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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.31 by root, Mon Sep 17 17:23:16 2007 UTC vs.
Revision 1.37 by root, Tue Aug 26 01:58:06 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
169 160
170 <!ENTITY resistances_flesh_desc " 161 <!ENTITY resistances_flesh_desc "
650 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
651 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
652 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.
653 </attribute> 644 </attribute>
654 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
655 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.
656 </attribute> 653 </attribute>
657 <attribute arch="tag" editor="tag" type="string"> 654 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly 655 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by 656 from their tag, which makes them useful to tag exits and refer to those by
660 their name. 657 their name.
794 <br><br> 791 <br><br>
795 A particularly nice feature of abilities is that they can hold two 792 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use. 793 spells: One for short range- and one for long range use.
797 \n\n 794 \n\n
798 You should know that spellcasting monsters receive abilities via 795 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]> 796 &lt;treasurelist&gt;.]]>
800 </description> 797 </description>
801 <use><![CDATA[ 798 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you 799 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something). 800 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more 801 The long/short-range spell feature can make boss-monsters more
806 <br><br> 803 <br><br>
807 You should keep in mind that magic abilities allow players 804 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to 805 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't 806 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps. 807 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]> 808 And what fun is a magic resistance cloak when it has no effect?]]>
812 </use> 809 </use>
813 <attribute arch="invisible" value="1" type="fixed" /> 810 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" /> 811 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell"> 812 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt; 813 The monster will use the specified &lt;short range spell&gt;
853 </ignore> 850 </ignore>
854 <description><![CDATA[ 851 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar, 852 When a player puts a defined number of certain items on the altar,
856 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
857 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.
858 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears.]]>
859 </description> 856 </description>
860 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on; 858 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
863 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
864 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
865 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.
866 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
867 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
868 name: E.g. "drop 100 platinums")
869 </attribute> 865 </attribute>
870 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 869
899 <ignore_list name="non_pickable" /> 895 <ignore_list name="non_pickable" />
900 </ignore> 896 </ignore>
901 <description><![CDATA[ 897 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars 898 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that 899 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 900 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
905 </description> 901 </description>
906 <use><![CDATA[ 902 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for... 903 Altar_triggers are very useful if you want to charge a price for...
908 <UL> 904 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL> 908 </UL>
913 The big advantage over normal altars is the infinite usability 909 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're 910 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]> 911 quite grateful if things work more than once. =)]]>
916 </use> 912 </use>
917 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
923 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
924 name: E.g. "drop 100 platinums")
925 </attribute> 920 </attribute>
926 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 924
968 963
969<!--####################################################################--> 964<!--####################################################################-->
970<type number="74" name="Skill Tool"> 965<type number="74" name="Skill Tool">
971 <description><![CDATA[ 966 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill. 967 Wearing a skill tool will give the player the ability to use a skill.
973 ]]> 968 ]]>
974 </description> 969 </description>
975 <use><![CDATA[ 970 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change 971 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given. 972 the skill that is given.
978 ]]> 973 ]]>
979 </use> 974 </use>
980 <attribute arch="skill" editor="skill name" type="string"> 975 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item. 976 This field describes which skill the player will be able to use wearing this item.
982 </attribute> 977 </attribute>
983 &player_stat_resist_sections; 978 &player_stat_resist_sections;
984</type> 979</type>
985<!--####################################################################--> 980<!--####################################################################-->
986<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
987 <description><![CDATA[ 982 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense.]]>
990 </description> 985 </description>
991 <use><![CDATA[ 986 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very 987 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]> 988 important that you keep your artifact in balance with existing maps.]]>
994 </use> 989 </use>
995 <attribute arch="ac" editor="armour class" type="int"> 990 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing 991 This value defines the amount of armour-class bonus for wearing
997 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
998 values are better. It should usually be set only for armour-like equipment. 993 values are better. It should usually be set only for armour-like equipment.
1009 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
1010 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
1012 1007
1013 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
1015 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute> 1012 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
1143 Battleground is very special: In short, players can die on battleground 1138 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience 1139 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't 1140 while on battleground. Acid, draining and depletion effects don't
1146 work either. 1141 work either.
1147 When a player dies on battleground, he gets teleported to an exit 1142 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]> 1143 location which is defined in the battleground object.]]>
1149 </description> 1144 </description>
1150 <use><![CDATA[ 1145 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can 1146 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br> 1147 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in 1148 What should NEVER be done is placing battleground tiles in
1155 It must not be possible to gain significant treasure for fighting 1150 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br> 1151 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed, 1152 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile. 1153 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing 1154 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]> 1155 "hidden" battleground tiles anywhere.)]]>
1161 </use> 1156 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" /> 1158 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int"> 1159 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players 1160 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1171 </attribute> 1166 </attribute>
1172</type> 1167</type>
1173 1168
1174<!--####################################################################--> 1169<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1176 <ignore> 1171 <ignore>
1177 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1178 </ignore> 1173 </ignore>
1179 <description><![CDATA[ 1174 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that 1178 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work. 1179 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]> 1180 ]]>
1187 </description> 1181 </description>
1188 <use><![CDATA[ 1182 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles 1184 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making 1185 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player. 1186 areas where really no kind of spell should be invoked by a player.
1193 ]]> 1187 ]]>
1194 </use> 1188 </use>
1195 &movement_types_terrain; 1189 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1197</type> 1191</type>
1198 1192
1199<!--####################################################################--> 1193<!--####################################################################-->
1200<type number="8" name="Book"> 1194<type number="8" name="Book">
1201 <description><![CDATA[ 1195 <description><![CDATA[
1202 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player.]]>
1203 </description> 1197 </description>
1204 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1205 If this value is set to be greater than zero, the player needs a 1199 If this value is set to be greater than zero, the player needs a
1206 certain literacy level to succeed reading the book. The book can be 1200 certain literacy level to succeed reading the book. The book can be
1207 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1231<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1232 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1233 <description><![CDATA[ 1227 <description><![CDATA[
1234 Wearing boots, the object's stats will directly be inherited to 1228 Wearing boots, the object's stats will directly be inherited to
1235 the player. Usually enhancing his speed, or granting some minor 1229 the player. Usually enhancing his speed, or granting some minor
1236 protection bonus. ]]> 1230 protection bonus.]]>
1237 </description> 1231 </description>
1238 <use><![CDATA[ 1232 <use><![CDATA[
1239 Feel free to create your own special artifacts. However, it is very 1233 Feel free to create your own special artifacts. However, it is very
1240 important that you keep your artifact in balance with existing maps. ]]> 1234 important that you keep your artifact in balance with existing maps.]]>
1241 </use> 1235 </use>
1242 <attribute arch="exp" editor="speed bonus" type="int"> 1236 <attribute arch="exp" editor="speed bonus" type="int">
1243 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1244 while worn. This kind of bonus is quite desirable for players of low- 1238 while worn. This kind of bonus is quite desirable for players of low-
1245 and medium level. High level players usually have fastest possible 1239 and medium level. High level players usually have fastest possible
1261<type number="104" name="Bracers"> 1255<type number="104" name="Bracers">
1262 <import_type name="Amulet" /> 1256 <import_type name="Amulet" />
1263 <description><![CDATA[ 1257 <description><![CDATA[
1264 Bracers are armour-plates worn around the wrists. 1258 Bracers are armour-plates worn around the wrists.
1265 Wearing bracer, the object's stats will directly be inherited to 1259 Wearing bracer, the object's stats will directly be inherited to
1266 the player. Usually enhancing his defense. ]]> 1260 the player. Usually enhancing his defense.]]>
1267 </description> 1261 </description>
1268 <use><![CDATA[ 1262 <use><![CDATA[
1269 Feel free to create your own special artifacts. However, it is very 1263 Feel free to create your own special artifacts. However, it is very
1270 important that you keep your artifact in balance with existing maps. ]]> 1264 important that you keep your artifact in balance with existing maps.]]>
1271 </use> 1265 </use>
1272 <attribute arch="magic" editor="magic bonus" type="int"> 1266 <attribute arch="magic" editor="magic bonus" type="int">
1273 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1274 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1275 than direct armour-class bonus on the bracers. 1269 than direct armour-class bonus on the bracers.
1279<!--####################################################################--> 1273<!--####################################################################-->
1280<type number="16" name="Brestplate Armour"> 1274<type number="16" name="Brestplate Armour">
1281 <import_type name="Amulet" /> 1275 <import_type name="Amulet" />
1282 <description><![CDATA[ 1276 <description><![CDATA[
1283 Wearing an armour, the object's stats will directly be inherited to 1277 Wearing an armour, the object's stats will directly be inherited to
1284 the player. Usually enhancing his defense. ]]> 1278 the player. Usually enhancing his defense.]]>
1285 </description> 1279 </description>
1286 <use><![CDATA[ 1280 <use><![CDATA[
1287 Feel free to create your own special artifacts. However, it is very 1281 Feel free to create your own special artifacts. However, it is very
1288 important that you keep your artifact in balance with existing maps. ]]> 1282 important that you keep your artifact in balance with existing maps.]]>
1289 </use> 1283 </use>
1290 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1291 This poses a penalty to spell regeneration speed, for wearing the armour. 1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1292 The bigger the spellpoint penalty, the worse. 1286 The bigger the spellpoint penalty, the worse.
1293 </attribute> 1287 </attribute>
1309 </ignore> 1303 </ignore>
1310 <description><![CDATA[ 1304 <description><![CDATA[
1311 When a predefined amount of weigh is placed on a button, the 1305 When a predefined amount of weigh is placed on a button, the
1312 &lt;connection&gt; value is triggered. In most cases this happens when a 1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1313 player or monster steps on it. When the button is "released", the 1307 player or monster steps on it. When the button is "released", the
1314 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time.]]>
1315 </description> 1309 </description>
1316 &move_on; 1310 &move_on;
1317 &move_off; 1311 &move_off;
1318 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1319 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1337 <ignore_list name="non_pickable" /> 1331 <ignore_list name="non_pickable" />
1338 </ignore> 1332 </ignore>
1339 <description><![CDATA[ 1333 <description><![CDATA[
1340 Handle buttons are buttons which reset after a short period 1334 Handle buttons are buttons which reset after a short period
1341 of time. Every time it is either applied or reset, the 1335 of time. Every time it is either applied or reset, the
1342 &lt;connection&gt; value is triggered. ]]> 1336 &lt;connection&gt; value is triggered.]]>
1343 </description> 1337 </description>
1344</type> 1338</type>
1345 1339
1346<!--####################################################################--> 1340<!--####################################################################-->
1347<type number="37" name="Class Changer"> 1341<type number="37" name="Class Changer">
1348 <ignore> 1342 <ignore>
1349 <ignore_list name="non_pickable" /> 1343 <ignore_list name="non_pickable" />
1350 </ignore> 1344 </ignore>
1351 <description><![CDATA[ 1345 <description><![CDATA[
1352 Class changer are used while creating a character. ]]> 1346 Class changer are used while creating a character.]]>
1353 </description> 1347 </description>
1354 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1355 This entry determines which initial items the character receives. 1349 This entry determines which initial items the character receives.
1356 </attribute> 1350 </attribute>
1357<section name="stats"> 1351<section name="stats">
1390<type number="87" name="Cloak"> 1384<type number="87" name="Cloak">
1391 <import_type name="Amulet" /> 1385 <import_type name="Amulet" />
1392 <description><![CDATA[ 1386 <description><![CDATA[
1393 Wearing a cloak, the object's stats will directly be inherited to 1387 Wearing a cloak, the object's stats will directly be inherited to
1394 the player. Cloaks usually add minor &lt;armour class&gt; and 1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1395 sometimes a bit of resistance. ]]> 1389 sometimes a bit of resistance.]]>
1396 </description> 1390 </description>
1397 <use><![CDATA[ 1391 <use><![CDATA[
1398 Feel free to create your own special artifacts. However, it is very 1392 Feel free to create your own special artifacts. However, it is very
1399 important that you keep your artifact in balance with existing maps. ]]> 1393 important that you keep your artifact in balance with existing maps.]]>
1400 </use> 1394 </use>
1401 <attribute arch="magic" editor="magic bonus" type="int"> 1395 <attribute arch="magic" editor="magic bonus" type="int">
1402 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1403 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1404 than direct armour-class bonus on the cloak. 1398 than direct armour-class bonus on the cloak.
1409</type> 1403</type>
1410 1404
1411<!--####################################################################--> 1405<!--####################################################################-->
1412<type number="9" name="Clock"> 1406<type number="9" name="Clock">
1413 <description><![CDATA[ 1407 <description><![CDATA[
1414 Applying a clock, the time is displayed to the player. ]]> 1408 Applying a clock, the time is displayed to the player.]]>
1415 </description> 1409 </description>
1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417 This text may describe the item 1411 This text may describe the item
1418 </attribute> 1412 </attribute>
1419</type> 1413</type>
1424 A player can put (certain kinds of) items in the container. 1418 A player can put (certain kinds of) items in the container.
1425 The overall weight of items is reduced when put inside a 1419 The overall weight of items is reduced when put inside a
1426 container, depending on the settings. 1420 container, depending on the settings.
1427 <br><br> 1421 <br><br>
1428 A special feature of containers is the "cauldron", 1422 A special feature of containers is the "cauldron",
1429 capable of mixing alchemical receipes. ]]> 1423 capable of mixing alchemical receipes.]]>
1430 </description> 1424 </description>
1431 <use><![CDATA[ 1425 <use><![CDATA[
1432 Note on chests - There are two types of chests: 1426 Note on chests - There are two types of chests:
1433 <UL> 1427 <UL>
1434 <LI> First the random treasure chests - Those are NOT containers 1428 <LI> First the random treasure chests - Those are NOT containers
1435 (but object type Treasure), they create random treasures when 1429 (but object type Treasure), they create random treasures when
1436 applied. Archetype name is "chest". 1430 applied. Archetype name is "chest".
1437 <LI> Second there are the permanent chests - Those are containers, 1431 <LI> Second there are the permanent chests - Those are containers,
1438 they can be opened and closed again. Archetype name is "chest_2". 1432 they can be opened and closed again. Archetype name is "chest_2".
1439 </UL> ]]> 1433 </UL>]]>
1440 </use> 1434 </use>
1441 <attribute arch="race" editor="container class" type="string"> 1435 <attribute arch="race" editor="container class" type="string">
1442 If set, the container will hold only certain types of objects. 1436 If set, the container will hold only certain types of objects.
1443 Possible choices for &lt;container class&gt; are: "gold and jewels", 1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1444 "arrows" and "keys". 1438 "arrows" and "keys".
1499 <attribute arch="title" /> 1493 <attribute arch="title" />
1500 </ignore> 1494 </ignore>
1501 <description><![CDATA[ 1495 <description><![CDATA[
1502 Converters are like "exchange tables". When the player drops a 1496 Converters are like "exchange tables". When the player drops a
1503 specific type of items, they get converted into other items, at a 1497 specific type of items, they get converted into other items, at a
1504 predefined exchange-ratio. ]]> 1498 predefined exchange-ratio.]]>
1505 </description> 1499 </description>
1506 <use><![CDATA[ 1500 <use><![CDATA[
1507 Converters are better than shopping with doormats, because the 1501 Converters are better than shopping with doormats, because the
1508 converters never get sold out. For some items like food or jewels 1502 converters never get sold out. For some items like food or jewels
1509 those "exchange tables" are really nice, while for the more important 1503 those "exchange tables" are really nice, while for the more important
1511 <br><br> 1505 <br><br>
1512 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1513 items on a converter, the stuff you get must be of equal or lesser 1507 items on a converter, the stuff you get must be of equal or lesser
1514 value than before! (Except if you are using "rare" items like 1508 value than before! (Except if you are using "rare" items like
1515 dragonscales for payment). The code will not check if your ratio is 1509 dragonscales for payment). The code will not check if your ratio is
1516 sane, so the player could gain infinite wealth by using your converter. ]]> 1510 sane, so the player could gain infinite wealth by using your converter.]]>
1517 </use> 1511 </use>
1518 <attribute arch="no_pick" value="1" type="fixed" /> 1512 <attribute arch="no_pick" value="1" type="fixed" />
1519 <attribute arch="slaying" editor="cost arch" type="string"> 1513 <attribute arch="slaying" editor="cost arch" type="string">
1520 &lt;cost arch&gt; is the name of the archetype the player has to 1514 &lt;cost arch&gt; is the name of the archetype the player has to
1521 put on the converter, as payment. 1515 put on the converter, as payment.
1548 </ignore> 1542 </ignore>
1549 <description><![CDATA[ 1543 <description><![CDATA[
1550 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1551 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1552 VERY useful for all kinds of map-mechanisms. They can even 1546 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]> 1547 periodically create things.]]>
1554 </description> 1548 </description>
1555 <use><![CDATA[ 1549 <use><![CDATA[
1556 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1557 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor.]]>
1558 </use> 1552 </use>
1559 <attribute arch="no_pick" value="1" type="fixed" /> 1553 <attribute arch="no_pick" value="1" type="fixed" />
1560 <attribute arch="other_arch" editor="create arch" type="string"> 1554 <attribute arch="other_arch" editor="create arch" type="string">
1561 This string defines the object that will be created. 1555 This string defines the object that will be created.
1562 You can choose any of the existing arches. 1556 You can choose any of the existing arches.
1604 finds a specific object, it toggles its connected value. 1598 finds a specific object, it toggles its connected value.
1605 <br><br> 1599 <br><br>
1606 What is "unique" about them, compared to inv. checkers/ pedestals? 1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1607 - First, detectors check their square for a match periodically, not 1601 - First, detectors check their square for a match periodically, not
1608 instantly. Second, detectors check directly for object names. Third, 1602 instantly. Second, detectors check directly for object names. Third,
1609 detectors do not check the inventory of players/monsters. ]]> 1603 detectors do not check the inventory of players/monsters.]]>
1610 </description> 1604 </description>
1611 <use><![CDATA[ 1605 <use><![CDATA[
1612 There is one major speciality about detectors: You can detect spells 1606 There is one major speciality about detectors: You can detect spells
1613 blown over a detector! To detect a lighting bolt for example, set 1607 blown over a detector! To detect a lighting bolt for example, set
1614 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1615 walls, this can be very useful for map-mechanisms. ]]> 1609 walls, this can be very useful for map-mechanisms.]]>
1616 </use> 1610 </use>
1617 <attribute arch="no_pick" value="1" type="fixed" /> 1611 <attribute arch="no_pick" value="1" type="fixed" />
1618 <attribute arch="slaying" editor="match name" type="string"> 1612 <attribute arch="slaying" editor="match name" type="string">
1619 &lt;match name&gt; specifies the name of the object we are looking for. 1613 &lt;match name&gt; specifies the name of the object we are looking for.
1620 Actually it does also check for the &lt;key string&gt; in key-objects, 1614 Actually it does also check for the &lt;key string&gt; in key-objects,
1645 <description><![CDATA[ 1639 <description><![CDATA[
1646 Directors change the direction of spell objects and other projectiles 1640 Directors change the direction of spell objects and other projectiles
1647 that fly past. Unlike spinners, directors always move objects in the 1641 that fly past. Unlike spinners, directors always move objects in the
1648 same direction. It does not make a difference from what angle you 1642 same direction. It does not make a difference from what angle you
1649 shoot into it.<br> 1643 shoot into it.<br>
1650 Directors are visible per default. ]]> 1644 Directors are visible per default.]]>
1651 </description> 1645 </description>
1652 <use><![CDATA[ 1646 <use><![CDATA[
1653 Directors are rarely used in maps. Sometimes they are placed to 1647 Directors are rarely used in maps. Sometimes they are placed to
1654 change the direction of spells coming out of magic walls, 1648 change the direction of spells coming out of magic walls,
1655 "channeling" spell-projectiles in some direction. When doing this, 1649 "channeling" spell-projectiles in some direction. When doing this,
1657 into them!</B> The spell-projectiles bouncing between the directors 1651 into them!</B> The spell-projectiles bouncing between the directors
1658 would accumulate to huge numbers and at some point slow down the 1652 would accumulate to huge numbers and at some point slow down the
1659 server by eating memory- and CPU-time. 1653 server by eating memory- and CPU-time.
1660 <br><br> 1654 <br><br>
1661 You'd better not place directors in monster vs. player combat 1655 You'd better not place directors in monster vs. player combat
1662 areas too much, because that freaks out wizard-type players. ]]> 1656 areas too much, because that freaks out wizard-type players.]]>
1663 </use> 1657 </use>
1664 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1665 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1666 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1667 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1673<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1674 <ignore> 1668 <ignore>
1675 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1676 </ignore> 1670 </ignore>
1677 <description><![CDATA[ 1671 <description><![CDATA[
1678 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1679 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1680 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1681 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible.]]>
1682 </description> 1676 </description>
1683 <use><![CDATA[ 1677 <use><![CDATA[
1684 Diseases are extremely flexible and usable in a many ways. 1678 Diseases are extremely flexible and usable in a many ways.
1685 So far they are mostly used for causing bad, unwanted effects. 1679 So far they are mostly used for causing bad, unwanted effects.
1686 You could just as well create a disease which helps the player 1680 You could just as well create a disease which helps the player
1687 (recharging mana for example). 1681 (recharging mana for example).
1688 Infection with a "positive disease" could even be a quest reward. ]]> 1682 Infection with a "positive disease" could even be a quest reward.]]>
1689 </use> 1683 </use>
1690 <attribute arch="invisible" value="1" type="fixed" /> 1684 <attribute arch="invisible" value="1" type="fixed" />
1691 <attribute arch="level" editor="plaque level" type="int"> 1685 <attribute arch="level" editor="plaque level" type="int">
1692 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1686 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1693 This mainly reflects in the &lt;damage&gt;. It has no effect on 1687 This mainly reflects in the &lt;damage&gt;. It has no effect on
1838 </ignore> 1832 </ignore>
1839 <description><![CDATA[ 1833 <description><![CDATA[
1840 A door can be opened with a normal key. It also can be broken by attacking 1834 A door can be opened with a normal key. It also can be broken by attacking
1841 it, and it can be defeated with the lockpicking skill. If a door is 1835 it, and it can be defeated with the lockpicking skill. If a door is
1842 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1843 removed. ]]> 1837 removed.]]>
1844 </description> 1838 </description>
1845 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1846 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1847 &movement_types_terrain; 1841 &movement_types_terrain;
1848 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1875 When activated, a duplicator can duplicate, multiply or destroy a pile of 1869 When activated, a duplicator can duplicate, multiply or destroy a pile of
1876 objects which lies somewhere on top of the duplicator. 1870 objects which lies somewhere on top of the duplicator.
1877 The duplicator has one arch name specified as &lt;target arch&gt;, 1871 The duplicator has one arch name specified as &lt;target arch&gt;,
1878 and only objects of this archetype can be affected.<br> 1872 and only objects of this archetype can be affected.<br>
1879 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1880 If the latter is set to zero, it will destroy objects. ]]> 1874 If the latter is set to zero, it will destroy objects.]]>
1881 </description> 1875 </description>
1882 <use><![CDATA[ 1876 <use><![CDATA[
1883 I hope it is clear that one must be very cautious when inserting a duplicator 1877 I hope it is clear that one must be very cautious when inserting a duplicator
1884 anywhere with &lt;multiply factor&gt; greater than one. 1878 anywhere with &lt;multiply factor&gt; greater than one.
1885 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1886 It is <b>not acceptable</b> to allow duplication of anything other than 1880 It is <b>not acceptable</b> to allow duplication of anything other than
1887 coins, gold and jewels. Besides, it is very important that the chance to 1881 coins, gold and jewels. Besides, it is very important that the chance to
1888 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1890 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%.]]>
1891 </use> 1885 </use>
1892 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1893 Only objects of matching archtype, lying ontop of the duplicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1894 duplicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1895 </attribute> 1889 </attribute>
1913 </ignore> 1907 </ignore>
1914 <description><![CDATA[ 1908 <description><![CDATA[
1915 When the player applies an exit, he is transferred to a different location. 1909 When the player applies an exit, he is transferred to a different location.
1916 (Monsters cannot use exits.) Depending on how it is set, the player applies 1910 (Monsters cannot use exits.) Depending on how it is set, the player applies
1917 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1918 the exit. ]]> 1912 the exit. ]]>
1919 </description> 1913 </description>
1920 <use><![CDATA[ 1914 <use><![CDATA[
1921 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1922 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1923 detected with the show_invisible spell. 1917 detected with the show_invisible spell.
1924 <br><br> 1918 <br><br>
1925 You can be quite creative with the outlook of secret exits (their "face"). 1919 You can be quite creative with the outlook of secret exits (their "face").
1926 Don't forget to give the player relyable hints about them though. ]]> 1920 Don't forget to give the player relyable hints about them though.]]>
1927 </use> 1921 </use>
1928 <attribute arch="slaying" editor="exit path" type="string"> 1922 <attribute arch="slaying" editor="exit path" type="string">
1929 The exit path defines the map that the player is transferred to. 1923 The exit path defines the map that the player is transferred to.
1930 You can enter an absolute path, beginning with '/' (for example 1924 You can enter an absolute path, beginning with '/' (for example
1931 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1973 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1974 For dragon players, flesh plays a very special role though: If the 1968 For dragon players, flesh plays a very special role though: If the
1975 flesh has resistances set, a dragon player has a chance to gain resistance in 1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1976 those categories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1977 Don't forget that flesh items with resistances have to be balanced 1971 Don't forget that flesh items with resistances have to be balanced
1978 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty.]]>
1979 </description> 1973 </description>
1980 <use><![CDATA[ 1974 <use><![CDATA[
1981 For dragon players, flesh items can be highly valuable. Note that many 1975 For dragon players, flesh items can be highly valuable. Note that many
1982 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1983 These flesh items "inherit" resistances and level from the monster they belong to. 1977 These flesh items "inherit" resistances and level from the monster they belong to.
1985 not the case - so you have to set it manually. 1979 not the case - so you have to set it manually.
1986 <br><br> 1980 <br><br>
1987 Generally adding special flesh-treaties for dragon players is a great thing 1981 Generally adding special flesh-treaties for dragon players is a great thing
1988 to do. Always consider that dragon players might really not be interested 1982 to do. Always consider that dragon players might really not be interested
1989 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1990 out on the reward completely. ]]> 1984 out on the reward completely.]]>
1991 </use> 1985 </use>
1992 <attribute arch="food" editor="foodpoints" type="int"> 1986 <attribute arch="food" editor="foodpoints" type="int">
1993 The player's stomache will get filled with this amount of foodpoints. 1987 The player's stomache will get filled with this amount of foodpoints.
1994 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1988 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1995 </attribute> 1989 </attribute>
2019 <ignore> 2013 <ignore>
2020 <ignore_list name="non_pickable" /> 2014 <ignore_list name="non_pickable" />
2021 </ignore> 2015 </ignore>
2022 <description><![CDATA[ 2016 <description><![CDATA[
2023 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
2024 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it.]]>
2025 </description> 2019 </description>
2026 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
2027 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
2028<section name="terrain"> 2022<section name="terrain">
2029 &movement_types_terrain; 2023 &movement_types_terrain;
2063 Encounter-Floor is pretty much the same as normal floor. 2057 Encounter-Floor is pretty much the same as normal floor.
2064 Most outdoor floor/ground-arches are set to be "encounters". 2058 Most outdoor floor/ground-arches are set to be "encounters".
2065 That is kind of a relict from former code: When walking over 2059 That is kind of a relict from former code: When walking over
2066 encounter-floor, players sometimes got beamed to little maps 2060 encounter-floor, players sometimes got beamed to little maps
2067 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
2068 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor.]]>
2069 </description> 2063 </description>
2070 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
2071 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
2072<section name="terrain"> 2066<section name="terrain">
2073 &movement_types_terrain; 2067 &movement_types_terrain;
2100 2094
2101<!--####################################################################--> 2095<!--####################################################################-->
2102<type number="6" name="Food"> 2096<type number="6" name="Food">
2103 <description><![CDATA[ 2097 <description><![CDATA[
2104 By eating/drinking food-objects, the player can fill his 2098 By eating/drinking food-objects, the player can fill his
2105 stomache and gain a little health. ]]> 2099 stomache and gain a little health.]]>
2106 </description> 2100 </description>
2107 <attribute arch="food" editor="foodpoints" type="int"> 2101 <attribute arch="food" editor="foodpoints" type="int">
2108 The player's stomache will get filled with this amount of foodpoints. 2102 The player's stomache will get filled with this amount of foodpoints.
2109 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2103 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2110 </attribute> 2104 </attribute>
2118<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2119 <ignore> 2113 <ignore>
2120 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2121 </ignore> 2115 </ignore>
2122 <description><![CDATA[ 2116 <description><![CDATA[
2123 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2124 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2125 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2126 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2127 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases.]]>
2128 </description> 2122 </description>
2129 <use><![CDATA[ 2123 <use><![CDATA[
2130 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2131 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2132 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way".]]>
2133 </use> 2127 </use>
2134 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float"> 2129 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening. 2130 The speed of the gate affects how fast it is closing/opening.
2137 </attribute> 2131 </attribute>
2161<type number="113" name="Girdle"> 2155<type number="113" name="Girdle">
2162 <import_type name="Amulet" /> 2156 <import_type name="Amulet" />
2163 <description><![CDATA[ 2157 <description><![CDATA[
2164 Wearing a girdle, the object's stats will directly be inherited to 2158 Wearing a girdle, the object's stats will directly be inherited to
2165 the player. Girdles usually provide stats- or damage bonuses and no 2159 the player. Girdles usually provide stats- or damage bonuses and no
2166 defense. ]]> 2160 defense.]]>
2167 </description> 2161 </description>
2168 <use><![CDATA[ 2162 <use><![CDATA[
2169 Feel free to create your own special artifacts. However, it is very 2163 Feel free to create your own special artifacts. However, it is very
2170 important that you keep your artifact in balance with existing maps. ]]> 2164 important that you keep your artifact in balance with existing maps.]]>
2171 </use> 2165 </use>
2172 <attribute arch="magic" editor="magic bonus" type="int"> 2166 <attribute arch="magic" editor="magic bonus" type="int">
2173 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2174 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2175 than direct armour-class bonus on the helmet. 2169 than direct armour-class bonus on the helmet.
2183<!--####################################################################--> 2177<!--####################################################################-->
2184<type number="100" name="Gloves"> 2178<type number="100" name="Gloves">
2185 <import_type name="Amulet" /> 2179 <import_type name="Amulet" />
2186 <description><![CDATA[ 2180 <description><![CDATA[
2187 Wearing gloves, the object's stats will directly be inherited to 2181 Wearing gloves, the object's stats will directly be inherited to
2188 the player. Gloves can add defense or damage bonuses. ]]> 2182 the player. Gloves can add defense or damage bonuses.]]>
2189 </description> 2183 </description>
2190 <use><![CDATA[ 2184 <use><![CDATA[
2191 Feel free to create your own special artifacts. However, it is very 2185 Feel free to create your own special artifacts. However, it is very
2192 important that you keep your artifact in balance with existing maps. ]]> 2186 important that you keep your artifact in balance with existing maps.]]>
2193 </use> 2187 </use>
2194 <attribute arch="magic" editor="magic bonus" type="int"> 2188 <attribute arch="magic" editor="magic bonus" type="int">
2195 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2196 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2197 will increase that. 2191 will increase that.
2203 <ignore> 2197 <ignore>
2204 <ignore_list name="non_pickable" /> 2198 <ignore_list name="non_pickable" />
2205 </ignore> 2199 </ignore>
2206 <description><![CDATA[ 2200 <description><![CDATA[
2207 A handle can be applied by players and (certain) monsters. 2201 A handle can be applied by players and (certain) monsters.
2208 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2202 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2209 </description> 2203 </description>
2210 <use><![CDATA[ 2204 <use><![CDATA[
2211 Handles are commonly used to move gates. When placing your lever, 2205 Handles are commonly used to move gates. When placing your lever,
2212 don't forget that some monsters are able to apply it. 2206 don't forget that some monsters are able to apply it.
2213 The ability to apply levers is rare among monsters - 2207 The ability to apply levers is rare among monsters -
2214 but vampires can do it for example. ]]> 2208 but vampires can do it for example.]]>
2215 </use> 2209 </use>
2216 <attribute arch="no_pick" value="1" type="fixed" /> 2210 <attribute arch="no_pick" value="1" type="fixed" />
2217 <attribute arch="connected" editor="connection" type="int"> 2211 <attribute arch="connected" editor="connection" type="int">
2218 Every time the handle is applied, all objects 2212 Every time the handle is applied, all objects
2219 with the same &lt;connection&gt; value are activated. 2213 with the same &lt;connection&gt; value are activated.
2231 <ignore_list name="non_pickable" /> 2225 <ignore_list name="non_pickable" />
2232 </ignore> 2226 </ignore>
2233 <description><![CDATA[ 2227 <description><![CDATA[
2234 Handle triggers are handles which reset after a short period 2228 Handle triggers are handles which reset after a short period
2235 of time. Every time it is either applied or reset, the 2229 of time. Every time it is either applied or reset, the
2236 &lt;connection&gt; value is triggered. ]]> 2230 &lt;connection&gt; value is triggered.]]>
2237 </description> 2231 </description>
2238 <use><![CDATA[ 2232 <use><![CDATA[
2239 When you connect an ordinary handle to a gate, the gate normally remains 2233 When you connect an ordinary handle to a gate, the gate normally remains
2240 opened after the first player passed. If you want to keep the gate shut, 2234 opened after the first player passed. If you want to keep the gate shut,
2241 connecting it to a handle trigger is an easy solution. ]]> 2235 connecting it to a handle trigger is an easy solution. ]]>
2242 </use> 2236 </use>
2243</type> 2237</type>
2244 2238
2245<!--####################################################################--> 2239<!--####################################################################-->
2246<type number="88" name="Hazard Floor"> 2240<type number="88" name="Hazard Floor">
2251 <ignore_list name="non_pickable" /> 2245 <ignore_list name="non_pickable" />
2252 </ignore> 2246 </ignore>
2253 <description><![CDATA[ 2247 <description><![CDATA[
2254 The best example for Hazard Floor is lava. It works like standard 2248 The best example for Hazard Floor is lava. It works like standard
2255 floor, but damages all creatures standing on it. 2249 floor, but damages all creatures standing on it.
2256 Damage is taken in regular time intervals. ]]> 2250 Damage is taken in regular time intervals.]]>
2257 </description> 2251 </description>
2258 <use><![CDATA[ 2252 <use><![CDATA[
2259 The default lava for example does minor damage. But you can turn 2253 The default lava for example does minor damage. But you can turn
2260 it up so that your hazard floor poses a real threat.<br> 2254 it up so that your hazard floor poses a real threat.<br>
2261 Like magic walls, such floors add a permanent thrill to your map. 2255 Like magic walls, such floors add a permanent thrill to your map.
2262 You can use that to safely chase off too-weak players, or just 2256 You can use that to safely chase off too-weak players, or just
2263 to have something different. ]]> 2257 to have something different.]]>
2264 </use> 2258 </use>
2265 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2266 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2267 &move_on; 2261 &move_on;
2268 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2319 <import_type name="Amulet" /> 2313 <import_type name="Amulet" />
2320 <description><![CDATA[ 2314 <description><![CDATA[
2321 Wearing a helmet, the object's stats will directly be inherited to 2315 Wearing a helmet, the object's stats will directly be inherited to
2322 the player. Normal helmets usually increase defense, while crowns 2316 the player. Normal helmets usually increase defense, while crowns
2323 add more special bonuses like stats/resistances paired with 2317 add more special bonuses like stats/resistances paired with
2324 low defense. ]]> 2318 low defense.]]>
2325 </description> 2319 </description>
2326 <use><![CDATA[ 2320 <use><![CDATA[
2327 Feel free to create your own special artifacts. However, it is very 2321 Feel free to create your own special artifacts. However, it is very
2328 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2329 </use> 2323 </use>
2330 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2331 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2332 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2333 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2344 <ignore_list name="non_pickable" /> 2338 <ignore_list name="non_pickable" />
2345 </ignore> 2339 </ignore>
2346 <description><![CDATA[ 2340 <description><![CDATA[
2347 Holy_altars are altars for the various religions. Praying 2341 Holy_altars are altars for the various religions. Praying
2348 at a Holy_altar will make you a follower of that god, and 2342 at a Holy_altar will make you a follower of that god, and
2349 if you already follow that god, you may get some extra bonus. ]]> 2343 if you already follow that god, you may get some extra bonus.]]>
2350 </description> 2344 </description>
2351 <attribute arch="no_pick" value="1" type="fixed" /> 2345 <attribute arch="no_pick" value="1" type="fixed" />
2352 <attribute arch="other_arch" editor="god name" type="string"> 2346 <attribute arch="other_arch" editor="god name" type="string">
2353 The altar belongs to the god of the given name. Possible options for 2347 The altar belongs to the god of the given name. Possible options for
2354 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2377 Horns are very similar to rods. The difference is that horns regenerate 2371 Horns are very similar to rods. The difference is that horns regenerate
2378 spellpoints faster and thus are more valuable than rods. 2372 spellpoints faster and thus are more valuable than rods.
2379 <br><br> 2373 <br><br>
2380 A horn contains a spell. The player can use this spell by applying and 2374 A horn contains a spell. The player can use this spell by applying and
2381 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2382 used endlessly. ]]> 2376 used endlessly.]]>
2383 </description> 2377 </description>
2384 <use><![CDATA[ 2378 <use><![CDATA[
2385 Horns are powerful due to their fast recharge rate. They should 2379 Horns are powerful due to their fast recharge rate. They should
2386 never contain high level attacking spells. Even curing/healing spells 2380 never contain high level attacking spells. Even curing/healing spells
2387 are almost too good on a horn. ]]> 2381 are almost too good on a horn.]]>
2388 </use> 2382 </use>
2389 <attribute arch="sp" editor="spell" type="spell"> 2383 <attribute arch="sp" editor="spell" type="spell">
2390 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2391 horns to players, since they can be used endlessly without any mana cost! 2385 horns to players, since they can be used endlessly without any mana cost!
2392 Horns with heal/ restoration/ protection spells, IF available, MUST be 2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2418<!--####################################################################--> 2412<!--####################################################################-->
2419<type number="73" name="Inorganic"> 2413<type number="73" name="Inorganic">
2420 <description><![CDATA[ 2414 <description><![CDATA[
2421 Inorganic materials are generally used as ingredients for 2415 Inorganic materials are generally used as ingredients for
2422 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2423 functionalities. ]]> 2417 functionalities.]]>
2424 </description> 2418 </description>
2425 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2426 </attribute> 2420 </attribute>
2427 &resistances_basic; 2421 &resistances_basic;
2428</type> 2422</type>
2441 <br><br> 2435 <br><br>
2442 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2443 that do/don't carry the matching object. 2437 that do/don't carry the matching object.
2444 <br><br> 2438 <br><br>
2445 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2446 great variety of possibilities. ]]> 2440 great variety of possibilities.]]>
2447 </description> 2441 </description>
2448 <use><![CDATA[ 2442 <use><![CDATA[
2449 Putting a check_inventory space in front of a gate (one below) and 2443 Putting a check_inventory space in front of a gate (one below) and
2450 one on the opposite side works reasonably well as a control mechanism. 2444 one on the opposite side works reasonably well as a control mechanism.
2451 Unlike the key/door-combo, this one works infinite since it is 2445 Unlike the key/door-combo, this one works infinite since it is
2452 independant from map reset. Use it to put a "structure" into your 2446 independant from map reset. Use it to put a "structure" into your
2453 maps: Player must solve area A to gain access to area B. This concept 2447 maps: Player must solve area A to gain access to area B. This concept
2454 can be found in nearly every RPG - simple but effective. ]]> 2448 can be found in nearly every RPG - simple but effective.]]>
2455 </use> 2449 </use>
2456 <attribute arch="no_pick" value="1" type="fixed" /> 2450 <attribute arch="no_pick" value="1" type="fixed" />
2457 <attribute arch="slaying" editor="match key string" type="string"> 2451 <attribute arch="slaying" editor="match key string" type="string">
2458 This string specifies the object we are looking for: We have a match 2452 This string specifies the object we are looking for: We have a match
2459 if the player does/don't carry a key object or a mark with identical 2453 if the player does/don't carry a key object or a mark with identical
2535<!--####################################################################--> 2529<!--####################################################################-->
2536<type number="60" name="Jewel"> 2530<type number="60" name="Jewel">
2537 <description><![CDATA[ 2531 <description><![CDATA[
2538 Items of the type Gold &amp; Jewels are handled like a currency. 2532 Items of the type Gold &amp; Jewels are handled like a currency.
2539 Unlike for any other type of item, in shops, the buy- and selling 2533 Unlike for any other type of item, in shops, the buy- and selling
2540 prices differ only marginally. ]]> 2534 prices differ only marginally.]]>
2541 </description> 2535 </description>
2542 <attribute arch="race" value="gold and jewels" type="fixed" /> 2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2543 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2544 This text may describe the object. 2538 This text may describe the object.
2545 </attribute> 2539 </attribute>
2547 2541
2548<!--####################################################################--> 2542<!--####################################################################-->
2549<type number="24" name="Key"> 2543<type number="24" name="Key">
2550 <description><![CDATA[ 2544 <description><![CDATA[
2551 When carrying a key, a normal door can be opened. The key will 2545 When carrying a key, a normal door can be opened. The key will
2552 disappear. ]]> 2546 disappear.]]>
2553 </description> 2547 </description>
2554 <attribute arch="startequip" editor="godgiven item" type="bool"> 2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2555 A godgiven item vanishes as soon as the player 2549 A godgiven item vanishes as soon as the player
2556 drops it to the ground. 2550 drops it to the ground.
2557 </attribute> 2551 </attribute>
2562 <ignore> 2556 <ignore>
2563 <ignore_list name="non_pickable" /> 2557 <ignore_list name="non_pickable" />
2564 </ignore> 2558 </ignore>
2565 <description><![CDATA[ 2559 <description><![CDATA[
2566 A locked door can be opened only when carrying 2560 A locked door can be opened only when carrying
2567 the appropriate special key. ]]> 2561 the appropriate special key.]]>
2568 </description> 2562 </description>
2569 <use><![CDATA[ 2563 <use><![CDATA[
2570 If you want to create a locked door that cannot be opened (no key), 2564 If you want to create a locked door that cannot be opened (no key),
2571 set a &lt;key string&gt; like "no_key_available". This will clearify things 2565 set a &lt;key string&gt; like "no_key_available". This will clearify things
2572 and only a fool would create a key matching that string. 2566 and only a fool would create a key matching that string.
2574 Door-objects can not only be used for "doors". In many maps these 2568 Door-objects can not only be used for "doors". In many maps these
2575 are used with all kinds of faces/names, especially often as 2569 are used with all kinds of faces/names, especially often as
2576 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2577 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2578 items. To get your hands on the artifacts, you need to bring up the 2572 items. To get your hands on the artifacts, you need to bring up the
2579 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects).]]>
2580 </use> 2574 </use>
2581 <attribute arch="move_type" value="0" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2582 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2583 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2584 The &lt;key string&gt; in the door must be identical with the 2578 The &lt;key string&gt; in the door must be identical with the
2585 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2586 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2587 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2588 2582
2589 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2590 </attribute> 2584 </attribute>
2591 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2592 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2611 <ignore> 2605 <ignore>
2612 <ignore_list name="system_object" /> 2606 <ignore_list name="system_object" />
2613 </ignore> 2607 </ignore>
2614 <description><![CDATA[ 2608 <description><![CDATA[
2615 Magic_ears trigger a connected value 2609 Magic_ears trigger a connected value
2616 when the player speaks a specific keyword. ]]> 2610 when the player speaks a specific keyword.]]>
2617 </description> 2611 </description>
2618 <use><![CDATA[ 2612 <use><![CDATA[
2619 Whenever you put magic_ears on your maps, make sure there are 2613 Whenever you put magic_ears on your maps, make sure there are
2620 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2621 something like a gate that is opened by speaking "open" or 2615 something like a gate that is opened by speaking "open" or
2623 <br><br> 2617 <br><br>
2624 Magic_ears are typically used for interaction with NPCs. You 2618 Magic_ears are typically used for interaction with NPCs. You
2625 can create the impression that the NPC actually *does* something 2619 can create the impression that the NPC actually *does* something
2626 according to his conversation with a player. Mostly this means 2620 according to his conversation with a player. Mostly this means
2627 opening a gate or handing out some item, but you could be quite 2621 opening a gate or handing out some item, but you could be quite
2628 creative here. ]]> 2622 creative here.]]>
2629 </use> 2623 </use>
2630 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2631 <attribute arch="connected" editor="connection" type="int"> 2625 <attribute arch="connected" editor="connection" type="int">
2632 The Magic_ear will trigger all objects with the 2626 The Magic_ear will trigger all objects with the
2633 same connection value, every time it is activated. 2627 same connection value, every time it is activated.
2655 Magic walls can contain any spell. However, some spells do not 2649 Magic walls can contain any spell. However, some spells do not
2656 operate very successfully in them. The only way to know is to test 2650 operate very successfully in them. The only way to know is to test
2657 the spell you want to use with a wall. 2651 the spell you want to use with a wall.
2658 <br><br> 2652 <br><br>
2659 Several types of magical walls are predefined for you in the 2653 Several types of magical walls are predefined for you in the
2660 archetypes, and can be found on the "connected" Pickmap. ]]> 2654 archetypes, and can be found on the "connected" Pickmap.]]>
2661 </description> 2655 </description>
2662 <use><![CDATA[ 2656 <use><![CDATA[
2663 Spellcasting walls pose an interesting alternative to monsters. 2657 Spellcasting walls pose an interesting alternative to monsters.
2664 Usually they are set to be undestroyable. Thus, while monsters 2658 Usually they are set to be undestroyable. Thus, while monsters
2665 in a map can be cleared out, the magic walls remain. Low level 2659 in a map can be cleared out, the magic walls remain. Low level
2676 walls' spell(s). 2670 walls' spell(s).
2677 <br><br> 2671 <br><br>
2678 It is possible to make walls rotate when triggered. But that is so 2672 It is possible to make walls rotate when triggered. But that is so
2679 confusing (and useless IMHO) that I did not mention it above. You 2673 confusing (and useless IMHO) that I did not mention it above. You
2680 can find a working example on the map 2674 can find a working example on the map
2681 "/pup_land/castle_eureca/castle_eureca8". ]]> 2675 "/pup_land/castle_eureca/castle_eureca8".]]>
2682 </use> 2676 </use>
2683 <attribute arch="dam" editor="spell" type="spell"> 2677 <attribute arch="dam" editor="spell" type="spell">
2684 The magic wall will cast this &lt;spell&gt;. 2678 The magic wall will cast this &lt;spell&gt;.
2685 </attribute> 2679 </attribute>
2686 <attribute arch="level" editor="spell level" type="int"> 2680 <attribute arch="level" editor="spell level" type="int">
2741 player stepping on it. This force does nothing except containing a 2735 player stepping on it. This force does nothing except containing a
2742 &lt;key string&gt; which can be discovered by detectors or inventory 2736 &lt;key string&gt; which can be discovered by detectors or inventory
2743 checkers. It is also possible to use markers for removing marks again. 2737 checkers. It is also possible to use markers for removing marks again.
2744 <br><br> 2738 <br><br>
2745 Note that the player has no possibility to "see" his own marks, 2739 Note that the player has no possibility to "see" his own marks,
2746 except by the effect that they cause on the maps. ]]> 2740 except by the effect that they cause on the maps.]]>
2747 </description> 2741 </description>
2748 <use><![CDATA[ 2742 <use><![CDATA[
2749 Markers hold real cool possibilities for map-making. I encourage 2743 Markers hold real cool possibilities for map-making. I encourage
2750 you to use them frequently. However there is one negative point 2744 you to use them frequently. However there is one negative point
2751 about markers: Players don't "see" what's going on with them. It is 2745 about markers: Players don't "see" what's going on with them. It is
2752 your task, as map-creator, to make sure the player is always well 2746 your task, as map-creator, to make sure the player is always well
2753 informed and never confused. 2747 informed and never confused.
2754 <br><br> 2748 <br><br>
2755 Please avoid infinite markers when they aren't needed. They're 2749 Please avoid infinite markers when they aren't needed. They're
2756 using a little space in the player file after all, so if there 2750 using a little space in the player file after all, so if there
2757 is no real purpose, set an expire time. ]]> 2751 is no real purpose, set an expire time.]]>
2758 </use> 2752 </use>
2759 <attribute arch="no_pick" value="1" type="fixed" /> 2753 <attribute arch="no_pick" value="1" type="fixed" />
2760 <attribute arch="slaying" editor="key string" type="string"> 2754 <attribute arch="slaying" editor="key string" type="string">
2761 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2755 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2762 If the player already has a force with that &lt;key string&gt;, 2756 If the player already has a force with that &lt;key string&gt;,
2808 When a player picks an item from a shop and attempts to 2802 When a player picks an item from a shop and attempts to
2809 walk over the shop mat, the item's selling-price is automatically 2803 walk over the shop mat, the item's selling-price is automatically
2810 subtracted from the player's money. 2804 subtracted from the player's money.
2811 <br><br> 2805 <br><br>
2812 For money, always use the default arches. 2806 For money, always use the default arches.
2813 Don't modify them. ]]> 2807 Don't modify them.]]>
2814 </description> 2808 </description>
2815 <attribute arch="race" value="gold and jewels" type="fixed" /> 2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2816</type> 2810</type>
2817 2811
2818<!--####################################################################--> 2812<!--####################################################################-->
2833 Monsters can behave in various kinds of ways. 2827 Monsters can behave in various kinds of ways.
2834 They can be aggressive, attacking the player. Or peaceful, 2828 They can be aggressive, attacking the player. Or peaceful,
2835 helping the player - maybe joining him as pet. 2829 helping the player - maybe joining him as pet.
2836 The unagressive creatures who communicate with players are 2830 The unagressive creatures who communicate with players are
2837 usually called "NPCs" (Non Player Character), a well-known 2831 usually called "NPCs" (Non Player Character), a well-known
2838 term in role-play environments. ]]> 2832 term in role-play environments.]]>
2839 </description> 2833 </description>
2840 <use><![CDATA[ 2834 <use><![CDATA[
2841 Monsters play a central role in most maps. Choosing the right 2835 Monsters play a central role in most maps. Choosing the right
2842 combination of monsters for your map is vital: 2836 combination of monsters for your map is vital:
2843 <UL> 2837 <UL>
2868 can use. 2862 can use.
2869 </UL> 2863 </UL>
2870 I know it's impossible to make the perfectly balanced map. There's always 2864 I know it's impossible to make the perfectly balanced map. There's always
2871 some part which is found too easy or too hard for a certain kind of player. 2865 some part which is found too easy or too hard for a certain kind of player.
2872 Just give it your best shot. And listen to feedback from players if you 2866 Just give it your best shot. And listen to feedback from players if you
2873 receive some. :-) ]]> 2867 receive some. :-)]]>
2874 </use> 2868 </use>
2875 <attribute arch="alive" value="1" type="fixed" /> 2869 <attribute arch="alive" value="1" type="fixed" />
2876 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2877 When the monster is killed, items from the treasurelist will 2871 When the monster is killed, items from the treasurelist will
2878 drop to the ground. This is a common way to reward players 2872 drop to the ground. This is a common way to reward players
3126 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3127 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3128 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3129 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3130 3124
3131 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3132 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3133 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3134 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3135 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3136 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3207 </ignore> 3201 </ignore>
3208 <description><![CDATA[ 3202 <description><![CDATA[
3209 As the name implies, mood floors can change the "mood" of 3203 As the name implies, mood floors can change the "mood" of
3210 a monsters/NPC. For example, an unagressive monster could be 3204 a monsters/NPC. For example, an unagressive monster could be
3211 turned mad to start attacking. Similar, an agressive monster 3205 turned mad to start attacking. Similar, an agressive monster
3212 could be calmed. ]]> 3206 could be calmed.]]>
3213 </description> 3207 </description>
3214 <use><![CDATA[ 3208 <use><![CDATA[
3215 Mood floors are absolutely cool for NPC interaction. To make an 3209 Mood floors are absolutely cool for NPC interaction. To make an
3216 unaggressive monster/NPC attack, put a creator with "other_arch 3210 unaggressive monster/NPC attack, put a creator with "other_arch
3217 furious_floor" under it. Connect the creator to a magic_ear, so the 3211 furious_floor" under it. Connect the creator to a magic_ear, so the
3221 it directly to a magic_ear. Then the player speaks a keyword like 3215 it directly to a magic_ear. Then the player speaks a keyword like
3222 "help me" - and the NPC joins him as pet. 3216 "help me" - and the NPC joins him as pet.
3223 <br><br> 3217 <br><br>
3224 (Of course you must always give clear hints about keywords! 3218 (Of course you must always give clear hints about keywords!
3225 And there is no reason why you couldn't use a button/lever/pedestal 3219 And there is no reason why you couldn't use a button/lever/pedestal
3226 etc. instead of a magic_ear.) ]]> 3220 etc. instead of a magic_ear.)]]>
3227 </use> 3221 </use>
3228 <attribute arch="no_pick" value="1" type="fixed" /> 3222 <attribute arch="no_pick" value="1" type="fixed" />
3229 <attribute arch="last_sp" editor="mood" type="list_mood"> 3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3230 &lt;mood&gt; is used to determine what will happen to the 3224 &lt;mood&gt; is used to determine what will happen to the
3231 monster when affected by the mood floor: 3225 monster when affected by the mood floor:
3275 can monsters. Motion is involuntary. Additionally, players or 3269 can monsters. Motion is involuntary. Additionally, players or
3276 monsters can be "frozen" while ontop of movers so that they MUST 3270 monsters can be "frozen" while ontop of movers so that they MUST
3277 move along a chain of them. 3271 move along a chain of them.
3278 <br><br> 3272 <br><br>
3279 Multisquare monsters can be moved as well, given 3273 Multisquare monsters can be moved as well, given
3280 enough space. Movers are usually invisible. ]]> 3274 enough space. Movers are usually invisible.]]>
3281 </description> 3275 </description>
3282 <use><![CDATA[ 3276 <use><![CDATA[
3283 NEVER EVER consider a mover being unpassable in the backwards 3277 NEVER EVER consider a mover being unpassable in the backwards
3284 direction. Setting "forced movement" makes it seemingly impossible 3278 direction. Setting "forced movement" makes it seemingly impossible
3285 but there is still a trick: One player can push a second player 3279 but there is still a trick: One player can push a second player
3292 cannot be discovered with the show_invisible spell. 3286 cannot be discovered with the show_invisible spell.
3293 <br><br> 3287 <br><br>
3294 Note that Movers and Directors are seperate objects, even though 3288 Note that Movers and Directors are seperate objects, even though
3295 they look and act similar. Directors only do spells/missiles, 3289 they look and act similar. Directors only do spells/missiles,
3296 while movers only do living creatures (depending on how it 3290 while movers only do living creatures (depending on how it
3297 is set: monsters and players). ]]> 3291 is set: monsters and players).]]>
3298 </use> 3292 </use>
3299 <attribute arch="attacktype" editor="forced movement" type="bool"> 3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3300 If forced movement is enabled, the mover "freezes" anyone it 3294 If forced movement is enabled, the mover "freezes" anyone it
3301 moves (so they are forced to move along a chain). 3295 moves (so they are forced to move along a chain).
3302 For players there is no way to escape this forced movement, 3296 For players there is no way to escape this forced movement,
3354 <ignore_list name="non_pickable" /> 3348 <ignore_list name="non_pickable" />
3355 </ignore> 3349 </ignore>
3356 <description><![CDATA[ 3350 <description><![CDATA[
3357 Pedestals are designed to detect certain types of living objects. 3351 Pedestals are designed to detect certain types of living objects.
3358 When a predefined type of living creature steps on the pedestal, the 3352 When a predefined type of living creature steps on the pedestal, the
3359 connected value is triggered. ]]> 3353 connected value is triggered.]]>
3360 </description> 3354 </description>
3361 <use><![CDATA[ 3355 <use><![CDATA[
3362 If you want to create a place where only players of a certain race 3356 If you want to create a place where only players of a certain race
3363 can enter, put a teleporter over your pedestal. So the teleporter is 3357 can enter, put a teleporter over your pedestal. So the teleporter is
3364 only activated for players of the matching race. Do not use gates, 3358 only activated for players of the matching race. Do not use gates,
3365 because many other players could sneak in. If you put powerful 3359 because many other players could sneak in. If you put powerful
3366 artifacts into such places, generally set "startequip 1", so that 3360 artifacts into such places, generally set "startequip 1", so that
3367 they are preserved for that one race and can't be traded to others. ]]> 3361 they are preserved for that one race and can't be traded to others.]]>
3368 </use> 3362 </use>
3369 <attribute arch="no_pick" value="1" type="fixed" /> 3363 <attribute arch="no_pick" value="1" type="fixed" />
3370 <attribute arch="slaying" editor="match race" type="string"> 3364 <attribute arch="slaying" editor="match race" type="string">
3371 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3372 matches the monster's or the player's race, we have a match. 3366 matches the monster's or the player's race, we have a match.
3390 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3391 </ignore> 3385 </ignore>
3392 <description><![CDATA[ 3386 <description><![CDATA[
3393 Pits are holes, transporting the player when he walks (and falls) into them. 3387 Pits are holes, transporting the player when he walks (and falls) into them.
3394 A speciality about pits is that they don't transport the player to 3388 A speciality about pits is that they don't transport the player to
3395 the exact destination, but within a two-square radius of the destination 3389 the exact destination, but within a configurable radius of the destination
3396 (never on blocked squares).<br> 3390 (never on blocked squares).<br>
3397 Optionally, pits can get closed and opened, similar to gates.<br><br> 3391 Optionally, pits can get closed and opened, similar to gates.<br><br>
3398 Monsters and items are affected by pits just as well as players. 3392 Monsters and items are affected by pits just as well as players.
3399 Even multipart monsters can fall through them, given enough space. ]]> 3393 Even multipart monsters can fall through them, given enough space.]]>
3400 </description> 3394 </description>
3401 <use><![CDATA[ 3395 <use><![CDATA[
3402 Pits can add interesting effects to your map. When using them, make 3396 Pits can add interesting effects to your map. When using them, make
3403 sure to use them in a "logical way": Pits should always drop the 3397 sure to use them in a "logical way": Pits should always drop the
3404 player to some kind of lower level. They should not be used to 3398 player to some kind of lower level. They should not be used to
3405 randomly interconnect maps like teleporters do. ]]> 3399 randomly interconnect maps like teleporters do.]]>
3406 </use> 3400 </use>
3407 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="random radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into.
3404 </attribute>
3408 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3409 When a &lt;connection&gt; value is set, the pit can be opened/closed 3406 When a &lt;connection&gt; value is set, the pit can be opened/closed
3410 by activating the connection. 3407 by activating the connection.
3411 </attribute> 3408 </attribute>
3412 &activate_on; 3409 &activate_on;
3433 3430
3434<!--####################################################################--> 3431<!--####################################################################-->
3435<type number="7" name="Poison Food"> 3432<type number="7" name="Poison Food">
3436 <description><![CDATA[ 3433 <description><![CDATA[
3437 When eating, the player's stomache is drained by 1/4 of food. 3434 When eating, the player's stomache is drained by 1/4 of food.
3438 If his food drops to zero, the player might even die. ]]> 3435 If his food drops to zero, the player might even die.]]>
3439 </description> 3436 </description>
3440</type> 3437</type>
3441 3438
3442<!--####################################################################--> 3439<!--####################################################################-->
3443<type number="5" name="Potion"> 3440<type number="5" name="Potion">
3444 <description><![CDATA[ 3441 <description><![CDATA[
3445 The player can drink these and gain various kinds of benefits 3442 The player can drink these and gain various kinds of benefits
3446 (/penalties) by doing so. ]]> 3443 (/penalties) by doing so.]]>
3447 </description> 3444 </description>
3448 <use><![CDATA[ 3445 <use><![CDATA[
3449 One potion should never give multiple benefits at once. ]]> 3446 One potion should never give multiple benefits at once.]]>
3450 </use> 3447 </use>
3451 <attribute arch="level" editor="potion level" type="int"> 3448 <attribute arch="level" editor="potion level" type="int">
3452 If the potion contains a spell, the spell is cast at this level. 3449 If the potion contains a spell, the spell is cast at this level.
3453 For other potions it should be set at least to 1. 3450 For other potions it should be set at least to 1.
3454 </attribute> 3451 </attribute>
3481<type number="156" name="Power Crystal"> 3478<type number="156" name="Power Crystal">
3482 <description><![CDATA[ 3479 <description><![CDATA[
3483 Power crystals can store a player's mana: 3480 Power crystals can store a player's mana:
3484 When the player applies the crystal with full mana, half of 3481 When the player applies the crystal with full mana, half of
3485 it flows into the crystal. When the player applies it with 3482 it flows into the crystal. When the player applies it with
3486 lacking mana, the crystal replenishes the player's mana. ]]> 3483 lacking mana, the crystal replenishes the player's mana.]]>
3487 </description> 3484 </description>
3488 <attribute arch="sp" editor="initial mana" type="int"> 3485 <attribute arch="sp" editor="initial mana" type="int">
3489 &lt;initial mana&gt; is the amount of spellpoints that the 3486 &lt;initial mana&gt; is the amount of spellpoints that the
3490 crystal holds when the map is loaded. 3487 crystal holds when the map is loaded.
3491 </attribute> 3488 </attribute>
3503 Projectiles like arrows/crossbow bolts are used as ammunition 3500 Projectiles like arrows/crossbow bolts are used as ammunition
3504 for shooting weapons. 3501 for shooting weapons.
3505 <br><br> 3502 <br><br>
3506 It's very easy to add new pairs of weapons &amp; projectiles. 3503 It's very easy to add new pairs of weapons &amp; projectiles.
3507 Just set matching &lt;ammunition class&gt; both for shooting 3504 Just set matching &lt;ammunition class&gt; both for shooting
3508 weapon and projectile. ]]> 3505 weapon and projectile.]]>
3509 </description> 3506 </description>
3510 <use><![CDATA[ 3507 <use><![CDATA[
3511 If you want to create new kinds of projectiles, you could 3508 If you want to create new kinds of projectiles, you could
3512 add an alchemical receipe to create these. 3509 add an alchemical receipe to create these.
3513 3510
3514 Don't create new pairs of weapons &amp; projectiles unless 3511 Don't create new pairs of weapons &amp; projectiles unless
3515 they really fullfill a useful purpose. In fact, even bows 3512 they really fullfill a useful purpose. In fact, even bows
3516 and crossbows are rarely ever used. ]]> 3513 and crossbows are rarely ever used.]]>
3517 </use> 3514 </use>
3518 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3515 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3519 This number is a bitmask, specifying the projectile's attacktypes. 3516 This number is a bitmask, specifying the projectile's attacktypes.
3520 Attacktypes are: physical, magical, fire, cold.. etc. 3517 Attacktypes are: physical, magical, fire, cold.. etc.
3521 This works identical to melee weapons. Note that shooting 3518 This works identical to melee weapons. Note that shooting
3583<type number="70" name="Ring"> 3580<type number="70" name="Ring">
3584 <import_type name="Amulet" /> 3581 <import_type name="Amulet" />
3585 <description><![CDATA[ 3582 <description><![CDATA[
3586 Rings are worn on the hands - one ring each. 3583 Rings are worn on the hands - one ring each.
3587 Wearing rings, the object's stats will directly be inherited to 3584 Wearing rings, the object's stats will directly be inherited to
3588 the player. Usually enhancing his spellcasting potential. ]]> 3585 the player. Usually enhancing his spellcasting potential.]]>
3589 </description> 3586 </description>
3590 <use><![CDATA[ 3587 <use><![CDATA[
3591 When you create an artifact ring, never forget that players can 3588 When you create an artifact ring, never forget that players can
3592 wear <B>two</B> rings! Due to that it is extremely important to 3589 wear <B>two</B> rings! Due to that it is extremely important to
3593 keep rings in balance with the game. 3590 keep rings in balance with the game.
3594 <br><br> 3591 <br><br>
3595 Also keep in mind that rings are generally the wizard's tools. 3592 Also keep in mind that rings are generally the wizard's tools.
3596 They should primarily grant bonuses to spellcasting abilities 3593 They should primarily grant bonuses to spellcasting abilities
3597 and non-physical resistances. ]]> 3594 and non-physical resistances.]]>
3598 </use> 3595 </use>
3599</type> 3596</type>
3600 3597
3601<!--####################################################################--> 3598<!--####################################################################-->
3602<type number="3" name="Rod"> 3599<type number="3" name="Rod">
3605 </ignore> 3602 </ignore>
3606 <description><![CDATA[ 3603 <description><![CDATA[
3607 A rod contains a spell. The player can use this spell by applying and 3604 A rod contains a spell. The player can use this spell by applying and
3608 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3605 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3609 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3606 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3610 used endlessly. ]]> 3607 used endlessly.]]>
3611 </description> 3608 </description>
3612 <use><![CDATA[ 3609 <use><![CDATA[
3613 Rods with healing/curing spells are extremely powerful. Usually, potions have 3610 Rods with healing/curing spells are extremely powerful. Usually, potions have
3614 to be used for that purpose. Though, potions are expensive and only good for 3611 to be used for that purpose. Though, potions are expensive and only good for
3615 one-time-use.<br> ]]> 3612 one-time-use.<br>]]>
3616 </use> 3613 </use>
3617 <attribute arch="sp" editor="spell" type="spell"> 3614 <attribute arch="sp" editor="spell" type="spell">
3618 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3615 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3619 rods to players, since they can be used endlessly without any mana cost! 3616 rods to players, since they can be used endlessly without any mana cost!
3620 Rods with heal/ restoration/ protection spells, IF available, MUST be 3617 Rods with heal/ restoration/ protection spells, IF available, MUST be
3660 Runes hit any monster or person who steps on them for 'dam' damage in 3657 Runes hit any monster or person who steps on them for 'dam' damage in
3661 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3658 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3662 and will cast this spell when it detonates. Yet another kind is the 3659 and will cast this spell when it detonates. Yet another kind is the
3663 "summoning rune", summoning predefined monsters of any kind, at detonation. 3660 "summoning rune", summoning predefined monsters of any kind, at detonation.
3664 <br><br> 3661 <br><br>
3665 Many runes are already defined in the archetypes. ]]> 3662 Many runes are already defined in the archetypes.]]>
3666 </description> 3663 </description>
3667 <use><![CDATA[ 3664 <use><![CDATA[
3668 Avoid monsters stepping on your runes. For example, summoning runes 3665 Avoid monsters stepping on your runes. For example, summoning runes
3669 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3666 together with spellcasting- and attack-runes is usually a bad idea.]]>
3670 </use> 3667 </use>
3671 <attribute arch="no_pick" value="1" type="fixed" /> 3668 <attribute arch="no_pick" value="1" type="fixed" />
3672 &move_on; 3669 &move_on;
3673 <attribute arch="level" editor="rune level" type="int"> 3670 <attribute arch="level" editor="rune level" type="int">
3674 This value sets the level the rune will cast the spell it contains at, 3671 This value sets the level the rune will cast the spell it contains at,
3742 <ignore_list name="non_pickable" /> 3739 <ignore_list name="non_pickable" />
3743 </ignore> 3740 </ignore>
3744 <description><![CDATA[ 3741 <description><![CDATA[
3745 When the player applies a savebed, he is not only saved. Both his 3742 When the player applies a savebed, he is not only saved. Both his
3746 respawn-after-death and his word-of-recall positions are pointing 3743 respawn-after-death and his word-of-recall positions are pointing
3747 to the last-applied savebed. ]]> 3744 to the last-applied savebed.]]>
3748 </description> 3745 </description>
3749 <use><![CDATA[ 3746 <use><![CDATA[
3750 Put savebed locations in towns, do not put them into dungeons. 3747 Put savebed locations in towns, do not put them into dungeons.
3751 It is absolutely neccessary that a place with savebeds is 100% secure. 3748 It is absolutely neccessary that a place with savebeds is 100% secure.
3752 That means: 3749 That means:
3756 <LI> Insert a reliable exit! Make sure there is no possibility that 3753 <LI> Insert a reliable exit! Make sure there is no possibility that
3757 players get trapped in a savebed location. 3754 players get trapped in a savebed location.
3758 <LI> If possible, mark the whole site as no-spell area (Insert this 3755 <LI> If possible, mark the whole site as no-spell area (Insert this
3759 arch called "dungeon_magic" everywhere). This is not required, 3756 arch called "dungeon_magic" everywhere). This is not required,
3760 but it makes the place much more safe. 3757 but it makes the place much more safe.
3761 </UL> ]]> 3758 </UL>]]>
3762 </use> 3759 </use>
3763 <attribute arch="no_pick" value="1" type="fixed" /> 3760 <attribute arch="no_pick" value="1" type="fixed" />
3764 <attribute arch="no_magic" value="1" type="fixed" /> 3761 <attribute arch="no_magic" value="1" type="fixed" />
3765 <attribute arch="damned" value="1" type="fixed" /> 3762 <attribute arch="damned" value="1" type="fixed" />
3766</type> 3763</type>
3773 <description><![CDATA[ 3770 <description><![CDATA[
3774 Scrolls contain spells (similar to spell-potions). Unlike potions, 3771 Scrolls contain spells (similar to spell-potions). Unlike potions,
3775 scrolls require a certain literacy skill to read successfully. 3772 scrolls require a certain literacy skill to read successfully.
3776 Accordingly, for a successful reading, a small amount of 3773 Accordingly, for a successful reading, a small amount of
3777 experience is gained. Scrolls allow only one time usage, but 3774 experience is gained. Scrolls allow only one time usage, but
3778 usually they are sold in bulks. ]]> 3775 usually they are sold in bulks.]]>
3779 </description> 3776 </description>
3780 <use><![CDATA[ 3777 <use><![CDATA[
3781 For low level quests, scrolls of healing/curing-spells 3778 For low level quests, scrolls of healing/curing-spells
3782 can be a nice reward. At higher levels, scrolls become less 3779 can be a nice reward. At higher levels, scrolls become less
3783 and less useful. ]]> 3780 and less useful.]]>
3784 </use> 3781 </use>
3785 <attribute arch="level" editor="casting level" type="int"> 3782 <attribute arch="level" editor="casting level" type="int">
3786 The spell of the scroll will be casted at this level. 3783 The spell of the scroll will be casted at this level.
3787 This value should always be set, at least to 1. 3784 This value should always be set, at least to 1.
3788 </attribute> 3785 </attribute>
3800<type number="33" name="Shield"> 3797<type number="33" name="Shield">
3801 <import_type name="Amulet" /> 3798 <import_type name="Amulet" />
3802 <description><![CDATA[ 3799 <description><![CDATA[
3803 Wearing a shield, the object's stats will directly be inherited to 3800 Wearing a shield, the object's stats will directly be inherited to
3804 the player. Shields usually provide good defense, only surpassed 3801 the player. Shields usually provide good defense, only surpassed
3805 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3802 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3806 </description> 3803 </description>
3807 <use><![CDATA[ 3804 <use><![CDATA[
3808 Feel free to create your own special artifacts. However, it is very 3805 Feel free to create your own special artifacts. However, it is very
3809 important that you keep your artifact in balance with existing maps. ]]> 3806 important that you keep your artifact in balance with existing maps.]]>
3810 </use> 3807 </use>
3811 <attribute arch="magic" editor="magic bonus" type="int"> 3808 <attribute arch="magic" editor="magic bonus" type="int">
3812 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3809 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3813 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3810 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3814 than direct armour-class bonus on the shield. 3811 than direct armour-class bonus on the shield.
3823 wielded both at the same time. Like with any other equipment, 3820 wielded both at the same time. Like with any other equipment,
3824 stats/bonuses from shooting weapons are directly inherited to the player. 3821 stats/bonuses from shooting weapons are directly inherited to the player.
3825 <br><br> 3822 <br><br>
3826 It's very easy to add new pairs of weapons &amp; projectiles. 3823 It's very easy to add new pairs of weapons &amp; projectiles.
3827 Just set matching &lt;ammunition class&gt; both for shooting 3824 Just set matching &lt;ammunition class&gt; both for shooting
3828 weapon and projectile. ]]> 3825 weapon and projectile.]]>
3829 </description> 3826 </description>
3830 <use><![CDATA[ 3827 <use><![CDATA[
3831 Shooting weapons should not add bonuses in general. There's already 3828 Shooting weapons should not add bonuses in general. There's already
3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3829 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3833 Shooting weapons should especially not add bonuses to the player 3830 Shooting weapons should especially not add bonuses to the player
3834 that have nothing to do with schooting. A Wisdom bonus on a bow 3831 that have nothing to do with schooting. A Wisdom bonus on a bow
3835 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3832 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3836 - still crap. ]]> 3833 - still crap.]]>
3837 </use> 3834 </use>
3838 <attribute arch="race" editor="ammunition class" type="string"> 3835 <attribute arch="race" editor="ammunition class" type="string">
3839 Only projectiles with matching &lt;ammunition class&gt; can be fired 3836 Only projectiles with matching &lt;ammunition class&gt; can be fired
3840 with this weapon. For normal bows set "arrows", for normal 3837 with this weapon. For normal bows set "arrows", for normal
3841 crossbows set "crossbow bolts". 3838 crossbows set "crossbow bolts".
3870 amount of &lt;item power&gt;, depending on their own level. This is the 3867 amount of &lt;item power&gt;, depending on their own level. This is the
3871 only way to prevent low level players to wear "undeserved" equipment 3868 only way to prevent low level players to wear "undeserved" equipment
3872 (like gifts from other players or cheated items). 3869 (like gifts from other players or cheated items).
3873 3870
3874 It is very important to adjust the &lt;item power&gt; value carefully 3871 It is very important to adjust the &lt;item power&gt; value carefully
3875 for every artifact you create! If zero/unset, the CF server will 3872 for every artifact you create! If zero/unset, the Deliantra server will
3876 calculate a provisional value at runtime, but this is never 3873 calculate a provisional value at runtime, but this is never
3877 going to be an accurate measurement of &lt;item power&gt;. 3874 going to be an accurate measurement of &lt;item power&gt;.
3878 </attribute> 3875 </attribute>
3879 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3876 <attribute arch="no_strength" editor="ignore strength" type="bool">
3880 Usually the player's strentgh takes effect on the damage 3877 Usually the player's strentgh takes effect on the damage
3962 These items are all flagged as unpaid. 3959 These items are all flagged as unpaid.
3963 When a player drops an item onto shop floor, the item becomes 3960 When a player drops an item onto shop floor, the item becomes
3964 unpaid and the player receives payment according to the item's 3961 unpaid and the player receives payment according to the item's
3965 selling-value. 3962 selling-value.
3966 Shopfloor always prevents magic (To hinder players from burning 3963 Shopfloor always prevents magic (To hinder players from burning
3967 or freezing the goods). ]]> 3964 or freezing the goods).]]>
3968 </description> 3965 </description>
3969 <use><![CDATA[ 3966 <use><![CDATA[
3970 Tile your whole shop-interior space which shop floor. 3967 Tile your whole shop-interior space which shop floor.
3971 (That assures players receive payment for dropping items). 3968 (That assures players receive payment for dropping items).
3972 Place shop mats to enter/leave the shop, and make sure 3969 Place shop mats to enter/leave the shop, and make sure
3973 there is no other exit than the shop mat. ]]> 3970 there is no other exit than the shop mat.]]>
3974 </use> 3971 </use>
3975 <attribute arch="is_floor" value="1" type="fixed" /> 3972 <attribute arch="is_floor" value="1" type="fixed" />
3976 <attribute arch="no_pick" value="1" type="fixed" /> 3973 <attribute arch="no_pick" value="1" type="fixed" />
3977 <attribute arch="no_magic" value="1" type="fixed" /> 3974 <attribute arch="no_magic" value="1" type="fixed" />
3978 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3975 <attribute arch="auto_apply" editor="generate goods" type="bool">
4012 "shopping-area" and one outside. Shop mats don't use exit paths/ 4009 "shopping-area" and one outside. Shop mats don't use exit paths/
4013 or -destinations. When stepping onto a shopmat the player gets beamed 4010 or -destinations. When stepping onto a shopmat the player gets beamed
4014 to the nearest other mat. If the player has unpaid items in his 4011 to the nearest other mat. If the player has unpaid items in his
4015 inventory, the price gets charged from his coins automatically. 4012 inventory, the price gets charged from his coins automatically.
4016 If the player has insufficient coins to buy his unpaid items, he 4013 If the player has insufficient coins to buy his unpaid items, he
4017 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4014 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4018 </description> 4015 </description>
4019 <use><![CDATA[ 4016 <use><![CDATA[
4020 As stated above, always place TWO shop mats into your shop. 4017 As stated above, always place TWO shop mats into your shop.
4021 Not more and not less than that. ]]> 4018 Not more and not less than that.]]>
4022 </use> 4019 </use>
4023 <attribute arch="no_pick" value="1" type="fixed" /> 4020 <attribute arch="no_pick" value="1" type="fixed" />
4024 &move_on; 4021 &move_on;
4025</type> 4022</type>
4026 4023
4031 </ignore> 4028 </ignore>
4032 <description><![CDATA[ 4029 <description><![CDATA[
4033 The purpose of a sign or magic_mouth is to display a certain message to 4030 The purpose of a sign or magic_mouth is to display a certain message to
4034 the player. There are three ways to have the player get this message: 4031 the player. There are three ways to have the player get this message:
4035 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4032 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4036 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4033 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4037 </description> 4034 </description>
4038 <use><![CDATA[ 4035 <use><![CDATA[
4039 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4040 some true roleplay feeling to your maps, support your storyline or give 4037 some true roleplay feeling to your maps, support your storyline or give
4041 hints about hidden secrets/dangers. Place signs to provide the player 4038 hints about hidden secrets/dangers. Place signs to provide the player
4042 with all kinds of useful information for getting along in your maps. ]]> 4039 with all kinds of useful information for getting along in your maps.]]>
4043 </use> 4040 </use>
4044 <attribute arch="connected" editor="connection" type="int"> 4041 <attribute arch="connected" editor="connection" type="int">
4045 When a connection value is set, the message will be printed whenever 4042 When a connection value is set, the message will be printed whenever
4046 the connection is triggered. This should be used in combination with 4043 the connection is triggered. This should be used in combination with
4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4088 <ignore_list name="system_object" /> 4085 <ignore_list name="system_object" />
4089 </ignore> 4086 </ignore>
4090 <description><![CDATA[ 4087 <description><![CDATA[
4091 Skills are objects which exist in the player/monster inventory. 4088 Skills are objects which exist in the player/monster inventory.
4092 Both NPC/monsters and players use the same skill archetypes. Not all skills 4089 Both NPC/monsters and players use the same skill archetypes. Not all skills
4093 are enabled for monster use however. ]]> 4090 are enabled for monster use however.]]>
4094 </description> 4091 </description>
4095 <use><![CDATA[ 4092 <use><![CDATA[
4096 For mapmaking, Skill objects serve two purposes: 4093 For mapmaking, Skill objects serve two purposes:
4097 <p>First, the predefined skill archtypes (in the 'skills' directory) 4094 <p>First, the predefined skill archtypes (in the 'skills' directory)
4098 can be seen as the global skill definitions. A skill which doesn't 4095 can be seen as the global skill definitions. A skill which doesn't
4103 </p><p> 4100 </p><p>
4104 Secondly, in order to enable monsters to use skills, you will need to 4101 Secondly, in order to enable monsters to use skills, you will need to
4105 copy default skill archtypes into the monsters' inventories. 4102 copy default skill archtypes into the monsters' inventories.
4106 You can even customize the skills by changing stats. It is not 4103 You can even customize the skills by changing stats. It is not
4107 recommended however, to use skills in your maps which are totally 4104 recommended however, to use skills in your maps which are totally
4108 unrelated to any predefined skill archtype.</p> ]]> 4105 unrelated to any predefined skill archtype.</p>]]>
4109 </use> 4106 </use>
4110 <attribute arch="invisible" value="1" type="fixed" /> 4107 <attribute arch="invisible" value="1" type="fixed" />
4111 <attribute arch="no_drop" value="1" type="fixed" /> 4108 <attribute arch="no_drop" value="1" type="fixed" />
4112 <attribute arch="skill" editor="skill name" type="string"> 4109 <attribute arch="skill" editor="skill name" type="string">
4113 The &lt;skill name&gt; is used for matchings. When a usable 4110 The &lt;skill name&gt; is used for matchings. When a usable
4123 expmul is 1, the player will get 500 added to that skill as well as 4120 expmul is 1, the player will get 500 added to that skill as well as
4124 500 to their total. 4121 500 to their total.
4125 </attribute> 4122 </attribute>
4126 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4123 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127 The &lt;skill type&gt; defines the base functionality of the skill. 4124 The &lt;skill type&gt; defines the base functionality of the skill.
4128 Skill types are hardcoded in the Crossfire server. It isn't hard to 4125 Skill types are hardcoded in the Deliantra server. It isn't hard to
4129 create new skill types, but it requires a bit of server-coding. 4126 create new skill types, but it requires a bit of server-coding.
4130 </attribute> 4127 </attribute>
4131 <attribute arch="level" editor="level" type="int"> 4128 <attribute arch="level" editor="level" type="int">
4132 </attribute> 4129 </attribute>
4133 <attribute arch="exp" editor="experience" type="int"> 4130 <attribute arch="exp" editor="experience" type="int">
4142 4139
4143<!--####################################################################--> 4140<!--####################################################################-->
4144<type number="130" name="Skill Scroll"> 4141<type number="130" name="Skill Scroll">
4145 <description><![CDATA[ 4142 <description><![CDATA[
4146 By reading a skill scroll, a player has a chance to learn the 4143 By reading a skill scroll, a player has a chance to learn the
4147 contained skill. ]]> 4144 contained skill.]]>
4148 </description> 4145 </description>
4149 <use><![CDATA[ 4146 <use><![CDATA[
4150 Skill scrolls are very much sought for by players. Currently, 4147 Skill scrolls are very much sought for by players. Currently,
4151 all skill scrolls are sold in shops randomly, which is in fact not 4148 all skill scrolls are sold in shops randomly, which is in fact not
4152 a good system. It would be nice to have some cool quests with 4149 a good system. It would be nice to have some cool quests with
4153 skill scrolls rewarded at the end. ]]> 4150 skill scrolls rewarded at the end.]]>
4154 </use> 4151 </use>
4155 <attribute arch="race" value="scrolls" type="fixed" /> 4152 <attribute arch="race" value="scrolls" type="fixed" />
4156 <attribute arch="skill" editor="skill name" type="string"> 4153 <attribute arch="skill" editor="skill name" type="string">
4157 The &lt;skill name&gt; matches the skill object that can 4154 The &lt;skill name&gt; matches the skill object that can
4158 be learned from this scroll. 4155 be learned from this scroll.
4168 When carrying the appropriate special key, a locked door can 4165 When carrying the appropriate special key, a locked door can
4169 be opened. The key will dissapear. 4166 be opened. The key will dissapear.
4170 <br><br> 4167 <br><br>
4171 This object-type can also be used for "passport"-like items: 4168 This object-type can also be used for "passport"-like items:
4172 When walking onto an invetory checker, a gate for example might 4169 When walking onto an invetory checker, a gate for example might
4173 get opened. The "passport" will stay in the player's inventory. ]]> 4170 get opened. The "passport" will stay in the player's inventory.]]>
4174 </description> 4171 </description>
4175 <use><![CDATA[ 4172 <use><![CDATA[
4176 How to make a "passport": You take the special key arch 4173 How to make a "passport": You take the special key arch
4177 (archetype name is "key2"), set the face to something like 4174 (archetype name is "key2"), set the face to something like
4178 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4175 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4179 certainly must match with the appropiate inventory checker. 4176 certainly must match with the appropiate inventory checker.
4180 <br><br> 4177 <br><br>
4181 Of course you can be creative with names and faces of 4178 Of course you can be creative with names and faces of
4182 key-objects. A "mysterious crystal" or a "big dragon claw" 4179 key-objects. A "mysterious crystal" or a "big dragon claw"
4183 (with appropriate faces) appear more interesting than just 4180 (with appropriate faces) appear more interesting than just
4184 a "strange key", or "passport". ]]> 4181 a "strange key", or "passport".]]>
4185 </use> 4182 </use>
4186 <attribute arch="slaying" editor="key string" type="string"> 4183 <attribute arch="slaying" editor="key string" type="string">
4187 This string must be identical with the &lt;key string&gt; in the 4184 This string must be identical with the &lt;key string&gt; in the
4188 locked door, then it can be unlocked. It can also be used 4185 locked door, then it can be unlocked. It can also be used
4189 to trigger inventory checkers. 4186 to trigger inventory checkers.
4224 players can learn it by reading the book. Once learned, players 4221 players can learn it by reading the book. Once learned, players
4225 can use the spell as often as they like. With increasing skill level 4222 can use the spell as often as they like. With increasing skill level
4226 of the player, spells may gain power but also increase cost.<br> 4223 of the player, spells may gain power but also increase cost.<br>
4227 Monsters can use spells which are put in their inventory (provided 4224 Monsters can use spells which are put in their inventory (provided
4228 that certain "enabling" settings are correct). The monster's 4225 that certain "enabling" settings are correct). The monster's
4229 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4226 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4230 </description> 4227 </description>
4231 <use><![CDATA[ 4228 <use><![CDATA[
4232 A lot of the spells' settings can be tuned and customized. 4229 A lot of the spells' settings can be tuned and customized.
4233 When creating new spells which are accessible to players, it is 4230 When creating new spells which are accessible to players, it is
4234 important to think about balance. A single spell which is too 4231 important to think about balance. A single spell which is too
4235 powerful and/or too easy to use can eventually toss the whole skill 4232 powerful and/or too easy to use can eventually toss the whole skill
4236 and magic school system out of whack. Testing new spells is 4233 and magic school system out of whack. Testing new spells is
4237 quite important therefore. ]]> 4234 quite important therefore.]]>
4238 </use> 4235 </use>
4239 <attribute arch="no_drop" value="1" type="fixed" /> 4236 <attribute arch="no_drop" value="1" type="fixed" />
4240 <attribute arch="invisible" value="1" type="fixed" /> 4237 <attribute arch="invisible" value="1" type="fixed" />
4241 <attribute arch="skill" editor="skill name" type="string"> 4238 <attribute arch="skill" editor="skill name" type="string">
4242 The &lt;skill name&gt; matches the skill which is needed 4239 The &lt;skill name&gt; matches the skill which is needed
4274 to read.<br><br> 4271 to read.<br><br>
4275 You can create widely customized spells only by adjusting the 4272 You can create widely customized spells only by adjusting the
4276 spell object in the spellbooks inventory. Refer to the description 4273 spell object in the spellbooks inventory. Refer to the description
4277 of spell objects for detailed information how to customize spells.<br> 4274 of spell objects for detailed information how to customize spells.<br>
4278 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4275 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4279 with a compilation of spells that the book may contain. ]]> 4276 with a compilation of spells that the book may contain.]]>
4280 </description> 4277 </description>
4281 <use><![CDATA[ 4278 <use><![CDATA[
4282 Don't put any of the godgiven spells into a spellbook! These are 4279 Don't put any of the godgiven spells into a spellbook! These are
4283 reserved for the followers of the appropriate cults. Handing them 4280 reserved for the followers of the appropriate cults. Handing them
4284 out in a spellbook would violate the balance between different religions. 4281 out in a spellbook would violate the balance between different religions.
4285 <br><br> 4282 <br><br>
4286 Note that there is no fundamental difference between the spellbooks 4283 Note that there is no fundamental difference between the spellbooks
4287 of varying schools (pyromancy, sorcery, evocation, summoning, and 4284 of varying schools (pyromancy, sorcery, evocation, summoning, and
4288 even praying). The difference lies only in the spells they contain. 4285 even praying). The difference lies only in the spells they contain.
4289 It is up to you, the mapmaker, to pick the right type of book 4286 It is up to you, the mapmaker, to pick the right type of book
4290 for your spells. ]]> 4287 for your spells.]]>
4291 </use> 4288 </use>
4292 <attribute arch="skill" value="literacy" type="fixed" /> 4289 <attribute arch="skill" value="literacy" type="fixed" />
4293 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4290 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4294 There are two ways to put spells into a spellbook: 4291 There are two ways to put spells into a spellbook:
4295 1. Put a spell object in the books inventory. In this case, 4292 1. Put a spell object in the books inventory. In this case,
4314 </ignore> 4311 </ignore>
4315 <description><![CDATA[ 4312 <description><![CDATA[
4316 Spinners change the direction of spell objects and other projectiles 4313 Spinners change the direction of spell objects and other projectiles
4317 that fly past. Unlike directors, it does make a difference from what 4314 that fly past. Unlike directors, it does make a difference from what
4318 angle you shoot into the spinner. The direction of objects flying past 4315 angle you shoot into the spinner. The direction of objects flying past
4319 is always changed by a certain degree. ]]> 4316 is always changed by a certain degree.]]>
4320 </description> 4317 </description>
4321 <use><![CDATA[ 4318 <use><![CDATA[
4322 Spinners are very rarely used. I believe they are quite 4319 Spinners are very rarely used. I believe they are quite
4323 confusing and pointless. The only use I can think of is building 4320 confusing and pointless. The only use I can think of is building
4324 some puzzle about where to shoot into spinners to shoot somewhere you 4321 some puzzle about where to shoot into spinners to shoot somewhere you
4325 otherwise couldn't. 4322 otherwise couldn't.
4326 4323
4327 When placing spinners on a map with magic walls, make sure the spell- 4324 When placing spinners on a map with magic walls, make sure the spell-
4328 projectiles from magic walls don't get to fly in loops. ]]> 4325 projectiles from magic walls don't get to fly in loops.]]>
4329 </use> 4326 </use>
4330 <attribute arch="sp" editor="direction number" type="int"> 4327 <attribute arch="sp" editor="direction number" type="int">
4331 The spinner will change the direction of flying objects by 4328 The spinner will change the direction of flying objects by
4332 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4329 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4333 positive values counter clockwise. 4330 positive values counter clockwise.
4346 Swamp areas show a special behaviour: 4343 Swamp areas show a special behaviour:
4347 When a player stands still on a swamp-square for too long, 4344 When a player stands still on a swamp-square for too long,
4348 he will start to sink in and eventually drown and die. 4345 he will start to sink in and eventually drown and die.
4349 Items dropped on the swamp sink in and dissapear. 4346 Items dropped on the swamp sink in and dissapear.
4350 Players with knowledge of the woodsman skill are a lot less likely 4347 Players with knowledge of the woodsman skill are a lot less likely
4351 to die in the swamp. ]]> 4348 to die in the swamp.]]>
4352 </description> 4349 </description>
4353 <attribute arch="is_floor" value="1" type="fixed" /> 4350 <attribute arch="is_floor" value="1" type="fixed" />
4354 <attribute arch="is_wooded" value="1" type="fixed" /> 4351 <attribute arch="is_wooded" value="1" type="fixed" />
4355 <attribute arch="speed" editor="drowning speed" type="float"> 4352 <attribute arch="speed" editor="drowning speed" type="float">
4356 The higher the &lt;drowning speed&gt;, the faster will players and items 4353 The higher the &lt;drowning speed&gt;, the faster will players and items
4380 different location. The main difference to the object-type exit 4377 different location. The main difference to the object-type exit
4381 is the possibility to have teleporters connected to levers/buttons/etc. 4378 is the possibility to have teleporters connected to levers/buttons/etc.
4382 Sometimes teleporters are activated even against the players will. 4379 Sometimes teleporters are activated even against the players will.
4383 <br><br> 4380 <br><br>
4384 Unlike exits, teleporters can also transfer items and 4381 Unlike exits, teleporters can also transfer items and
4385 monsters to different locations on the same map. ]]> 4382 monsters to different locations on the same map.]]>
4386 </description> 4383 </description>
4387 <use><![CDATA[ 4384 <use><![CDATA[
4388 When creating maps, I guess sooner or later you'll want to have 4385 When creating maps, I guess sooner or later you'll want to have
4389 an invisible teleporter. If using "invisible 1", the teleporter 4386 an invisible teleporter. If using "invisible 1", the teleporter
4390 can still be discovered with the show_invisible spell. And in 4387 can still be discovered with the show_invisible spell. And in
4391 some cases you can't place it under the floor to prevent this. 4388 some cases you can't place it under the floor to prevent this.
4392 <br><br> 4389 <br><br>
4393 Fortunately, there is a cool trick to make a perfectly invisible 4390 Fortunately, there is a cool trick to make a perfectly invisible
4394 teleporter: You simply add teleporter functionality to the floor 4391 teleporter: You simply add teleporter functionality to the floor
4395 itself. That means: You take the floor arch (e.g. "flagstone"), 4392 itself. That means: You take the floor arch (e.g. "flagstone"),
4396 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4393 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4397 </use> 4394 </use>
4398 <attribute arch="slaying" editor="exit path" type="string"> 4395 <attribute arch="slaying" editor="exit path" type="string">
4399 The exit path specifies the map that the player is transferred to. 4396 The exit path specifies the map that the player is transferred to.
4400 &lt;exit path&gt; can be an absolute path, beginning with '/' 4397 &lt;exit path&gt; can be an absolute path, beginning with '/'
4401 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4398 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4462<type number="26" name="Timed Gate"> 4459<type number="26" name="Timed Gate">
4463 <ignore> 4460 <ignore>
4464 <ignore_list name="non_pickable" /> 4461 <ignore_list name="non_pickable" />
4465 </ignore> 4462 </ignore>
4466 <description><![CDATA[ 4463 <description><![CDATA[
4467 Gates play an important role in Crossfire. Gates can be opened 4464 Gates play an important role in Deliantra. Gates can be opened
4468 by activating a button/trigger, by speaking passwords (-> magic_ear) 4465 by activating a button/trigger, by speaking passwords (-> magic_ear)
4469 or carrying special key-objects (-> inventory checker). 4466 or carrying special key-objects (-> inventory checker).
4470 Unlike locked doors, gates can get shut again after a player has 4467 Unlike locked doors, gates can get shut again after a player has
4471 passed, which makes them more practical in many cases. Unlike normal 4468 passed, which makes them more practical in many cases. Unlike normal
4472 gates, timed gates open when triggered but automatically close again 4469 gates, timed gates open when triggered but automatically close again
4473 after some time.]]> 4470 after some time.]]>
4474 </description> 4471 </description>
4475 <use><![CDATA[ 4472 <use><![CDATA[
4476 Use gates to divide your maps into separated areas. After solving 4473 Use gates to divide your maps into separated areas. After solving
4477 area A, the player gains access to area B, and so on. Make your 4474 area A, the player gains access to area B, and so on. Make your
4478 maps more complex than "one-way". ]]> 4475 maps more complex than "one-way".]]>
4479 </use> 4476 </use>
4480 <attribute arch="no_pick" value="1" type="fixed" /> 4477 <attribute arch="no_pick" value="1" type="fixed" />
4481 <attribute arch="connected" editor="connection" type="int"> 4478 <attribute arch="connected" editor="connection" type="int">
4482 Whenever the inventory checker is triggered, all objects with identical 4479 Whenever the inventory checker is triggered, all objects with identical
4483 &lt;connection&gt; value get activated. This only makes sense together with 4480 &lt;connection&gt; value get activated. This only makes sense together with
4575 Trapdoors are very similar to pits. The difference is that they 4572 Trapdoors are very similar to pits. The difference is that they
4576 can not be closed. Instead, the weight of the object on the 4573 can not be closed. Instead, the weight of the object on the
4577 trapdoor determines weither it slams the trapdoor open and falls through 4574 trapdoor determines weither it slams the trapdoor open and falls through
4578 or not.<br> 4575 or not.<br>
4579 Once a trapdoor has been opened (by a creature or items of sufficient 4576 Once a trapdoor has been opened (by a creature or items of sufficient
4580 weight,) it remains open, acting like an opened pit. ]]> 4577 weight,) it remains open, acting like an opened pit.]]>
4581 </description> 4578 </description>
4582 <use><![CDATA[ 4579 <use><![CDATA[
4583 Trapdoors should be used in the same fashion as pits: 4580 Trapdoors should be used in the same fashion as pits:
4584 They should always drop the victims to some kind of lower level. They 4581 They should always drop the victims to some kind of lower level. They
4585 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4582 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4586 </use> 4583 </use>
4587 <attribute arch="no_pick" value="1" type="fixed" /> 4584 <attribute arch="no_pick" value="1" type="fixed" />
4588 &move_on; 4585 &move_on;
4589 <attribute arch="weight" editor="hold weight" type="int"> 4586 <attribute arch="weight" editor="hold weight" type="int">
4590 This value defines how much weight the trapdoor can hold. 4587 This value defines how much weight the trapdoor can hold.
4616 <attribute arch="value" /> 4613 <attribute arch="value" />
4617 <attribute arch="material" /> 4614 <attribute arch="material" />
4618 </ignore> 4615 </ignore>
4619 <description><![CDATA[ 4616 <description><![CDATA[
4620 A treasure-object turns into certain randomitems when the map is loaded 4617 A treasure-object turns into certain randomitems when the map is loaded
4621 into the game. ]]> 4618 into the game.]]>
4622 </description> 4619 </description>
4623 <use><![CDATA[ 4620 <use><![CDATA[
4624 About usage of the "random-artifact" treasurelist: 4621 About usage of the "random-artifact" treasurelist:
4625 This will generate powerful stuff like girdles, xray helmets, special 4622 This will generate powerful stuff like girdles, xray helmets, special
4626 swords etc. If you put this as reward to your quest, players might be 4623 swords etc. If you put this as reward to your quest, players might be
4627 motivated to do it more than once. BUT, by doing so they will get a huge 4624 motivated to do it more than once. BUT, by doing so they will get a huge
4628 number of different artifacts! Besides, players will always seek the place 4625 number of different artifacts! Besides, players will always seek the place
4629 with the most easy-to-get random artifact and ignore all others. 4626 with the most easy-to-get random artifact and ignore all others.
4630 My advice: Don't use it! Attract players with good fighting experience 4627 My advice: Don't use it! Attract players with good fighting experience
4631 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4628 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4632 </use> 4629 </use>
4633 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4630 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4634 This entry determines what kind of treasure will appear. Look into 4631 This entry determines what kind of treasure will appear. Look into
4635 /crossfire/share/crossfire/treasures for details about existing 4632 /crossfire/share/crossfire/treasures for details about existing
4636 treasurelists. 4633 treasurelists.
4667 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4668 &lt;key string&gt; which can be discovered by detectors or inventory 4665 &lt;key string&gt; which can be discovered by detectors or inventory
4669 checkers. It is also possible to use markers for removing marks again. 4666 checkers. It is also possible to use markers for removing marks again.
4670 <br><br> 4667 <br><br>
4671 Note that the player has no possibility to "see" his own marks, 4668 Note that the player has no possibility to "see" his own marks,
4672 except by the effect that they cause on the maps. ]]> 4669 except by the effect that they cause on the maps.]]>
4673 </description> 4670 </description>
4674 <use><![CDATA[ 4671 <use><![CDATA[
4675 Markers hold real cool possibilities for map-making. I encourage 4672 Markers hold real cool possibilities for map-making. I encourage
4676 you to use them frequently. However there is one negative point 4673 you to use them frequently. However there is one negative point
4677 about markers: Players don't "see" what's going on with them. It is 4674 about markers: Players don't "see" what's going on with them. It is
4678 your task, as map-creator, to make sure the player is always well 4675 your task, as map-creator, to make sure the player is always well
4679 informed and never confused. 4676 informed and never confused.
4680 <br><br> 4677 <br><br>
4681 Please avoid infinite markers when they aren't needed. They're 4678 Please avoid infinite markers when they aren't needed. They're
4682 using a little space in the player file after all, so if there 4679 using a little space in the player file after all, so if there
4683 is no real purpose, set an expire time. ]]> 4680 is no real purpose, set an expire time.]]>
4684 </use> 4681 </use>
4685 <attribute arch="no_pick" value="1" type="fixed" /> 4682 <attribute arch="no_pick" value="1" type="fixed" />
4686 <attribute arch="slaying" editor="key string" type="string"> 4683 <attribute arch="slaying" editor="key string" type="string">
4687 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4684 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4688 If the player already has a force with that &lt;key string&gt;, 4685 If the player already has a force with that &lt;key string&gt;,
4727 <attribute arch="name_pl" /> 4724 <attribute arch="name_pl" />
4728 <attribute arch="value" /> 4725 <attribute arch="value" />
4729 <attribute arch="unpaid" /> 4726 <attribute arch="unpaid" />
4730 </ignore> 4727 </ignore>
4731 <description><![CDATA[ 4728 <description><![CDATA[
4732 Walls usually block passage and sight. ]]> 4729 Walls usually block passage and sight.]]>
4733 </description> 4730 </description>
4734 &movement_types_terrain; 4731 &movement_types_terrain;
4735 <attribute arch="can_roll" editor="moveable" type="bool"> 4732 <attribute arch="can_roll" editor="moveable" type="bool">
4736 If set, the object is able to "roll", so it can be pushed around. 4733 If set, the object is able to "roll", so it can be pushed around.
4737 This setting is used for boulders and barrels. 4734 This setting is used for boulders and barrels.
4750<type number="109" name="Wand &amp; Staff"> 4747<type number="109" name="Wand &amp; Staff">
4751 <description><![CDATA[ 4748 <description><![CDATA[
4752 Wands contain a certain spell. The player can apply (ready) and 4749 Wands contain a certain spell. The player can apply (ready) and
4753 fire the wand. After a defined number of casts, the wand is 4750 fire the wand. After a defined number of casts, the wand is
4754 "used up". It is possible to recharge a wand with scrolls of 4751 "used up". It is possible to recharge a wand with scrolls of
4755 charging, but usually that isn't worth the cost. ]]> 4752 charging, but usually that isn't worth the cost.]]>
4756 </description> 4753 </description>
4757 <use><![CDATA[ 4754 <use><![CDATA[
4758 Wands are quite seldomly used. The reason prolly is that they're 4755 Wands are quite seldomly used. The reason prolly is that they're
4759 generally not cost-efficient. Handing out high-level wands with 4756 generally not cost-efficient. Handing out high-level wands with
4760 powerful special spells isn't a good idea either, because of 4757 powerful special spells isn't a good idea either, because of
4761 the recharge ability. 4758 the recharge ability.
4762 <br><br> 4759 <br><br>
4763 For low levels, staffs of healing/cure and word of recall are 4760 For low levels, staffs of healing/cure and word of recall are
4764 quite desirable though. Ideal rewards for low level quests. ]]> 4761 quite desirable though. Ideal rewards for low level quests.]]>
4765 </use> 4762 </use>
4766 <attribute arch="sp" editor="spell" type="spell"> 4763 <attribute arch="sp" editor="spell" type="spell">
4767 The &lt;spell&gt; specifies the contained spell. 4764 The &lt;spell&gt; specifies the contained spell.
4768 </attribute> 4765 </attribute>
4769 <attribute arch="level" editor="casting level" type="int"> 4766 <attribute arch="level" editor="casting level" type="int">
4794 <ignore_list name="non_pickable" /> 4791 <ignore_list name="non_pickable" />
4795 </ignore> 4792 </ignore>
4796 <description><![CDATA[ 4793 <description><![CDATA[
4797 A weak wall is a breakable spot amidsts a solid wall. Typically 4794 A weak wall is a breakable spot amidsts a solid wall. Typically
4798 these weak walls look similar to their solid "relatives" except 4795 these weak walls look similar to their solid "relatives" except
4799 for a small crack or little chunks of wall on the ground. ]]> 4796 for a small crack or little chunks of wall on the ground.]]>
4800 </description> 4797 </description>
4801 <use><![CDATA[ 4798 <use><![CDATA[
4802 If you want to create hidden rooms, using weak walls is alot 4799 If you want to create hidden rooms, using weak walls is alot
4803 better than completely indiscernible passages in a wall.<br> 4800 better than completely indiscernible passages in a wall.<br>
4804 Anyways, there can be a lot more to weak walls than just finding 4801 Anyways, there can be a lot more to weak walls than just finding
4805 them: Rising their defensive stats, weak walls can become a 4802 them: Rising their defensive stats, weak walls can become a
4806 serious obstacle. An ice wall might only be torn down by a fire 4803 serious obstacle. An ice wall might only be torn down by a fire
4807 attack for example. A granite wall for instance might be very 4804 attack for example. A granite wall for instance might be very
4808 hard to destroy. ]]> 4805 hard to destroy.]]>
4809 </use> 4806 </use>
4810 <attribute arch="alive" value="1" type="fixed" /> 4807 <attribute arch="alive" value="1" type="fixed" />
4811 <attribute arch="no_pick" value="1" type="fixed" /> 4808 <attribute arch="no_pick" value="1" type="fixed" />
4812 <attribute arch="tear_down" value="1" type="fixed" /> 4809 <attribute arch="tear_down" value="1" type="fixed" />
4813 <attribute arch="race" editor="race" type="string"> 4810 <attribute arch="race" editor="race" type="string">
4842<!--####################################################################--> 4839<!--####################################################################-->
4843<type number="15" name="Weapon"> 4840<type number="15" name="Weapon">
4844 <description><![CDATA[ 4841 <description><![CDATA[
4845 Wielding a weapon, the object's stats will directly be inherited to the 4842 Wielding a weapon, the object's stats will directly be inherited to the
4846 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4843 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4847 be improved with scrolls. ]]> 4844 be improved with scrolls.]]>
4848 </description> 4845 </description>
4849 <use><![CDATA[ 4846 <use><![CDATA[
4850 If you create artifacts (equipment) with stats- or resistance-bonus: 4847 If you create artifacts (equipment) with stats- or resistance-bonus:
4851 Keep playbalance in mind! Such items mustn't be reachable without hard 4848 Keep playbalance in mind! Such items mustn't be reachable without hard
4852 fighting AND questing. ]]> 4849 fighting AND questing.]]>
4853 </use> 4850 </use>
4854 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4851 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4855 This number is a bitmask, specifying the weapon's attacktypes. 4852 This number is a bitmask, specifying the weapon's attacktypes.
4856 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4853 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4857 have no more than one or two attacktypes. Keep in mind that all weapons 4854 have no more than one or two attacktypes. Keep in mind that all weapons
4912 amount of &lt;item power&gt;, depending on their own level. This is the 4909 amount of &lt;item power&gt;, depending on their own level. This is the
4913 only way to prevent low level players to wear "undeserved" equipment 4910 only way to prevent low level players to wear "undeserved" equipment
4914 (like gifts from other players or cheated items). 4911 (like gifts from other players or cheated items).
4915 4912
4916 It is very important to adjust the &lt;item power&gt; value carefully 4913 It is very important to adjust the &lt;item power&gt; value carefully
4917 for every artifact you create! If zero/unset, the CF server will 4914 for every artifact you create! If zero/unset, the Deliantra server will
4918 calculate a provisional value at runtime, but this is never 4915 calculate a provisional value at runtime, but this is never
4919 going to be an accurate measurement of &lt;item power&gt;. 4916 going to be an accurate measurement of &lt;item power&gt;.
4920 </attribute> 4917 </attribute>
4921 <attribute arch="damned" editor="damnation" type="bool"> 4918 <attribute arch="damned" editor="damnation" type="bool">
4922 A damned weapon cannot be unwielded unless 4919 A damned weapon cannot be unwielded unless
5031</type> 5028</type>
5032 5029
5033<type number="116" name="Event Connector"> 5030<type number="116" name="Event Connector">
5034 <description><![CDATA[ 5031 <description><![CDATA[
5035 Event connectors link specific events that happen to objects to 5032 Event connectors link specific events that happen to objects to
5036 a crossfire plug-in. ]]> 5033 a crossfire plug-in. They are not used at all in Deliantra.]]>
5037 </description> 5034 </description>
5038 <attribute arch="subtype" editor="event type" type="list_event_type">
5039 The type of event that triggers a notify to the plug-in.
5040 </attribute>
5041 <attribute arch="title" editor="plug-in" type="string">
5042 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5043 for python and "perl" for the Crossfire-Perl plug-in.
5044 </attribute>
5045 <attribute arch="slaying" editor="extension" type="string">
5046 The name of the extension to invoke (for python, this is the path to a script,
5047 for perl this is the name of a extension package without the ".ext" extension.
5048 </attribute>
5049 <attribute arch="name" editor="options" type="string">
5050 A string that is passed unaltered to the extension above. Often used to pass
5051 options to the extension that alter its behaviour.
5052 </attribute>
5053</type> 5035</type>
5054 5036
5055</types> 5037</types>

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