, 3819 wielded both at the same time. Like with any other equipment,
3966 stats/bonuses from shooting weapons are directly inherited to the player. 3820 stats/bonuses from shooting weapons are directly inherited to the player.
3967 <br><br> 3821 <br><br>
3968 It's very easy to add new pairs of weapons &amp; projectiles. 3822 It's very easy to add new pairs of weapons &amp; projectiles.
3970 weapon and projectile. ]]> 3824 weapon and projectile. ]]>
3971 </description> 3825 </description>
3972 <use><![CDATA[ 3826 <use><![CDATA[
3973 Shooting weapons should not add bonuses in general. There's already 3827 Shooting weapons should not add bonuses in general. There's already
3974 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3828 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3975 Schooting weapons should especially not add bonuses to the player 3829 Shooting weapons should especially not add bonuses to the player
3976 that have nothing to do with schooting. A Wisdom bonus on a bow 3830 that have nothing to do with schooting. A Wisdom bonus on a bow
3977 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3831 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3978 - still crap. ]]> 3832 - still crap. ]]>
3979 </use> 3833 </use>
3980 <attribute arch="race" editor="ammunition class" type="string"> 3834 <attribute arch="race" editor="ammunition class" type="string">
4012 amount of &lt;item power&gt;, depending on their own level. This is the 3866 amount of &lt;item power&gt;, depending on their own level. This is the
4013 only way to prevent low level players to wear "undeserved" equipment 3867 only way to prevent low level players to wear "undeserved" equipment
4014 (like gifts from other players or cheated items). 3868 (like gifts from other players or cheated items).
4015 3869
4016 It is very important to adjust the &lt;item power&gt; value carefully 3870 It is very important to adjust the &lt;item power&gt; value carefully
4017 for every artifact you create! If zero/unset, the CF server will 3871 for every artifact you create! If zero/unset, the Deliantra server will
4018 calculate a provisional value at runtime, but this is never 3872 calculate a provisional value at runtime, but this is never
4019 going to be an accurate measurement of &lt;item power&gt;. 3873 going to be an accurate measurement of &lt;item power&gt;.
4020 </attribute> 3874 </attribute>
4021 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3875 <attribute arch="no_strength" editor="ignore strength" type="bool">
4022 Usually the player's strentgh takes effect on the damage 3876 Usually the player's strentgh takes effect on the damage
4161 <use><![CDATA[ 4015 <use><![CDATA[
4162 As stated above, always place TWO shop mats into your shop. 4016 As stated above, always place TWO shop mats into your shop.
4163 Not more and not less than that. ]]> 4017 Not more and not less than that. ]]>
4164 </use> 4018 </use>
4165 <attribute arch="no_pick" value="1" type="fixed" /> 4019 <attribute arch="no_pick" value="1" type="fixed" />
4166 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4020 &move_on;
4167 If set, the player can enter/leave the
4168 shop by just walking into the shop mat.
4169 </attribute>
4170 <attribute arch="fly_on" editor="apply by flying" type="bool">
4171 If set, the player can enter/leave the
4172 shop by "flying" into the shop mat.
4173 </attribute>
4174</type> 4021</type>
4175 4022
4176<!--####################################################################--> 4023<!--####################################################################-->
4177<type number="98" name="Sign &amp; MagicMouth"> 4024<type number="98" name="Sign &amp; MagicMouth">
4178 <ignore> 4025 <ignore>
4195 the connection is triggered. This should be used in combination with 4042 the connection is triggered. This should be used in combination with
4196 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4043 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be 4044 If activating your magic_mouth this way, the message will not only be
4198 printed to one player, but all players on the current map. 4045 printed to one player, but all players on the current map.
4199 </attribute> 4046 </attribute>
4200 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4047 &activate_on;
4201 If set, the player gets the message when walking ontop of the object. 4048 &move_on;
4202 "invisible 1" should be set in this case. This is the typical configuration
4203 for a "magic_mouth": The player walks through a dungeon and suddenly he
4204 gets a message. Use this to create some roleplay atmosphere, and to inform
4205 the player about possible dangers or secrets.
4206 </attribute>
4207 <attribute arch="fly_on" editor="activate by flying" type="bool">
4208 If set, the player gets the message when flying (=levitating) ontop
4209 of the object. Usually this should be set together with walk_on.
4210 </attribute>
4211 <attribute arch="food" editor="counter" type="int"> 4049 <attribute arch="food" editor="counter" type="int">
4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4050 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213 (printing the message) only that many times. For signs this really shouldn't 4051 (printing the message) only that many times. For signs this really shouldn't
4214 be used, while for magic_mouths it is extremely helpful. 4052 be used, while for magic_mouths it is extremely helpful.
4215 Monsters walking over the magic_mouth do not decrease the counter. 4053 Monsters walking over the magic_mouth do not decrease the counter.
4221 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4059 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4222 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4060 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4223 </attribute> 4061 </attribute>
4224 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4062 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4225 This text will be displayed to the player. 4063 This text will be displayed to the player.
4064 </attribute>
4065</type>
4066
4067<type number="150" name="Shop Inventory">
4068 <ignore>
4069 <ignore_list name="non_pickable" />
4070 </ignore>
4071 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4072 </description>
4073 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4074 </use>
4075 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4076 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4077 the map that will be searched for unpaid items.
4226 </attribute> 4078 </attribute>
4227</type> 4079</type>
4228 4080
4229<!--####################################################################--> 4081<!--####################################################################-->
4230<type number="43" name="Skill"> 4082<type number="43" name="Skill">
4267 expmul is 1, the player will get 500 added to that skill as well as 4119 expmul is 1, the player will get 500 added to that skill as well as
4268 500 to their total. 4120 500 to their total.
4269 </attribute> 4121 </attribute>
4270 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4122 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4271 The &lt;skill type&gt; defines the base functionality of the skill. 4123 The &lt;skill type&gt; defines the base functionality of the skill.
4272 Skill types are hardcoded in the Crossfire server. It isn't hard to 4124 Skill types are hardcoded in the Deliantra server. It isn't hard to
4273 create new skill types, but it requires a bit of server-coding. 4125 create new skill types, but it requires a bit of server-coding.
4274 </attribute> 4126 </attribute>
4275 <attribute arch="level" editor="level" type="int"> 4127 <attribute arch="level" editor="level" type="int">
4276 </attribute> 4128 </attribute>
4277 <attribute arch="exp" editor="experience" type="int"> 4129 <attribute arch="exp" editor="experience" type="int">
4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4328 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise. 4329 positive values counter clockwise.
4478 4330
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4331 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480 </attribute> 4332 </attribute>
4481 <attribute arch="walk_on" value="1" type="fixed" /> 4333 &move_on;
4482 <attribute arch="fly_on" value="1" type="fixed" />
4483</type> 4334</type>
4484 4335
4485<!--####################################################################--> 4336<!--####################################################################-->
4486<type number="138" name="Swamp"> 4337<type number="138" name="Swamp">
4487 <ignore> 4338 <ignore>
4493 he will start to sink in and eventually drown and die. 4344 he will start to sink in and eventually drown and die.
4494 Items dropped on the swamp sink in and dissapear. 4345 Items dropped on the swamp sink in and dissapear.
4495 Players with knowledge of the woodsman skill are a lot less likely 4346 Players with knowledge of the woodsman skill are a lot less likely
4496 to die in the swamp. ]]> 4347 to die in the swamp. ]]>
4497 </description> 4348 </description>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="is_floor" value="1" type="fixed" /> 4349 <attribute arch="is_floor" value="1" type="fixed" />
4500 <attribute arch="is_wooded" value="1" type="fixed" /> 4350 <attribute arch="is_wooded" value="1" type="fixed" />
4501 <attribute arch="speed" editor="drowning speed" type="float"> 4351 <attribute arch="speed" editor="drowning speed" type="float">
4502 The higher the &lt;drowning speed&gt;, the faster will players and items 4352 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4353 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas. 4354 and unexpected death-trap. Players should get a warning before such areas.
4505 </attribute> 4355 </attribute>
4506 <attribute arch="slow_move" editor="slow movement" type="int"> 4356 &speed_left;
4507 If &lt;slow movement&gt; is set to a value greater zero, all 4357 &move_on;
4508 creatures moving over this spot will be slower than normal. 4358 &movement_types_terrain;
4509
4510 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool"> 4359 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-) 4360 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot. 4361 spells on that spot.
4518 </attribute> 4362 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool"> 4363 <attribute arch="damned" editor="no prayers" type="bool">
4594 <attribute arch="connected" editor="connection" type="int"> 4438 <attribute arch="connected" editor="connection" type="int">
4595 If a connection value is set, the teleporter will be activated 4439 If a connection value is set, the teleporter will be activated
4596 whenever the connection is triggered. To use this properly, 4440 whenever the connection is triggered. To use this properly,
4597 &lt;activation speed&gt; must be zero. 4441 &lt;activation speed&gt; must be zero.
4598 </attribute> 4442 </attribute>
4443 &activate_on;
4599 <attribute arch="speed" editor="activation speed" type="float"> 4444 <attribute arch="speed" editor="activation speed" type="float">
4600 If the &lt;activation speed&gt; is nonzero, the teleporter will 4445 If the &lt;activation speed&gt; is nonzero, the teleporter will
4601 automatically be activated in regular time-intervals. Hence, the 4446 automatically be activated in regular time-intervals. Hence, the
4602 player can just step on it and gets teleported sooner or later. 4447 player can just step on it and gets teleported sooner or later.
4603 The duration between two activates depends on the given value. 4448 The duration between two activates depends on the given value.
4604 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4449 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4605 4450
4606 VERY IMPORTANT: If you want to have your teleporter activated via 4451 VERY IMPORTANT: If you want to have your teleporter activated via
4607 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4452 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608 </attribute> 4453 </attribute>
4454 &speed_left;
4609</type> 4455</type>
4610 4456
4611<!--####################################################################--> 4457<!--####################################################################-->
4612<type number="26" name="Timed Gate"> 4458<type number="26" name="Timed Gate">
4613 <ignore> 4459 <ignore>
4614 <ignore_list name="non_pickable" /> 4460 <ignore_list name="non_pickable" />
4615 </ignore> 4461 </ignore>
4616 <description><![CDATA[ 4462 <description><![CDATA[
4617 Gates play an important role in Crossfire. Gates can be opened 4463 Gates play an important role in Deliantra. Gates can be opened
4618 by activating a button/trigger, by speaking passwords (-> magic_ear) 4464 by activating a button/trigger, by speaking passwords (-> magic_ear)
4619 or carrying special key-objects (-> inventory checker). 4465 or carrying special key-objects (-> inventory checker).
4620 Unlike locked doors, gates can get shut again after a player has 4466 Unlike locked doors, gates can get shut again after a player has
4621 passed, which makes them more practical in many cases. Unlike normal 4467 passed, which makes them more practical in many cases. Unlike normal
4622 gates, timed gates open when triggered but automatically close again 4468 gates, timed gates open when triggered but automatically close again
4632 Whenever the inventory checker is triggered, all objects with identical 4478 Whenever the inventory checker is triggered, all objects with identical
4633 &lt;connection&gt; value get activated. This only makes sense together with 4479 &lt;connection&gt; value get activated. This only makes sense together with
4634 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4480 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4635 after some time. 4481 after some time.
4636 </attribute> 4482 </attribute>
4483 &activate_on;
4637 <attribute arch="wc" editor="position state" type="int"> 4484 <attribute arch="wc" editor="position state" type="int">
4638 The &lt;position state&gt; defines the position of the gate: 4485 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually 4486 Zero means completely open/down, the "number of animation-steps" (usually
4640 about 6 or 7) means completely closed/up state. I suggest you don't 4487 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place. 4488 mess with this value - Leave the default in place.
4642 </attribute> 4489 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4490 &movement_types_terrain;
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4491 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has 4492 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled. 4493 an effect only if &lt;block view&gt; is disabled.
4650 </attribute> 4494 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool"> 4495 <attribute arch="damned" editor="restrict prayers" type="bool">
4675 and generally have either a physical attack or trigger a reaction. 4519 and generally have either a physical attack or trigger a reaction.
4676 <br><br> 4520 <br><br>
4677 Traps hit any monster or person who steps on them for 'dam' damage in 4521 Traps hit any monster or person who steps on them for 'dam' damage in
4678 'attacktype' attacktype and/or trigger a reaction. 4522 'attacktype' attacktype and/or trigger a reaction.
4679 <br><br> 4523 <br><br>
4680 Many traps are already defined in the archetypes. ]]> 4524 Many traps are already defined in the archetypes.]]>
4681 </description> 4525 </description>
4682 <use><![CDATA[ 4526 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting 4527 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684off your lightning wall and pit trap is usually a bad idea. ]]> 4528 off your lightning wall and pit trap is usually a bad idea.]]>
4685 </use> 4529 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" /> 4530 <attribute arch="no_pick" value="1" type="fixed" />
4687 <attribute arch="walk_on" value="1" type="fixed" /> 4531 &move_on;
4688 <attribute arch="level" editor="trap level" type="int"> 4532 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and 4533 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level 4534 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them 4535 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low. 4536 tough, or keep the level low.
4735 Trapdoors should be used in the same fashion as pits: 4579 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They 4580 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4581 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use> 4582 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" /> 4583 <attribute arch="no_pick" value="1" type="fixed" />
4740 <attribute arch="walk_on" value="1" type="fixed" /> 4584 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int"> 4585 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold. 4586 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with 4587 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will 4588 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through. 4589 open and things start falling through.
4881 <attribute arch="unpaid" /> 4725 <attribute arch="unpaid" />
4882 </ignore> 4726 </ignore>
4883 <description><![CDATA[ 4727 <description><![CDATA[
4884 Walls usually block passage and sight. ]]> 4728 Walls usually block passage and sight. ]]>
4885 </description> 4729 </description>
4886 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4730 &movement_types_terrain;
4887 If set, the object cannot be passed by players nor monsters.
4888 </attribute>
4889 <attribute arch="can_roll" editor="moveable" type="bool"> 4731 <attribute arch="can_roll" editor="moveable" type="bool">
4890 If set, the object is able to "roll", so it can be pushed around. 4732 If set, the object is able to "roll", so it can be pushed around.
4891 This setting is used for boulders and barrels. 4733 This setting is used for boulders and barrels.
4892 </attribute> 4734 </attribute>
4893 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4735 <attribute arch="no_magic" editor="restrict spells" type="bool">
4988 </attribute> 4830 </attribute>
4989 <attribute arch="ac" editor="armour class" type="int"> 4831 <attribute arch="ac" editor="armour class" type="int">
4990 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4832 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4991 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4833 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4992 </attribute> 4834 </attribute>
4993<section name="resistance"> 4835 &resistances_basic;
4994 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5003 </attribute>
5004 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5005 </attribute>
5006 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5007 </attribute>
5008 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5009 </attribute>
5010 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5011 </attribute>
5012 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5013 </attribute>
5014 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5035 </attribute>
5036</section>
5037</type> 4836</type>
5038 4837
5039<!--####################################################################--> 4838<!--####################################################################-->
5040<type number="15" name="Weapon"> 4839<type number="15" name="Weapon">
5041 <description><![CDATA[ 4840 <description><![CDATA[
5109 amount of &lt;item power&gt;, depending on their own level. This is the 4908 amount of &lt;item power&gt;, depending on their own level. This is the
5110 only way to prevent low level players to wear "undeserved" equipment 4909 only way to prevent low level players to wear "undeserved" equipment
5111 (like gifts from other players or cheated items). 4910 (like gifts from other players or cheated items).
5112 4911
5113 It is very important to adjust the &lt;item power&gt; value carefully 4912 It is very important to adjust the &lt;item power&gt; value carefully
5114 for every artifact you create! If zero/unset, the CF server will 4913 for every artifact you create! If zero/unset, the Deliantra server will
5115 calculate a provisional value at runtime, but this is never 4914 calculate a provisional value at runtime, but this is never
5116 going to be an accurate measurement of &lt;item power&gt;. 4915 going to be an accurate measurement of &lt;item power&gt;.
5117 </attribute> 4916 </attribute>
5118 <attribute arch="damned" editor="damnation" type="bool"> 4917 <attribute arch="damned" editor="damnation" type="bool">
5119 A damned weapon cannot be unwielded unless 4918 A damned weapon cannot be unwielded unless
5139 </attribute> 4938 </attribute>
5140 <attribute arch="startequip" editor="godgiven item" type="bool"> 4939 <attribute arch="startequip" editor="godgiven item" type="bool">
5141 A godgiven item vanishes as soon as the player 4940 A godgiven item vanishes as soon as the player
5142 drops it to the ground. 4941 drops it to the ground.
5143 </attribute> 4942 </attribute>
5144<section name="resistance"> 4943 &player_stat_resist_sections;
5145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5146 This adds physical resistance to the weapon (= armour value). The number is
5147 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5148 and what they require to do for getting this-and-that artifact.
5149 </attribute>
5150 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5151 This adds magic resistance to the weapon. The number is a percent-value in
5152 the range 0-100. Treat this with CARE. Look at other maps and what they
5153 require to do for getting this-and-that artifact.
5154 </attribute>
5155 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5156 This adds fire resistance to the weapon. The number is a percent-value in
5157 the range 0-100. Treat this with CARE. Look at other maps and what they
5158 require to do for getting this-and-that artifact.
5159 </attribute>
5160 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5161 This adds electricity resistance to the weapon. The number is a percent-value in
5162 the range 0-100. Treat this with CARE. Look at other maps and what they
5163 require to do for getting this-and-that artifact.
5164 </attribute>
5165 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5166 This adds fire resistance to the weapon. The number is a percent-value in
5167 the range 0-100. Treat this with CARE. Look at other maps and what they
5168 require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5171 This adds confusion resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Confusion resistance is not very effective
5173 unless the value comes close to 100 (= perfect immunity).
5174 </attribute>
5175 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5176 This adds acid resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5181 This adds draining resistance to the weapon. The number is a percent-value
5182 in the range 0-100. Draining resistance is little effective
5183 unless the value is 100 (= perfect immunity).
5184 </attribute>
5185 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5186 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Weaponmagic resistance generally should not exist on
5188 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5189 are not meant to be easily resisted.
5190 </attribute>
5191 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5192 This adds ghosthit resistance to the weapon. The number is a percent-value
5193 in the range 0-100. Treat this with CARE. Look at other maps and what they
5194 require to do for getting this-and-that artifact.
5195 </attribute>
5196 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5197 This adds poison resistance to the weapon. The number is a percent-value in
5198 the range 0-100. Treat this with CARE. Look at other maps and what they
5199 require to do for getting this-and-that artifact.
5200 </attribute>
5201 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5202 This adds fear resistance to the weapon. The number is a percent-value in
5203 the range 0-100. Resistance to fear is pretty useless.
5204 </attribute>
5205 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5206 This adds paralyze resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Paralyze resistance is little effective
5208 unless the value is 100 (= perfect immunity).
5209 </attribute>
5210 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5211 This adds fear resistance to the weapon. The number is a percent-value in
5212 the range 0-100. Resistance to fear is pretty useless.
5213 </attribute>
5214 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5215 This adds depletion resistance to the weapon. The number is a percent-value
5216 in the range 0-100. Depletion resistance is little effective
5217 unless the value is 100 (= perfect immunity).
5218 </attribute>
5219 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5220 This adds death-attack resistance to the weapon. The number is a
5221 percent-value in the range 0-100. Death-attack resistance is little
5222 effective unless the value is 100 (= perfect immunity).
5223 Generally, resistance to death-attack is not supposed to be
5224 available to players!
5225 </attribute>
5226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5227 This adds chaos resistance to the weapon. The number is a percent-value in
5228 the range 0-100. Treat this with CARE. Look at other maps and what they
5229 require to do for getting this-and-that artifact.
5230 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5231 combination of other attacktypes.
5232 </attribute>
5233 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5234 This adds blinding resistance to the weapon. The number is a percent-value
5235 in the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5239 This adds holy power resistance to the weapon. The number is a percent-value
5240 in the range 0-100. Holy power is the attacktype that holyword-type spells
5241 use to hurt undead creatures. This kind of resistance is only reasonable
5242 for undead players (wraith or devourer cult).
5243 Generally, resistance to holy word should not be available for players.
5244 </attribute>
5245</section>
5246<section name="stats">
5247 <attribute arch="Str" editor="strength" type="int">
5248 The player's strentgh will rise/fall by the given value
5249 while wearing this weapon.
5250 </attribute>
5251 <attribute arch="Dex" editor="dexterity" type="int">
5252 The player's dexterity will rise/fall by the given value
5253 while wearing this weapon.
5254 </attribute>
5255 <attribute arch="Con" editor="constitution" type="int">
5256 The player's constitution will rise/fall by the given value
5257 while wearing this weapon.
5258 </attribute>
5259 <attribute arch="Int" editor="intelligence" type="int">
5260 The player's intelligence will rise/fall by the given value
5261 while wearing this weapon.
5262 </attribute>
5263 <attribute arch="Pow" editor="power" type="int">
5264 The player's power will rise/fall by the given value
5265 while wearing this weapon.
5266 </attribute>
5267 <attribute arch="Wis" editor="wisdom" type="int">
5268 The player's wisdom will rise/fall by the given value while
5269 wearing this weapon.
5270 </attribute>
5271 <attribute arch="Cha" editor="charisma" type="int">
5272 The player's charisma will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275</section>
5276<section name="misc"> 4944<section name="misc">
5277 <attribute arch="luck" editor="luck bonus" type="int"> 4945 <attribute arch="luck" editor="luck bonus" type="int">
5278 With positive luck bonus, the player is more likely to 4946 With positive luck bonus, the player is more likely to
5279 succeed in all sorts of things (spellcasting, praying,...). 4947 succeed in all sorts of things (spellcasting, praying,...).
5280 Unless the &lt;luck bonus&gt; is very high, the effect will be 4948 Unless the &lt;luck bonus&gt; is very high, the effect will be
5356 This text describes the weapons's "story". Every decent artifact weapon 5024 This text describes the weapons's "story". Every decent artifact weapon
5357 should have such a description. 5025 should have such a description.
5358 </attribute> 5026 </attribute>
5359</type> 5027</type>
5360 5028
5029<type number="116" name="Event Connector">
5030 <description><![CDATA[
5031 Event connectors link specific events that happen to objects to
5032 a crossfire plug-in. They are not used at all in Deliantra ]]>
5033 </description>
5034</type>
5035
5361</types> 5036</types>

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