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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 1.59 by root, Thu Nov 5 14:46:39 2009 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
131 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 152 every tick.
159 </attribute> 153 </attribute>
160 "> 154 ">
161 <!ENTITY activate_on " 155 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
164 </attribute> 158 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
167 </attribute> 161 </attribute>
168 "> 162 ">
169 163
170 <!ENTITY resistances_flesh_desc " 164 <!ENTITY resistances_flesh_desc "
358 &player_res_desc; 352 &player_res_desc;
359 </attribute> 353 </attribute>
360 </section> 354 </section>
361 "> 355 ">
362 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
363]> 363]>
364 364
365<types> 365<types>
366 366
367<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
477 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
481 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
482</list> 484</list>
483 485
484<list name="potion_effect"> 486<list name="potion_effect">
485 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
486 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
650 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is 653 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute> 655 </attribute>
654 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game. 657 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658 object has an animation! See also the 'animation' attribute.
659 </attribute>
660 <attribute arch="animation" editor="animation" type="string">
661 The animation-name of the object. If you assign custom faces and the archetype
662 defines an animation you can disable the animation of an archetype by setting this
663 field to NONE.
656 </attribute> 664 </attribute>
657 <attribute arch="tag" editor="tag" type="string"> 665 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly 666 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 667 from their tag, which makes them useful to tag exits and refer to those by
660 their name. 668 their name.
677 usually inevitable. 685 usually inevitable.
678 </attribute> 686 </attribute>
679 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
680 If &lt;glow radius&gt; is set to a value greater zero, the object 688 If &lt;glow radius&gt; is set to a value greater zero, the object
681 appears lit up on dark maps. &lt;glow radius&gt; can be a value 689 appears lit up on dark maps. &lt;glow radius&gt; can be a value
682 between 0 and 4, the higher, the more light does the object emit. 690 between 0 and 9, the higher, the more light does the object emit.
683 </attribute> 691 </attribute>
684 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
685 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
686 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
687 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
695 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
696 shown. 704 shown.
697 </attribute> 705 </attribute>
698 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
699 If an item is set to block view, players (and monsters) cannot 707 If an item is set to block view, players (and monsters) cannot
700 see byond it unless they cross it or manage to stand ontop. 708 see beyond it unless they cross it or manage to stand ontop.
701 </attribute> 709 </attribute>
702 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
703 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
704 </attribute> 712 </attribute>
705 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
781 This text may describe the object. 789 This text may describe the object.
782 </attribute> 790 </attribute>
783</type> 791</type>
784 792
785<!--####################################################################--> 793<!--####################################################################-->
794<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
786<type number="110" name="Ability"> 795<type number="999" name="Ability">
787 <ignore> 796 <ignore>
788 <ignore_list name="system_object" /> 797 <ignore_list name="system_object" />
789 </ignore> 798 </ignore>
790 <description><![CDATA[ 799 <description><![CDATA[
791 Abilities are to be put in a monster's inventory. They grant monsters the 800 Abilities are to be put in a monster's inventory. They grant monsters the
792 knowledge to cast spells. Spells from abilities are usually magical in 801 knowledge to cast spells. Spells from abilities are usually magical in
793 nature, thus adding magic attacktype to the spell-damage they produce. 802 nature, thus adding magic attacktype to the spell-damage they produce.
794 <br><br> 803 <br><br>
795 A particularly nice feature of abilities is that they can hold two 804 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use. 805 spells: One for short range - and one for long range use.
797 \n\n 806 \n\n
798 You should know that spellcasting monsters receive abilities via 807 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]> 808 &lt;treasurelist&gt;.]]>
800 </description> 809 </description>
801 <use><![CDATA[ 810 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you 811 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something). 812 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more 813 The long/short-range spell feature can make boss-monsters more
806 <br><br> 815 <br><br>
807 You should keep in mind that magic abilities allow players 816 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to 817 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't 818 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps. 819 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]> 820 And what fun is a magic resistance cloak when it has no effect?]]>
812 </use> 821 </use>
813 <attribute arch="invisible" value="1" type="fixed" /> 822 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" /> 823 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell"> 824 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt; 825 The monster will use the specified &lt;short range spell&gt;
845 Note that non-magical abilities are more dangerous because 854 Note that non-magical abilities are more dangerous because
846 magic resistance does not protect from those.</attribute> 855 magic resistance does not protect from those.</attribute>
847</type> 856</type>
848 857
849<!--####################################################################--> 858<!--####################################################################-->
859
860<type number="81" name="Torch">
861 <description><![CDATA[
862 Torches are a special kind of Lamp that offer the option of lighting them
863 up without using a lighter (These torches are usually
864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
873 <attribute arch="food" editor="burning duration" type="int">
874 This field specifies the burning duration of the torch.
875 </attribute>
876 <attribute arch="range" editor="enabled glow radius" type="int">
877 This field sets the glow radius of the torch if it is enabled.
878 If you want to make a torch that is already burning set the
879 "glow radius" field.
880 </attribute>
881 <attribute arch="level" editor="level" type="int">
882 If this field specyfies the cursed effect's level. If it is
883 0 no cursed effect will be generate. See also the "cursed" flag.
884 </attribute>
885 <attribute arch="cursed" editor="cursed" type="bool">
886 Cursed torches, which have a level above 0, explode if the
887 player applies them.
888 </attribute>
889</type>
890
891<type number="82" name="Lamp">
892 <description><![CDATA[
893 Lamps are carryable light sources for players with a fuel tank.]]>
894 </description>
895 <attribute arch="speed" editor="burn speed" type="float">
896 This field is the speed of the lamp. (If the value 0.00208 is given
897 here the fuel field will specify the burning duration in minutes.)
898 </attribute>
899 <attribute arch="food" editor="fuel" type="int">
900 This field sets the burning duration of the lamp, which depends on the speed
901 field of this object.
902 </attribute>
903 <attribute arch="range" editor="enabled glow radius" type="int">
904 This field sets the glow radius of the lamp if it is enabled.
905 If you want to make a lamp that is already burning set the
906 "glow radius" field.
907 </attribute>
908 <attribute arch="level" editor="level" type="int">
909 If this field specyfies the cursed effect's level. If it is
910 0 no cursed effect will be generate. See also the "cursed" flag.
911 </attribute>
912 <attribute arch="cursed" editor="cursed" type="bool">
913 Cursed lamps, which have a level above 0, explode if the
914 player applies them.
915 </attribute>
916</type>
917
918<!--####################################################################-->
850<type number="18" name="Altar"> 919<type number="18" name="Altar">
851 <ignore> 920 <ignore>
852 <ignore_list name="non_pickable" /> 921 <ignore_list name="non_pickable" />
853 </ignore> 922 </ignore>
854 <description><![CDATA[ 923 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar, 924 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 925 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. 926 triggered. If the latter is the case, the altar works only once.
858 Either way, the sacrificed item disappears. ]]> 927 Either way, the sacrificed item disappears.]]>
859 </description> 928 </description>
860 <attribute arch="no_pick" value="1" type="fixed" /> 929 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on; 930 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string"> 931 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to 932 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 933 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. 934 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 935 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 936 See also the "drop amount" attribute.
868 name: E.g. "drop 100 platinums") 937 &match_compat;
869 </attribute> 938 </attribute>
870 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar. 941 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 942
875 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 944 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
876 200 silver, 20 gold, or 4 platinum will all work.) 945 200 silver, 20 gold, or 4 platinum will all work.)
877 946
878 Note that the maximum possible for &lt;drop amount&gt; is 32767. 947 Note that the maximum possible for &lt;drop amount&gt; is 32767.
879 </attribute> 948 </attribute>
880 <attribute arch="connected" editor="connection" type="int"> 949 <attribute arch="connected" editor="connection" type="string">
881 If a connection value is set, the altar will trigger all objects 950 If a connection value is set, the altar will trigger all objects
882 with the same value, when activated. This will only work once. 951 with the same value, when activated. This will only work once.
883 </attribute> 952 </attribute>
884 <attribute arch="sp" editor="spell" type="spell"> 953 <attribute arch="sp" editor="spell" type="spell">
885 When activated, the selected &lt;spell&gt; will be casted (once, on the 954 When activated, the selected &lt;spell&gt; will be casted (once, on the
899 <ignore_list name="non_pickable" /> 968 <ignore_list name="non_pickable" />
900 </ignore> 969 </ignore>
901 <description><![CDATA[ 970 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars 971 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that 972 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 973 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
905 </description> 974 </description>
906 <use><![CDATA[ 975 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for... 976 Altar_triggers are very useful if you want to charge a price for...
908 <UL> 977 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 978 <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. 979 <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. 980 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL> 981 </UL>
913 The big advantage over normal altars is the infinite usability 982 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're 983 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]> 984 quite grateful if things work more than once. =)]]>
916 </use> 985 </use>
917 <attribute arch="no_pick" value="1" type="fixed" /> 986 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string"> 987 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to 988 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 989 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. 990 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 991 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 992 See also the "drop amount" attribute.
924 name: E.g. "drop 100 platinums") 993 &match_compat;
925 </attribute> 994 </attribute>
926 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar. 997 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 998
931 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1000 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
932 200 silver, 20 gold, or 4 platinum will all work.) 1001 200 silver, 20 gold, or 4 platinum will all work.)
933 1002
934 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1003 Note that the maximum possible for &lt;drop amount&gt; is 32767.
935 </attribute> 1004 </attribute>
936 <attribute arch="connected" editor="connection" type="int"> 1005 <attribute arch="connected" editor="connection" type="string">
937 If a connection value is set, the altar will trigger all objects 1006 If a connection value is set, the altar will trigger all objects
938 with the same value, when activated. This will only work once. 1007 with the same value, when activated. This will only work once.
939 </attribute> 1008 </attribute>
940 <attribute arch="sp" editor="spell" type="spell"> 1009 <attribute arch="sp" editor="spell" type="spell">
941 When activated, this &lt;spell&gt; will be casted (once, on the player). 1010 When activated, this &lt;spell&gt; will be casted (once, on the player).
968 1037
969<!--####################################################################--> 1038<!--####################################################################-->
970<type number="74" name="Skill Tool"> 1039<type number="74" name="Skill Tool">
971 <description><![CDATA[ 1040 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill. 1041 Wearing a skill tool will give the player the ability to use a skill.
973 ]]> 1042 ]]>
974 </description> 1043 </description>
975 <use><![CDATA[ 1044 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change 1045 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given. 1046 the skill that is given.
978 ]]> 1047 ]]>
979 </use> 1048 </use>
980 <attribute arch="skill" editor="skill name" type="string"> 1049 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item. 1050 This field describes which skill the player will be able to use wearing this item.
982 </attribute> 1051 </attribute>
983 &player_stat_resist_sections; 1052 &player_stat_resist_sections;
984</type> 1053</type>
985<!--####################################################################--> 1054<!--####################################################################-->
986<type number="39" name="Amulet"> 1055<type number="39" name="Amulet">
987 <description><![CDATA[ 1056 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to 1057 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]> 1058 the player. Amulets are usually meant for protection and defense.]]>
990 </description> 1059 </description>
991 <use><![CDATA[ 1060 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very 1061 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]> 1062 important that you keep your artifact in balance with existing maps.]]>
994 </use> 1063 </use>
995 <attribute arch="ac" editor="armour class" type="int"> 1064 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing 1065 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 1066 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. 1067 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 1078 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 1079 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items). 1080 (like gifts from other players or cheated items).
1012 1081
1013 It is very important to adjust the &lt;item power&gt; value carefully 1082 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 1083 for every artifact you create! If zero/unset, the Deliantra server will
1015 calculate a provisional value at runtime, but this is never 1084 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;. 1085 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute> 1086 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool"> 1087 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse 1088 A damned piece of equipment cannot be unwielded unless the curse
1143 Battleground is very special: In short, players can die on battleground 1212 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience 1213 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't 1214 while on battleground. Acid, draining and depletion effects don't
1146 work either. 1215 work either.
1147 When a player dies on battleground, he gets teleported to an exit 1216 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]> 1217 location which is defined in the battleground object.]]>
1149 </description> 1218 </description>
1150 <use><![CDATA[ 1219 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can 1220 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br> 1221 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in 1222 What should NEVER be done is placing battleground tiles in
1155 It must not be possible to gain significant treasure for fighting 1224 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br> 1225 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed, 1226 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile. 1227 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing 1228 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]> 1229 "hidden" battleground tiles anywhere.)]]>
1161 </use> 1230 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" /> 1231 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" /> 1232 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int"> 1233 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players 1234 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground. 1239 get teleported after they died on this battleground.
1171 </attribute> 1240 </attribute>
1172</type> 1241</type>
1173 1242
1174<!--####################################################################--> 1243<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)"> 1244<type number="165" name="Safe ground">
1176 <ignore> 1245 <ignore>
1177 <ignore_list name="non_pickable" /> 1246 <ignore_list name="non_pickable" />
1178 </ignore> 1247 </ignore>
1179 <description><![CDATA[ 1248 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might 1249 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. 1250 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions 1251 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that 1252 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work. 1253 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]> 1254 ]]>
1187 </description> 1255 </description>
1188 <use><![CDATA[ 1256 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning 1257 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 1258 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 1259 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. 1260 areas where really no kind of spell should be invoked by a player.
1193 ]]> 1261 ]]>
1194 </use> 1262 </use>
1195 &movement_types_terrain; 1263 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" /> 1264 <attribute arch="no_pick" value="1" type="fixed" />
1197</type> 1265</type>
1198 1266
1199<!--####################################################################--> 1267<!--####################################################################-->
1200<type number="8" name="Book"> 1268<type number="8" name="Book">
1201 <description><![CDATA[ 1269 <description><![CDATA[
1202 Applying a book, the containing message is displayed to the player. ]]> 1270 Applying a book, the containing message is displayed to the player.]]>
1203 </description> 1271 </description>
1204 <attribute arch="level" editor="literacy level" type="int"> 1272 <attribute arch="level" editor="literacy level" type="int">
1205 If this value is set to be greater than zero, the player needs a 1273 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 1274 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 1275 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1223 </attribute> 1291 </attribute>
1224 <attribute arch="slaying" editor="key string" type="string"> 1292 <attribute arch="slaying" editor="key string" type="string">
1225 This is the key string of the book. The key string is checked by an inventory checker. 1293 This is the key string of the book. The key string is checked by an inventory checker.
1226 (This is used eg. for the gate/port passes in scorn) 1294 (This is used eg. for the gate/port passes in scorn)
1227 </attribute> 1295 </attribute>
1296 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297 If this flag is true the player won't be able to identify this
1298 item with by using a skill.
1299 </attribute>
1300</type>
1301
1302<!--####################################################################-->
1303<type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1228</type> 1319</type>
1229 1320
1230<!--####################################################################--> 1321<!--####################################################################-->
1231<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1232 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1233 <description><![CDATA[ 1324 <description><![CDATA[
1234 Wearing boots, the object's stats will directly be inherited to 1325 Wearing boots, the object's stats will directly be inherited to
1235 the player. Usually enhancing his speed, or granting some minor 1326 the player. Usually enhancing his speed, or granting some minor
1236 protection bonus. ]]> 1327 protection bonus.]]>
1237 </description> 1328 </description>
1238 <use><![CDATA[ 1329 <use><![CDATA[
1239 Feel free to create your own special artifacts. However, it is very 1330 Feel free to create your own special artifacts. However, it is very
1240 important that you keep your artifact in balance with existing maps. ]]> 1331 important that you keep your artifact in balance with existing maps.]]>
1241 </use> 1332 </use>
1242 <attribute arch="exp" editor="speed bonus" type="int"> 1333 <attribute arch="exp" editor="speed bonus" type="int">
1243 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1334 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- 1335 while worn. This kind of bonus is quite desirable for players of low-
1245 and medium level. High level players usually have fastest possible 1336 and medium level. High level players usually have fastest possible
1261<type number="104" name="Bracers"> 1352<type number="104" name="Bracers">
1262 <import_type name="Amulet" /> 1353 <import_type name="Amulet" />
1263 <description><![CDATA[ 1354 <description><![CDATA[
1264 Bracers are armour-plates worn around the wrists. 1355 Bracers are armour-plates worn around the wrists.
1265 Wearing bracer, the object's stats will directly be inherited to 1356 Wearing bracer, the object's stats will directly be inherited to
1266 the player. Usually enhancing his defense. ]]> 1357 the player. Usually enhancing his defense.]]>
1267 </description> 1358 </description>
1268 <use><![CDATA[ 1359 <use><![CDATA[
1269 Feel free to create your own special artifacts. However, it is very 1360 Feel free to create your own special artifacts. However, it is very
1270 important that you keep your artifact in balance with existing maps. ]]> 1361 important that you keep your artifact in balance with existing maps.]]>
1271 </use> 1362 </use>
1272 <attribute arch="magic" editor="magic bonus" type="int"> 1363 <attribute arch="magic" editor="magic bonus" type="int">
1273 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1364 &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 1365 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1275 than direct armour-class bonus on the bracers. 1366 than direct armour-class bonus on the bracers.
1279<!--####################################################################--> 1370<!--####################################################################-->
1280<type number="16" name="Brestplate Armour"> 1371<type number="16" name="Brestplate Armour">
1281 <import_type name="Amulet" /> 1372 <import_type name="Amulet" />
1282 <description><![CDATA[ 1373 <description><![CDATA[
1283 Wearing an armour, the object's stats will directly be inherited to 1374 Wearing an armour, the object's stats will directly be inherited to
1284 the player. Usually enhancing his defense. ]]> 1375 the player. Usually enhancing his defense.]]>
1285 </description> 1376 </description>
1286 <use><![CDATA[ 1377 <use><![CDATA[
1287 Feel free to create your own special artifacts. However, it is very 1378 Feel free to create your own special artifacts. However, it is very
1288 important that you keep your artifact in balance with existing maps. ]]> 1379 important that you keep your artifact in balance with existing maps.]]>
1289 </use> 1380 </use>
1290 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1381 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1291 This poses a penalty to spell regeneration speed, for wearing the armour. 1382 This poses a penalty to spell regeneration speed, for wearing the armour.
1292 The bigger the spellpoint penalty, the worse. 1383 The bigger the spellpoint penalty, the worse.
1293 </attribute> 1384 </attribute>
1309 </ignore> 1400 </ignore>
1310 <description><![CDATA[ 1401 <description><![CDATA[
1311 When a predefined amount of weigh is placed on a button, the 1402 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 1403 &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 1404 player or monster steps on it. When the button is "released", the
1314 &lt;connection&gt; value get's triggered a second time. ]]> 1405 &lt;connection&gt; value get's triggered a second time.]]>
1315 </description> 1406 </description>
1316 &move_on; 1407 &move_on;
1317 &move_off; 1408 &move_off;
1318 <attribute arch="no_pick" value="1" type="fixed" /> 1409 <attribute arch="no_pick" value="1" type="fixed" />
1319 <attribute arch="weight" editor="press weight" type="int"> 1410 <attribute arch="weight" editor="press weight" type="int">
1320 The button is pressed (triggered), as soon as 1411 The button is pressed (triggered), as soon as
1321 &lt;press weigh&gt; gram are placed ontop of it. 1412 &lt;press weigh&gt; gram are placed ontop of it.
1322 </attribute> 1413 </attribute>
1323 <attribute arch="connected" editor="connection" type="int"> 1414 <attribute arch="connected" editor="connection" type="string">
1324 Every time the button is pressed or released, all objects 1415 Every time the button is pressed or released, all objects
1325 with the same &lt;connection&gt; value are activated. 1416 with the same &lt;connection&gt; value are activated.
1326 </attribute> 1417 </attribute>
1327 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1328 This text may describe the item. You can use this 1419 This text may describe the item. You can use this
1337 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1338 </ignore> 1429 </ignore>
1339 <description><![CDATA[ 1430 <description><![CDATA[
1340 Handle buttons are buttons which reset after a short period 1431 Handle buttons are buttons which reset after a short period
1341 of time. Every time it is either applied or reset, the 1432 of time. Every time it is either applied or reset, the
1342 &lt;connection&gt; value is triggered. ]]> 1433 &lt;connection&gt; value is triggered.]]>
1343 </description> 1434 </description>
1344</type> 1435</type>
1345 1436
1346<!--####################################################################--> 1437<!--####################################################################-->
1347<type number="37" name="Class Changer"> 1438<type number="37" name="Class Changer">
1348 <ignore> 1439 <ignore>
1349 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1350 </ignore> 1441 </ignore>
1351 <description><![CDATA[ 1442 <description><![CDATA[
1352 Class changer are used while creating a character. ]]> 1443 Class changer are used while creating a character.]]>
1353 </description> 1444 </description>
1354 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1445 <attribute arch="randomitems" editor="class items" type="treasurelist">
1355 This entry determines which initial items the character receives. 1446 This entry determines which initial items the character receives.
1356 </attribute> 1447 </attribute>
1357<section name="stats"> 1448<section name="stats">
1390<type number="87" name="Cloak"> 1481<type number="87" name="Cloak">
1391 <import_type name="Amulet" /> 1482 <import_type name="Amulet" />
1392 <description><![CDATA[ 1483 <description><![CDATA[
1393 Wearing a cloak, the object's stats will directly be inherited to 1484 Wearing a cloak, the object's stats will directly be inherited to
1394 the player. Cloaks usually add minor &lt;armour class&gt; and 1485 the player. Cloaks usually add minor &lt;armour class&gt; and
1395 sometimes a bit of resistance. ]]> 1486 sometimes a bit of resistance.]]>
1396 </description> 1487 </description>
1397 <use><![CDATA[ 1488 <use><![CDATA[
1398 Feel free to create your own special artifacts. However, it is very 1489 Feel free to create your own special artifacts. However, it is very
1399 important that you keep your artifact in balance with existing maps. ]]> 1490 important that you keep your artifact in balance with existing maps.]]>
1400 </use> 1491 </use>
1401 <attribute arch="magic" editor="magic bonus" type="int"> 1492 <attribute arch="magic" editor="magic bonus" type="int">
1402 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1493 &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 1494 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1404 than direct armour-class bonus on the cloak. 1495 than direct armour-class bonus on the cloak.
1409</type> 1500</type>
1410 1501
1411<!--####################################################################--> 1502<!--####################################################################-->
1412<type number="9" name="Clock"> 1503<type number="9" name="Clock">
1413 <description><![CDATA[ 1504 <description><![CDATA[
1414 Applying a clock, the time is displayed to the player. ]]> 1505 Applying a clock, the time is displayed to the player.]]>
1415 </description> 1506 </description>
1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417 This text may describe the item 1508 This text may describe the item
1418 </attribute> 1509 </attribute>
1419</type> 1510</type>
1424 A player can put (certain kinds of) items in the container. 1515 A player can put (certain kinds of) items in the container.
1425 The overall weight of items is reduced when put inside a 1516 The overall weight of items is reduced when put inside a
1426 container, depending on the settings. 1517 container, depending on the settings.
1427 <br><br> 1518 <br><br>
1428 A special feature of containers is the "cauldron", 1519 A special feature of containers is the "cauldron",
1429 capable of mixing alchemical receipes. ]]> 1520 capable of mixing alchemical receipes.]]>
1430 </description> 1521 </description>
1431 <use><![CDATA[ 1522 <use><![CDATA[
1432 Note on chests - There are two types of chests: 1523 Note on chests - There are two types of chests:
1433 <UL> 1524 <UL>
1434 <LI> First the random treasure chests - Those are NOT containers 1525 <LI> First the random treasure chests - Those are NOT containers
1435 (but object type Treasure), they create random treasures when 1526 (but object type Treasure), they create random treasures when
1436 applied. Archetype name is "chest". 1527 applied. Archetype name is "chest".
1437 <LI> Second there are the permanent chests - Those are containers, 1528 <LI> Second there are the permanent chests - Those are containers,
1438 they can be opened and closed again. Archetype name is "chest_2". 1529 they can be opened and closed again. Archetype name is "chest_2".
1439 </UL> ]]> 1530 </UL>]]>
1440 </use> 1531 </use>
1441 <attribute arch="race" editor="container class" type="string"> 1532 <attribute arch="race" editor="container class" type="string">
1442 If set, the container will hold only certain types of objects. 1533 If set, the container will hold only certain types of objects.
1443 Possible choices for &lt;container class&gt; are: "gold and jewels", 1534 Possible choices for &lt;container class&gt; are: "gold and jewels",
1444 "arrows" and "keys". 1535 "arrows" and "keys".
1499 <attribute arch="title" /> 1590 <attribute arch="title" />
1500 </ignore> 1591 </ignore>
1501 <description><![CDATA[ 1592 <description><![CDATA[
1502 Converters are like "exchange tables". When the player drops a 1593 Converters are like "exchange tables". When the player drops a
1503 specific type of items, they get converted into other items, at a 1594 specific type of items, they get converted into other items, at a
1504 predefined exchange-ratio. ]]> 1595 predefined exchange-ratio.]]>
1505 </description> 1596 </description>
1506 <use><![CDATA[ 1597 <use><![CDATA[
1507 Converters are better than shopping with doormats, because the 1598 Converters are better than shopping with doormats, because the
1508 converters never get sold out. For some items like food or jewels 1599 converters never get sold out. For some items like food or jewels
1509 those "exchange tables" are really nice, while for the more important 1600 those "exchange tables" are really nice, while for the more important
1511 <br><br> 1602 <br><br>
1512 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1603 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 1604 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 1605 value than before! (Except if you are using "rare" items like
1515 dragonscales for payment). The code will not check if your ratio is 1606 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. ]]> 1607 sane, so the player could gain infinite wealth by using your converter.]]>
1517 </use> 1608 </use>
1518 <attribute arch="no_pick" value="1" type="fixed" /> 1609 <attribute arch="no_pick" value="1" type="fixed" />
1519 <attribute arch="slaying" editor="cost arch" type="string"> 1610 <attribute arch="slaying" editor="cost arch" type="string">
1520 &lt;cost arch&gt; is the name of the archetype the player has to 1611 &lt;cost arch&gt; is the name of the archetype the player has to
1521 put on the converter, as payment. 1612 put on the converter, as payment.
1537 of &lt;receive arch&gt;. 1628 of &lt;receive arch&gt;.
1538 </attribute> 1629 </attribute>
1539 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1540 This text may contain a description of the converter. 1631 This text may contain a description of the converter.
1541 </attribute> 1632 </attribute>
1633 <attribute arch="precious" editor="output unpaid" type="bool">
1634 If the converter has this flag set the generated items will
1635 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636 (For instance for 'dragon scale' to 'dragon shield' converters in some
1637 armour shops.)
1638 </attribute>
1542</type> 1639</type>
1543 1640
1544<!--####################################################################--> 1641<!--####################################################################-->
1545<type number="42" name="Creator"> 1642<type number="42" name="Creator">
1546 <ignore> 1643 <ignore>
1548 </ignore> 1645 </ignore>
1549 <description><![CDATA[ 1646 <description><![CDATA[
1550 A creator is an object which creates another object when it 1647 A creator is an object which creates another object when it
1551 is triggered. The child object can be anything. Creators are 1648 is triggered. The child object can be anything. Creators are
1552 VERY useful for all kinds of map-mechanisms. They can even 1649 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]> 1650 periodically create things.]]>
1554 </description> 1651 </description>
1555 <use><![CDATA[ 1652 <use><![CDATA[
1556 Don't hesitate to hide your creators under the floor. 1653 Don't hesitate to hide your creators under the floor.
1557 The created items will still always appear ontop of the floor. ]]> 1654 The created items will still always appear ontop of the floor.]]>
1558 </use> 1655 </use>
1559 <attribute arch="no_pick" value="1" type="fixed" /> 1656 <attribute arch="no_pick" value="1" type="fixed" />
1560 <attribute arch="other_arch" editor="create arch" type="string"> 1657 <attribute arch="other_arch" editor="create arch" type="string">
1561 This string defines the object that will be created. 1658 This string defines the object that will be created.
1562 You can choose any of the existing arches. 1659 You can choose any of the existing arches.
1563 This field is ignored if the creator has items in inventory. In this case 1660 This field is ignored if the creator has items in inventory. In this case
1564 one of the inventory items is duplicated. The duplicated item is randomly 1661 one of the inventory items is duplicated. The duplicated item is randomly
1565 chosen from all items present. 1662 chosen from all items present.
1566 </attribute> 1663 </attribute>
1567 <attribute arch="connected" editor="connection" type="int"> 1664 <attribute arch="connected" editor="connection" type="string">
1568 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1569 the creator gets triggered. 1666 the creator gets triggered.
1570 </attribute> 1667 </attribute>
1571 &activate_on; 1668 &activate_on;
1572 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1573 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1574 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 </attribute> 1672 </attribute>
1576 <attribute arch="speed" editor="speed" type="float"> 1673 <attribute arch="speed" editor="speed" type="float">
1577 When this field is set the creator will periodically create stuff 1674 When this field is set the creator will periodically create stuff
1578 (and will still do so when the connection is triggered). 1675 (and will still do so when the connection is triggered).
1603 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1604 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1605 <br><br> 1702 <br><br>
1606 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1607 - First, detectors check their square for a match periodically, not 1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1608 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1609 detectors do not check the inventory of players/monsters. ]]> 1707 detectors do not check the inventory of players/monsters.]]>
1610 </description> 1708 </description>
1611 <use><![CDATA[ 1709 <use>
1612 There is one major speciality about detectors: You can detect spells 1710 Best avoid this type at all costs, use a pedestal instead.
1613 blown over a detector! To detect a lighting bolt for example, set
1614 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1615 walls, this can be very useful for map-mechanisms. ]]>
1616 </use> 1711 </use>
1617 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1618 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1619 &lt;match name&gt; specifies the name of the object we are looking for. 1714 &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, 1715 Actually it does also check for the &lt;key string&gt; in key-objects,
1621 but for this case inventory checkers are often more powerful to use. 1716 but for this case inventory checkers are often more powerful to use.
1622 </attribute> 1717 </attribute>
1623 <attribute arch="connected" editor="connection" type="int"> 1718 <attribute arch="connected" editor="connection" type="string">
1624 When the detector is triggered, all objects with the same 1719 When the detector is triggered, all objects with the same
1625 connection value get activated. 1720 connection value get activated.
1626 </attribute> 1721 </attribute>
1627 <attribute arch="speed" editor="detection speed" type="float"> 1722 <attribute arch="speed" editor="detection speed" type="float">
1628 This value defines the time between two detector-checks. 1723 This value defines the time between two detector-checks.
1636 by 1. 1731 by 1.
1637 </attribute> 1732 </attribute>
1638</type> 1733</type>
1639 1734
1640<!--####################################################################--> 1735<!--####################################################################-->
1736<type number="164" name="Map Script">
1737 <ignore>
1738 <ignore_list name="system_object" />
1739 </ignore>
1740 <description><![CDATA[
1741 The map script object is a very special object that can react to connected
1742 events and executes a perl script in the msg slot.
1743 ]]>
1744 </description>
1745 <use><![CDATA[
1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 ]]>
1749 </use>
1750 <attribute arch="connected" editor="connection" type="string">
1751 When the map script object is triggered, it will execute
1752 the perl script with the triggering object as $activator.
1753 </attribute>
1754 &activate_on;
1755 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756 This perl script will be executed each time the objetc is triggered.
1757 </attribute>
1758</type>
1759
1760<!--####################################################################-->
1641<type number="112" name="Director"> 1761<type number="112" name="Director">
1642 <ignore> 1762 <ignore>
1643 <ignore_list name="non_pickable" /> 1763 <ignore_list name="non_pickable" />
1644 </ignore> 1764 </ignore>
1645 <description><![CDATA[ 1765 <description><![CDATA[
1646 Directors change the direction of spell objects and other projectiles 1766 Directors change the direction of spell objects and other projectiles
1647 that fly past. Unlike spinners, directors always move objects in the 1767 that fly past. Unlike spinners, directors always move objects in the
1648 same direction. It does not make a difference from what angle you 1768 same direction. It does not make a difference from what angle you
1649 shoot into it.<br> 1769 shoot into it.<br>
1650 Directors are visible per default. ]]> 1770 Directors are visible per default.]]>
1651 </description> 1771 </description>
1652 <use><![CDATA[ 1772 <use><![CDATA[
1653 Directors are rarely used in maps. Sometimes they are placed to 1773 Directors are rarely used in maps. Sometimes they are placed to
1654 change the direction of spells coming out of magic walls, 1774 change the direction of spells coming out of magic walls,
1655 "channeling" spell-projectiles in some direction. When doing this, 1775 "channeling" spell-projectiles in some direction. When doing this,
1657 into them!</B> The spell-projectiles bouncing between the directors 1777 into them!</B> The spell-projectiles bouncing between the directors
1658 would accumulate to huge numbers and at some point slow down the 1778 would accumulate to huge numbers and at some point slow down the
1659 server by eating memory- and CPU-time. 1779 server by eating memory- and CPU-time.
1660 <br><br> 1780 <br><br>
1661 You'd better not place directors in monster vs. player combat 1781 You'd better not place directors in monster vs. player combat
1662 areas too much, because that freaks out wizard-type players. ]]> 1782 areas too much, because that freaks out wizard-type players.]]>
1663 </use> 1783 </use>
1664 <attribute arch="sp" editor="direction" type="list_direction"> 1784 <attribute arch="sp" editor="direction" type="list_direction">
1665 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1785 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1666 A director with direction &lt;none&gt; simply stops projectiles. 1786 A director with direction &lt;none&gt; simply stops projectiles.
1667 (The latter works out a bit strange for some spells). 1787 (The latter works out a bit strange for some spells).
1673<type number="158" name="Disease"> 1793<type number="158" name="Disease">
1674 <ignore> 1794 <ignore>
1675 <ignore_list name="system_object" /> 1795 <ignore_list name="system_object" />
1676 </ignore> 1796 </ignore>
1677 <description><![CDATA[ 1797 <description><![CDATA[
1678 Diseases are an intersting form of spellcraft in Crossfire. 1798 Diseases are an intersting form of spellcraft in Deliantra.
1679 Once casted, they can spread out and infect creatures in a large 1799 Once casted, they can spread out and infect creatures in a large
1680 area. Being infected can have various effects, from amusing farts 1800 area. Being infected can have various effects, from amusing farts
1681 to horrible damage - almost everything is possible. ]]> 1801 to horrible damage - almost everything is possible.]]>
1682 </description> 1802 </description>
1683 <use><![CDATA[ 1803 <use><![CDATA[
1684 Diseases are extremely flexible and usable in a many ways. 1804 Diseases are extremely flexible and usable in a many ways.
1685 So far they are mostly used for causing bad, unwanted effects. 1805 So far they are mostly used for causing bad, unwanted effects.
1686 You could just as well create a disease which helps the player 1806 You could just as well create a disease which helps the player
1687 (recharging mana for example). 1807 (recharging mana for example).
1688 Infection with a "positive disease" could even be a quest reward. ]]> 1808 Infection with a "positive disease" could even be a quest reward.]]>
1689 </use> 1809 </use>
1690 <attribute arch="invisible" value="1" type="fixed" /> 1810 <attribute arch="invisible" value="1" type="fixed" />
1691 <attribute arch="level" editor="plaque level" type="int"> 1811 <attribute arch="level" editor="plaque level" type="int">
1692 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1812 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 1813 This mainly reflects in the &lt;damage&gt;. It has no effect on
1835<type number="23" name="Door"> 1955<type number="23" name="Door">
1836 <ignore> 1956 <ignore>
1837 <ignore_list name="non_pickable" /> 1957 <ignore_list name="non_pickable" />
1838 </ignore> 1958 </ignore>
1839 <description><![CDATA[ 1959 <description><![CDATA[
1840 A door can be opened with a normal key. It also can be broken by attacking 1960 A door can be opened with any normal key. It also can be broken by attacking
1841 it, and it can be defeated with the lockpicking skill. If a door is 1961 it, and it can be defeated with the lockpicking skill. If a door is
1842 defeated, horizontally and vertically adjacent doors are automatically 1962 defeated, horizontally and vertically adjacent doors are automatically
1843 removed. ]]> 1963 removed.]]>
1844 </description> 1964 </description>
1845 <attribute arch="no_pick" value="1" type="fixed" /> 1965 <attribute arch="no_pick" value="1" type="fixed" />
1846 <attribute arch="alive" value="1" type="fixed" /> 1966 <attribute arch="alive" value="1" type="fixed" />
1847 &movement_types_terrain; 1967 &movement_types_terrain;
1848 <attribute arch="hp" editor="hitpoints" type="int"> 1968 <attribute arch="hp" editor="hitpoints" type="int">
1875 When activated, a duplicator can duplicate, multiply or destroy a pile of 1995 When activated, a duplicator can duplicate, multiply or destroy a pile of
1876 objects which lies somewhere on top of the duplicator. 1996 objects which lies somewhere on top of the duplicator.
1877 The duplicator has one arch name specified as &lt;target arch&gt;, 1997 The duplicator has one arch name specified as &lt;target arch&gt;,
1878 and only objects of this archetype can be affected.<br> 1998 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;. 1999 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. ]]> 2000 If the latter is set to zero, it will destroy objects.]]>
1881 </description> 2001 </description>
1882 <use><![CDATA[ 2002 <use><![CDATA[
1883 I hope it is clear that one must be very cautious when inserting a duplicator 2003 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. 2004 anywhere with &lt;multiply factor&gt; greater than one.
1885 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2005 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 2006 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 2007 coins, gold and jewels. Besides, it is very important that the chance to
1888 loose the input matches the chance to earn winnings.<br> 2008 loose the input matches the chance to earn winnings.<br>
1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2009 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1890 loosing rate of 2/3 = 67%. ]]> 2010 loosing rate of 2/3 = 67%.]]>
1891 </use> 2011 </use>
1892 <attribute arch="other_arch" editor="target arch" type="string"> 2012 <attribute arch="other_arch" editor="target arch" type="string">
1893 Only objects of matching archtype, lying ontop of the duplicator will be 2013 Only objects of matching archtype, lying ontop of the duplicator will be
1894 duplicated, multiplied or removed. All other objects will be ignored. 2014 duplicated, multiplied or removed. All other objects will be ignored.
1895 </attribute> 2015 </attribute>
1896 <attribute arch="level" editor="multiply factor" type="int"> 2016 <attribute arch="level" editor="multiply factor" type="int">
1897 The number of items in the target pile will be multiplied by the 2017 The number of items in the target pile will be multiplied by the
1898 &lt;multiply factor&gt;. If it is set to zero, all target objects 2018 &lt;multiply factor&gt;. If it is set to zero, all target objects
1899 will be destroyed. 2019 will be destroyed.
1900 </attribute> 2020 </attribute>
1901 <attribute arch="connected" editor="connection" type="int"> 2021 <attribute arch="connected" editor="connection" type="string">
1902 An activator (lever, altar, button, etc) with matching connection value 2022 An activator (lever, altar, button, etc) with matching connection value
1903 is able to trigger this duplicator. Be very careful that players cannot 2023 is able to trigger this duplicator. Be very careful that players cannot
1904 abuse it to create endless amounts of money or other valuable stuff! 2024 abuse it to create endless amounts of money or other valuable stuff!
1905 </attribute> 2025 </attribute>
1906 &activate_on; 2026 &activate_on;
1913 </ignore> 2033 </ignore>
1914 <description><![CDATA[ 2034 <description><![CDATA[
1915 When the player applies an exit, he is transferred to a different location. 2035 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 2036 (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 2037 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1918 the exit. ]]> 2038 the exit. ]]>
1919 </description> 2039 </description>
1920 <use><![CDATA[ 2040 <use><![CDATA[
1921 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2041 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 2042 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1923 detected with the show_invisible spell. 2043 detected with the show_invisible spell.
1924 <br><br> 2044 <br><br>
1925 You can be quite creative with the outlook of secret exits (their "face"). 2045 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. ]]> 2046 Don't forget to give the player relyable hints about them though.]]>
1927 </use> 2047 </use>
1928 <attribute arch="slaying" editor="exit path" type="string"> 2048 <attribute arch="slaying" editor="exit path" type="string">
1929 The exit path defines the map that the player is transferred to. 2049 The exit path defines the map that the player is transferred to.
1930 You can enter an absolute path, beginning with '/' (for example 2050 You can enter an absolute path, beginning with '/' (for example
1931 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2051 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1973 little health by eating flesh-objects. <br> 2093 little health by eating flesh-objects. <br>
1974 For dragon players, flesh plays a very special role though: If the 2094 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 2095 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;. 2096 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 2097 Don't forget that flesh items with resistances have to be balanced
1978 according to map/monster difficulty. ]]> 2098 according to map/monster difficulty.]]>
1979 </description> 2099 </description>
1980 <use><![CDATA[ 2100 <use><![CDATA[
1981 For dragon players, flesh items can be highly valuable. Note that many 2101 For dragon players, flesh items can be highly valuable. Note that many
1982 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2102 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1983 These flesh items "inherit" resistances and level from the monster they belong to. 2103 These flesh items "inherit" resistances and level from the monster they belong to.
1985 not the case - so you have to set it manually. 2105 not the case - so you have to set it manually.
1986 <br><br> 2106 <br><br>
1987 Generally adding special flesh-treaties for dragon players is a great thing 2107 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 2108 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 2109 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1990 out on the reward completely. ]]> 2110 out on the reward completely.]]>
1991 </use> 2111 </use>
1992 <attribute arch="food" editor="foodpoints" type="int"> 2112 <attribute arch="food" editor="foodpoints" type="int">
1993 The player's stomache will get filled with this amount of foodpoints. 2113 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. 2114 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1995 </attribute> 2115 </attribute>
2019 <ignore> 2139 <ignore>
2020 <ignore_list name="non_pickable" /> 2140 <ignore_list name="non_pickable" />
2021 </ignore> 2141 </ignore>
2022 <description><![CDATA[ 2142 <description><![CDATA[
2023 Floor is a very basic thing whithout too much 2143 Floor is a very basic thing whithout too much
2024 functionality. It's a floor - you stand on it. ]]> 2144 functionality. It's a floor - you stand on it.]]>
2025 </description> 2145 </description>
2026 <attribute arch="is_floor" value="1" type="fixed" /> 2146 <attribute arch="is_floor" value="1" type="fixed" />
2027 <attribute arch="no_pick" value="1" type="fixed" /> 2147 <attribute arch="no_pick" value="1" type="fixed" />
2028<section name="terrain"> 2148<section name="terrain">
2029 &movement_types_terrain; 2149 &movement_types_terrain;
2044 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
2045 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
2046 </attribute> 2166 </attribute>
2047 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
2048 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
2049 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
2050 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
2051 </attribute> 2171 </attribute>
2052 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2053 This text may describe the object. 2173 This text may describe the object.
2054 </attribute> 2174 </attribute>
2063 Encounter-Floor is pretty much the same as normal floor. 2183 Encounter-Floor is pretty much the same as normal floor.
2064 Most outdoor floor/ground-arches are set to be "encounters". 2184 Most outdoor floor/ground-arches are set to be "encounters".
2065 That is kind of a relict from former code: When walking over 2185 That is kind of a relict from former code: When walking over
2066 encounter-floor, players sometimes got beamed to little maps 2186 encounter-floor, players sometimes got beamed to little maps
2067 with monsters on them. Nowadays this feature is disabled - 2187 with monsters on them. Nowadays this feature is disabled -
2068 Hence encounter floor is not different from normal floor. ]]> 2188 Hence encounter floor is not different from normal floor.]]>
2069 </description> 2189 </description>
2070 <attribute arch="is_floor" value="1" type="fixed" /> 2190 <attribute arch="is_floor" value="1" type="fixed" />
2071 <attribute arch="no_pick" value="1" type="fixed" /> 2191 <attribute arch="no_pick" value="1" type="fixed" />
2072<section name="terrain"> 2192<section name="terrain">
2073 &movement_types_terrain; 2193 &movement_types_terrain;
2088 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2089 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2090 </attribute> 2210 </attribute>
2091 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2092 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2093 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2094 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2095 </attribute> 2215 </attribute>
2096 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2097 This text may describe the object. 2217 This text may describe the object.
2098 </attribute> 2218 </attribute>
2100 2220
2101<!--####################################################################--> 2221<!--####################################################################-->
2102<type number="6" name="Food"> 2222<type number="6" name="Food">
2103 <description><![CDATA[ 2223 <description><![CDATA[
2104 By eating/drinking food-objects, the player can fill his 2224 By eating/drinking food-objects, the player can fill his
2105 stomache and gain a little health. ]]> 2225 stomache and gain a little health.]]>
2106 </description> 2226 </description>
2107 <attribute arch="food" editor="foodpoints" type="int"> 2227 <attribute arch="food" editor="foodpoints" type="int">
2108 The player's stomache will get filled with this amount of foodpoints. 2228 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. 2229 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2110 </attribute> 2230 </attribute>
2118<type number="91" name="Gate"> 2238<type number="91" name="Gate">
2119 <ignore> 2239 <ignore>
2120 <ignore_list name="non_pickable" /> 2240 <ignore_list name="non_pickable" />
2121 </ignore> 2241 </ignore>
2122 <description><![CDATA[ 2242 <description><![CDATA[
2123 Gates play an important role in Crossfire. Gates can be opened 2243 Gates play an important role in Deliantra. Gates can be opened
2124 by activating a button/trigger, by speaking passwords (-> magic_ear) 2244 by activating a button/trigger, by speaking passwords (-> magic_ear)
2125 or carrying special key-objects (-> inventory checker). 2245 or carrying special key-objects (-> inventory checker).
2126 Unlike locked doors, gates can get shut again after a player has 2246 Unlike locked doors, gates can get shut again after a player has
2127 passed, which makes them more practical in many cases. ]]> 2247 passed, which makes them more practical in many cases.]]>
2128 </description> 2248 </description>
2129 <use><![CDATA[ 2249 <use><![CDATA[
2130 Use gates to divide your maps into seperated areas. After solving 2250 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 2251 area A, the player gains access to area B, and so on. Make your
2132 maps more complex than "one-way". ]]> 2252 maps more complex than "one-way".]]>
2133 </use> 2253 </use>
2134 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float"> 2255 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening. 2256 The speed of the gate affects how fast it is closing/opening.
2137 </attribute> 2257 </attribute>
2138 <attribute arch="connected" editor="connection" type="int"> 2258 <attribute arch="connected" editor="connection" type="string">
2139 Whenever the inventory checker is triggered, all objects with identical 2259 Whenever the inventory checker is triggered, all objects with identical
2140 &lt;connection&gt; value get activated. This only makes sense together with 2260 &lt;connection&gt; value get activated. This only makes sense together with
2141 &lt;blocking passage&gt; disabled. 2261 &lt;blocking passage&gt; disabled.
2142 </attribute> 2262 </attribute>
2143 <attribute arch="wc" editor="position state" type="int"> 2263 <attribute arch="wc" editor="position state" type="int">
2161<type number="113" name="Girdle"> 2281<type number="113" name="Girdle">
2162 <import_type name="Amulet" /> 2282 <import_type name="Amulet" />
2163 <description><![CDATA[ 2283 <description><![CDATA[
2164 Wearing a girdle, the object's stats will directly be inherited to 2284 Wearing a girdle, the object's stats will directly be inherited to
2165 the player. Girdles usually provide stats- or damage bonuses and no 2285 the player. Girdles usually provide stats- or damage bonuses and no
2166 defense. ]]> 2286 defense.]]>
2167 </description> 2287 </description>
2168 <use><![CDATA[ 2288 <use><![CDATA[
2169 Feel free to create your own special artifacts. However, it is very 2289 Feel free to create your own special artifacts. However, it is very
2170 important that you keep your artifact in balance with existing maps. ]]> 2290 important that you keep your artifact in balance with existing maps.]]>
2171 </use> 2291 </use>
2172 <attribute arch="magic" editor="magic bonus" type="int"> 2292 <attribute arch="magic" editor="magic bonus" type="int">
2173 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2293 &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 2294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2175 than direct armour-class bonus on the helmet. 2295 than direct armour-class bonus on the helmet.
2183<!--####################################################################--> 2303<!--####################################################################-->
2184<type number="100" name="Gloves"> 2304<type number="100" name="Gloves">
2185 <import_type name="Amulet" /> 2305 <import_type name="Amulet" />
2186 <description><![CDATA[ 2306 <description><![CDATA[
2187 Wearing gloves, the object's stats will directly be inherited to 2307 Wearing gloves, the object's stats will directly be inherited to
2188 the player. Gloves can add defense or damage bonuses. ]]> 2308 the player. Gloves can add defense or damage bonuses.]]>
2189 </description> 2309 </description>
2190 <use><![CDATA[ 2310 <use><![CDATA[
2191 Feel free to create your own special artifacts. However, it is very 2311 Feel free to create your own special artifacts. However, it is very
2192 important that you keep your artifact in balance with existing maps. ]]> 2312 important that you keep your artifact in balance with existing maps.]]>
2193 </use> 2313 </use>
2194 <attribute arch="magic" editor="magic bonus" type="int"> 2314 <attribute arch="magic" editor="magic bonus" type="int">
2195 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2315 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; 2316 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2197 will increase that. 2317 will increase that.
2203 <ignore> 2323 <ignore>
2204 <ignore_list name="non_pickable" /> 2324 <ignore_list name="non_pickable" />
2205 </ignore> 2325 </ignore>
2206 <description><![CDATA[ 2326 <description><![CDATA[
2207 A handle can be applied by players and (certain) monsters. 2327 A handle can be applied by players and (certain) monsters.
2208 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2328 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2209 </description> 2329 </description>
2210 <use><![CDATA[ 2330 <use><![CDATA[
2211 Handles are commonly used to move gates. When placing your lever, 2331 Handles are commonly used to move gates. When placing your lever,
2212 don't forget that some monsters are able to apply it. 2332 don't forget that some monsters are able to apply it.
2213 The ability to apply levers is rare among monsters - 2333 The ability to apply levers is rare among monsters -
2214 but vampires can do it for example. ]]> 2334 but vampires can do it for example.]]>
2215 </use> 2335 </use>
2216 <attribute arch="no_pick" value="1" type="fixed" /> 2336 <attribute arch="no_pick" value="1" type="fixed" />
2217 <attribute arch="connected" editor="connection" type="int"> 2337 <attribute arch="connected" editor="connection" type="string">
2218 Every time the handle is applied, all objects 2338 Every time the handle is applied, all objects
2219 with the same &lt;connection&gt; value are activated. 2339 with the same &lt;connection&gt; value are activated.
2220 </attribute> 2340 </attribute>
2221 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222 This text may describe the item. You can use this 2342 This text may describe the item. You can use this
2231 <ignore_list name="non_pickable" /> 2351 <ignore_list name="non_pickable" />
2232 </ignore> 2352 </ignore>
2233 <description><![CDATA[ 2353 <description><![CDATA[
2234 Handle triggers are handles which reset after a short period 2354 Handle triggers are handles which reset after a short period
2235 of time. Every time it is either applied or reset, the 2355 of time. Every time it is either applied or reset, the
2236 &lt;connection&gt; value is triggered. ]]> 2356 &lt;connection&gt; value is triggered.]]>
2237 </description> 2357 </description>
2238 <use><![CDATA[ 2358 <use><![CDATA[
2239 When you connect an ordinary handle to a gate, the gate normally remains 2359 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, 2360 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. ]]> 2361 connecting it to a handle trigger is an easy solution. ]]>
2242 </use> 2362 </use>
2243</type> 2363</type>
2244 2364
2245<!--####################################################################--> 2365<!--####################################################################-->
2246<type number="88" name="Hazard Floor"> 2366<type number="88" name="Hazard Floor">
2251 <ignore_list name="non_pickable" /> 2371 <ignore_list name="non_pickable" />
2252 </ignore> 2372 </ignore>
2253 <description><![CDATA[ 2373 <description><![CDATA[
2254 The best example for Hazard Floor is lava. It works like standard 2374 The best example for Hazard Floor is lava. It works like standard
2255 floor, but damages all creatures standing on it. 2375 floor, but damages all creatures standing on it.
2256 Damage is taken in regular time intervals. ]]> 2376 Damage is taken in regular time intervals.]]>
2257 </description> 2377 </description>
2258 <use><![CDATA[ 2378 <use><![CDATA[
2259 The default lava for example does minor damage. But you can turn 2379 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> 2380 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. 2381 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 2382 You can use that to safely chase off too-weak players, or just
2263 to have something different. ]]> 2383 to have something different.]]>
2264 </use> 2384 </use>
2265 <attribute arch="is_floor" value="1" type="fixed" /> 2385 <attribute arch="is_floor" value="1" type="fixed" />
2266 <attribute arch="lifesave" value="1" type="fixed" /> 2386 <attribute arch="lifesave" value="1" type="fixed" />
2267 &move_on; 2387 &move_on;
2268 <attribute arch="no_pick" value="1" type="fixed" /> 2388 <attribute arch="no_pick" value="1" type="fixed" />
2307 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2308 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2309 </attribute> 2429 </attribute>
2310 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2311 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2312 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2313 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2314 </attribute> 2434 </attribute>
2315</type> 2435</type>
2316 2436
2317<!--####################################################################--> 2437<!--####################################################################-->
2319 <import_type name="Amulet" /> 2439 <import_type name="Amulet" />
2320 <description><![CDATA[ 2440 <description><![CDATA[
2321 Wearing a helmet, the object's stats will directly be inherited to 2441 Wearing a helmet, the object's stats will directly be inherited to
2322 the player. Normal helmets usually increase defense, while crowns 2442 the player. Normal helmets usually increase defense, while crowns
2323 add more special bonuses like stats/resistances paired with 2443 add more special bonuses like stats/resistances paired with
2324 low defense. ]]> 2444 low defense.]]>
2325 </description> 2445 </description>
2326 <use><![CDATA[ 2446 <use><![CDATA[
2327 Feel free to create your own special artifacts. However, it is very 2447 Feel free to create your own special artifacts. However, it is very
2328 important that you keep your artifact in balance with existing maps. ]]> 2448 important that you keep your artifact in balance with existing maps.]]>
2329 </use> 2449 </use>
2330 <attribute arch="magic" editor="magic bonus" type="int"> 2450 <attribute arch="magic" editor="magic bonus" type="int">
2331 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2451 &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 2452 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2333 than direct armour-class bonus on the helmet. 2453 than direct armour-class bonus on the helmet.
2342<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2343 <ignore> 2463 <ignore>
2344 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2345 </ignore> 2465 </ignore>
2346 <description><![CDATA[ 2466 <description><![CDATA[
2347 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2348 at a Holy_altar will make you a follower of that god, and 2468 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. ]]> 2469 if you already follow that god, you may get some extra bonus.]]>
2350 </description> 2470 </description>
2351 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2352 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2353 The altar belongs to the god of the given name. Possible options for 2473 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, 2474 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2377 Horns are very similar to rods. The difference is that horns regenerate 2497 Horns are very similar to rods. The difference is that horns regenerate
2378 spellpoints faster and thus are more valuable than rods. 2498 spellpoints faster and thus are more valuable than rods.
2379 <br><br> 2499 <br><br>
2380 A horn contains a spell. The player can use this spell by applying and 2500 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 2501 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2382 used endlessly. ]]> 2502 used endlessly.]]>
2383 </description> 2503 </description>
2384 <use><![CDATA[ 2504 <use><![CDATA[
2385 Horns are powerful due to their fast recharge rate. They should 2505 Horns are powerful due to their fast recharge rate. They should
2386 never contain high level attacking spells. Even curing/healing spells 2506 never contain high level attacking spells. Even curing/healing spells
2387 are almost too good on a horn. ]]> 2507 are almost too good on a horn.]]>
2388 </use> 2508 </use>
2389 <attribute arch="sp" editor="spell" type="spell"> 2509 <attribute arch="sp" editor="spell" type="spell">
2390 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2510 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! 2511 horns to players, since they can be used endlessly without any mana cost!
2392 Horns with heal/ restoration/ protection spells, IF available, MUST be 2512 Horns with heal/ restoration/ protection spells, IF available, MUST be
2418<!--####################################################################--> 2538<!--####################################################################-->
2419<type number="73" name="Inorganic"> 2539<type number="73" name="Inorganic">
2420 <description><![CDATA[ 2540 <description><![CDATA[
2421 Inorganic materials are generally used as ingredients for 2541 Inorganic materials are generally used as ingredients for
2422 alchemical receipes. By themselves, they have no special 2542 alchemical receipes. By themselves, they have no special
2423 functionalities. ]]> 2543 functionalities.]]>
2424 </description> 2544 </description>
2425 <attribute arch="is_dust" editor="is dust" type="bool"> 2545 <attribute arch="is_dust" editor="is dust" type="bool">
2426 </attribute> 2546 </attribute>
2427 &resistances_basic; 2547 &resistances_basic;
2428</type> 2548</type>
2441 <br><br> 2561 <br><br>
2442 Alternatively, you can set your inv. checker to block all players 2562 Alternatively, you can set your inv. checker to block all players
2443 that do/don't carry the matching object. 2563 that do/don't carry the matching object.
2444 <br><br> 2564 <br><br>
2445 As you can see, inv. checkers are quite powerful, holding a 2565 As you can see, inv. checkers are quite powerful, holding a
2446 great variety of possibilities. ]]> 2566 great variety of possibilities.]]>
2447 </description> 2567 </description>
2448 <use><![CDATA[ 2568 <use><![CDATA[
2449 Putting a check_inventory space in front of a gate (one below) and 2569 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. 2570 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 2571 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 2572 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 2573 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. ]]> 2574 can be found in nearly every RPG - simple but effective.]]>
2455 </use> 2575 </use>
2456 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2457 <attribute arch="slaying" editor="match key string" type="string"> 2577 <attribute arch="slaying" editor="match key string" type="string">
2458 This string specifies the object we are looking for: We have a match 2578 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 2579 if the player does/don't carry a key object or a mark with identical
2475 </attribute> 2595 </attribute>
2476 <attribute arch="last_sp" editor="match = having" type="bool"> 2596 <attribute arch="last_sp" editor="match = having" type="bool">
2477 Enabled means having that object is a match. 2597 Enabled means having that object is a match.
2478 Disabled means not having that object is a match. 2598 Disabled means not having that object is a match.
2479 </attribute> 2599 </attribute>
2480 <attribute arch="connected" editor="connection" type="int"> 2600 <attribute arch="connected" editor="connection" type="string">
2481 Whenever the inventory checker is triggered, all objects with identical 2601 Whenever the inventory checker is triggered, all objects with identical
2482 &lt;connection&gt; value get activated. This only makes sense together with 2602 &lt;connection&gt; value get activated. This only makes sense together with
2483 &lt;blocking passage&gt; disabled. 2603 &lt;blocking passage&gt; disabled.
2484 </attribute> 2604 </attribute>
2485 &movement_types_terrain; 2605 &movement_types_terrain;
2535<!--####################################################################--> 2655<!--####################################################################-->
2536<type number="60" name="Jewel"> 2656<type number="60" name="Jewel">
2537 <description><![CDATA[ 2657 <description><![CDATA[
2538 Items of the type Gold &amp; Jewels are handled like a currency. 2658 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 2659 Unlike for any other type of item, in shops, the buy- and selling
2540 prices differ only marginally. ]]> 2660 prices differ only marginally.]]>
2541 </description> 2661 </description>
2542 <attribute arch="race" value="gold and jewels" type="fixed" /> 2662 <attribute arch="race" value="gold and jewels" type="fixed" />
2543 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2663 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2544 This text may describe the object. 2664 This text may describe the object.
2545 </attribute> 2665 </attribute>
2547 2667
2548<!--####################################################################--> 2668<!--####################################################################-->
2549<type number="24" name="Key"> 2669<type number="24" name="Key">
2550 <description><![CDATA[ 2670 <description><![CDATA[
2551 When carrying a key, a normal door can be opened. The key will 2671 When carrying a key, a normal door can be opened. The key will
2552 disappear. ]]> 2672 disappear.]]>
2553 </description> 2673 </description>
2554 <attribute arch="startequip" editor="godgiven item" type="bool"> 2674 <attribute arch="startequip" editor="godgiven item" type="bool">
2555 A godgiven item vanishes as soon as the player 2675 A godgiven item vanishes as soon as the player
2556 drops it to the ground. 2676 drops it to the ground.
2557 </attribute> 2677 </attribute>
2562 <ignore> 2682 <ignore>
2563 <ignore_list name="non_pickable" /> 2683 <ignore_list name="non_pickable" />
2564 </ignore> 2684 </ignore>
2565 <description><![CDATA[ 2685 <description><![CDATA[
2566 A locked door can be opened only when carrying 2686 A locked door can be opened only when carrying
2567 the appropriate special key. ]]> 2687 the appropriate special key.]]>
2568 </description> 2688 </description>
2569 <use><![CDATA[ 2689 <use><![CDATA[
2570 If you want to create a locked door that cannot be opened (no key), 2690 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 2691 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. 2692 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 2694 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 2695 are used with all kinds of faces/names, especially often as
2576 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2696 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2577 There you have magic forces (door objects) put under certain artifact 2697 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 2698 items. To get your hands on the artifacts, you need to bring up the
2579 appropriate quest items (key objects). ]]> 2699 appropriate quest items (key objects).]]>
2580 </use> 2700 </use>
2581 <attribute arch="move_type" value="0" type="fixed" /> 2701 <attribute arch="move_type" value="0" type="fixed" />
2582 <attribute arch="no_pick" value="1" type="fixed" /> 2702 <attribute arch="no_pick" value="1" type="fixed" />
2583 <attribute arch="slaying" editor="key string" type="string"> 2703 <attribute arch="slaying" editor="key string" type="string">
2584 The &lt;key string&gt; in the door must be identical with the 2704 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. 2705 &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 2706 It is VERY important to set the &lt;key string&gt; to something that
2587 is unique among the CF mapset. 2707 is unique among the Deliantra mapset.
2588 2708
2589 DONT EVER USE the default string "set_individual_value". 2709 DONT EVER USE the default string "set_individual_value".
2710
2711 When the key string starts with "match ", then it is expected to
2712 be a match expression, which will be applied to the player, so
2713 you can use e.g. (match type=POTION in inv). Note that the matched
2714 object will be removed.
2590 </attribute> 2715 </attribute>
2591 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2716 <attribute arch="no_magic" editor="restrict spells" type="bool">
2592 Restricting the use of spells to pass this door. 2717 Restricting the use of spells to pass this door.
2593 This should be set in most cases. 2718 This should be set in most cases.
2594 (Don't forget that the spell "dimension door" is easily 2719 (Don't forget that the spell "dimension door" is easily
2611 <ignore> 2736 <ignore>
2612 <ignore_list name="system_object" /> 2737 <ignore_list name="system_object" />
2613 </ignore> 2738 </ignore>
2614 <description><![CDATA[ 2739 <description><![CDATA[
2615 Magic_ears trigger a connected value 2740 Magic_ears trigger a connected value
2616 when the player speaks a specific keyword. ]]> 2741 when the player speaks a specific keyword.]]>
2617 </description> 2742 </description>
2618 <use><![CDATA[ 2743 <use><![CDATA[
2619 Whenever you put magic_ears on your maps, make sure there are 2744 Whenever you put magic_ears on your maps, make sure there are
2620 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2745 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2621 something like a gate that is opened by speaking "open" or 2746 something like a gate that is opened by speaking "open" or
2623 <br><br> 2748 <br><br>
2624 Magic_ears are typically used for interaction with NPCs. You 2749 Magic_ears are typically used for interaction with NPCs. You
2625 can create the impression that the NPC actually *does* something 2750 can create the impression that the NPC actually *does* something
2626 according to his conversation with a player. Mostly this means 2751 according to his conversation with a player. Mostly this means
2627 opening a gate or handing out some item, but you could be quite 2752 opening a gate or handing out some item, but you could be quite
2628 creative here. ]]> 2753 creative here.]]>
2629 </use> 2754 </use>
2630 <attribute arch="no_pick" value="1" type="fixed" /> 2755 <attribute arch="no_pick" value="1" type="fixed" />
2631 <attribute arch="connected" editor="connection" type="int"> 2756 <attribute arch="connected" editor="connection" type="string">
2632 The Magic_ear will trigger all objects with the 2757 The Magic_ear will trigger all objects with the
2633 same connection value, every time it is activated. 2758 same connection value, every time it is activated.
2634 </attribute> 2759 </attribute>
2635 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2760 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2636 This textfield contains the keyword-matching-syntax. The text should 2761 This textfield contains the keyword-matching-syntax. The text should
2655 Magic walls can contain any spell. However, some spells do not 2780 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 2781 operate very successfully in them. The only way to know is to test
2657 the spell you want to use with a wall. 2782 the spell you want to use with a wall.
2658 <br><br> 2783 <br><br>
2659 Several types of magical walls are predefined for you in the 2784 Several types of magical walls are predefined for you in the
2660 archetypes, and can be found on the "connected" Pickmap. ]]> 2785 archetypes, and can be found on the "connected" Pickmap.]]>
2661 </description> 2786 </description>
2662 <use><![CDATA[ 2787 <use><![CDATA[
2663 Spellcasting walls pose an interesting alternative to monsters. 2788 Spellcasting walls pose an interesting alternative to monsters.
2664 Usually they are set to be undestroyable. Thus, while monsters 2789 Usually they are set to be undestroyable. Thus, while monsters
2665 in a map can be cleared out, the magic walls remain. Low level 2790 in a map can be cleared out, the magic walls remain. Low level
2676 walls' spell(s). 2801 walls' spell(s).
2677 <br><br> 2802 <br><br>
2678 It is possible to make walls rotate when triggered. But that is so 2803 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 2804 confusing (and useless IMHO) that I did not mention it above. You
2680 can find a working example on the map 2805 can find a working example on the map
2681 "/pup_land/castle_eureca/castle_eureca8". ]]> 2806 "/pup_land/castle_eureca/castle_eureca8".]]>
2682 </use> 2807 </use>
2683 <attribute arch="dam" editor="spell" type="spell"> 2808 <attribute arch="dam" editor="spell" type="spell">
2684 The magic wall will cast this &lt;spell&gt;. 2809 The magic wall will cast this &lt;spell&gt;.
2685 </attribute> 2810 </attribute>
2686 <attribute arch="level" editor="spell level" type="int"> 2811 <attribute arch="level" editor="spell level" type="int">
2687 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2812 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2688 walls cast spells at minimal strength. "level 100" walls cast deadly 2813 walls cast spells at minimal strength. "level 100" walls cast deadly
2689 spells. Arch default is level 1 - you should always set this value 2814 spells. Arch default is level 1 - you should always set this value
2690 to meet the overall difficulty of your map. 2815 to meet the overall difficulty of your map.
2691 </attribute> 2816 </attribute>
2692 <attribute arch="connected" editor="connection" type="int"> 2817 <attribute arch="connected" editor="connection" type="string">
2693 Every time the &lt;connection&gt; value is triggered, the wall will cast 2818 Every time the &lt;connection&gt; value is triggered, the wall will cast
2694 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2819 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2695 have much visible effect. 2820 have much visible effect.
2696 </attribute> 2821 </attribute>
2697 &activate_on; 2822 &activate_on;
2738 </ignore> 2863 </ignore>
2739 <description><![CDATA[ 2864 <description><![CDATA[
2740 A marker is an object that inserts an invisible force (a mark) into a 2865 A marker is an object that inserts an invisible force (a mark) into a
2741 player stepping on it. This force does nothing except containing a 2866 player stepping on it. This force does nothing except containing a
2742 &lt;key string&gt; which can be discovered by detectors or inventory 2867 &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. 2868 checkers. It is also possible to use markers for removing marks again
2869 (by setting the "name" slot to the name of the marker to be removed).
2744 <br><br> 2870 <br><br>
2745 Note that the player has no possibility to "see" his own marks, 2871 Note that the player has no possibility to "see" his own marks,
2746 except by the effect that they cause on the maps. ]]> 2872 except by the effect that they cause on the maps.]]>
2747 </description> 2873 </description>
2748 <use><![CDATA[ 2874 <use><![CDATA[
2749 Markers hold real cool possibilities for map-making. I encourage 2875 Markers hold real cool possibilities for map-making. I encourage
2750 you to use them frequently. However there is one negative point 2876 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 2877 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 2878 your task, as map-creator, to make sure the player is always well
2753 informed and never confused. 2879 informed and never confused.
2754 <br><br> 2880 <br><br>
2755 Please avoid infinite markers when they aren't needed. They're 2881 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 2882 using a little space in the player file after all, so if there
2757 is no real purpose, set an expire time. ]]> 2883 is no real purpose, set an expire time.]]>
2758 </use> 2884 </use>
2759 <attribute arch="no_pick" value="1" type="fixed" /> 2885 <attribute arch="no_pick" value="1" type="fixed" />
2760 <attribute arch="slaying" editor="key string" type="string"> 2886 <attribute arch="slaying" editor="key string" type="string">
2761 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2887 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;, 2888 If the player already has a force with that &lt;key string&gt;,
2763 there won't be inserted a second one. 2889 there won't be inserted a second one.
2764 </attribute> 2890 </attribute>
2765 <attribute arch="connected" editor="connection" type="int"> 2891 <attribute arch="connected" editor="connection" type="string">
2766 When the detector is triggered, all objects with the same 2892 When the detector is triggered, all objects with the same
2767 connection value get activated. 2893 connection value get activated.
2768 </attribute> 2894 </attribute>
2769 <attribute arch="speed" editor="marking speed" type="float"> 2895 <attribute arch="speed" editor="marking speed" type="float">
2770 The &lt;marking speed&gt; defines how quickly it will mark something 2896 The &lt;marking speed&gt; defines how quickly it will mark something
2808 When a player picks an item from a shop and attempts to 2934 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 2935 walk over the shop mat, the item's selling-price is automatically
2810 subtracted from the player's money. 2936 subtracted from the player's money.
2811 <br><br> 2937 <br><br>
2812 For money, always use the default arches. 2938 For money, always use the default arches.
2813 Don't modify them. ]]> 2939 Don't modify them.]]>
2814 </description> 2940 </description>
2815 <attribute arch="race" value="gold and jewels" type="fixed" /> 2941 <attribute arch="race" value="gold and jewels" type="fixed" />
2816</type> 2942</type>
2817 2943
2818<!--####################################################################--> 2944<!--####################################################################-->
2833 Monsters can behave in various kinds of ways. 2959 Monsters can behave in various kinds of ways.
2834 They can be aggressive, attacking the player. Or peaceful, 2960 They can be aggressive, attacking the player. Or peaceful,
2835 helping the player - maybe joining him as pet. 2961 helping the player - maybe joining him as pet.
2836 The unagressive creatures who communicate with players are 2962 The unagressive creatures who communicate with players are
2837 usually called "NPCs" (Non Player Character), a well-known 2963 usually called "NPCs" (Non Player Character), a well-known
2838 term in role-play environments. ]]> 2964 term in role-play environments.]]>
2839 </description> 2965 </description>
2840 <use><![CDATA[ 2966 <use><![CDATA[
2841 Monsters play a central role in most maps. Choosing the right 2967 Monsters play a central role in most maps. Choosing the right
2842 combination of monsters for your map is vital: 2968 combination of monsters for your map is vital:
2843 <UL> 2969 <UL>
2868 can use. 2994 can use.
2869 </UL> 2995 </UL>
2870 I know it's impossible to make the perfectly balanced map. There's always 2996 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. 2997 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 2998 Just give it your best shot. And listen to feedback from players if you
2873 receive some. :-) ]]> 2999 receive some. :-)]]>
2874 </use> 3000 </use>
2875 <attribute arch="alive" value="1" type="fixed" /> 3001 <attribute arch="alive" value="1" type="fixed" />
2876 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3002 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2877 When the monster is killed, items from the treasurelist will 3003 When the monster is killed, items from the treasurelist will
2878 drop to the ground. This is a common way to reward players 3004 drop to the ground. This is a common way to reward players
3126 <attribute arch="stand_still" editor="stand still" type="bool"> 3252 <attribute arch="stand_still" editor="stand still" type="bool">
3127 Monsters which &lt;stand still&gt; won't move to leave their position. 3253 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 3254 When agressive, they will attack all enemies who get close to
3129 them. This behaviour is commonly known from castle guards. 3255 them. This behaviour is commonly known from castle guards.
3130 3256
3131 In older versions of Crossfire it was possible to eventually 3257 In older versions of Deliantra it was possible to eventually
3132 push a &lt;stand still&gt;-monster out of position by force. 3258 push a &lt;stand still&gt;-monster out of position by force.
3133 I believe this is no longer possible. Neverthless, you should 3259 I believe this is no longer possible. Neverthless, you should
3134 still be cautious when lining up &lt;stand still&gt;-monster in order 3260 still be cautious when lining up &lt;stand still&gt;-monster in order
3135 to "defend" something: Such monsters are rather easy to kill. 3261 to "defend" something: Such monsters are rather easy to kill.
3136 It's good for low level maps, but not much more. 3262 It's good for low level maps, but not much more.
3207 </ignore> 3333 </ignore>
3208 <description><![CDATA[ 3334 <description><![CDATA[
3209 As the name implies, mood floors can change the "mood" of 3335 As the name implies, mood floors can change the "mood" of
3210 a monsters/NPC. For example, an unagressive monster could be 3336 a monsters/NPC. For example, an unagressive monster could be
3211 turned mad to start attacking. Similar, an agressive monster 3337 turned mad to start attacking. Similar, an agressive monster
3212 could be calmed. ]]> 3338 could be calmed.]]>
3213 </description> 3339 </description>
3214 <use><![CDATA[ 3340 <use><![CDATA[
3215 Mood floors are absolutely cool for NPC interaction. To make an 3341 Mood floors are absolutely cool for NPC interaction. To make an
3216 unaggressive monster/NPC attack, put a creator with "other_arch 3342 unaggressive monster/NPC attack, put a creator with "other_arch
3217 furious_floor" under it. Connect the creator to a magic_ear, so the 3343 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 3347 it directly to a magic_ear. Then the player speaks a keyword like
3222 "help me" - and the NPC joins him as pet. 3348 "help me" - and the NPC joins him as pet.
3223 <br><br> 3349 <br><br>
3224 (Of course you must always give clear hints about keywords! 3350 (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 3351 And there is no reason why you couldn't use a button/lever/pedestal
3226 etc. instead of a magic_ear.) ]]> 3352 etc. instead of a magic_ear.)]]>
3227 </use> 3353 </use>
3228 <attribute arch="no_pick" value="1" type="fixed" /> 3354 <attribute arch="no_pick" value="1" type="fixed" />
3229 <attribute arch="last_sp" editor="mood" type="list_mood"> 3355 <attribute arch="last_sp" editor="mood" type="list_mood">
3230 &lt;mood&gt; is used to determine what will happen to the 3356 &lt;mood&gt; is used to determine what will happen to the
3231 monster when affected by the mood floor: 3357 monster when affected by the mood floor:
3241 &lt;mood&gt; 'charm': Turns monster into a pet of person 3367 &lt;mood&gt; 'charm': Turns monster into a pet of person
3242 who triggers the square. This setting is not 3368 who triggers the square. This setting is not
3243 enabled for continous operation, you need to 3369 enabled for continous operation, you need to
3244 insert a &lt;connection&gt; value! 3370 insert a &lt;connection&gt; value!
3245 </attribute> 3371 </attribute>
3246 <attribute arch="connected" editor="connection" type="int"> 3372 <attribute arch="connected" editor="connection" type="string">
3247 This should only be set in combination with &lt;mood number&gt; 4. 3373 This should only be set in combination with &lt;mood number&gt; 4.
3248 Normally, monsters are affected by the mood floor as soon as they 3374 Normally, monsters are affected by the mood floor as soon as they
3249 step on it. But charming (monster -&gt; pet) is too powerful, 3375 step on it. But charming (monster -&gt; pet) is too powerful,
3250 so it needs to be activated. 3376 so it needs to be activated.
3251 3377
3275 can monsters. Motion is involuntary. Additionally, players or 3401 can monsters. Motion is involuntary. Additionally, players or
3276 monsters can be "frozen" while ontop of movers so that they MUST 3402 monsters can be "frozen" while ontop of movers so that they MUST
3277 move along a chain of them. 3403 move along a chain of them.
3278 <br><br> 3404 <br><br>
3279 Multisquare monsters can be moved as well, given 3405 Multisquare monsters can be moved as well, given
3280 enough space. Movers are usually invisible. ]]> 3406 enough space. Movers are usually invisible.]]>
3281 </description> 3407 </description>
3282 <use><![CDATA[ 3408 <use><![CDATA[
3283 NEVER EVER consider a mover being unpassable in the backwards 3409 NEVER EVER consider a mover being unpassable in the backwards
3284 direction. Setting "forced movement" makes it seemingly impossible 3410 direction. Setting "forced movement" makes it seemingly impossible
3285 but there is still a trick: One player can push a second player 3411 but there is still a trick: One player can push a second player
3292 cannot be discovered with the show_invisible spell. 3418 cannot be discovered with the show_invisible spell.
3293 <br><br> 3419 <br><br>
3294 Note that Movers and Directors are seperate objects, even though 3420 Note that Movers and Directors are seperate objects, even though
3295 they look and act similar. Directors only do spells/missiles, 3421 they look and act similar. Directors only do spells/missiles,
3296 while movers only do living creatures (depending on how it 3422 while movers only do living creatures (depending on how it
3297 is set: monsters and players). ]]> 3423 is set: monsters and players).]]>
3298 </use> 3424 </use>
3299 <attribute arch="attacktype" editor="forced movement" type="bool"> 3425 <attribute arch="attacktype" editor="forced movement" type="bool">
3300 If forced movement is enabled, the mover "freezes" anyone it 3426 If forced movement is enabled, the mover "freezes" anyone it
3301 moves (so they are forced to move along a chain). 3427 moves (so they are forced to move along a chain).
3302 For players there is no way to escape this forced movement, 3428 For players there is no way to escape this forced movement,
3354 <ignore_list name="non_pickable" /> 3480 <ignore_list name="non_pickable" />
3355 </ignore> 3481 </ignore>
3356 <description><![CDATA[ 3482 <description><![CDATA[
3357 Pedestals are designed to detect certain types of living objects. 3483 Pedestals are designed to detect certain types of living objects.
3358 When a predefined type of living creature steps on the pedestal, the 3484 When a predefined type of living creature steps on the pedestal, the
3359 connected value is triggered. ]]> 3485 connected value is triggered.]]>
3360 </description> 3486 </description>
3361 <use><![CDATA[ 3487 <use><![CDATA[
3362 If you want to create a place where only players of a certain race 3488 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 3489 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, 3490 only activated for players of the matching race. Do not use gates,
3365 because many other players could sneak in. If you put powerful 3491 because many other players could sneak in. If you put powerful
3366 artifacts into such places, generally set "startequip 1", so that 3492 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. ]]> 3493 they are preserved for that one race and can't be traded to others.]]>
3368 </use> 3494 </use>
3369 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3370 <attribute arch="slaying" editor="match race" type="string"> 3496 <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; 3497 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. 3498 matches the monster's or the player's race, we have a match.
3374 place where only fireborns can enter, by setting "slaying unnatural". 3500 place where only fireborns can enter, by setting "slaying unnatural".
3375 3501
3376 If it is set to "player", any player stepping on the pedestal 3502 If it is set to "player", any player stepping on the pedestal
3377 is a match. Very useful if you want to open a gate for players 3503 is a match. Very useful if you want to open a gate for players
3378 but not for monsters. 3504 but not for monsters.
3505
3506 &match_compat;
3379 </attribute> 3507 </attribute>
3380 <attribute arch="connected" editor="connection" type="int"> 3508 <attribute arch="connected" editor="connection" type="string">
3381 When the pedestal is triggered, all objects with the same 3509 When the pedestal is triggered, all objects with the same
3382 connection value get activated. 3510 connection value get activated.
3383 </attribute> 3511 </attribute>
3384 &move_on; 3512 &move_on;
3385</type> 3513</type>
3386 3514
3387<!--####################################################################--> 3515<!--####################################################################-->
3516<type number="32" name="Pedestal Trigger">
3517 <import_type name="Pedestal" />
3518 <ignore>
3519 <ignore_list name="non_pickable" />
3520 </ignore>
3521 <description><![CDATA[
3522 Pedestal triggers are pedestals which reset after a short period
3523 of time. Every time it is either applied or reset, the
3524 &lt;connection&gt; value is triggered.]]>
3525 </description>
3526</type>
3527
3528<!--####################################################################-->
3529<type number="19" name="Item Match">
3530 <ignore>
3531 <ignore_list name="non_pickable" />
3532 </ignore>
3533 <description><![CDATA[
3534 Match objects use the deliantra matching language
3535 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3536 to match items on the same mapspace (if move_on/off are unset) or
3537 items trying to enter (if move_blocked is set).
3538
3539 If a connected value is given, then it is triggered if the first object
3540 matching the expression is put on it, and the last is removed.]]>
3541 </description>
3542 <use><![CDATA[
3543 If you want to trigger something else (e.g. a gate) when an item is above this object,
3544 use the move_on/move_off settings.
3545
3546 If you want to keep something from entering if it has (or lacks) a specific item,
3547 use the move_blocked setting.]]>
3548 </use>
3549 <attribute arch="no_pick" value="1" type="fixed" />
3550 <attribute arch="slaying" editor="match expression" type="string">
3551 &match_compat;
3552
3553 Optionally you can leave out the "match " prefix.
3554 </attribute>
3555 <attribute arch="connected" editor="connection" type="string">
3556 When the match is triggered, all objects with the same
3557 connection value get activated.
3558 </attribute>
3559 &move_on;
3560 &move_off;
3561 &move_block;
3562</type>
3563
3564<!--####################################################################-->
3388<type number="94" name="Pit"> 3565<type number="94" name="Pit">
3389 <ignore> 3566 <ignore>
3390 <ignore_list name="non_pickable" /> 3567 <ignore_list name="non_pickable" />
3391 </ignore> 3568 </ignore>
3392 <description><![CDATA[ 3569 <description><![CDATA[
3393 Pits are holes, transporting the player when he walks (and falls) into them. 3570 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 3571 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 3572 the exact destination, but within a configurable radius of the destination
3396 (never on blocked squares).<br> 3573 (never on blocked squares).<br>
3397 Optionally, pits can get closed and opened, similar to gates.<br><br> 3574 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. 3575 Monsters and items are affected by pits just as well as players.
3399 Even multipart monsters can fall through them, given enough space. ]]> 3576 Even multipart monsters can fall through them, given enough space.]]>
3400 </description> 3577 </description>
3401 <use><![CDATA[ 3578 <use><![CDATA[
3402 Pits can add interesting effects to your map. When using them, make 3579 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 3580 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 3581 player to some kind of lower level. They should not be used to
3405 randomly interconnect maps like teleporters do. ]]> 3582 randomly interconnect maps like teleporters do.]]>
3406 </use> 3583 </use>
3407 <attribute arch="no_pick" value="1" type="fixed" /> 3584 <attribute arch="no_pick" value="1" type="fixed" />
3585 <attribute arch="range" editor="spread radius" type="int">
3586 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3587 </attribute>
3408 <attribute arch="connected" editor="connection" type="int"> 3588 <attribute arch="connected" editor="connection" type="string">
3409 When a &lt;connection&gt; value is set, the pit can be opened/closed 3589 When a &lt;connection&gt; value is set, the pit can be opened/closed
3410 by activating the connection. 3590 by activating the connection.
3411 </attribute> 3591 </attribute>
3412 &activate_on; 3592 &activate_on;
3413 <attribute arch="hp" editor="destination X" type="int"> 3593 <attribute arch="hp" editor="destination X" type="int">
3433 3613
3434<!--####################################################################--> 3614<!--####################################################################-->
3435<type number="7" name="Poison Food"> 3615<type number="7" name="Poison Food">
3436 <description><![CDATA[ 3616 <description><![CDATA[
3437 When eating, the player's stomache is drained by 1/4 of food. 3617 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. ]]> 3618 If his food drops to zero, the player might even die.]]>
3439 </description> 3619 </description>
3440</type> 3620</type>
3441 3621
3442<!--####################################################################--> 3622<!--####################################################################-->
3443<type number="5" name="Potion"> 3623<type number="5" name="Potion">
3444 <description><![CDATA[ 3624 <description><![CDATA[
3445 The player can drink these and gain various kinds of benefits 3625 The player can drink these and gain various kinds of benefits
3446 (/penalties) by doing so. ]]> 3626 (/penalties) by doing so.]]>
3447 </description> 3627 </description>
3448 <use><![CDATA[ 3628 <use><![CDATA[
3449 One potion should never give multiple benefits at once. ]]> 3629 One potion should never give multiple benefits at once.]]>
3450 </use> 3630 </use>
3451 <attribute arch="level" editor="potion level" type="int"> 3631 <attribute arch="level" editor="potion level" type="int">
3452 If the potion contains a spell, the spell is cast at this level. 3632 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. 3633 For other potions it should be set at least to 1.
3454 </attribute> 3634 </attribute>
3481<type number="156" name="Power Crystal"> 3661<type number="156" name="Power Crystal">
3482 <description><![CDATA[ 3662 <description><![CDATA[
3483 Power crystals can store a player's mana: 3663 Power crystals can store a player's mana:
3484 When the player applies the crystal with full mana, half of 3664 When the player applies the crystal with full mana, half of
3485 it flows into the crystal. When the player applies it with 3665 it flows into the crystal. When the player applies it with
3486 lacking mana, the crystal replenishes the player's mana. ]]> 3666 lacking mana, the crystal replenishes the player's mana.]]>
3487 </description> 3667 </description>
3488 <attribute arch="sp" editor="initial mana" type="int"> 3668 <attribute arch="sp" editor="initial mana" type="int">
3489 &lt;initial mana&gt; is the amount of spellpoints that the 3669 &lt;initial mana&gt; is the amount of spellpoints that the
3490 crystal holds when the map is loaded. 3670 crystal holds when the map is loaded.
3491 </attribute> 3671 </attribute>
3503 Projectiles like arrows/crossbow bolts are used as ammunition 3683 Projectiles like arrows/crossbow bolts are used as ammunition
3504 for shooting weapons. 3684 for shooting weapons.
3505 <br><br> 3685 <br><br>
3506 It's very easy to add new pairs of weapons &amp; projectiles. 3686 It's very easy to add new pairs of weapons &amp; projectiles.
3507 Just set matching &lt;ammunition class&gt; both for shooting 3687 Just set matching &lt;ammunition class&gt; both for shooting
3508 weapon and projectile. ]]> 3688 weapon and projectile.]]>
3509 </description> 3689 </description>
3510 <use><![CDATA[ 3690 <use><![CDATA[
3511 If you want to create new kinds of projectiles, you could 3691 If you want to create new kinds of projectiles, you could
3512 add an alchemical receipe to create these. 3692 add an alchemical receipe to create these.
3513 3693
3514 Don't create new pairs of weapons &amp; projectiles unless 3694 Don't create new pairs of weapons &amp; projectiles unless
3515 they really fullfill a useful purpose. In fact, even bows 3695 they really fullfill a useful purpose. In fact, even bows
3516 and crossbows are rarely ever used. ]]> 3696 and crossbows are rarely ever used.]]>
3517 </use> 3697 </use>
3518 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3698 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3519 This number is a bitmask, specifying the projectile's attacktypes. 3699 This number is a bitmask, specifying the projectile's attacktypes.
3520 Attacktypes are: physical, magical, fire, cold.. etc. 3700 Attacktypes are: physical, magical, fire, cold.. etc.
3521 This works identical to melee weapons. Note that shooting 3701 This works identical to melee weapons. Note that shooting
3583<type number="70" name="Ring"> 3763<type number="70" name="Ring">
3584 <import_type name="Amulet" /> 3764 <import_type name="Amulet" />
3585 <description><![CDATA[ 3765 <description><![CDATA[
3586 Rings are worn on the hands - one ring each. 3766 Rings are worn on the hands - one ring each.
3587 Wearing rings, the object's stats will directly be inherited to 3767 Wearing rings, the object's stats will directly be inherited to
3588 the player. Usually enhancing his spellcasting potential. ]]> 3768 the player. Usually enhancing his spellcasting potential.]]>
3589 </description> 3769 </description>
3590 <use><![CDATA[ 3770 <use><![CDATA[
3591 When you create an artifact ring, never forget that players can 3771 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 3772 wear <B>two</B> rings! Due to that it is extremely important to
3593 keep rings in balance with the game. 3773 keep rings in balance with the game.
3594 <br><br> 3774 <br><br>
3595 Also keep in mind that rings are generally the wizard's tools. 3775 Also keep in mind that rings are generally the wizard's tools.
3596 They should primarily grant bonuses to spellcasting abilities 3776 They should primarily grant bonuses to spellcasting abilities
3597 and non-physical resistances. ]]> 3777 and non-physical resistances.]]>
3598 </use> 3778 </use>
3599</type> 3779</type>
3600 3780
3601<!--####################################################################--> 3781<!--####################################################################-->
3602<type number="3" name="Rod"> 3782<type number="3" name="Rod">
3605 </ignore> 3785 </ignore>
3606 <description><![CDATA[ 3786 <description><![CDATA[
3607 A rod contains a spell. The player can use this spell by applying and 3787 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, 3788 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3609 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3789 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3610 used endlessly. ]]> 3790 used endlessly.]]>
3611 </description> 3791 </description>
3612 <use><![CDATA[ 3792 <use><![CDATA[
3613 Rods with healing/curing spells are extremely powerful. Usually, potions have 3793 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 3794 to be used for that purpose. Though, potions are expensive and only good for
3615 one-time-use.<br> ]]> 3795 one-time-use.<br>]]>
3616 </use> 3796 </use>
3617 <attribute arch="sp" editor="spell" type="spell"> 3797 <attribute arch="sp" editor="spell" type="spell">
3618 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3798 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! 3799 rods to players, since they can be used endlessly without any mana cost!
3620 Rods with heal/ restoration/ protection spells, IF available, MUST be 3800 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 3840 Runes hit any monster or person who steps on them for 'dam' damage in
3661 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3841 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3662 and will cast this spell when it detonates. Yet another kind is the 3842 and will cast this spell when it detonates. Yet another kind is the
3663 "summoning rune", summoning predefined monsters of any kind, at detonation. 3843 "summoning rune", summoning predefined monsters of any kind, at detonation.
3664 <br><br> 3844 <br><br>
3665 Many runes are already defined in the archetypes. ]]> 3845 Many runes are already defined in the archetypes.]]>
3666 </description> 3846 </description>
3667 <use><![CDATA[ 3847 <use><![CDATA[
3668 Avoid monsters stepping on your runes. For example, summoning runes 3848 Avoid monsters stepping on your runes. For example, summoning runes
3669 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3849 together with spellcasting- and attack-runes is usually a bad idea.]]>
3670 </use> 3850 </use>
3671 <attribute arch="no_pick" value="1" type="fixed" /> 3851 <attribute arch="no_pick" value="1" type="fixed" />
3672 &move_on; 3852 &move_on;
3673 <attribute arch="level" editor="rune level" type="int"> 3853 <attribute arch="level" editor="rune level" type="int">
3674 This value sets the level the rune will cast the spell it contains at, 3854 This value sets the level the rune will cast the spell it contains at,
3742 <ignore_list name="non_pickable" /> 3922 <ignore_list name="non_pickable" />
3743 </ignore> 3923 </ignore>
3744 <description><![CDATA[ 3924 <description><![CDATA[
3745 When the player applies a savebed, he is not only saved. Both his 3925 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 3926 respawn-after-death and his word-of-recall positions are pointing
3747 to the last-applied savebed. ]]> 3927 to the last-applied savebed.]]>
3748 </description> 3928 </description>
3749 <use><![CDATA[ 3929 <use><![CDATA[
3750 Put savebed locations in towns, do not put them into dungeons. 3930 Put savebed locations in towns, do not put them into dungeons.
3751 It is absolutely neccessary that a place with savebeds is 100% secure. 3931 It is absolutely neccessary that a place with savebeds is 100% secure.
3752 That means: 3932 That means:
3756 <LI> Insert a reliable exit! Make sure there is no possibility that 3936 <LI> Insert a reliable exit! Make sure there is no possibility that
3757 players get trapped in a savebed location. 3937 players get trapped in a savebed location.
3758 <LI> If possible, mark the whole site as no-spell area (Insert this 3938 <LI> If possible, mark the whole site as no-spell area (Insert this
3759 arch called "dungeon_magic" everywhere). This is not required, 3939 arch called "dungeon_magic" everywhere). This is not required,
3760 but it makes the place much more safe. 3940 but it makes the place much more safe.
3761 </UL> ]]> 3941 </UL>]]>
3762 </use> 3942 </use>
3763 <attribute arch="no_pick" value="1" type="fixed" /> 3943 <attribute arch="no_pick" value="1" type="fixed" />
3764 <attribute arch="no_magic" value="1" type="fixed" /> 3944 <attribute arch="no_magic" value="1" type="fixed" />
3765 <attribute arch="damned" value="1" type="fixed" /> 3945 <attribute arch="damned" value="1" type="fixed" />
3766</type> 3946</type>
3773 <description><![CDATA[ 3953 <description><![CDATA[
3774 Scrolls contain spells (similar to spell-potions). Unlike potions, 3954 Scrolls contain spells (similar to spell-potions). Unlike potions,
3775 scrolls require a certain literacy skill to read successfully. 3955 scrolls require a certain literacy skill to read successfully.
3776 Accordingly, for a successful reading, a small amount of 3956 Accordingly, for a successful reading, a small amount of
3777 experience is gained. Scrolls allow only one time usage, but 3957 experience is gained. Scrolls allow only one time usage, but
3778 usually they are sold in bulks. ]]> 3958 usually they are sold in bulks.]]>
3779 </description> 3959 </description>
3780 <use><![CDATA[ 3960 <use><![CDATA[
3781 For low level quests, scrolls of healing/curing-spells 3961 For low level quests, scrolls of healing/curing-spells
3782 can be a nice reward. At higher levels, scrolls become less 3962 can be a nice reward. At higher levels, scrolls become less
3783 and less useful. ]]> 3963 and less useful.]]>
3784 </use> 3964 </use>
3785 <attribute arch="level" editor="casting level" type="int"> 3965 <attribute arch="level" editor="casting level" type="int">
3786 The spell of the scroll will be casted at this level. 3966 The spell of the scroll will be casted at this level.
3787 This value should always be set, at least to 1. 3967 This value should always be set, at least to 1.
3788 </attribute> 3968 </attribute>
3800<type number="33" name="Shield"> 3980<type number="33" name="Shield">
3801 <import_type name="Amulet" /> 3981 <import_type name="Amulet" />
3802 <description><![CDATA[ 3982 <description><![CDATA[
3803 Wearing a shield, the object's stats will directly be inherited to 3983 Wearing a shield, the object's stats will directly be inherited to
3804 the player. Shields usually provide good defense, only surpassed 3984 the player. Shields usually provide good defense, only surpassed
3805 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3985 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3806 </description> 3986 </description>
3807 <use><![CDATA[ 3987 <use><![CDATA[
3808 Feel free to create your own special artifacts. However, it is very 3988 Feel free to create your own special artifacts. However, it is very
3809 important that you keep your artifact in balance with existing maps. ]]> 3989 important that you keep your artifact in balance with existing maps.]]>
3810 </use> 3990 </use>
3811 <attribute arch="magic" editor="magic bonus" type="int"> 3991 <attribute arch="magic" editor="magic bonus" type="int">
3812 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3992 &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 3993 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3814 than direct armour-class bonus on the shield. 3994 than direct armour-class bonus on the shield.
3823 wielded both at the same time. Like with any other equipment, 4003 wielded both at the same time. Like with any other equipment,
3824 stats/bonuses from shooting weapons are directly inherited to the player. 4004 stats/bonuses from shooting weapons are directly inherited to the player.
3825 <br><br> 4005 <br><br>
3826 It's very easy to add new pairs of weapons &amp; projectiles. 4006 It's very easy to add new pairs of weapons &amp; projectiles.
3827 Just set matching &lt;ammunition class&gt; both for shooting 4007 Just set matching &lt;ammunition class&gt; both for shooting
3828 weapon and projectile. ]]> 4008 weapon and projectile.]]>
3829 </description> 4009 </description>
3830 <use><![CDATA[ 4010 <use><![CDATA[
3831 Shooting weapons should not add bonuses in general. There's already 4011 Shooting weapons should not add bonuses in general. There's already
3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4012 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3833 Shooting weapons should especially not add bonuses to the player 4013 Shooting weapons should especially not add bonuses to the player
3834 that have nothing to do with schooting. A Wisdom bonus on a bow 4014 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 4015 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3836 - still crap. ]]> 4016 - still crap.]]>
3837 </use> 4017 </use>
3838 <attribute arch="race" editor="ammunition class" type="string"> 4018 <attribute arch="race" editor="ammunition class" type="string">
3839 Only projectiles with matching &lt;ammunition class&gt; can be fired 4019 Only projectiles with matching &lt;ammunition class&gt; can be fired
3840 with this weapon. For normal bows set "arrows", for normal 4020 with this weapon. For normal bows set "arrows", for normal
3841 crossbows set "crossbow bolts". 4021 crossbows set "crossbow bolts".
3870 amount of &lt;item power&gt;, depending on their own level. This is the 4050 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 4051 only way to prevent low level players to wear "undeserved" equipment
3872 (like gifts from other players or cheated items). 4052 (like gifts from other players or cheated items).
3873 4053
3874 It is very important to adjust the &lt;item power&gt; value carefully 4054 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 4055 for every artifact you create! If zero/unset, the Deliantra server will
3876 calculate a provisional value at runtime, but this is never 4056 calculate a provisional value at runtime, but this is never
3877 going to be an accurate measurement of &lt;item power&gt;. 4057 going to be an accurate measurement of &lt;item power&gt;.
3878 </attribute> 4058 </attribute>
3879 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4059 <attribute arch="no_strength" editor="ignore strength" type="bool">
3880 Usually the player's strentgh takes effect on the damage 4060 Usually the player's strentgh takes effect on the damage
3962 These items are all flagged as unpaid. 4142 These items are all flagged as unpaid.
3963 When a player drops an item onto shop floor, the item becomes 4143 When a player drops an item onto shop floor, the item becomes
3964 unpaid and the player receives payment according to the item's 4144 unpaid and the player receives payment according to the item's
3965 selling-value. 4145 selling-value.
3966 Shopfloor always prevents magic (To hinder players from burning 4146 Shopfloor always prevents magic (To hinder players from burning
3967 or freezing the goods). ]]> 4147 or freezing the goods).]]>
3968 </description> 4148 </description>
3969 <use><![CDATA[ 4149 <use><![CDATA[
3970 Tile your whole shop-interior space which shop floor. 4150 Tile your whole shop-interior space which shop floor.
3971 (That assures players receive payment for dropping items). 4151 (That assures players receive payment for dropping items).
3972 Place shop mats to enter/leave the shop, and make sure 4152 Place shop mats to enter/leave the shop, and make sure
3973 there is no other exit than the shop mat. ]]> 4153 there is no other exit than the shop mat.]]>
3974 </use> 4154 </use>
3975 <attribute arch="is_floor" value="1" type="fixed" /> 4155 <attribute arch="is_floor" value="1" type="fixed" />
3976 <attribute arch="no_pick" value="1" type="fixed" /> 4156 <attribute arch="no_pick" value="1" type="fixed" />
3977 <attribute arch="no_magic" value="1" type="fixed" /> 4157 <attribute arch="no_magic" value="1" type="fixed" />
3978 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4158 <attribute arch="auto_apply" editor="generate goods" type="bool">
4012 "shopping-area" and one outside. Shop mats don't use exit paths/ 4192 "shopping-area" and one outside. Shop mats don't use exit paths/
4013 or -destinations. When stepping onto a shopmat the player gets beamed 4193 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 4194 to the nearest other mat. If the player has unpaid items in his
4015 inventory, the price gets charged from his coins automatically. 4195 inventory, the price gets charged from his coins automatically.
4016 If the player has insufficient coins to buy his unpaid items, he 4196 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). ]]> 4197 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4018 </description> 4198 </description>
4019 <use><![CDATA[ 4199 <use><![CDATA[
4020 As stated above, always place TWO shop mats into your shop. 4200 As stated above, always place TWO shop mats into your shop.
4021 Not more and not less than that. ]]> 4201 Not more and not less than that.]]>
4022 </use> 4202 </use>
4023 <attribute arch="no_pick" value="1" type="fixed" /> 4203 <attribute arch="no_pick" value="1" type="fixed" />
4024 &move_on; 4204 &move_on;
4025</type> 4205</type>
4026 4206
4031 </ignore> 4211 </ignore>
4032 <description><![CDATA[ 4212 <description><![CDATA[
4033 The purpose of a sign or magic_mouth is to display a certain message to 4213 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: 4214 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 4215 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). ]]> 4216 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4037 </description> 4217 </description>
4038 <use><![CDATA[ 4218 <use><![CDATA[
4039 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4219 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 4220 some true roleplay feeling to your maps, support your storyline or give
4041 hints about hidden secrets/dangers. Place signs to provide the player 4221 hints about hidden secrets/dangers. Place signs to provide the player
4042 with all kinds of useful information for getting along in your maps. ]]> 4222 with all kinds of useful information for getting along in your maps.]]>
4043 </use> 4223 </use>
4044 <attribute arch="connected" editor="connection" type="int"> 4224 <attribute arch="connected" editor="connection" type="string">
4045 When a connection value is set, the message will be printed whenever 4225 When a connection value is set, the message will be printed whenever
4046 the connection is triggered. This should be used in combination with 4226 the connection is triggered. This should be used in combination with
4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4227 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4048 If activating your magic_mouth this way, the message will not only be 4228 If activating your magic_mouth this way, the message will not only be
4049 printed to one player, but all players on the current map. 4229 printed to one player, but all players on the current map.
4088 <ignore_list name="system_object" /> 4268 <ignore_list name="system_object" />
4089 </ignore> 4269 </ignore>
4090 <description><![CDATA[ 4270 <description><![CDATA[
4091 Skills are objects which exist in the player/monster inventory. 4271 Skills are objects which exist in the player/monster inventory.
4092 Both NPC/monsters and players use the same skill archetypes. Not all skills 4272 Both NPC/monsters and players use the same skill archetypes. Not all skills
4093 are enabled for monster use however. ]]> 4273 are enabled for monster use however.]]>
4094 </description> 4274 </description>
4095 <use><![CDATA[ 4275 <use><![CDATA[
4096 For mapmaking, Skill objects serve two purposes: 4276 For mapmaking, Skill objects serve two purposes:
4097 <p>First, the predefined skill archtypes (in the 'skills' directory) 4277 <p>First, the predefined skill archtypes (in the 'skills' directory)
4098 can be seen as the global skill definitions. A skill which doesn't 4278 can be seen as the global skill definitions. A skill which doesn't
4103 </p><p> 4283 </p><p>
4104 Secondly, in order to enable monsters to use skills, you will need to 4284 Secondly, in order to enable monsters to use skills, you will need to
4105 copy default skill archtypes into the monsters' inventories. 4285 copy default skill archtypes into the monsters' inventories.
4106 You can even customize the skills by changing stats. It is not 4286 You can even customize the skills by changing stats. It is not
4107 recommended however, to use skills in your maps which are totally 4287 recommended however, to use skills in your maps which are totally
4108 unrelated to any predefined skill archtype.</p> ]]> 4288 unrelated to any predefined skill archtype.</p>]]>
4109 </use> 4289 </use>
4110 <attribute arch="invisible" value="1" type="fixed" /> 4290 <attribute arch="invisible" value="1" type="fixed" />
4111 <attribute arch="no_drop" value="1" type="fixed" /> 4291 <attribute arch="no_drop" value="1" type="fixed" />
4112 <attribute arch="skill" editor="skill name" type="string"> 4292 <attribute arch="skill" editor="skill name" type="string">
4113 The &lt;skill name&gt; is used for matchings. When a usable 4293 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 4303 expmul is 1, the player will get 500 added to that skill as well as
4124 500 to their total. 4304 500 to their total.
4125 </attribute> 4305 </attribute>
4126 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4306 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127 The &lt;skill type&gt; defines the base functionality of the skill. 4307 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 4308 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. 4309 create new skill types, but it requires a bit of server-coding.
4130 </attribute> 4310 </attribute>
4131 <attribute arch="level" editor="level" type="int"> 4311 <attribute arch="level" editor="level" type="int">
4132 </attribute> 4312 </attribute>
4133 <attribute arch="exp" editor="experience" type="int"> 4313 <attribute arch="exp" editor="experience" type="int">
4142 4322
4143<!--####################################################################--> 4323<!--####################################################################-->
4144<type number="130" name="Skill Scroll"> 4324<type number="130" name="Skill Scroll">
4145 <description><![CDATA[ 4325 <description><![CDATA[
4146 By reading a skill scroll, a player has a chance to learn the 4326 By reading a skill scroll, a player has a chance to learn the
4147 contained skill. ]]> 4327 contained skill.]]>
4148 </description> 4328 </description>
4149 <use><![CDATA[ 4329 <use><![CDATA[
4150 Skill scrolls are very much sought for by players. Currently, 4330 Skill scrolls are very much sought for by players. Currently,
4151 all skill scrolls are sold in shops randomly, which is in fact not 4331 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 4332 a good system. It would be nice to have some cool quests with
4153 skill scrolls rewarded at the end. ]]> 4333 skill scrolls rewarded at the end.]]>
4154 </use> 4334 </use>
4155 <attribute arch="race" value="scrolls" type="fixed" /> 4335 <attribute arch="race" value="scrolls" type="fixed" />
4156 <attribute arch="skill" editor="skill name" type="string"> 4336 <attribute arch="skill" editor="skill name" type="string">
4157 The &lt;skill name&gt; matches the skill object that can 4337 The &lt;skill name&gt; matches the skill object that can
4158 be learned from this scroll. 4338 be learned from this scroll.
4168 When carrying the appropriate special key, a locked door can 4348 When carrying the appropriate special key, a locked door can
4169 be opened. The key will dissapear. 4349 be opened. The key will dissapear.
4170 <br><br> 4350 <br><br>
4171 This object-type can also be used for "passport"-like items: 4351 This object-type can also be used for "passport"-like items:
4172 When walking onto an invetory checker, a gate for example might 4352 When walking onto an invetory checker, a gate for example might
4173 get opened. The "passport" will stay in the player's inventory. ]]> 4353 get opened. The "passport" will stay in the player's inventory.]]>
4174 </description> 4354 </description>
4175 <use><![CDATA[ 4355 <use><![CDATA[
4176 How to make a "passport": You take the special key arch 4356 How to make a "passport": You take the special key arch
4177 (archetype name is "key2"), set the face to something like 4357 (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; 4358 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4179 certainly must match with the appropiate inventory checker. 4359 certainly must match with the appropiate inventory checker.
4180 <br><br> 4360 <br><br>
4181 Of course you can be creative with names and faces of 4361 Of course you can be creative with names and faces of
4182 key-objects. A "mysterious crystal" or a "big dragon claw" 4362 key-objects. A "mysterious crystal" or a "big dragon claw"
4183 (with appropriate faces) appear more interesting than just 4363 (with appropriate faces) appear more interesting than just
4184 a "strange key", or "passport". ]]> 4364 a "strange key", or "passport".]]>
4185 </use> 4365 </use>
4186 <attribute arch="slaying" editor="key string" type="string"> 4366 <attribute arch="slaying" editor="key string" type="string">
4187 This string must be identical with the &lt;key string&gt; in the 4367 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 4368 locked door, then it can be unlocked. It can also be used
4189 to trigger inventory checkers. 4369 to trigger inventory checkers.
4224 players can learn it by reading the book. Once learned, players 4404 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 4405 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> 4406 of the player, spells may gain power but also increase cost.<br>
4227 Monsters can use spells which are put in their inventory (provided 4407 Monsters can use spells which are put in their inventory (provided
4228 that certain "enabling" settings are correct). The monster's 4408 that certain "enabling" settings are correct). The monster's
4229 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4409 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4230 </description> 4410 </description>
4231 <use><![CDATA[ 4411 <use><![CDATA[
4232 A lot of the spells' settings can be tuned and customized. 4412 A lot of the spells' settings can be tuned and customized.
4233 When creating new spells which are accessible to players, it is 4413 When creating new spells which are accessible to players, it is
4234 important to think about balance. A single spell which is too 4414 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 4415 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 4416 and magic school system out of whack. Testing new spells is
4237 quite important therefore. ]]> 4417 quite important therefore.]]>
4238 </use> 4418 </use>
4239 <attribute arch="no_drop" value="1" type="fixed" /> 4419 <attribute arch="no_drop" value="1" type="fixed" />
4240 <attribute arch="invisible" value="1" type="fixed" /> 4420 <attribute arch="invisible" value="1" type="fixed" />
4241 <attribute arch="skill" editor="skill name" type="string"> 4421 <attribute arch="skill" editor="skill name" type="string">
4242 The &lt;skill name&gt; matches the skill which is needed 4422 The &lt;skill name&gt; matches the skill which is needed
4274 to read.<br><br> 4454 to read.<br><br>
4275 You can create widely customized spells only by adjusting the 4455 You can create widely customized spells only by adjusting the
4276 spell object in the spellbooks inventory. Refer to the description 4456 spell object in the spellbooks inventory. Refer to the description
4277 of spell objects for detailed information how to customize spells.<br> 4457 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; 4458 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. ]]> 4459 with a compilation of spells that the book may contain.]]>
4280 </description> 4460 </description>
4281 <use><![CDATA[ 4461 <use><![CDATA[
4282 Don't put any of the godgiven spells into a spellbook! These are 4462 Don't put any of the godgiven spells into a spellbook! These are
4283 reserved for the followers of the appropriate cults. Handing them 4463 reserved for the followers of the appropriate cults. Handing them
4284 out in a spellbook would violate the balance between different religions. 4464 out in a spellbook would violate the balance between different religions.
4285 <br><br> 4465 <br><br>
4286 Note that there is no fundamental difference between the spellbooks 4466 Note that there is no fundamental difference between the spellbooks
4287 of varying schools (pyromancy, sorcery, evocation, summoning, and 4467 of varying schools (pyromancy, sorcery, evocation, summoning, and
4288 even praying). The difference lies only in the spells they contain. 4468 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 4469 It is up to you, the mapmaker, to pick the right type of book
4290 for your spells. ]]> 4470 for your spells.]]>
4291 </use> 4471 </use>
4292 <attribute arch="skill" value="literacy" type="fixed" /> 4472 <attribute arch="skill" value="literacy" type="fixed" />
4293 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4473 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4294 There are two ways to put spells into a spellbook: 4474 There are two ways to put spells into a spellbook:
4295 1. Put a spell object in the books inventory. In this case, 4475 1. Put a spell object in the books inventory. In this case,
4314 </ignore> 4494 </ignore>
4315 <description><![CDATA[ 4495 <description><![CDATA[
4316 Spinners change the direction of spell objects and other projectiles 4496 Spinners change the direction of spell objects and other projectiles
4317 that fly past. Unlike directors, it does make a difference from what 4497 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 4498 angle you shoot into the spinner. The direction of objects flying past
4319 is always changed by a certain degree. ]]> 4499 is always changed by a certain degree.]]>
4320 </description> 4500 </description>
4321 <use><![CDATA[ 4501 <use><![CDATA[
4322 Spinners are very rarely used. I believe they are quite 4502 Spinners are very rarely used. I believe they are quite
4323 confusing and pointless. The only use I can think of is building 4503 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 4504 some puzzle about where to shoot into spinners to shoot somewhere you
4325 otherwise couldn't. 4505 otherwise couldn't.
4326 4506
4327 When placing spinners on a map with magic walls, make sure the spell- 4507 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. ]]> 4508 projectiles from magic walls don't get to fly in loops.]]>
4329 </use> 4509 </use>
4330 <attribute arch="sp" editor="direction number" type="int"> 4510 <attribute arch="sp" editor="direction number" type="int">
4331 The spinner will change the direction of flying objects by 4511 The spinner will change the direction of flying objects by
4332 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4512 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4333 positive values counter clockwise. 4513 positive values counter clockwise.
4346 Swamp areas show a special behaviour: 4526 Swamp areas show a special behaviour:
4347 When a player stands still on a swamp-square for too long, 4527 When a player stands still on a swamp-square for too long,
4348 he will start to sink in and eventually drown and die. 4528 he will start to sink in and eventually drown and die.
4349 Items dropped on the swamp sink in and dissapear. 4529 Items dropped on the swamp sink in and dissapear.
4350 Players with knowledge of the woodsman skill are a lot less likely 4530 Players with knowledge of the woodsman skill are a lot less likely
4351 to die in the swamp. ]]> 4531 to die in the swamp.]]>
4352 </description> 4532 </description>
4353 <attribute arch="is_floor" value="1" type="fixed" /> 4533 <attribute arch="is_floor" value="1" type="fixed" />
4354 <attribute arch="is_wooded" value="1" type="fixed" /> 4534 <attribute arch="is_wooded" value="1" type="fixed" />
4355 <attribute arch="speed" editor="drowning speed" type="float"> 4535 <attribute arch="speed" editor="drowning speed" type="float">
4356 The higher the &lt;drowning speed&gt;, the faster will players and items 4536 The higher the &lt;drowning speed&gt;, the faster will players and items
4380 different location. The main difference to the object-type exit 4560 different location. The main difference to the object-type exit
4381 is the possibility to have teleporters connected to levers/buttons/etc. 4561 is the possibility to have teleporters connected to levers/buttons/etc.
4382 Sometimes teleporters are activated even against the players will. 4562 Sometimes teleporters are activated even against the players will.
4383 <br><br> 4563 <br><br>
4384 Unlike exits, teleporters can also transfer items and 4564 Unlike exits, teleporters can also transfer items and
4385 monsters to different locations on the same map. ]]> 4565 monsters to different locations on the same map.]]>
4386 </description> 4566 </description>
4387 <use><![CDATA[ 4567 <use><![CDATA[
4388 When creating maps, I guess sooner or later you'll want to have 4568 When creating maps, I guess sooner or later you'll want to have
4389 an invisible teleporter. If using "invisible 1", the teleporter 4569 an invisible teleporter. If using "invisible 1", the teleporter
4390 can still be discovered with the show_invisible spell. And in 4570 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. 4571 some cases you can't place it under the floor to prevent this.
4392 <br><br> 4572 <br><br>
4393 Fortunately, there is a cool trick to make a perfectly invisible 4573 Fortunately, there is a cool trick to make a perfectly invisible
4394 teleporter: You simply add teleporter functionality to the floor 4574 teleporter: You simply add teleporter functionality to the floor
4395 itself. That means: You take the floor arch (e.g. "flagstone"), 4575 itself. That means: You take the floor arch (e.g. "flagstone"),
4396 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4576 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4397 </use> 4577 </use>
4398 <attribute arch="slaying" editor="exit path" type="string"> 4578 <attribute arch="slaying" editor="exit path" type="string">
4399 The exit path specifies the map that the player is transferred to. 4579 The exit path specifies the map that the player is transferred to.
4400 &lt;exit path&gt; can be an absolute path, beginning with '/' 4580 &lt;exit path&gt; can be an absolute path, beginning with '/'
4401 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4581 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4437 be transferred to the "default enter location" of the destined map. 4617 be transferred to the "default enter location" of the destined map.
4438 The latter can be set in the map-properties as "Enter X/Y". Though, 4618 The latter can be set in the map-properties as "Enter X/Y". Though,
4439 please DO NOT use that. It turned out to be a source for numerous 4619 please DO NOT use that. It turned out to be a source for numerous
4440 map-bugs. 4620 map-bugs.
4441 </attribute> 4621 </attribute>
4442 <attribute arch="connected" editor="connection" type="int"> 4622 <attribute arch="connected" editor="connection" type="string">
4443 If a connection value is set, the teleporter will be activated 4623 If a connection value is set, the teleporter will be activated
4444 whenever the connection is triggered. To use this properly, 4624 whenever the connection is triggered. To use this properly,
4445 &lt;activation speed&gt; must be zero. 4625 &lt;activation speed&gt; must be zero.
4446 </attribute> 4626 </attribute>
4447 &activate_on; 4627 &activate_on;
4462<type number="26" name="Timed Gate"> 4642<type number="26" name="Timed Gate">
4463 <ignore> 4643 <ignore>
4464 <ignore_list name="non_pickable" /> 4644 <ignore_list name="non_pickable" />
4465 </ignore> 4645 </ignore>
4466 <description><![CDATA[ 4646 <description><![CDATA[
4467 Gates play an important role in Crossfire. Gates can be opened 4647 Gates play an important role in Deliantra. Gates can be opened
4468 by activating a button/trigger, by speaking passwords (-> magic_ear) 4648 by activating a button/trigger, by speaking passwords (-> magic_ear)
4469 or carrying special key-objects (-> inventory checker). 4649 or carrying special key-objects (-> inventory checker).
4470 Unlike locked doors, gates can get shut again after a player has 4650 Unlike locked doors, gates can get shut again after a player has
4471 passed, which makes them more practical in many cases. Unlike normal 4651 passed, which makes them more practical in many cases. Unlike normal
4472 gates, timed gates open when triggered but automatically close again 4652 gates, timed gates open when triggered but automatically close again
4473 after some time.]]> 4653 after some time.]]>
4474 </description> 4654 </description>
4475 <use><![CDATA[ 4655 <use><![CDATA[
4476 Use gates to divide your maps into separated areas. After solving 4656 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 4657 area A, the player gains access to area B, and so on. Make your
4478 maps more complex than "one-way". ]]> 4658 maps more complex than "one-way".]]>
4479 </use> 4659 </use>
4480 <attribute arch="no_pick" value="1" type="fixed" /> 4660 <attribute arch="no_pick" value="1" type="fixed" />
4481 <attribute arch="connected" editor="connection" type="int"> 4661 <attribute arch="connected" editor="connection" type="string">
4482 Whenever the inventory checker is triggered, all objects with identical 4662 Whenever the inventory checker is triggered, all objects with identical
4483 &lt;connection&gt; value get activated. This only makes sense together with 4663 &lt;connection&gt; value get activated. This only makes sense together with
4484 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4664 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4485 after some time. 4665 after some time.
4486 </attribute> 4666 </attribute>
4553 </attribute> 4733 </attribute>
4554 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4734 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4555 This attribute defines what attacktype to use for direct damage when 4735 This attribute defines what attacktype to use for direct damage when
4556 the trap detonates. 4736 the trap detonates.
4557 </attribute> 4737 </attribute>
4558 <attribute arch="connected" editor="connection" type="int"> 4738 <attribute arch="connected" editor="connection" type="string">
4559 When the trap is detonated, all objects with the same 4739 When the trap is detonated, all objects with the same
4560 connection value get activated. 4740 connection value get activated.
4561 </attribute> 4741 </attribute>
4562 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4742 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4563 When the trap detonates, this text is displayed to the 4743 When the trap detonates, this text is displayed to the
4575 Trapdoors are very similar to pits. The difference is that they 4755 Trapdoors are very similar to pits. The difference is that they
4576 can not be closed. Instead, the weight of the object on the 4756 can not be closed. Instead, the weight of the object on the
4577 trapdoor determines weither it slams the trapdoor open and falls through 4757 trapdoor determines weither it slams the trapdoor open and falls through
4578 or not.<br> 4758 or not.<br>
4579 Once a trapdoor has been opened (by a creature or items of sufficient 4759 Once a trapdoor has been opened (by a creature or items of sufficient
4580 weight,) it remains open, acting like an opened pit. ]]> 4760 weight,) it remains open, acting like an opened pit.]]>
4581 </description> 4761 </description>
4582 <use><![CDATA[ 4762 <use><![CDATA[
4583 Trapdoors should be used in the same fashion as pits: 4763 Trapdoors should be used in the same fashion as pits:
4584 They should always drop the victims to some kind of lower level. They 4764 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. ]]> 4765 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4586 </use> 4766 </use>
4587 <attribute arch="no_pick" value="1" type="fixed" /> 4767 <attribute arch="no_pick" value="1" type="fixed" />
4588 &move_on; 4768 &move_on;
4589 <attribute arch="weight" editor="hold weight" type="int"> 4769 <attribute arch="weight" editor="hold weight" type="int">
4590 This value defines how much weight the trapdoor can hold. 4770 This value defines how much weight the trapdoor can hold.
4616 <attribute arch="value" /> 4796 <attribute arch="value" />
4617 <attribute arch="material" /> 4797 <attribute arch="material" />
4618 </ignore> 4798 </ignore>
4619 <description><![CDATA[ 4799 <description><![CDATA[
4620 A treasure-object turns into certain randomitems when the map is loaded 4800 A treasure-object turns into certain randomitems when the map is loaded
4621 into the game. ]]> 4801 into the game.]]>
4622 </description> 4802 </description>
4623 <use><![CDATA[ 4803 <use><![CDATA[
4624 About usage of the "random-artifact" treasurelist: 4804 About usage of the "random-artifact" treasurelist:
4625 This will generate powerful stuff like girdles, xray helmets, special 4805 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 4806 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 4807 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 4808 number of different artifacts! Besides, players will always seek the place
4629 with the most easy-to-get random artifact and ignore all others. 4809 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 4810 My advice: Don't use it! Attract players with good fighting experience
4631 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4811 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4632 </use> 4812 </use>
4633 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4813 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4634 This entry determines what kind of treasure will appear. Look into 4814 This entry determines what kind of treasure will appear. Look into
4635 /crossfire/share/crossfire/treasures for details about existing 4815 /crossfire/share/crossfire/treasures for details about existing
4636 treasurelists. 4816 treasurelists.
4665 <description><![CDATA[ 4845 <description><![CDATA[
4666 A trigger marker is an object that inserts an invisible force (a mark) into a 4846 A trigger marker is an object that inserts an invisible force (a mark) into a
4667 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4847 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 4848 &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. 4849 checkers. It is also possible to use markers for removing marks again.
4850 (by setting the "name" slot to the name of the marker to be removed).
4670 <br><br> 4851 <br><br>
4671 Note that the player has no possibility to "see" his own marks, 4852 Note that the player has no possibility to "see" his own marks,
4672 except by the effect that they cause on the maps. ]]> 4853 except by the effect that they cause on the maps.]]>
4673 </description> 4854 </description>
4674 <use><![CDATA[ 4855 <use><![CDATA[
4675 Markers hold real cool possibilities for map-making. I encourage 4856 Markers hold real cool possibilities for map-making. I encourage
4676 you to use them frequently. However there is one negative point 4857 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 4858 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 4859 your task, as map-creator, to make sure the player is always well
4679 informed and never confused. 4860 informed and never confused.
4680 <br><br> 4861 <br><br>
4681 Please avoid infinite markers when they aren't needed. They're 4862 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 4863 using a little space in the player file after all, so if there
4683 is no real purpose, set an expire time. ]]> 4864 is no real purpose, set an expire time.]]>
4684 </use> 4865 </use>
4685 <attribute arch="no_pick" value="1" type="fixed" /> 4866 <attribute arch="no_pick" value="1" type="fixed" />
4686 <attribute arch="slaying" editor="key string" type="string"> 4867 <attribute arch="slaying" editor="key string" type="string">
4687 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4868 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;, 4869 If the player already has a force with that &lt;key string&gt;,
4689 there won't be inserted a second one. 4870 there won't be inserted a second one.
4690 </attribute> 4871 </attribute>
4691 <attribute arch="connected" editor="connection" type="int"> 4872 <attribute arch="connected" editor="connection" type="string">
4692 Unlike a regular marker this is the connection that triggers this marker to activate. 4873 Unlike a regular marker this is the connection that triggers this marker to activate.
4693 </attribute> 4874 </attribute>
4694 <attribute arch="food" editor="mark duration" type="int"> 4875 <attribute arch="food" editor="mark duration" type="int">
4695 This value defines the duration of the force it inserts. 4876 This value defines the duration of the force it inserts.
4696 If nonzero, the duration of the player's mark is finite: 4877 If nonzero, the duration of the player's mark is finite:
4727 <attribute arch="name_pl" /> 4908 <attribute arch="name_pl" />
4728 <attribute arch="value" /> 4909 <attribute arch="value" />
4729 <attribute arch="unpaid" /> 4910 <attribute arch="unpaid" />
4730 </ignore> 4911 </ignore>
4731 <description><![CDATA[ 4912 <description><![CDATA[
4732 Walls usually block passage and sight. ]]> 4913 Walls usually block passage and sight.]]>
4733 </description> 4914 </description>
4734 &movement_types_terrain; 4915 &movement_types_terrain;
4735 <attribute arch="can_roll" editor="moveable" type="bool"> 4916 <attribute arch="can_roll" editor="moveable" type="bool">
4736 If set, the object is able to "roll", so it can be pushed around. 4917 If set, the object is able to "roll", so it can be pushed around.
4737 This setting is used for boulders and barrels. 4918 This setting is used for boulders and barrels.
4750<type number="109" name="Wand &amp; Staff"> 4931<type number="109" name="Wand &amp; Staff">
4751 <description><![CDATA[ 4932 <description><![CDATA[
4752 Wands contain a certain spell. The player can apply (ready) and 4933 Wands contain a certain spell. The player can apply (ready) and
4753 fire the wand. After a defined number of casts, the wand is 4934 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 4935 "used up". It is possible to recharge a wand with scrolls of
4755 charging, but usually that isn't worth the cost. ]]> 4936 charging, but usually that isn't worth the cost.]]>
4756 </description> 4937 </description>
4757 <use><![CDATA[ 4938 <use><![CDATA[
4758 Wands are quite seldomly used. The reason prolly is that they're 4939 Wands are quite seldomly used. The reason prolly is that they're
4759 generally not cost-efficient. Handing out high-level wands with 4940 generally not cost-efficient. Handing out high-level wands with
4760 powerful special spells isn't a good idea either, because of 4941 powerful special spells isn't a good idea either, because of
4761 the recharge ability. 4942 the recharge ability.
4762 <br><br> 4943 <br><br>
4763 For low levels, staffs of healing/cure and word of recall are 4944 For low levels, staffs of healing/cure and word of recall are
4764 quite desirable though. Ideal rewards for low level quests. ]]> 4945 quite desirable though. Ideal rewards for low level quests.]]>
4765 </use> 4946 </use>
4766 <attribute arch="sp" editor="spell" type="spell"> 4947 <attribute arch="sp" editor="spell" type="spell">
4767 The &lt;spell&gt; specifies the contained spell. 4948 The &lt;spell&gt; specifies the contained spell.
4768 </attribute> 4949 </attribute>
4769 <attribute arch="level" editor="casting level" type="int"> 4950 <attribute arch="level" editor="casting level" type="int">
4794 <ignore_list name="non_pickable" /> 4975 <ignore_list name="non_pickable" />
4795 </ignore> 4976 </ignore>
4796 <description><![CDATA[ 4977 <description><![CDATA[
4797 A weak wall is a breakable spot amidsts a solid wall. Typically 4978 A weak wall is a breakable spot amidsts a solid wall. Typically
4798 these weak walls look similar to their solid "relatives" except 4979 these weak walls look similar to their solid "relatives" except
4799 for a small crack or little chunks of wall on the ground. ]]> 4980 for a small crack or little chunks of wall on the ground.]]>
4800 </description> 4981 </description>
4801 <use><![CDATA[ 4982 <use><![CDATA[
4802 If you want to create hidden rooms, using weak walls is alot 4983 If you want to create hidden rooms, using weak walls is alot
4803 better than completely indiscernible passages in a wall.<br> 4984 better than completely indiscernible passages in a wall.<br>
4804 Anyways, there can be a lot more to weak walls than just finding 4985 Anyways, there can be a lot more to weak walls than just finding
4805 them: Rising their defensive stats, weak walls can become a 4986 them: Rising their defensive stats, weak walls can become a
4806 serious obstacle. An ice wall might only be torn down by a fire 4987 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 4988 attack for example. A granite wall for instance might be very
4808 hard to destroy. ]]> 4989 hard to destroy.]]>
4809 </use> 4990 </use>
4810 <attribute arch="alive" value="1" type="fixed" /> 4991 <attribute arch="alive" value="1" type="fixed" />
4811 <attribute arch="no_pick" value="1" type="fixed" /> 4992 <attribute arch="no_pick" value="1" type="fixed" />
4812 <attribute arch="tear_down" value="1" type="fixed" /> 4993 <attribute arch="tear_down" value="1" type="fixed" />
4813 <attribute arch="race" editor="race" type="string"> 4994 <attribute arch="race" editor="race" type="string">
4842<!--####################################################################--> 5023<!--####################################################################-->
4843<type number="15" name="Weapon"> 5024<type number="15" name="Weapon">
4844 <description><![CDATA[ 5025 <description><![CDATA[
4845 Wielding a weapon, the object's stats will directly be inherited to the 5026 Wielding a weapon, the object's stats will directly be inherited to the
4846 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5027 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4847 be improved with scrolls. ]]> 5028 be improved with scrolls.]]>
4848 </description> 5029 </description>
4849 <use><![CDATA[ 5030 <use><![CDATA[
4850 If you create artifacts (equipment) with stats- or resistance-bonus: 5031 If you create artifacts (equipment) with stats- or resistance-bonus:
4851 Keep playbalance in mind! Such items mustn't be reachable without hard 5032 Keep playbalance in mind! Such items mustn't be reachable without hard
4852 fighting AND questing. ]]> 5033 fighting AND questing.]]>
4853 </use> 5034 </use>
4854 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4855 This number is a bitmask, specifying the weapon's attacktypes. 5036 This number is a bitmask, specifying the weapon's attacktypes.
4856 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5037 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 5038 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 5093 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 5094 only way to prevent low level players to wear "undeserved" equipment
4914 (like gifts from other players or cheated items). 5095 (like gifts from other players or cheated items).
4915 5096
4916 It is very important to adjust the &lt;item power&gt; value carefully 5097 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 5098 for every artifact you create! If zero/unset, the Deliantra server will
4918 calculate a provisional value at runtime, but this is never 5099 calculate a provisional value at runtime, but this is never
4919 going to be an accurate measurement of &lt;item power&gt;. 5100 going to be an accurate measurement of &lt;item power&gt;.
4920 </attribute> 5101 </attribute>
4921 <attribute arch="damned" editor="damnation" type="bool"> 5102 <attribute arch="damned" editor="damnation" type="bool">
4922 A damned weapon cannot be unwielded unless 5103 A damned weapon cannot be unwielded unless
5031</type> 5212</type>
5032 5213
5033<type number="116" name="Event Connector"> 5214<type number="116" name="Event Connector">
5034 <description><![CDATA[ 5215 <description><![CDATA[
5035 Event connectors link specific events that happen to objects to 5216 Event connectors link specific events that happen to objects to
5036 a crossfire plug-in. ]]> 5217 a crossfire plug-in. They are not used at all in Deliantra.]]>
5037 </description> 5218 </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> 5219</type>
5054 5220
5055</types> 5221</types>

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