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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 1.63 by elmex, Tue Mar 30 14:59:20 2010 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the 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">
714 </attribute> 722 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from 724 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this 725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
719 </attribute> 736 </attribute>
720</default_type> 737</default_type>
721 738
722<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
723 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
781 This text may describe the object. 798 This text may describe the object.
782 </attribute> 799 </attribute>
783</type> 800</type>
784 801
785<!--####################################################################--> 802<!--####################################################################-->
803<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
786<type number="110" name="Ability"> 804<type number="999" name="Ability">
787 <ignore> 805 <ignore>
788 <ignore_list name="system_object" /> 806 <ignore_list name="system_object" />
789 </ignore> 807 </ignore>
790 <description><![CDATA[ 808 <description><![CDATA[
791 Abilities are to be put in a monster's inventory. They grant monsters the 809 Abilities are to be put in a monster's inventory. They grant monsters the
792 knowledge to cast spells. Spells from abilities are usually magical in 810 knowledge to cast spells. Spells from abilities are usually magical in
793 nature, thus adding magic attacktype to the spell-damage they produce. 811 nature, thus adding magic attacktype to the spell-damage they produce.
794 <br><br> 812 <br><br>
795 A particularly nice feature of abilities is that they can hold two 813 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use. 814 spells: One for short range - and one for long range use.
797 \n\n 815 \n\n
798 You should know that spellcasting monsters receive abilities via 816 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]> 817 &lt;treasurelist&gt;.]]>
800 </description> 818 </description>
801 <use><![CDATA[ 819 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you 820 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something). 821 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more 822 The long/short-range spell feature can make boss-monsters more
806 <br><br> 824 <br><br>
807 You should keep in mind that magic abilities allow players 825 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to 826 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't 827 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps. 828 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]> 829 And what fun is a magic resistance cloak when it has no effect?]]>
812 </use> 830 </use>
813 <attribute arch="invisible" value="1" type="fixed" /> 831 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" /> 832 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell"> 833 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt; 834 The monster will use the specified &lt;short range spell&gt;
845 Note that non-magical abilities are more dangerous because 863 Note that non-magical abilities are more dangerous because
846 magic resistance does not protect from those.</attribute> 864 magic resistance does not protect from those.</attribute>
847</type> 865</type>
848 866
849<!--####################################################################--> 867<!--####################################################################-->
868
869<type number="81" name="Torch">
870 <description><![CDATA[
871 Torches are a special kind of Lamp that offer the option of lighting them
872 up without using a lighter (These torches are usually
873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
882 <attribute arch="food" editor="burning duration" type="int">
883 This field specifies the burning duration of the torch.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the torch if it is enabled.
887 If you want to make a torch that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed torches, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<type number="82" name="Lamp">
901 <description><![CDATA[
902 Lamps are carryable light sources for players with a fuel tank.]]>
903 </description>
904 <attribute arch="speed" editor="burn speed" type="float">
905 This field is the speed of the lamp. (If the value 0.00208 is given
906 here the fuel field will specify the burning duration in minutes.)
907 </attribute>
908 <attribute arch="food" editor="fuel" type="int">
909 This field sets the burning duration of the lamp, which depends on the speed
910 field of this object.
911 </attribute>
912 <attribute arch="range" editor="enabled glow radius" type="int">
913 This field sets the glow radius of the lamp if it is enabled.
914 If you want to make a lamp that is already burning set the
915 "glow radius" field.
916 </attribute>
917 <attribute arch="level" editor="level" type="int">
918 If this field specyfies the cursed effect's level. If it is
919 0 no cursed effect will be generate. See also the "cursed" flag.
920 </attribute>
921 <attribute arch="cursed" editor="cursed" type="bool">
922 Cursed lamps, which have a level above 0, explode if the
923 player applies them.
924 </attribute>
925</type>
926
927<!--####################################################################-->
850<type number="18" name="Altar"> 928<type number="18" name="Altar">
851 <ignore> 929 <ignore>
852 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
853 </ignore> 932 </ignore>
854 <description><![CDATA[ 933 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar, 934 When a player puts a defined number of certain items on the altar,
856 then either a spell is casted (on the player) or a connector is 935 then either a spell is casted (on the player) or a connector is
857 triggered. If the latter is the case, the altar works only once. 936 triggered. If the latter is the case, the altar works only once.
858 Either way, the sacrificed item disappears. ]]> 937 Either way, the sacrificed item disappears.]]>
859 </description> 938 </description>
860 <attribute arch="no_pick" value="1" type="fixed" /> 939 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on; 940 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string"> 941 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to 942 This string specifies the item that must be put on the altar to
864 activate it. It can either be the name of an archetype, or directly 943 activate it. It can either be the name of an archetype, or directly
865 the name of an object. Yet, titles are not recognized by altars. 944 the name of an object. Yet, titles are not recognized by altars.
866 Remember to put a note somewhere, telling the player what he is 945 If you want the player to have to drop a specific amount of money use "money".
867 expected to drop on the altar. (Often this is put in the altar's 946 See also the "drop amount" attribute.
868 name: E.g. "drop 100 platinums") 947 &match_compat;
869 </attribute> 948 </attribute>
870 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar. 951 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 952
875 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 954 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
876 200 silver, 20 gold, or 4 platinum will all work.) 955 200 silver, 20 gold, or 4 platinum will all work.)
877 956
878 Note that the maximum possible for &lt;drop amount&gt; is 32767. 957 Note that the maximum possible for &lt;drop amount&gt; is 32767.
879 </attribute> 958 </attribute>
880 <attribute arch="connected" editor="connection" type="int"> 959 <attribute arch="connected" editor="connection" type="string">
881 If a connection value is set, the altar will trigger all objects 960 If a connection value is set, the altar will trigger all objects
882 with the same value, when activated. This will only work once. 961 with the same value, when activated. This will only work once.
883 </attribute> 962 </attribute>
884 <attribute arch="sp" editor="spell" type="spell"> 963 <attribute arch="sp" editor="spell" type="spell">
885 When activated, the selected &lt;spell&gt; will be casted (once, on the 964 When activated, the selected &lt;spell&gt; will be casted (once, on the
895 974
896<!--####################################################################--> 975<!--####################################################################-->
897<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
898 <ignore> 977 <ignore>
899 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
900 </ignore> 980 </ignore>
901 <description><![CDATA[ 981 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
905 </description> 985 </description>
906 <use><![CDATA[ 986 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for... 987 Altar_triggers are very useful if you want to charge a price for...
908 <UL> 988 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 989 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 990 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 991 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL> 992 </UL>
913 The big advantage over normal altars is the infinite usability 993 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're 994 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]> 995 quite grateful if things work more than once. =)]]>
916 </use> 996 </use>
917 <attribute arch="no_pick" value="1" type="fixed" /> 997 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string"> 998 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to 999 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly 1000 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars. 1001 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is 1002 If you want the player to have to drop a specific amount of money use "money".
923 expected to drop on the altar. (Often this is put in the altar's 1003 See also the "drop amount" attribute.
924 name: E.g. "drop 100 platinums") 1004 &match_compat;
925 </attribute> 1005 </attribute>
926 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar. 1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 1009
931 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1011 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
932 200 silver, 20 gold, or 4 platinum will all work.) 1012 200 silver, 20 gold, or 4 platinum will all work.)
933 1013
934 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1014 Note that the maximum possible for &lt;drop amount&gt; is 32767.
935 </attribute> 1015 </attribute>
936 <attribute arch="connected" editor="connection" type="int"> 1016 <attribute arch="connected" editor="connection" type="string">
937 If a connection value is set, the altar will trigger all objects 1017 If a connection value is set, the altar will trigger all objects
938 with the same value, when activated. This will only work once. 1018 with the same value, when activated. This will only work once.
939 </attribute> 1019 </attribute>
940 <attribute arch="sp" editor="spell" type="spell"> 1020 <attribute arch="sp" editor="spell" type="spell">
941 When activated, this &lt;spell&gt; will be casted (once, on the player). 1021 When activated, this &lt;spell&gt; will be casted (once, on the player).
968 1048
969<!--####################################################################--> 1049<!--####################################################################-->
970<type number="74" name="Skill Tool"> 1050<type number="74" name="Skill Tool">
971 <description><![CDATA[ 1051 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill. 1052 Wearing a skill tool will give the player the ability to use a skill.
973 ]]> 1053 ]]>
974 </description> 1054 </description>
975 <use><![CDATA[ 1055 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change 1056 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given. 1057 the skill that is given.
978 ]]> 1058 ]]>
979 </use> 1059 </use>
980 <attribute arch="skill" editor="skill name" type="string"> 1060 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item. 1061 This field describes which skill the player will be able to use wearing this item.
982 </attribute> 1062 </attribute>
983 &player_stat_resist_sections; 1063 &player_stat_resist_sections;
984</type> 1064</type>
985<!--####################################################################--> 1065<!--####################################################################-->
986<type number="39" name="Amulet"> 1066<type number="39" name="Amulet">
987 <description><![CDATA[ 1067 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to 1068 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]> 1069 the player. Amulets are usually meant for protection and defense.]]>
990 </description> 1070 </description>
991 <use><![CDATA[ 1071 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very 1072 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]> 1073 important that you keep your artifact in balance with existing maps.]]>
994 </use> 1074 </use>
995 <attribute arch="ac" editor="armour class" type="int"> 1075 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing 1076 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 1077 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. 1078 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 1089 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 1090 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items). 1091 (like gifts from other players or cheated items).
1012 1092
1013 It is very important to adjust the &lt;item power&gt; value carefully 1093 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will 1094 for every artifact you create! If zero/unset, the Deliantra server will
1015 calculate a provisional value at runtime, but this is never 1095 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;. 1096 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute> 1097 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool"> 1098 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse 1099 A damned piece of equipment cannot be unwielded unless the curse
1143 Battleground is very special: In short, players can die on battleground 1223 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience 1224 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't 1225 while on battleground. Acid, draining and depletion effects don't
1146 work either. 1226 work either.
1147 When a player dies on battleground, he gets teleported to an exit 1227 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]> 1228 location which is defined in the battleground object.]]>
1149 </description> 1229 </description>
1150 <use><![CDATA[ 1230 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can 1231 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br> 1232 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in 1233 What should NEVER be done is placing battleground tiles in
1155 It must not be possible to gain significant treasure for fighting 1235 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br> 1236 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed, 1237 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile. 1238 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing 1239 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]> 1240 "hidden" battleground tiles anywhere.)]]>
1161 </use> 1241 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" /> 1242 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" /> 1243 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int"> 1244 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players 1245 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground. 1250 get teleported after they died on this battleground.
1171 </attribute> 1251 </attribute>
1172</type> 1252</type>
1173 1253
1174<!--####################################################################--> 1254<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)"> 1255<type number="165" name="Safe ground">
1176 <ignore> 1256 <ignore>
1177 <ignore_list name="non_pickable" /> 1257 <ignore_list name="non_pickable" />
1178 </ignore> 1258 </ignore>
1179 <description><![CDATA[ 1259 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might 1260 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. 1261 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions 1262 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that 1263 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work. 1264 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]> 1265 ]]>
1187 </description> 1266 </description>
1188 <use><![CDATA[ 1267 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning 1268 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 1269 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 1270 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. 1271 areas where really no kind of spell should be invoked by a player.
1193 ]]> 1272 ]]>
1194 </use> 1273 </use>
1195 &movement_types_terrain; 1274 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" /> 1275 <attribute arch="no_pick" value="1" type="fixed" />
1197</type> 1276</type>
1198 1277
1199<!--####################################################################--> 1278<!--####################################################################-->
1200<type number="8" name="Book"> 1279<type number="8" name="Book">
1201 <description><![CDATA[ 1280 <description><![CDATA[
1202 Applying a book, the containing message is displayed to the player. ]]> 1281 Applying a book, the containing message is displayed to the player.]]>
1203 </description> 1282 </description>
1204 <attribute arch="level" editor="literacy level" type="int"> 1283 <attribute arch="level" editor="literacy level" type="int">
1205 If this value is set to be greater than zero, the player needs a 1284 If this value is set to be greater than zero, the player needs a
1206 certain literacy level to succeed reading the book. The book can be 1285 certain literacy level to succeed reading the book. The book can be
1207 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1286 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1223 </attribute> 1302 </attribute>
1224 <attribute arch="slaying" editor="key string" type="string"> 1303 <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. 1304 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) 1305 (This is used eg. for the gate/port passes in scorn)
1227 </attribute> 1306 </attribute>
1307 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1308 If this flag is true the player won't be able to identify this
1309 item with by using a skill.
1310 </attribute>
1311</type>
1312
1313<!--####################################################################-->
1314<type number="110" name="Inscribable">
1315 <description><![CDATA[
1316 Inscribable Item - when inscribed, it becomes another object.]]>
1317 </description>
1318 <attribute arch="startequip" editor="godgiven item" type="bool">
1319 A godgiven item vanishes as soon as the player
1320 drops it to the ground.
1321 </attribute>
1322 <attribute arch="unique" editor="unique item" type="bool">
1323 Unique items exist only one time on a server. If the item
1324 is taken, lost or destroyed - it's gone for good.
1325 </attribute>
1326 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327 This is the item created after being inscribed - scrolls are treated
1328 like spell scrolls, all else will have it's message replaced.
1329 </attribute>
1228</type> 1330</type>
1229 1331
1230<!--####################################################################--> 1332<!--####################################################################-->
1231<type number="99" name="Boots"> 1333<type number="99" name="Boots">
1232 <import_type name="Amulet" /> 1334 <import_type name="Amulet" />
1233 <description><![CDATA[ 1335 <description><![CDATA[
1234 Wearing boots, the object's stats will directly be inherited to 1336 Wearing boots, the object's stats will directly be inherited to
1235 the player. Usually enhancing his speed, or granting some minor 1337 the player. Usually enhancing his speed, or granting some minor
1236 protection bonus. ]]> 1338 protection bonus.]]>
1237 </description> 1339 </description>
1238 <use><![CDATA[ 1340 <use><![CDATA[
1239 Feel free to create your own special artifacts. However, it is very 1341 Feel free to create your own special artifacts. However, it is very
1240 important that you keep your artifact in balance with existing maps. ]]> 1342 important that you keep your artifact in balance with existing maps.]]>
1241 </use> 1343 </use>
1242 <attribute arch="exp" editor="speed bonus" type="int"> 1344 <attribute arch="exp" editor="speed bonus" type="int">
1243 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1345 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1244 while worn. This kind of bonus is quite desirable for players of low- 1346 while worn. This kind of bonus is quite desirable for players of low-
1245 and medium level. High level players usually have fastest possible 1347 and medium level. High level players usually have fastest possible
1261<type number="104" name="Bracers"> 1363<type number="104" name="Bracers">
1262 <import_type name="Amulet" /> 1364 <import_type name="Amulet" />
1263 <description><![CDATA[ 1365 <description><![CDATA[
1264 Bracers are armour-plates worn around the wrists. 1366 Bracers are armour-plates worn around the wrists.
1265 Wearing bracer, the object's stats will directly be inherited to 1367 Wearing bracer, the object's stats will directly be inherited to
1266 the player. Usually enhancing his defense. ]]> 1368 the player. Usually enhancing his defense.]]>
1267 </description> 1369 </description>
1268 <use><![CDATA[ 1370 <use><![CDATA[
1269 Feel free to create your own special artifacts. However, it is very 1371 Feel free to create your own special artifacts. However, it is very
1270 important that you keep your artifact in balance with existing maps. ]]> 1372 important that you keep your artifact in balance with existing maps.]]>
1271 </use> 1373 </use>
1272 <attribute arch="magic" editor="magic bonus" type="int"> 1374 <attribute arch="magic" editor="magic bonus" type="int">
1273 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1375 &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 1376 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1275 than direct armour-class bonus on the bracers. 1377 than direct armour-class bonus on the bracers.
1279<!--####################################################################--> 1381<!--####################################################################-->
1280<type number="16" name="Brestplate Armour"> 1382<type number="16" name="Brestplate Armour">
1281 <import_type name="Amulet" /> 1383 <import_type name="Amulet" />
1282 <description><![CDATA[ 1384 <description><![CDATA[
1283 Wearing an armour, the object's stats will directly be inherited to 1385 Wearing an armour, the object's stats will directly be inherited to
1284 the player. Usually enhancing his defense. ]]> 1386 the player. Usually enhancing his defense.]]>
1285 </description> 1387 </description>
1286 <use><![CDATA[ 1388 <use><![CDATA[
1287 Feel free to create your own special artifacts. However, it is very 1389 Feel free to create your own special artifacts. However, it is very
1288 important that you keep your artifact in balance with existing maps. ]]> 1390 important that you keep your artifact in balance with existing maps.]]>
1289 </use> 1391 </use>
1290 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1392 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1291 This poses a penalty to spell regeneration speed, for wearing the armour. 1393 This poses a penalty to spell regeneration speed, for wearing the armour.
1292 The bigger the spellpoint penalty, the worse. 1394 The bigger the spellpoint penalty, the worse.
1293 </attribute> 1395 </attribute>
1304 1406
1305<!--####################################################################--> 1407<!--####################################################################-->
1306<type number="92" name="Button"> 1408<type number="92" name="Button">
1307 <ignore> 1409 <ignore>
1308 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1309 </ignore> 1412 </ignore>
1310 <description><![CDATA[ 1413 <description><![CDATA[
1311 When a predefined amount of weigh is placed on a button, the 1414 When a predefined amount of weigh is placed on a button, the
1312 &lt;connection&gt; value is triggered. In most cases this happens when a 1415 &lt;connection&gt; value is triggered. In most cases this happens when a
1313 player or monster steps on it. When the button is "released", the 1416 player or monster steps on it. When the button is "released", the
1314 &lt;connection&gt; value get's triggered a second time. ]]> 1417 &lt;connection&gt; value get's triggered a second time.]]>
1315 </description> 1418 </description>
1316 &move_on; 1419 &move_on;
1317 &move_off; 1420 &move_off;
1318 <attribute arch="no_pick" value="1" type="fixed" /> 1421 <attribute arch="no_pick" value="1" type="fixed" />
1319 <attribute arch="weight" editor="press weight" type="int"> 1422 <attribute arch="weight" editor="press weight" type="int">
1320 The button is pressed (triggered), as soon as 1423 The button is pressed (triggered), as soon as
1321 &lt;press weigh&gt; gram are placed ontop of it. 1424 &lt;press weigh&gt; gram are placed ontop of it.
1322 </attribute> 1425 </attribute>
1323 <attribute arch="connected" editor="connection" type="int"> 1426 <attribute arch="connected" editor="connection" type="string">
1324 Every time the button is pressed or released, all objects 1427 Every time the button is pressed or released, all objects
1325 with the same &lt;connection&gt; value are activated. 1428 with the same &lt;connection&gt; value are activated.
1326 </attribute> 1429 </attribute>
1327 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1328 This text may describe the item. You can use this 1431 This text may describe the item. You can use this
1337 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1338 </ignore> 1441 </ignore>
1339 <description><![CDATA[ 1442 <description><![CDATA[
1340 Handle buttons are buttons which reset after a short period 1443 Handle buttons are buttons which reset after a short period
1341 of time. Every time it is either applied or reset, the 1444 of time. Every time it is either applied or reset, the
1342 &lt;connection&gt; value is triggered. ]]> 1445 &lt;connection&gt; value is triggered.]]>
1343 </description> 1446 </description>
1344</type> 1447</type>
1345 1448
1346<!--####################################################################--> 1449<!--####################################################################-->
1347<type number="37" name="Class Changer"> 1450<type number="37" name="Class Changer">
1348 <ignore> 1451 <ignore>
1349 <ignore_list name="non_pickable" /> 1452 <ignore_list name="non_pickable" />
1350 </ignore> 1453 </ignore>
1351 <description><![CDATA[ 1454 <description><![CDATA[
1352 Class changer are used while creating a character. ]]> 1455 Class changer are used while creating a character.]]>
1353 </description> 1456 </description>
1354 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1457 <attribute arch="randomitems" editor="class items" type="treasurelist">
1355 This entry determines which initial items the character receives. 1458 This entry determines which initial items the character receives.
1356 </attribute> 1459 </attribute>
1357<section name="stats"> 1460<section name="stats">
1390<type number="87" name="Cloak"> 1493<type number="87" name="Cloak">
1391 <import_type name="Amulet" /> 1494 <import_type name="Amulet" />
1392 <description><![CDATA[ 1495 <description><![CDATA[
1393 Wearing a cloak, the object's stats will directly be inherited to 1496 Wearing a cloak, the object's stats will directly be inherited to
1394 the player. Cloaks usually add minor &lt;armour class&gt; and 1497 the player. Cloaks usually add minor &lt;armour class&gt; and
1395 sometimes a bit of resistance. ]]> 1498 sometimes a bit of resistance.]]>
1396 </description> 1499 </description>
1397 <use><![CDATA[ 1500 <use><![CDATA[
1398 Feel free to create your own special artifacts. However, it is very 1501 Feel free to create your own special artifacts. However, it is very
1399 important that you keep your artifact in balance with existing maps. ]]> 1502 important that you keep your artifact in balance with existing maps.]]>
1400 </use> 1503 </use>
1401 <attribute arch="magic" editor="magic bonus" type="int"> 1504 <attribute arch="magic" editor="magic bonus" type="int">
1402 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1505 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1403 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1506 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1404 than direct armour-class bonus on the cloak. 1507 than direct armour-class bonus on the cloak.
1409</type> 1512</type>
1410 1513
1411<!--####################################################################--> 1514<!--####################################################################-->
1412<type number="9" name="Clock"> 1515<type number="9" name="Clock">
1413 <description><![CDATA[ 1516 <description><![CDATA[
1414 Applying a clock, the time is displayed to the player. ]]> 1517 Applying a clock, the time is displayed to the player.]]>
1415 </description> 1518 </description>
1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1519 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417 This text may describe the item 1520 This text may describe the item
1418 </attribute> 1521 </attribute>
1419</type> 1522</type>
1424 A player can put (certain kinds of) items in the container. 1527 A player can put (certain kinds of) items in the container.
1425 The overall weight of items is reduced when put inside a 1528 The overall weight of items is reduced when put inside a
1426 container, depending on the settings. 1529 container, depending on the settings.
1427 <br><br> 1530 <br><br>
1428 A special feature of containers is the "cauldron", 1531 A special feature of containers is the "cauldron",
1429 capable of mixing alchemical receipes. ]]> 1532 capable of mixing alchemical receipes.]]>
1430 </description> 1533 </description>
1431 <use><![CDATA[ 1534 <use><![CDATA[
1432 Note on chests - There are two types of chests: 1535 Note on chests - There are two types of chests:
1433 <UL> 1536 <UL>
1434 <LI> First the random treasure chests - Those are NOT containers 1537 <LI> First the random treasure chests - Those are NOT containers
1435 (but object type Treasure), they create random treasures when 1538 (but object type Treasure), they create random treasures when
1436 applied. Archetype name is "chest". 1539 applied. Archetype name is "chest".
1437 <LI> Second there are the permanent chests - Those are containers, 1540 <LI> Second there are the permanent chests - Those are containers,
1438 they can be opened and closed again. Archetype name is "chest_2". 1541 they can be opened and closed again. Archetype name is "chest_2".
1439 </UL> ]]> 1542 </UL>]]>
1440 </use> 1543 </use>
1441 <attribute arch="race" editor="container class" type="string"> 1544 <attribute arch="race" editor="container class" type="string">
1442 If set, the container will hold only certain types of objects. 1545 If set, the container will hold only certain types of objects.
1443 Possible choices for &lt;container class&gt; are: "gold and jewels", 1546 Possible choices for &lt;container class&gt; are: "gold and jewels",
1444 "arrows" and "keys". 1547 "arrows" and "keys".
1450 container classes. 1553 container classes.
1451 </attribute> 1554 </attribute>
1452 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1453 If &lt;key string&gt; is set, only players with a special key 1556 If &lt;key string&gt; is set, only players with a special key
1454 of matching &lt;key string&gt; are able to open the container. 1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1455 </attribute> 1563 </attribute>
1456 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1457 The container can hold a maximum total weight of the given value 1565 The container can hold a maximum total weight of the given value
1458 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1459 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1499 <attribute arch="title" /> 1607 <attribute arch="title" />
1500 </ignore> 1608 </ignore>
1501 <description><![CDATA[ 1609 <description><![CDATA[
1502 Converters are like "exchange tables". When the player drops a 1610 Converters are like "exchange tables". When the player drops a
1503 specific type of items, they get converted into other items, at a 1611 specific type of items, they get converted into other items, at a
1504 predefined exchange-ratio. ]]> 1612 predefined exchange-ratio.]]>
1505 </description> 1613 </description>
1506 <use><![CDATA[ 1614 <use><![CDATA[
1507 Converters are better than shopping with doormats, because the 1615 Converters are better than shopping with doormats, because the
1508 converters never get sold out. For some items like food or jewels 1616 converters never get sold out. For some items like food or jewels
1509 those "exchange tables" are really nice, while for the more important 1617 those "exchange tables" are really nice, while for the more important
1511 <br><br> 1619 <br><br>
1512 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1620 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 1621 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 1622 value than before! (Except if you are using "rare" items like
1515 dragonscales for payment). The code will not check if your ratio is 1623 dragonscales for payment). The code will not check if your ratio is
1516 sane, so the player could gain infinite wealth by using your converter. ]]> 1624 sane, so the player could gain infinite wealth by using your converter.]]>
1517 </use> 1625 </use>
1518 <attribute arch="no_pick" value="1" type="fixed" /> 1626 <attribute arch="no_pick" value="1" type="fixed" />
1519 <attribute arch="slaying" editor="cost arch" type="string"> 1627 <attribute arch="slaying" editor="cost arch" type="string">
1520 &lt;cost arch&gt; is the name of the archetype the player has to 1628 &lt;cost arch&gt; is the name of the archetype the player has to
1521 put on the converter, as payment. 1629 put on the converter, as payment.
1537 of &lt;receive arch&gt;. 1645 of &lt;receive arch&gt;.
1538 </attribute> 1646 </attribute>
1539 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1647 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1540 This text may contain a description of the converter. 1648 This text may contain a description of the converter.
1541 </attribute> 1649 </attribute>
1650 <attribute arch="precious" editor="output unpaid" type="bool">
1651 If the converter has this flag set the generated items will
1652 be flagged as unpaid. Useful if you want to make a converter in a shop.
1653 (For instance for 'dragon scale' to 'dragon shield' converters in some
1654 armour shops.)
1655 </attribute>
1542</type> 1656</type>
1543 1657
1544<!--####################################################################--> 1658<!--####################################################################-->
1545<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1546 <ignore> 1660 <ignore>
1547 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1548 </ignore> 1663 </ignore>
1549 <description><![CDATA[ 1664 <description><![CDATA[
1550 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1551 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1552 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]> 1668 periodically create things.]]>
1554 </description> 1669 </description>
1555 <use><![CDATA[ 1670 <use><![CDATA[
1556 Don't hesitate to hide your creators under the floor. 1671 Don't hesitate to hide your creators under the floor.
1557 The created items will still always appear ontop of the floor. ]]> 1672 The created items will still always appear ontop of the floor.]]>
1558 </use> 1673 </use>
1559 <attribute arch="no_pick" value="1" type="fixed" /> 1674 <attribute arch="no_pick" value="1" type="fixed" />
1560 <attribute arch="other_arch" editor="create arch" type="string"> 1675 <attribute arch="other_arch" editor="create arch" type="string">
1561 This string defines the object that will be created. 1676 This string defines the object that will be created.
1562 You can choose any of the existing arches. 1677 You can choose any of the existing arches.
1563 This field is ignored if the creator has items in inventory. In this case 1678 This field is ignored if the creator has items in inventory. In this case
1564 one of the inventory items is duplicated. The duplicated item is randomly 1679 one of the inventory items is duplicated. The duplicated item is randomly
1565 chosen from all items present. 1680 chosen from all items present.
1566 </attribute> 1681 </attribute>
1567 <attribute arch="connected" editor="connection" type="int"> 1682 <attribute arch="connected" editor="connection" type="string">
1568 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1569 the creator gets triggered. 1684 the creator gets triggered.
1570 </attribute> 1685 </attribute>
1571 &activate_on; 1686 &activate_on;
1572 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1573 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1574 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 </attribute> 1690 </attribute>
1576 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1577 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1578 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1596 1711
1597<!--####################################################################--> 1712<!--####################################################################-->
1598<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1599 <ignore> 1714 <ignore>
1600 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1601 </ignore> 1717 </ignore>
1602 <description><![CDATA[ 1718 <description><![CDATA[
1603 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1604 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1605 <br><br> 1721 <br><br>
1606 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1607 - First, detectors check their square for a match periodically, not 1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1608 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1609 detectors do not check the inventory of players/monsters. ]]> 1726 detectors do not check the inventory of players/monsters.]]>
1610 </description> 1727 </description>
1611 <use><![CDATA[ 1728 <use>
1612 There is one major speciality about detectors: You can detect spells 1729 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> 1730 </use>
1617 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1618 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1619 &lt;match name&gt; specifies the name of the object we are looking for. 1733 &lt;match name&gt; specifies the name of the object we are looking for.
1620 Actually it does also check for the &lt;key string&gt; in key-objects, 1734 Actually it does also check for the &lt;key string&gt; in key-objects,
1621 but for this case inventory checkers are often more powerful to use. 1735 but for this case inventory checkers are often more powerful to use.
1622 </attribute> 1736 </attribute>
1623 <attribute arch="connected" editor="connection" type="int"> 1737 <attribute arch="connected" editor="connection" type="string">
1624 When the detector is triggered, all objects with the same 1738 When the detector is triggered, all objects with the same
1625 connection value get activated. 1739 connection value get activated.
1626 </attribute> 1740 </attribute>
1627 <attribute arch="speed" editor="detection speed" type="float"> 1741 <attribute arch="speed" editor="detection speed" type="float">
1628 This value defines the time between two detector-checks. 1742 This value defines the time between two detector-checks.
1636 by 1. 1750 by 1.
1637 </attribute> 1751 </attribute>
1638</type> 1752</type>
1639 1753
1640<!--####################################################################--> 1754<!--####################################################################-->
1755<type number="164" name="Map Script">
1756 <ignore>
1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1759 </ignore>
1760 <description><![CDATA[
1761 The map script object is a very special object that can react to connected
1762 events and executes a perl script in the msg slot.
1763 ]]>
1764 </description>
1765 <use><![CDATA[
1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1768 ]]>
1769 </use>
1770 <attribute arch="connected" editor="connection" type="string">
1771 When the map script object is triggered, it will execute
1772 the perl script with the triggering object as $activator.
1773 </attribute>
1774 &activate_on;
1775 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1776 This perl script will be executed each time the objetc is triggered.
1777 </attribute>
1778</type>
1779
1780<!--####################################################################-->
1641<type number="112" name="Director"> 1781<type number="112" name="Director">
1642 <ignore> 1782 <ignore>
1643 <ignore_list name="non_pickable" /> 1783 <ignore_list name="non_pickable" />
1644 </ignore> 1784 </ignore>
1645 <description><![CDATA[ 1785 <description><![CDATA[
1646 Directors change the direction of spell objects and other projectiles 1786 Directors change the direction of spell objects and other projectiles
1647 that fly past. Unlike spinners, directors always move objects in the 1787 that fly past. Unlike spinners, directors always move objects in the
1648 same direction. It does not make a difference from what angle you 1788 same direction. It does not make a difference from what angle you
1649 shoot into it.<br> 1789 shoot into it.<br>
1650 Directors are visible per default. ]]> 1790 Directors are visible per default.]]>
1651 </description> 1791 </description>
1652 <use><![CDATA[ 1792 <use><![CDATA[
1653 Directors are rarely used in maps. Sometimes they are placed to 1793 Directors are rarely used in maps. Sometimes they are placed to
1654 change the direction of spells coming out of magic walls, 1794 change the direction of spells coming out of magic walls,
1655 "channeling" spell-projectiles in some direction. When doing this, 1795 "channeling" spell-projectiles in some direction. When doing this,
1657 into them!</B> The spell-projectiles bouncing between the directors 1797 into them!</B> The spell-projectiles bouncing between the directors
1658 would accumulate to huge numbers and at some point slow down the 1798 would accumulate to huge numbers and at some point slow down the
1659 server by eating memory- and CPU-time. 1799 server by eating memory- and CPU-time.
1660 <br><br> 1800 <br><br>
1661 You'd better not place directors in monster vs. player combat 1801 You'd better not place directors in monster vs. player combat
1662 areas too much, because that freaks out wizard-type players. ]]> 1802 areas too much, because that freaks out wizard-type players.]]>
1663 </use> 1803 </use>
1664 <attribute arch="sp" editor="direction" type="list_direction"> 1804 <attribute arch="sp" editor="direction" type="list_direction">
1665 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1805 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1666 A director with direction &lt;none&gt; simply stops projectiles. 1806 A director with direction &lt;none&gt; simply stops projectiles.
1667 (The latter works out a bit strange for some spells). 1807 (The latter works out a bit strange for some spells).
1673<type number="158" name="Disease"> 1813<type number="158" name="Disease">
1674 <ignore> 1814 <ignore>
1675 <ignore_list name="system_object" /> 1815 <ignore_list name="system_object" />
1676 </ignore> 1816 </ignore>
1677 <description><![CDATA[ 1817 <description><![CDATA[
1678 Diseases are an intersting form of spellcraft in Crossfire. 1818 Diseases are an intersting form of spellcraft in Deliantra.
1679 Once casted, they can spread out and infect creatures in a large 1819 Once casted, they can spread out and infect creatures in a large
1680 area. Being infected can have various effects, from amusing farts 1820 area. Being infected can have various effects, from amusing farts
1681 to horrible damage - almost everything is possible. ]]> 1821 to horrible damage - almost everything is possible.]]>
1682 </description> 1822 </description>
1683 <use><![CDATA[ 1823 <use><![CDATA[
1684 Diseases are extremely flexible and usable in a many ways. 1824 Diseases are extremely flexible and usable in a many ways.
1685 So far they are mostly used for causing bad, unwanted effects. 1825 So far they are mostly used for causing bad, unwanted effects.
1686 You could just as well create a disease which helps the player 1826 You could just as well create a disease which helps the player
1687 (recharging mana for example). 1827 (recharging mana for example).
1688 Infection with a "positive disease" could even be a quest reward. ]]> 1828 Infection with a "positive disease" could even be a quest reward.]]>
1689 </use> 1829 </use>
1690 <attribute arch="invisible" value="1" type="fixed" /> 1830 <attribute arch="invisible" value="1" type="fixed" />
1691 <attribute arch="level" editor="plaque level" type="int"> 1831 <attribute arch="level" editor="plaque level" type="int">
1692 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1832 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1693 This mainly reflects in the &lt;damage&gt;. It has no effect on 1833 This mainly reflects in the &lt;damage&gt;. It has no effect on
1835<type number="23" name="Door"> 1975<type number="23" name="Door">
1836 <ignore> 1976 <ignore>
1837 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1838 </ignore> 1978 </ignore>
1839 <description><![CDATA[ 1979 <description><![CDATA[
1840 A door can be opened with a normal key. It also can be broken by attacking 1980 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 1981 it, and it can be defeated with the lockpicking skill. If a door is
1842 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1843 removed. ]]> 1983 removed.]]>
1844 </description> 1984 </description>
1845 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1846 <attribute arch="alive" value="1" type="fixed" /> 1986 <attribute arch="alive" value="1" type="fixed" />
1847 &movement_types_terrain; 1987 &movement_types_terrain;
1848 <attribute arch="hp" editor="hitpoints" type="int"> 1988 <attribute arch="hp" editor="hitpoints" type="int">
1868 2008
1869<!--####################################################################--> 2009<!--####################################################################-->
1870<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1871 <ignore> 2011 <ignore>
1872 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1873 </ignore> 2014 </ignore>
1874 <description><![CDATA[ 2015 <description><![CDATA[
1875 When activated, a duplicator can duplicate, multiply or destroy a pile of 2016 When activated, a duplicator can duplicate, multiply or destroy a pile of
1876 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1877 The duplicator has one arch name specified as &lt;target arch&gt;, 2018 The duplicator has one arch name specified as &lt;target arch&gt;,
1878 and only objects of this archetype can be affected.<br> 2019 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;. 2020 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. ]]> 2021 If the latter is set to zero, it will destroy objects.]]>
1881 </description> 2022 </description>
1882 <use><![CDATA[ 2023 <use><![CDATA[
1883 I hope it is clear that one must be very cautious when inserting a duplicator 2024 I hope it is clear that one must be very cautious when inserting a duplicator
1884 anywhere with &lt;multiply factor&gt; greater than one. 2025 anywhere with &lt;multiply factor&gt; greater than one.
1885 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2026 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1886 It is <b>not acceptable</b> to allow duplication of anything other than 2027 It is <b>not acceptable</b> to allow duplication of anything other than
1887 coins, gold and jewels. Besides, it is very important that the chance to 2028 coins, gold and jewels. Besides, it is very important that the chance to
1888 loose the input matches the chance to earn winnings.<br> 2029 loose the input matches the chance to earn winnings.<br>
1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2030 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1890 loosing rate of 2/3 = 67%. ]]> 2031 loosing rate of 2/3 = 67%.]]>
1891 </use> 2032 </use>
1892 <attribute arch="other_arch" editor="target arch" type="string"> 2033 <attribute arch="other_arch" editor="target arch" type="string">
1893 Only objects of matching archtype, lying ontop of the duplicator will be 2034 Only objects of matching archtype, lying ontop of the duplicator will be
1894 duplicated, multiplied or removed. All other objects will be ignored. 2035 duplicated, multiplied or removed. All other objects will be ignored.
1895 </attribute> 2036 </attribute>
1896 <attribute arch="level" editor="multiply factor" type="int"> 2037 <attribute arch="level" editor="multiply factor" type="int">
1897 The number of items in the target pile will be multiplied by the 2038 The number of items in the target pile will be multiplied by the
1898 &lt;multiply factor&gt;. If it is set to zero, all target objects 2039 &lt;multiply factor&gt;. If it is set to zero, all target objects
1899 will be destroyed. 2040 will be destroyed.
1900 </attribute> 2041 </attribute>
1901 <attribute arch="connected" editor="connection" type="int"> 2042 <attribute arch="connected" editor="connection" type="string">
1902 An activator (lever, altar, button, etc) with matching connection value 2043 An activator (lever, altar, button, etc) with matching connection value
1903 is able to trigger this duplicator. Be very careful that players cannot 2044 is able to trigger this duplicator. Be very careful that players cannot
1904 abuse it to create endless amounts of money or other valuable stuff! 2045 abuse it to create endless amounts of money or other valuable stuff!
1905 </attribute> 2046 </attribute>
1906 &activate_on; 2047 &activate_on;
1913 </ignore> 2054 </ignore>
1914 <description><![CDATA[ 2055 <description><![CDATA[
1915 When the player applies an exit, he is transferred to a different location. 2056 When the player applies an exit, he is transferred to a different location.
1916 (Monsters cannot use exits.) Depending on how it is set, the player applies 2057 (Monsters cannot use exits.) Depending on how it is set, the player applies
1917 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2058 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1918 the exit. ]]> 2059 the exit. ]]>
1919 </description> 2060 </description>
1920 <use><![CDATA[ 2061 <use><![CDATA[
1921 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2062 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1922 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2063 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1923 detected with the show_invisible spell. 2064 detected with the show_invisible spell.
1924 <br><br> 2065 <br><br>
1925 You can be quite creative with the outlook of secret exits (their "face"). 2066 You can be quite creative with the outlook of secret exits (their "face").
1926 Don't forget to give the player relyable hints about them though. ]]> 2067 Don't forget to give the player relyable hints about them though.]]>
1927 </use> 2068 </use>
1928 <attribute arch="slaying" editor="exit path" type="string"> 2069 <attribute arch="slaying" editor="exit path" type="string">
1929 The exit path defines the map that the player is transferred to. 2070 The exit path defines the map that the player is transferred to.
1930 You can enter an absolute path, beginning with '/' (for example 2071 You can enter an absolute path, beginning with '/' (for example
1931 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2072 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1973 little health by eating flesh-objects. <br> 2114 little health by eating flesh-objects. <br>
1974 For dragon players, flesh plays a very special role though: If the 2115 For dragon players, flesh plays a very special role though: If the
1975 flesh has resistances set, a dragon player has a chance to gain resistance in 2116 flesh has resistances set, a dragon player has a chance to gain resistance in
1976 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2117 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1977 Don't forget that flesh items with resistances have to be balanced 2118 Don't forget that flesh items with resistances have to be balanced
1978 according to map/monster difficulty. ]]> 2119 according to map/monster difficulty.]]>
1979 </description> 2120 </description>
1980 <use><![CDATA[ 2121 <use><![CDATA[
1981 For dragon players, flesh items can be highly valuable. Note that many 2122 For dragon players, flesh items can be highly valuable. Note that many
1982 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2123 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1983 These flesh items "inherit" resistances and level from the monster they belong to. 2124 These flesh items "inherit" resistances and level from the monster they belong to.
1985 not the case - so you have to set it manually. 2126 not the case - so you have to set it manually.
1986 <br><br> 2127 <br><br>
1987 Generally adding special flesh-treaties for dragon players is a great thing 2128 Generally adding special flesh-treaties for dragon players is a great thing
1988 to do. Always consider that dragon players might really not be interested 2129 to do. Always consider that dragon players might really not be interested
1989 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2130 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1990 out on the reward completely. ]]> 2131 out on the reward completely.]]>
1991 </use> 2132 </use>
1992 <attribute arch="food" editor="foodpoints" type="int"> 2133 <attribute arch="food" editor="foodpoints" type="int">
1993 The player's stomache will get filled with this amount of foodpoints. 2134 The player's stomache will get filled with this amount of foodpoints.
1994 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2135 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1995 </attribute> 2136 </attribute>
2019 <ignore> 2160 <ignore>
2020 <ignore_list name="non_pickable" /> 2161 <ignore_list name="non_pickable" />
2021 </ignore> 2162 </ignore>
2022 <description><![CDATA[ 2163 <description><![CDATA[
2023 Floor is a very basic thing whithout too much 2164 Floor is a very basic thing whithout too much
2024 functionality. It's a floor - you stand on it. ]]> 2165 functionality. It's a floor - you stand on it.]]>
2025 </description> 2166 </description>
2026 <attribute arch="is_floor" value="1" type="fixed" /> 2167 <attribute arch="is_floor" value="1" type="fixed" />
2027 <attribute arch="no_pick" value="1" type="fixed" /> 2168 <attribute arch="no_pick" value="1" type="fixed" />
2028<section name="terrain"> 2169<section name="terrain">
2029 &movement_types_terrain; 2170 &movement_types_terrain;
2044 If enabled, it is impossible for players to use prayers 2185 If enabled, it is impossible for players to use prayers
2045 on that spot. It also prevents players from saving. 2186 on that spot. It also prevents players from saving.
2046 </attribute> 2187 </attribute>
2047 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2048 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2049 will be saved byond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2050 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2192 </attribute>
2193 <attribute arch="buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2051 </attribute> 2197 </attribute>
2052 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2053 This text may describe the object. 2199 This text may describe the object.
2054 </attribute> 2200 </attribute>
2055</type> 2201</type>
2063 Encounter-Floor is pretty much the same as normal floor. 2209 Encounter-Floor is pretty much the same as normal floor.
2064 Most outdoor floor/ground-arches are set to be "encounters". 2210 Most outdoor floor/ground-arches are set to be "encounters".
2065 That is kind of a relict from former code: When walking over 2211 That is kind of a relict from former code: When walking over
2066 encounter-floor, players sometimes got beamed to little maps 2212 encounter-floor, players sometimes got beamed to little maps
2067 with monsters on them. Nowadays this feature is disabled - 2213 with monsters on them. Nowadays this feature is disabled -
2068 Hence encounter floor is not different from normal floor. ]]> 2214 Hence encounter floor is not different from normal floor.]]>
2069 </description> 2215 </description>
2070 <attribute arch="is_floor" value="1" type="fixed" /> 2216 <attribute arch="is_floor" value="1" type="fixed" />
2071 <attribute arch="no_pick" value="1" type="fixed" /> 2217 <attribute arch="no_pick" value="1" type="fixed" />
2072<section name="terrain"> 2218<section name="terrain">
2073 &movement_types_terrain; 2219 &movement_types_terrain;
2088 If enabled, it is impossible for players to use prayers 2234 If enabled, it is impossible for players to use prayers
2089 on that spot. It also prevents players from saving. 2235 on that spot. It also prevents players from saving.
2090 </attribute> 2236 </attribute>
2091 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2092 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2093 will be saved byond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2094 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2241 </attribute>
2242 <attribute arch="buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2095 </attribute> 2246 </attribute>
2096 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2097 This text may describe the object. 2248 This text may describe the object.
2098 </attribute> 2249 </attribute>
2099</type> 2250</type>
2100 2251
2101<!--####################################################################--> 2252<!--####################################################################-->
2102<type number="6" name="Food"> 2253<type number="6" name="Food">
2103 <description><![CDATA[ 2254 <description><![CDATA[
2104 By eating/drinking food-objects, the player can fill his 2255 By eating/drinking food-objects, the player can fill his
2105 stomache and gain a little health. ]]> 2256 stomache and gain a little health.]]>
2106 </description> 2257 </description>
2107 <attribute arch="food" editor="foodpoints" type="int"> 2258 <attribute arch="food" editor="foodpoints" type="int">
2108 The player's stomache will get filled with this amount of foodpoints. 2259 The player's stomache will get filled with this amount of foodpoints.
2109 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2260 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2110 </attribute> 2261 </attribute>
2116 2267
2117<!--####################################################################--> 2268<!--####################################################################-->
2118<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2119 <ignore> 2270 <ignore>
2120 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2121 </ignore> 2273 </ignore>
2122 <description><![CDATA[ 2274 <description><![CDATA[
2123 Gates play an important role in Crossfire. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2124 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2125 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2126 Unlike locked doors, gates can get shut again after a player has 2278 Unlike locked doors, gates can get shut again after a player has
2127 passed, which makes them more practical in many cases. ]]> 2279 passed, which makes them more practical in many cases.]]>
2128 </description> 2280 </description>
2129 <use><![CDATA[ 2281 <use><![CDATA[
2130 Use gates to divide your maps into seperated areas. After solving 2282 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 2283 area A, the player gains access to area B, and so on. Make your
2132 maps more complex than "one-way". ]]> 2284 maps more complex than "one-way".]]>
2133 </use> 2285 </use>
2134 <attribute arch="no_pick" value="1" type="fixed" /> 2286 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float"> 2287 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening. 2288 The speed of the gate affects how fast it is closing/opening.
2137 </attribute> 2289 </attribute>
2138 <attribute arch="connected" editor="connection" type="int"> 2290 <attribute arch="connected" editor="connection" type="string">
2139 Whenever the inventory checker is triggered, all objects with identical 2291 Whenever the inventory checker is triggered, all objects with identical
2140 &lt;connection&gt; value get activated. This only makes sense together with 2292 &lt;connection&gt; value get activated. This only makes sense together with
2141 &lt;blocking passage&gt; disabled. 2293 &lt;blocking passage&gt; disabled.
2142 </attribute> 2294 </attribute>
2143 <attribute arch="wc" editor="position state" type="int"> 2295 <attribute arch="wc" editor="position state" type="int">
2161<type number="113" name="Girdle"> 2313<type number="113" name="Girdle">
2162 <import_type name="Amulet" /> 2314 <import_type name="Amulet" />
2163 <description><![CDATA[ 2315 <description><![CDATA[
2164 Wearing a girdle, the object's stats will directly be inherited to 2316 Wearing a girdle, the object's stats will directly be inherited to
2165 the player. Girdles usually provide stats- or damage bonuses and no 2317 the player. Girdles usually provide stats- or damage bonuses and no
2166 defense. ]]> 2318 defense.]]>
2167 </description> 2319 </description>
2168 <use><![CDATA[ 2320 <use><![CDATA[
2169 Feel free to create your own special artifacts. However, it is very 2321 Feel free to create your own special artifacts. However, it is very
2170 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2171 </use> 2323 </use>
2172 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2173 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2174 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2175 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2183<!--####################################################################--> 2335<!--####################################################################-->
2184<type number="100" name="Gloves"> 2336<type number="100" name="Gloves">
2185 <import_type name="Amulet" /> 2337 <import_type name="Amulet" />
2186 <description><![CDATA[ 2338 <description><![CDATA[
2187 Wearing gloves, the object's stats will directly be inherited to 2339 Wearing gloves, the object's stats will directly be inherited to
2188 the player. Gloves can add defense or damage bonuses. ]]> 2340 the player. Gloves can add defense or damage bonuses.]]>
2189 </description> 2341 </description>
2190 <use><![CDATA[ 2342 <use><![CDATA[
2191 Feel free to create your own special artifacts. However, it is very 2343 Feel free to create your own special artifacts. However, it is very
2192 important that you keep your artifact in balance with existing maps. ]]> 2344 important that you keep your artifact in balance with existing maps.]]>
2193 </use> 2345 </use>
2194 <attribute arch="magic" editor="magic bonus" type="int"> 2346 <attribute arch="magic" editor="magic bonus" type="int">
2195 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2347 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2196 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2348 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2197 will increase that. 2349 will increase that.
2200 2352
2201<!--####################################################################--> 2353<!--####################################################################-->
2202<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2203 <ignore> 2355 <ignore>
2204 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2205 </ignore> 2358 </ignore>
2206 <description><![CDATA[ 2359 <description><![CDATA[
2207 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2208 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2361 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2209 </description> 2362 </description>
2210 <use><![CDATA[ 2363 <use><![CDATA[
2211 Handles are commonly used to move gates. When placing your lever, 2364 Handles are commonly used to move gates. When placing your lever,
2212 don't forget that some monsters are able to apply it. 2365 don't forget that some monsters are able to apply it.
2213 The ability to apply levers is rare among monsters - 2366 The ability to apply levers is rare among monsters -
2214 but vampires can do it for example. ]]> 2367 but vampires can do it for example.]]>
2215 </use> 2368 </use>
2216 <attribute arch="no_pick" value="1" type="fixed" /> 2369 <attribute arch="no_pick" value="1" type="fixed" />
2217 <attribute arch="connected" editor="connection" type="int"> 2370 <attribute arch="connected" editor="connection" type="string">
2218 Every time the handle is applied, all objects 2371 Every time the handle is applied, all objects
2219 with the same &lt;connection&gt; value are activated. 2372 with the same &lt;connection&gt; value are activated.
2220 </attribute> 2373 </attribute>
2221 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222 This text may describe the item. You can use this 2375 This text may describe the item. You can use this
2231 <ignore_list name="non_pickable" /> 2384 <ignore_list name="non_pickable" />
2232 </ignore> 2385 </ignore>
2233 <description><![CDATA[ 2386 <description><![CDATA[
2234 Handle triggers are handles which reset after a short period 2387 Handle triggers are handles which reset after a short period
2235 of time. Every time it is either applied or reset, the 2388 of time. Every time it is either applied or reset, the
2236 &lt;connection&gt; value is triggered. ]]> 2389 &lt;connection&gt; value is triggered.]]>
2237 </description> 2390 </description>
2238 <use><![CDATA[ 2391 <use><![CDATA[
2239 When you connect an ordinary handle to a gate, the gate normally remains 2392 When you connect an ordinary handle to a gate, the gate normally remains
2240 opened after the first player passed. If you want to keep the gate shut, 2393 opened after the first player passed. If you want to keep the gate shut,
2241 connecting it to a handle trigger is an easy solution. ]]> 2394 connecting it to a handle trigger is an easy solution. ]]>
2242 </use> 2395 </use>
2243</type> 2396</type>
2244 2397
2245<!--####################################################################--> 2398<!--####################################################################-->
2246<type number="88" name="Hazard Floor"> 2399<type number="88" name="Hazard Floor">
2251 <ignore_list name="non_pickable" /> 2404 <ignore_list name="non_pickable" />
2252 </ignore> 2405 </ignore>
2253 <description><![CDATA[ 2406 <description><![CDATA[
2254 The best example for Hazard Floor is lava. It works like standard 2407 The best example for Hazard Floor is lava. It works like standard
2255 floor, but damages all creatures standing on it. 2408 floor, but damages all creatures standing on it.
2256 Damage is taken in regular time intervals. ]]> 2409 Damage is taken in regular time intervals.]]>
2257 </description> 2410 </description>
2258 <use><![CDATA[ 2411 <use><![CDATA[
2259 The default lava for example does minor damage. But you can turn 2412 The default lava for example does minor damage. But you can turn
2260 it up so that your hazard floor poses a real threat.<br> 2413 it up so that your hazard floor poses a real threat.<br>
2261 Like magic walls, such floors add a permanent thrill to your map. 2414 Like magic walls, such floors add a permanent thrill to your map.
2262 You can use that to safely chase off too-weak players, or just 2415 You can use that to safely chase off too-weak players, or just
2263 to have something different. ]]> 2416 to have something different.]]>
2264 </use> 2417 </use>
2265 <attribute arch="is_floor" value="1" type="fixed" /> 2418 <attribute arch="is_floor" value="1" type="fixed" />
2266 <attribute arch="lifesave" value="1" type="fixed" /> 2419 <attribute arch="lifesave" value="1" type="fixed" />
2267 &move_on; 2420 &move_on;
2268 <attribute arch="no_pick" value="1" type="fixed" /> 2421 <attribute arch="no_pick" value="1" type="fixed" />
2307 If enabled, it is impossible for players to use prayers 2460 If enabled, it is impossible for players to use prayers
2308 on that spot. It also prevents players from saving. 2461 on that spot. It also prevents players from saving.
2309 </attribute> 2462 </attribute>
2310 <attribute arch="unique" editor="unique map" type="bool"> 2463 <attribute arch="unique" editor="unique map" type="bool">
2311 Unique floor means that any items dropped on that spot 2464 Unique floor means that any items dropped on that spot
2312 will be saved byond map reset. For permanent apartments, 2465 will be saved beyond map reset. For permanent apartments,
2313 all floor tiles must be set &lt;unique map&gt;. 2466 all floor tiles must be set &lt;unique map&gt;.
2314 </attribute> 2467 </attribute>
2315</type> 2468</type>
2316 2469
2317<!--####################################################################--> 2470<!--####################################################################-->
2319 <import_type name="Amulet" /> 2472 <import_type name="Amulet" />
2320 <description><![CDATA[ 2473 <description><![CDATA[
2321 Wearing a helmet, the object's stats will directly be inherited to 2474 Wearing a helmet, the object's stats will directly be inherited to
2322 the player. Normal helmets usually increase defense, while crowns 2475 the player. Normal helmets usually increase defense, while crowns
2323 add more special bonuses like stats/resistances paired with 2476 add more special bonuses like stats/resistances paired with
2324 low defense. ]]> 2477 low defense.]]>
2325 </description> 2478 </description>
2326 <use><![CDATA[ 2479 <use><![CDATA[
2327 Feel free to create your own special artifacts. However, it is very 2480 Feel free to create your own special artifacts. However, it is very
2328 important that you keep your artifact in balance with existing maps. ]]> 2481 important that you keep your artifact in balance with existing maps.]]>
2329 </use> 2482 </use>
2330 <attribute arch="magic" editor="magic bonus" type="int"> 2483 <attribute arch="magic" editor="magic bonus" type="int">
2331 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2484 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2332 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2485 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2333 than direct armour-class bonus on the helmet. 2486 than direct armour-class bonus on the helmet.
2342<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2343 <ignore> 2496 <ignore>
2344 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2345 </ignore> 2498 </ignore>
2346 <description><![CDATA[ 2499 <description><![CDATA[
2347 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2348 at a Holy_altar will make you a follower of that god, and 2501 at a Holy_altar will make you a follower of that god, and
2349 if you already follow that god, you may get some extra bonus. ]]> 2502 if you already follow that god, you may get some extra bonus.]]>
2350 </description> 2503 </description>
2351 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2352 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2353 The altar belongs to the god of the given name. Possible options for 2506 The altar belongs to the god of the given name. Possible options for
2354 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2507 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2377 Horns are very similar to rods. The difference is that horns regenerate 2530 Horns are very similar to rods. The difference is that horns regenerate
2378 spellpoints faster and thus are more valuable than rods. 2531 spellpoints faster and thus are more valuable than rods.
2379 <br><br> 2532 <br><br>
2380 A horn contains a spell. The player can use this spell by applying and 2533 A horn contains a spell. The player can use this spell by applying and
2381 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2534 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2382 used endlessly. ]]> 2535 used endlessly.]]>
2383 </description> 2536 </description>
2384 <use><![CDATA[ 2537 <use><![CDATA[
2385 Horns are powerful due to their fast recharge rate. They should 2538 Horns are powerful due to their fast recharge rate. They should
2386 never contain high level attacking spells. Even curing/healing spells 2539 never contain high level attacking spells. Even curing/healing spells
2387 are almost too good on a horn. ]]> 2540 are almost too good on a horn.]]>
2388 </use> 2541 </use>
2389 <attribute arch="sp" editor="spell" type="spell"> 2542 <attribute arch="sp" editor="spell" type="spell">
2390 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2543 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2391 horns to players, since they can be used endlessly without any mana cost! 2544 horns to players, since they can be used endlessly without any mana cost!
2392 Horns with heal/ restoration/ protection spells, IF available, MUST be 2545 Horns with heal/ restoration/ protection spells, IF available, MUST be
2418<!--####################################################################--> 2571<!--####################################################################-->
2419<type number="73" name="Inorganic"> 2572<type number="73" name="Inorganic">
2420 <description><![CDATA[ 2573 <description><![CDATA[
2421 Inorganic materials are generally used as ingredients for 2574 Inorganic materials are generally used as ingredients for
2422 alchemical receipes. By themselves, they have no special 2575 alchemical receipes. By themselves, they have no special
2423 functionalities. ]]> 2576 functionalities.]]>
2424 </description> 2577 </description>
2425 <attribute arch="is_dust" editor="is dust" type="bool"> 2578 <attribute arch="is_dust" editor="is dust" type="bool">
2426 </attribute> 2579 </attribute>
2427 &resistances_basic; 2580 &resistances_basic;
2428</type> 2581</type>
2429 2582
2430<!--####################################################################--> 2583<!--####################################################################-->
2431<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2432 <ignore> 2585 <ignore>
2433 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2434 </ignore> 2588 </ignore>
2435 <description><![CDATA[ 2589 <description><![CDATA[
2436 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2437 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2438 either if that object is present or missing (-&gt; "last_sp") when a 2592 either if that object is present or missing (-&gt; "last_sp") when a
2441 <br><br> 2595 <br><br>
2442 Alternatively, you can set your inv. checker to block all players 2596 Alternatively, you can set your inv. checker to block all players
2443 that do/don't carry the matching object. 2597 that do/don't carry the matching object.
2444 <br><br> 2598 <br><br>
2445 As you can see, inv. checkers are quite powerful, holding a 2599 As you can see, inv. checkers are quite powerful, holding a
2446 great variety of possibilities. ]]> 2600 great variety of possibilities.]]>
2447 </description> 2601 </description>
2448 <use><![CDATA[ 2602 <use><![CDATA[
2449 Putting a check_inventory space in front of a gate (one below) and 2603 Putting a check_inventory space in front of a gate (one below) and
2450 one on the opposite side works reasonably well as a control mechanism. 2604 one on the opposite side works reasonably well as a control mechanism.
2451 Unlike the key/door-combo, this one works infinite since it is 2605 Unlike the key/door-combo, this one works infinite since it is
2452 independant from map reset. Use it to put a "structure" into your 2606 independant from map reset. Use it to put a "structure" into your
2453 maps: Player must solve area A to gain access to area B. This concept 2607 maps: Player must solve area A to gain access to area B. This concept
2454 can be found in nearly every RPG - simple but effective. ]]> 2608 can be found in nearly every RPG - simple but effective.]]>
2455 </use> 2609 </use>
2456 <attribute arch="no_pick" value="1" type="fixed" /> 2610 <attribute arch="no_pick" value="1" type="fixed" />
2457 <attribute arch="slaying" editor="match key string" type="string"> 2611 <attribute arch="slaying" editor="match key string" type="string">
2458 This string specifies the object we are looking for: We have a match 2612 This string specifies the object we are looking for: We have a match
2459 if the player does/don't carry a key object or a mark with identical 2613 if the player does/don't carry a key object or a mark with identical
2475 </attribute> 2629 </attribute>
2476 <attribute arch="last_sp" editor="match = having" type="bool"> 2630 <attribute arch="last_sp" editor="match = having" type="bool">
2477 Enabled means having that object is a match. 2631 Enabled means having that object is a match.
2478 Disabled means not having that object is a match. 2632 Disabled means not having that object is a match.
2479 </attribute> 2633 </attribute>
2480 <attribute arch="connected" editor="connection" type="int"> 2634 <attribute arch="connected" editor="connection" type="string">
2481 Whenever the inventory checker is triggered, all objects with identical 2635 Whenever the inventory checker is triggered, all objects with identical
2482 &lt;connection&gt; value get activated. This only makes sense together with 2636 &lt;connection&gt; value get activated. This only makes sense together with
2483 &lt;blocking passage&gt; disabled. 2637 &lt;blocking passage&gt; disabled.
2484 </attribute> 2638 </attribute>
2485 &movement_types_terrain; 2639 &movement_types_terrain;
2535<!--####################################################################--> 2689<!--####################################################################-->
2536<type number="60" name="Jewel"> 2690<type number="60" name="Jewel">
2537 <description><![CDATA[ 2691 <description><![CDATA[
2538 Items of the type Gold &amp; Jewels are handled like a currency. 2692 Items of the type Gold &amp; Jewels are handled like a currency.
2539 Unlike for any other type of item, in shops, the buy- and selling 2693 Unlike for any other type of item, in shops, the buy- and selling
2540 prices differ only marginally. ]]> 2694 prices differ only marginally.]]>
2541 </description> 2695 </description>
2542 <attribute arch="race" value="gold and jewels" type="fixed" /> 2696 <attribute arch="race" value="gold and jewels" type="fixed" />
2543 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2697 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2544 This text may describe the object. 2698 This text may describe the object.
2545 </attribute> 2699 </attribute>
2547 2701
2548<!--####################################################################--> 2702<!--####################################################################-->
2549<type number="24" name="Key"> 2703<type number="24" name="Key">
2550 <description><![CDATA[ 2704 <description><![CDATA[
2551 When carrying a key, a normal door can be opened. The key will 2705 When carrying a key, a normal door can be opened. The key will
2552 disappear. ]]> 2706 disappear.]]>
2553 </description> 2707 </description>
2554 <attribute arch="startequip" editor="godgiven item" type="bool"> 2708 <attribute arch="startequip" editor="godgiven item" type="bool">
2555 A godgiven item vanishes as soon as the player 2709 A godgiven item vanishes as soon as the player
2556 drops it to the ground. 2710 drops it to the ground.
2557 </attribute> 2711 </attribute>
2562 <ignore> 2716 <ignore>
2563 <ignore_list name="non_pickable" /> 2717 <ignore_list name="non_pickable" />
2564 </ignore> 2718 </ignore>
2565 <description><![CDATA[ 2719 <description><![CDATA[
2566 A locked door can be opened only when carrying 2720 A locked door can be opened only when carrying
2567 the appropriate special key. ]]> 2721 the appropriate special key.]]>
2568 </description> 2722 </description>
2569 <use><![CDATA[ 2723 <use><![CDATA[
2570 If you want to create a locked door that cannot be opened (no key), 2724 If you want to create a locked door that cannot be opened (no key),
2571 set a &lt;key string&gt; like "no_key_available". This will clearify things 2725 set a &lt;key string&gt; like "no_key_available". This will clearify things
2572 and only a fool would create a key matching that string. 2726 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 2728 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 2729 are used with all kinds of faces/names, especially often as
2576 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2730 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2577 There you have magic forces (door objects) put under certain artifact 2731 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 2732 items. To get your hands on the artifacts, you need to bring up the
2579 appropriate quest items (key objects). ]]> 2733 appropriate quest items (key objects).]]>
2580 </use> 2734 </use>
2581 <attribute arch="move_type" value="0" type="fixed" /> 2735 <attribute arch="move_type" value="0" type="fixed" />
2582 <attribute arch="no_pick" value="1" type="fixed" /> 2736 <attribute arch="no_pick" value="1" type="fixed" />
2583 <attribute arch="slaying" editor="key string" type="string"> 2737 <attribute arch="slaying" editor="key string" type="string">
2584 The &lt;key string&gt; in the door must be identical with the 2738 The &lt;key string&gt; in the door must be identical with the
2585 &lt;key string&gt; in the special key, then the door is unlocked. 2739 &lt;key string&gt; in the special key, then the door is unlocked.
2586 It is VERY important to set the &lt;key string&gt; to something that 2740 It is VERY important to set the &lt;key string&gt; to something that
2587 is unique among the CF mapset. 2741 is unique among the Deliantra mapset.
2588 2742
2589 DONT EVER USE the default string "set_individual_value". 2743 DONT EVER USE the default string "set_individual_value".
2744
2745 When the key string starts with "match ", then it is expected to
2746 be a match expression, which will be applied to the player, so
2747 you can use e.g. (match type=POTION in inv). Note that the matched
2748 object will be removed.
2590 </attribute> 2749 </attribute>
2591 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2592 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2593 This should be set in most cases. 2752 This should be set in most cases.
2594 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2608 2767
2609<!--####################################################################--> 2768<!--####################################################################-->
2610<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2611 <ignore> 2770 <ignore>
2612 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2613 </ignore> 2773 </ignore>
2614 <description><![CDATA[ 2774 <description><![CDATA[
2615 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2616 when the player speaks a specific keyword. ]]> 2776 when the player speaks a specific keyword.]]>
2617 </description> 2777 </description>
2618 <use><![CDATA[ 2778 <use><![CDATA[
2619 Whenever you put magic_ears on your maps, make sure there are 2779 Whenever you put magic_ears on your maps, make sure there are
2620 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2780 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2621 something like a gate that is opened by speaking "open" or 2781 something like a gate that is opened by speaking "open" or
2623 <br><br> 2783 <br><br>
2624 Magic_ears are typically used for interaction with NPCs. You 2784 Magic_ears are typically used for interaction with NPCs. You
2625 can create the impression that the NPC actually *does* something 2785 can create the impression that the NPC actually *does* something
2626 according to his conversation with a player. Mostly this means 2786 according to his conversation with a player. Mostly this means
2627 opening a gate or handing out some item, but you could be quite 2787 opening a gate or handing out some item, but you could be quite
2628 creative here. ]]> 2788 creative here.]]>
2629 </use> 2789 </use>
2630 <attribute arch="no_pick" value="1" type="fixed" /> 2790 <attribute arch="no_pick" value="1" type="fixed" />
2631 <attribute arch="connected" editor="connection" type="int"> 2791 <attribute arch="connected" editor="connection" type="string">
2632 The Magic_ear will trigger all objects with the 2792 The Magic_ear will trigger all objects with the
2633 same connection value, every time it is activated. 2793 same connection value, every time it is activated.
2634 </attribute> 2794 </attribute>
2635 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2795 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2636 This textfield contains the keyword-matching-syntax. The text should 2796 This textfield contains the keyword-matching-syntax. The text should
2647 2807
2648<!--####################################################################--> 2808<!--####################################################################-->
2649<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2650 <ignore> 2810 <ignore>
2651 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2652 </ignore> 2813 </ignore>
2653 <description><![CDATA[ 2814 <description><![CDATA[
2654 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2655 Magic walls can contain any spell. However, some spells do not 2816 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 2817 operate very successfully in them. The only way to know is to test
2657 the spell you want to use with a wall. 2818 the spell you want to use with a wall.
2658 <br><br> 2819 <br><br>
2659 Several types of magical walls are predefined for you in the 2820 Several types of magical walls are predefined for you in the
2660 archetypes, and can be found on the "connected" Pickmap. ]]> 2821 archetypes, and can be found on the "connected" Pickmap.]]>
2661 </description> 2822 </description>
2662 <use><![CDATA[ 2823 <use><![CDATA[
2663 Spellcasting walls pose an interesting alternative to monsters. 2824 Spellcasting walls pose an interesting alternative to monsters.
2664 Usually they are set to be undestroyable. Thus, while monsters 2825 Usually they are set to be undestroyable. Thus, while monsters
2665 in a map can be cleared out, the magic walls remain. Low level 2826 in a map can be cleared out, the magic walls remain. Low level
2676 walls' spell(s). 2837 walls' spell(s).
2677 <br><br> 2838 <br><br>
2678 It is possible to make walls rotate when triggered. But that is so 2839 It is possible to make walls rotate when triggered. But that is so
2679 confusing (and useless IMHO) that I did not mention it above. You 2840 confusing (and useless IMHO) that I did not mention it above. You
2680 can find a working example on the map 2841 can find a working example on the map
2681 "/pup_land/castle_eureca/castle_eureca8". ]]> 2842 "/pup_land/castle_eureca/castle_eureca8".]]>
2682 </use> 2843 </use>
2683 <attribute arch="dam" editor="spell" type="spell"> 2844 <attribute arch="dam" editor="spell" type="spell">
2684 The magic wall will cast this &lt;spell&gt;. 2845 The magic wall will cast this &lt;spell&gt;.
2685 </attribute> 2846 </attribute>
2686 <attribute arch="level" editor="spell level" type="int"> 2847 <attribute arch="level" editor="spell level" type="int">
2687 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2848 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2688 walls cast spells at minimal strength. "level 100" walls cast deadly 2849 walls cast spells at minimal strength. "level 100" walls cast deadly
2689 spells. Arch default is level 1 - you should always set this value 2850 spells. Arch default is level 1 - you should always set this value
2690 to meet the overall difficulty of your map. 2851 to meet the overall difficulty of your map.
2691 </attribute> 2852 </attribute>
2692 <attribute arch="connected" editor="connection" type="int"> 2853 <attribute arch="connected" editor="connection" type="string">
2693 Every time the &lt;connection&gt; value is triggered, the wall will cast 2854 Every time the &lt;connection&gt; value is triggered, the wall will cast
2694 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2855 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2695 have much visible effect. 2856 have much visible effect.
2696 </attribute> 2857 </attribute>
2697 &activate_on; 2858 &activate_on;
2733 2894
2734<!--####################################################################--> 2895<!--####################################################################-->
2735<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2736 <ignore> 2897 <ignore>
2737 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2738 </ignore> 2900 </ignore>
2739 <description><![CDATA[ 2901 <description><![CDATA[
2740 A marker is an object that inserts an invisible force (a mark) into a 2902 A marker is an object that inserts an invisible force (a mark) into a
2741 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2742 &lt;key string&gt; which can be discovered by detectors or inventory 2904 &lt;key string&gt; which can be discovered by detectors or inventory
2743 checkers. It is also possible to use markers for removing marks again. 2905 checkers. It is also possible to use markers for removing marks again
2906 (by setting the "name" slot to the name of the marker to be removed).
2744 <br><br> 2907 <br><br>
2745 Note that the player has no possibility to "see" his own marks, 2908 Note that the player has no possibility to "see" his own marks,
2746 except by the effect that they cause on the maps. ]]> 2909 except by the effect that they cause on the maps.]]>
2747 </description> 2910 </description>
2748 <use><![CDATA[ 2911 <use><![CDATA[
2749 Markers hold real cool possibilities for map-making. I encourage 2912 Markers hold real cool possibilities for map-making. I encourage
2750 you to use them frequently. However there is one negative point 2913 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 2914 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 2915 your task, as map-creator, to make sure the player is always well
2753 informed and never confused. 2916 informed and never confused.
2754 <br><br> 2917 <br><br>
2755 Please avoid infinite markers when they aren't needed. They're 2918 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 2919 using a little space in the player file after all, so if there
2757 is no real purpose, set an expire time. ]]> 2920 is no real purpose, set an expire time.]]>
2758 </use> 2921 </use>
2759 <attribute arch="no_pick" value="1" type="fixed" /> 2922 <attribute arch="no_pick" value="1" type="fixed" />
2760 <attribute arch="slaying" editor="key string" type="string"> 2923 <attribute arch="slaying" editor="key string" type="string">
2761 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2924 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2762 If the player already has a force with that &lt;key string&gt;, 2925 If the player already has a force with that &lt;key string&gt;,
2763 there won't be inserted a second one. 2926 there won't be inserted a second one.
2764 </attribute> 2927 </attribute>
2765 <attribute arch="connected" editor="connection" type="int"> 2928 <attribute arch="connected" editor="connection" type="string">
2766 When the detector is triggered, all objects with the same 2929 When the detector is triggered, all objects with the same
2767 connection value get activated. 2930 connection value get activated.
2768 </attribute> 2931 </attribute>
2769 <attribute arch="speed" editor="marking speed" type="float"> 2932 <attribute arch="speed" editor="marking speed" type="float">
2770 The &lt;marking speed&gt; defines how quickly it will mark something 2933 The &lt;marking speed&gt; defines how quickly it will mark something
2808 When a player picks an item from a shop and attempts to 2971 When a player picks an item from a shop and attempts to
2809 walk over the shop mat, the item's selling-price is automatically 2972 walk over the shop mat, the item's selling-price is automatically
2810 subtracted from the player's money. 2973 subtracted from the player's money.
2811 <br><br> 2974 <br><br>
2812 For money, always use the default arches. 2975 For money, always use the default arches.
2813 Don't modify them. ]]> 2976 Don't modify them.]]>
2814 </description> 2977 </description>
2815 <attribute arch="race" value="gold and jewels" type="fixed" /> 2978 <attribute arch="race" value="gold and jewels" type="fixed" />
2816</type> 2979</type>
2817 2980
2818<!--####################################################################--> 2981<!--####################################################################-->
2833 Monsters can behave in various kinds of ways. 2996 Monsters can behave in various kinds of ways.
2834 They can be aggressive, attacking the player. Or peaceful, 2997 They can be aggressive, attacking the player. Or peaceful,
2835 helping the player - maybe joining him as pet. 2998 helping the player - maybe joining him as pet.
2836 The unagressive creatures who communicate with players are 2999 The unagressive creatures who communicate with players are
2837 usually called "NPCs" (Non Player Character), a well-known 3000 usually called "NPCs" (Non Player Character), a well-known
2838 term in role-play environments. ]]> 3001 term in role-play environments.]]>
2839 </description> 3002 </description>
2840 <use><![CDATA[ 3003 <use><![CDATA[
2841 Monsters play a central role in most maps. Choosing the right 3004 Monsters play a central role in most maps. Choosing the right
2842 combination of monsters for your map is vital: 3005 combination of monsters for your map is vital:
2843 <UL> 3006 <UL>
2868 can use. 3031 can use.
2869 </UL> 3032 </UL>
2870 I know it's impossible to make the perfectly balanced map. There's always 3033 I know it's impossible to make the perfectly balanced map. There's always
2871 some part which is found too easy or too hard for a certain kind of player. 3034 some part which is found too easy or too hard for a certain kind of player.
2872 Just give it your best shot. And listen to feedback from players if you 3035 Just give it your best shot. And listen to feedback from players if you
2873 receive some. :-) ]]> 3036 receive some. :-)]]>
2874 </use> 3037 </use>
2875 <attribute arch="alive" value="1" type="fixed" /> 3038 <attribute arch="alive" value="1" type="fixed" />
2876 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3039 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2877 When the monster is killed, items from the treasurelist will 3040 When the monster is killed, items from the treasurelist will
2878 drop to the ground. This is a common way to reward players 3041 drop to the ground. This is a common way to reward players
3126 <attribute arch="stand_still" editor="stand still" type="bool"> 3289 <attribute arch="stand_still" editor="stand still" type="bool">
3127 Monsters which &lt;stand still&gt; won't move to leave their position. 3290 Monsters which &lt;stand still&gt; won't move to leave their position.
3128 When agressive, they will attack all enemies who get close to 3291 When agressive, they will attack all enemies who get close to
3129 them. This behaviour is commonly known from castle guards. 3292 them. This behaviour is commonly known from castle guards.
3130 3293
3131 In older versions of Crossfire it was possible to eventually 3294 In older versions of Deliantra it was possible to eventually
3132 push a &lt;stand still&gt;-monster out of position by force. 3295 push a &lt;stand still&gt;-monster out of position by force.
3133 I believe this is no longer possible. Neverthless, you should 3296 I believe this is no longer possible. Neverthless, you should
3134 still be cautious when lining up &lt;stand still&gt;-monster in order 3297 still be cautious when lining up &lt;stand still&gt;-monster in order
3135 to "defend" something: Such monsters are rather easy to kill. 3298 to "defend" something: Such monsters are rather easy to kill.
3136 It's good for low level maps, but not much more. 3299 It's good for low level maps, but not much more.
3202 3365
3203<!--####################################################################--> 3366<!--####################################################################-->
3204<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3205 <ignore> 3368 <ignore>
3206 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3207 </ignore> 3371 </ignore>
3208 <description><![CDATA[ 3372 <description><![CDATA[
3209 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3210 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3211 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3212 could be calmed. ]]> 3376 could be calmed.]]>
3213 </description> 3377 </description>
3214 <use><![CDATA[ 3378 <use><![CDATA[
3215 Mood floors are absolutely cool for NPC interaction. To make an 3379 Mood floors are absolutely cool for NPC interaction. To make an
3216 unaggressive monster/NPC attack, put a creator with "other_arch 3380 unaggressive monster/NPC attack, put a creator with "other_arch
3217 furious_floor" under it. Connect the creator to a magic_ear, so the 3381 furious_floor" under it. Connect the creator to a magic_ear, so the
3221 it directly to a magic_ear. Then the player speaks a keyword like 3385 it directly to a magic_ear. Then the player speaks a keyword like
3222 "help me" - and the NPC joins him as pet. 3386 "help me" - and the NPC joins him as pet.
3223 <br><br> 3387 <br><br>
3224 (Of course you must always give clear hints about keywords! 3388 (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 3389 And there is no reason why you couldn't use a button/lever/pedestal
3226 etc. instead of a magic_ear.) ]]> 3390 etc. instead of a magic_ear.)]]>
3227 </use> 3391 </use>
3228 <attribute arch="no_pick" value="1" type="fixed" /> 3392 <attribute arch="no_pick" value="1" type="fixed" />
3229 <attribute arch="last_sp" editor="mood" type="list_mood"> 3393 <attribute arch="last_sp" editor="mood" type="list_mood">
3230 &lt;mood&gt; is used to determine what will happen to the 3394 &lt;mood&gt; is used to determine what will happen to the
3231 monster when affected by the mood floor: 3395 monster when affected by the mood floor:
3241 &lt;mood&gt; 'charm': Turns monster into a pet of person 3405 &lt;mood&gt; 'charm': Turns monster into a pet of person
3242 who triggers the square. This setting is not 3406 who triggers the square. This setting is not
3243 enabled for continous operation, you need to 3407 enabled for continous operation, you need to
3244 insert a &lt;connection&gt; value! 3408 insert a &lt;connection&gt; value!
3245 </attribute> 3409 </attribute>
3246 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3247 This should only be set in combination with &lt;mood number&gt; 4. 3411 This should only be set in combination with &lt;mood number&gt; 4.
3248 Normally, monsters are affected by the mood floor as soon as they 3412 Normally, monsters are affected by the mood floor as soon as they
3249 step on it. But charming (monster -&gt; pet) is too powerful, 3413 step on it. But charming (monster -&gt; pet) is too powerful,
3250 so it needs to be activated. 3414 so it needs to be activated.
3251 3415
3275 can monsters. Motion is involuntary. Additionally, players or 3439 can monsters. Motion is involuntary. Additionally, players or
3276 monsters can be "frozen" while ontop of movers so that they MUST 3440 monsters can be "frozen" while ontop of movers so that they MUST
3277 move along a chain of them. 3441 move along a chain of them.
3278 <br><br> 3442 <br><br>
3279 Multisquare monsters can be moved as well, given 3443 Multisquare monsters can be moved as well, given
3280 enough space. Movers are usually invisible. ]]> 3444 enough space. Movers are usually invisible.]]>
3281 </description> 3445 </description>
3282 <use><![CDATA[ 3446 <use><![CDATA[
3283 NEVER EVER consider a mover being unpassable in the backwards 3447 NEVER EVER consider a mover being unpassable in the backwards
3284 direction. Setting "forced movement" makes it seemingly impossible 3448 direction. Setting "forced movement" makes it seemingly impossible
3285 but there is still a trick: One player can push a second player 3449 but there is still a trick: One player can push a second player
3292 cannot be discovered with the show_invisible spell. 3456 cannot be discovered with the show_invisible spell.
3293 <br><br> 3457 <br><br>
3294 Note that Movers and Directors are seperate objects, even though 3458 Note that Movers and Directors are seperate objects, even though
3295 they look and act similar. Directors only do spells/missiles, 3459 they look and act similar. Directors only do spells/missiles,
3296 while movers only do living creatures (depending on how it 3460 while movers only do living creatures (depending on how it
3297 is set: monsters and players). ]]> 3461 is set: monsters and players).]]>
3298 </use> 3462 </use>
3299 <attribute arch="attacktype" editor="forced movement" type="bool"> 3463 <attribute arch="attacktype" editor="forced movement" type="bool">
3300 If forced movement is enabled, the mover "freezes" anyone it 3464 If forced movement is enabled, the mover "freezes" anyone it
3301 moves (so they are forced to move along a chain). 3465 moves (so they are forced to move along a chain).
3302 For players there is no way to escape this forced movement, 3466 For players there is no way to escape this forced movement,
3350 3514
3351<!--####################################################################--> 3515<!--####################################################################-->
3352<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3353 <ignore> 3517 <ignore>
3354 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3355 </ignore> 3520 </ignore>
3356 <description><![CDATA[ 3521 <description><![CDATA[
3357 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3358 When a predefined type of living creature steps on the pedestal, the 3523 When a predefined type of living creature steps on the pedestal, the
3359 connected value is triggered. ]]> 3524 connected value is triggered.]]>
3360 </description> 3525 </description>
3361 <use><![CDATA[ 3526 <use><![CDATA[
3362 If you want to create a place where only players of a certain race 3527 If you want to create a place where only players of a certain race
3363 can enter, put a teleporter over your pedestal. So the teleporter is 3528 can enter, put a teleporter over your pedestal. So the teleporter is
3364 only activated for players of the matching race. Do not use gates, 3529 only activated for players of the matching race. Do not use gates,
3365 because many other players could sneak in. If you put powerful 3530 because many other players could sneak in. If you put powerful
3366 artifacts into such places, generally set "startequip 1", so that 3531 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. ]]> 3532 they are preserved for that one race and can't be traded to others.]]>
3368 </use> 3533 </use>
3369 <attribute arch="no_pick" value="1" type="fixed" /> 3534 <attribute arch="no_pick" value="1" type="fixed" />
3370 <attribute arch="slaying" editor="match race" type="string"> 3535 <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; 3536 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. 3537 matches the monster's or the player's race, we have a match.
3374 place where only fireborns can enter, by setting "slaying unnatural". 3539 place where only fireborns can enter, by setting "slaying unnatural".
3375 3540
3376 If it is set to "player", any player stepping on the pedestal 3541 If it is set to "player", any player stepping on the pedestal
3377 is a match. Very useful if you want to open a gate for players 3542 is a match. Very useful if you want to open a gate for players
3378 but not for monsters. 3543 but not for monsters.
3544
3545 &match_compat;
3379 </attribute> 3546 </attribute>
3380 <attribute arch="connected" editor="connection" type="int"> 3547 <attribute arch="connected" editor="connection" type="string">
3381 When the pedestal is triggered, all objects with the same 3548 When the pedestal is triggered, all objects with the same
3382 connection value get activated. 3549 connection value get activated.
3383 </attribute> 3550 </attribute>
3384 &move_on; 3551 &move_on;
3385</type> 3552</type>
3386 3553
3387<!--####################################################################--> 3554<!--####################################################################-->
3555<type number="32" name="Pedestal Trigger">
3556 <import_type name="Pedestal" />
3557 <ignore>
3558 <ignore_list name="non_pickable" />
3559 </ignore>
3560 <description><![CDATA[
3561 Pedestal triggers are pedestals which reset after a short period
3562 of time. Every time it is either applied or reset, the
3563 &lt;connection&gt; value is triggered.]]>
3564 </description>
3565</type>
3566
3567<!--####################################################################-->
3568<type number="19" name="Item Match">
3569 <ignore>
3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3572 </ignore>
3573 <description><![CDATA[
3574 Match objects use the deliantra matching language
3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576 to match items on the same mapspace (if move_on/off are unset) or
3577 items trying to enter (if move_blocked is set).
3578
3579 If a connected value is given, then it is triggered if the first object
3580 matching the expression is put on it, and the last is removed.]]>
3581 </description>
3582 <use><![CDATA[
3583 If you want to trigger something else (e.g. a gate) when an item is above this object,
3584 use the move_on/move_off settings.
3585
3586 If you want to keep something from entering if it has (or lacks) a specific item,
3587 use the move_blocked setting.]]>
3588 </use>
3589 <attribute arch="no_pick" value="1" type="fixed" />
3590 <attribute arch="slaying" editor="match expression" type="string">
3591 &match_compat;
3592
3593 Optionally you can leave out the "match " prefix.
3594 </attribute>
3595 <attribute arch="connected" editor="connection" type="string">
3596 When the match is triggered, all objects with the same
3597 connection value get activated.
3598 </attribute>
3599 &move_on;
3600 &move_off;
3601 &move_block;
3602</type>
3603
3604<!--####################################################################-->
3388<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3389 <ignore> 3606 <ignore>
3390 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3391 </ignore> 3609 </ignore>
3392 <description><![CDATA[ 3610 <description><![CDATA[
3393 Pits are holes, transporting the player when he walks (and falls) into them. 3611 Pits are holes, transporting the player when he walks (and falls) into them.
3394 A speciality about pits is that they don't transport the player to 3612 A speciality about pits is that they don't transport the player to
3395 the exact destination, but within a two-square radius of the destination 3613 the exact destination, but within a configurable radius of the destination
3396 (never on blocked squares).<br> 3614 (never on blocked squares).<br>
3397 Optionally, pits can get closed and opened, similar to gates.<br><br> 3615 Optionally, pits can get closed and opened, similar to gates.<br><br>
3398 Monsters and items are affected by pits just as well as players. 3616 Monsters and items are affected by pits just as well as players.
3399 Even multipart monsters can fall through them, given enough space. ]]> 3617 Even multipart monsters can fall through them, given enough space.]]>
3400 </description> 3618 </description>
3401 <use><![CDATA[ 3619 <use><![CDATA[
3402 Pits can add interesting effects to your map. When using them, make 3620 Pits can add interesting effects to your map. When using them, make
3403 sure to use them in a "logical way": Pits should always drop the 3621 sure to use them in a "logical way": Pits should always drop the
3404 player to some kind of lower level. They should not be used to 3622 player to some kind of lower level. They should not be used to
3405 randomly interconnect maps like teleporters do. ]]> 3623 randomly interconnect maps like teleporters do.]]>
3406 </use> 3624 </use>
3407 <attribute arch="no_pick" value="1" type="fixed" /> 3625 <attribute arch="no_pick" value="1" type="fixed" />
3626 <attribute arch="range" editor="spread radius" type="int">
3627 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3628 </attribute>
3408 <attribute arch="connected" editor="connection" type="int"> 3629 <attribute arch="connected" editor="connection" type="string">
3409 When a &lt;connection&gt; value is set, the pit can be opened/closed 3630 When a &lt;connection&gt; value is set, the pit can be opened/closed
3410 by activating the connection. 3631 by activating the connection.
3411 </attribute> 3632 </attribute>
3412 &activate_on; 3633 &activate_on;
3413 <attribute arch="hp" editor="destination X" type="int"> 3634 <attribute arch="hp" editor="destination X" type="int">
3433 3654
3434<!--####################################################################--> 3655<!--####################################################################-->
3435<type number="7" name="Poison Food"> 3656<type number="7" name="Poison Food">
3436 <description><![CDATA[ 3657 <description><![CDATA[
3437 When eating, the player's stomache is drained by 1/4 of food. 3658 When eating, the player's stomache is drained by 1/4 of food.
3438 If his food drops to zero, the player might even die. ]]> 3659 If his food drops to zero, the player might even die.]]>
3439 </description> 3660 </description>
3440</type> 3661</type>
3441 3662
3442<!--####################################################################--> 3663<!--####################################################################-->
3443<type number="5" name="Potion"> 3664<type number="5" name="Potion">
3444 <description><![CDATA[ 3665 <description><![CDATA[
3445 The player can drink these and gain various kinds of benefits 3666 The player can drink these and gain various kinds of benefits
3446 (/penalties) by doing so. ]]> 3667 (/penalties) by doing so.]]>
3447 </description> 3668 </description>
3448 <use><![CDATA[ 3669 <use><![CDATA[
3449 One potion should never give multiple benefits at once. ]]> 3670 One potion should never give multiple benefits at once.]]>
3450 </use> 3671 </use>
3451 <attribute arch="level" editor="potion level" type="int"> 3672 <attribute arch="level" editor="potion level" type="int">
3452 If the potion contains a spell, the spell is cast at this level. 3673 If the potion contains a spell, the spell is cast at this level.
3453 For other potions it should be set at least to 1. 3674 For other potions it should be set at least to 1.
3454 </attribute> 3675 </attribute>
3481<type number="156" name="Power Crystal"> 3702<type number="156" name="Power Crystal">
3482 <description><![CDATA[ 3703 <description><![CDATA[
3483 Power crystals can store a player's mana: 3704 Power crystals can store a player's mana:
3484 When the player applies the crystal with full mana, half of 3705 When the player applies the crystal with full mana, half of
3485 it flows into the crystal. When the player applies it with 3706 it flows into the crystal. When the player applies it with
3486 lacking mana, the crystal replenishes the player's mana. ]]> 3707 lacking mana, the crystal replenishes the player's mana.]]>
3487 </description> 3708 </description>
3488 <attribute arch="sp" editor="initial mana" type="int"> 3709 <attribute arch="sp" editor="initial mana" type="int">
3489 &lt;initial mana&gt; is the amount of spellpoints that the 3710 &lt;initial mana&gt; is the amount of spellpoints that the
3490 crystal holds when the map is loaded. 3711 crystal holds when the map is loaded.
3491 </attribute> 3712 </attribute>
3503 Projectiles like arrows/crossbow bolts are used as ammunition 3724 Projectiles like arrows/crossbow bolts are used as ammunition
3504 for shooting weapons. 3725 for shooting weapons.
3505 <br><br> 3726 <br><br>
3506 It's very easy to add new pairs of weapons &amp; projectiles. 3727 It's very easy to add new pairs of weapons &amp; projectiles.
3507 Just set matching &lt;ammunition class&gt; both for shooting 3728 Just set matching &lt;ammunition class&gt; both for shooting
3508 weapon and projectile. ]]> 3729 weapon and projectile.]]>
3509 </description> 3730 </description>
3510 <use><![CDATA[ 3731 <use><![CDATA[
3511 If you want to create new kinds of projectiles, you could 3732 If you want to create new kinds of projectiles, you could
3512 add an alchemical receipe to create these. 3733 add an alchemical receipe to create these.
3513 3734
3514 Don't create new pairs of weapons &amp; projectiles unless 3735 Don't create new pairs of weapons &amp; projectiles unless
3515 they really fullfill a useful purpose. In fact, even bows 3736 they really fullfill a useful purpose. In fact, even bows
3516 and crossbows are rarely ever used. ]]> 3737 and crossbows are rarely ever used.]]>
3517 </use> 3738 </use>
3518 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3739 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3519 This number is a bitmask, specifying the projectile's attacktypes. 3740 This number is a bitmask, specifying the projectile's attacktypes.
3520 Attacktypes are: physical, magical, fire, cold.. etc. 3741 Attacktypes are: physical, magical, fire, cold.. etc.
3521 This works identical to melee weapons. Note that shooting 3742 This works identical to melee weapons. Note that shooting
3583<type number="70" name="Ring"> 3804<type number="70" name="Ring">
3584 <import_type name="Amulet" /> 3805 <import_type name="Amulet" />
3585 <description><![CDATA[ 3806 <description><![CDATA[
3586 Rings are worn on the hands - one ring each. 3807 Rings are worn on the hands - one ring each.
3587 Wearing rings, the object's stats will directly be inherited to 3808 Wearing rings, the object's stats will directly be inherited to
3588 the player. Usually enhancing his spellcasting potential. ]]> 3809 the player. Usually enhancing his spellcasting potential.]]>
3589 </description> 3810 </description>
3590 <use><![CDATA[ 3811 <use><![CDATA[
3591 When you create an artifact ring, never forget that players can 3812 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 3813 wear <B>two</B> rings! Due to that it is extremely important to
3593 keep rings in balance with the game. 3814 keep rings in balance with the game.
3594 <br><br> 3815 <br><br>
3595 Also keep in mind that rings are generally the wizard's tools. 3816 Also keep in mind that rings are generally the wizard's tools.
3596 They should primarily grant bonuses to spellcasting abilities 3817 They should primarily grant bonuses to spellcasting abilities
3597 and non-physical resistances. ]]> 3818 and non-physical resistances.]]>
3598 </use> 3819 </use>
3599</type> 3820</type>
3600 3821
3601<!--####################################################################--> 3822<!--####################################################################-->
3602<type number="3" name="Rod"> 3823<type number="3" name="Rod">
3605 </ignore> 3826 </ignore>
3606 <description><![CDATA[ 3827 <description><![CDATA[
3607 A rod contains a spell. The player can use this spell by applying and 3828 A rod contains a spell. The player can use this spell by applying and
3608 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3829 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3609 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3830 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3610 used endlessly. ]]> 3831 used endlessly.]]>
3611 </description> 3832 </description>
3612 <use><![CDATA[ 3833 <use><![CDATA[
3613 Rods with healing/curing spells are extremely powerful. Usually, potions have 3834 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 3835 to be used for that purpose. Though, potions are expensive and only good for
3615 one-time-use.<br> ]]> 3836 one-time-use.<br>]]>
3616 </use> 3837 </use>
3617 <attribute arch="sp" editor="spell" type="spell"> 3838 <attribute arch="sp" editor="spell" type="spell">
3618 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3839 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3619 rods to players, since they can be used endlessly without any mana cost! 3840 rods to players, since they can be used endlessly without any mana cost!
3620 Rods with heal/ restoration/ protection spells, IF available, MUST be 3841 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 3881 Runes hit any monster or person who steps on them for 'dam' damage in
3661 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3882 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3662 and will cast this spell when it detonates. Yet another kind is the 3883 and will cast this spell when it detonates. Yet another kind is the
3663 "summoning rune", summoning predefined monsters of any kind, at detonation. 3884 "summoning rune", summoning predefined monsters of any kind, at detonation.
3664 <br><br> 3885 <br><br>
3665 Many runes are already defined in the archetypes. ]]> 3886 Many runes are already defined in the archetypes.]]>
3666 </description> 3887 </description>
3667 <use><![CDATA[ 3888 <use><![CDATA[
3668 Avoid monsters stepping on your runes. For example, summoning runes 3889 Avoid monsters stepping on your runes. For example, summoning runes
3669 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3890 together with spellcasting- and attack-runes is usually a bad idea.]]>
3670 </use> 3891 </use>
3671 <attribute arch="no_pick" value="1" type="fixed" /> 3892 <attribute arch="no_pick" value="1" type="fixed" />
3672 &move_on; 3893 &move_on;
3673 <attribute arch="level" editor="rune level" type="int"> 3894 <attribute arch="level" editor="rune level" type="int">
3674 This value sets the level the rune will cast the spell it contains at, 3895 This value sets the level the rune will cast the spell it contains at,
3742 <ignore_list name="non_pickable" /> 3963 <ignore_list name="non_pickable" />
3743 </ignore> 3964 </ignore>
3744 <description><![CDATA[ 3965 <description><![CDATA[
3745 When the player applies a savebed, he is not only saved. Both his 3966 When the player applies a savebed, he is not only saved. Both his
3746 respawn-after-death and his word-of-recall positions are pointing 3967 respawn-after-death and his word-of-recall positions are pointing
3747 to the last-applied savebed. ]]> 3968 to the last-applied savebed.]]>
3748 </description> 3969 </description>
3749 <use><![CDATA[ 3970 <use><![CDATA[
3750 Put savebed locations in towns, do not put them into dungeons. 3971 Put savebed locations in towns, do not put them into dungeons.
3751 It is absolutely neccessary that a place with savebeds is 100% secure. 3972 It is absolutely neccessary that a place with savebeds is 100% secure.
3752 That means: 3973 That means:
3756 <LI> Insert a reliable exit! Make sure there is no possibility that 3977 <LI> Insert a reliable exit! Make sure there is no possibility that
3757 players get trapped in a savebed location. 3978 players get trapped in a savebed location.
3758 <LI> If possible, mark the whole site as no-spell area (Insert this 3979 <LI> If possible, mark the whole site as no-spell area (Insert this
3759 arch called "dungeon_magic" everywhere). This is not required, 3980 arch called "dungeon_magic" everywhere). This is not required,
3760 but it makes the place much more safe. 3981 but it makes the place much more safe.
3761 </UL> ]]> 3982 </UL>]]>
3762 </use> 3983 </use>
3763 <attribute arch="no_pick" value="1" type="fixed" /> 3984 <attribute arch="no_pick" value="1" type="fixed" />
3764 <attribute arch="no_magic" value="1" type="fixed" /> 3985 <attribute arch="no_magic" value="1" type="fixed" />
3765 <attribute arch="damned" value="1" type="fixed" /> 3986 <attribute arch="damned" value="1" type="fixed" />
3766</type> 3987</type>
3773 <description><![CDATA[ 3994 <description><![CDATA[
3774 Scrolls contain spells (similar to spell-potions). Unlike potions, 3995 Scrolls contain spells (similar to spell-potions). Unlike potions,
3775 scrolls require a certain literacy skill to read successfully. 3996 scrolls require a certain literacy skill to read successfully.
3776 Accordingly, for a successful reading, a small amount of 3997 Accordingly, for a successful reading, a small amount of
3777 experience is gained. Scrolls allow only one time usage, but 3998 experience is gained. Scrolls allow only one time usage, but
3778 usually they are sold in bulks. ]]> 3999 usually they are sold in bulks.]]>
3779 </description> 4000 </description>
3780 <use><![CDATA[ 4001 <use><![CDATA[
3781 For low level quests, scrolls of healing/curing-spells 4002 For low level quests, scrolls of healing/curing-spells
3782 can be a nice reward. At higher levels, scrolls become less 4003 can be a nice reward. At higher levels, scrolls become less
3783 and less useful. ]]> 4004 and less useful.]]>
3784 </use> 4005 </use>
3785 <attribute arch="level" editor="casting level" type="int"> 4006 <attribute arch="level" editor="casting level" type="int">
3786 The spell of the scroll will be casted at this level. 4007 The spell of the scroll will be casted at this level.
3787 This value should always be set, at least to 1. 4008 This value should always be set, at least to 1.
3788 </attribute> 4009 </attribute>
3800<type number="33" name="Shield"> 4021<type number="33" name="Shield">
3801 <import_type name="Amulet" /> 4022 <import_type name="Amulet" />
3802 <description><![CDATA[ 4023 <description><![CDATA[
3803 Wearing a shield, the object's stats will directly be inherited to 4024 Wearing a shield, the object's stats will directly be inherited to
3804 the player. Shields usually provide good defense, only surpassed 4025 the player. Shields usually provide good defense, only surpassed
3805 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 4026 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3806 </description> 4027 </description>
3807 <use><![CDATA[ 4028 <use><![CDATA[
3808 Feel free to create your own special artifacts. However, it is very 4029 Feel free to create your own special artifacts. However, it is very
3809 important that you keep your artifact in balance with existing maps. ]]> 4030 important that you keep your artifact in balance with existing maps.]]>
3810 </use> 4031 </use>
3811 <attribute arch="magic" editor="magic bonus" type="int"> 4032 <attribute arch="magic" editor="magic bonus" type="int">
3812 &lt;magic bonus&gt; works just like ac, except that it can be improved by 4033 &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 4034 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3814 than direct armour-class bonus on the shield. 4035 than direct armour-class bonus on the shield.
3823 wielded both at the same time. Like with any other equipment, 4044 wielded both at the same time. Like with any other equipment,
3824 stats/bonuses from shooting weapons are directly inherited to the player. 4045 stats/bonuses from shooting weapons are directly inherited to the player.
3825 <br><br> 4046 <br><br>
3826 It's very easy to add new pairs of weapons &amp; projectiles. 4047 It's very easy to add new pairs of weapons &amp; projectiles.
3827 Just set matching &lt;ammunition class&gt; both for shooting 4048 Just set matching &lt;ammunition class&gt; both for shooting
3828 weapon and projectile. ]]> 4049 weapon and projectile.]]>
3829 </description> 4050 </description>
3830 <use><![CDATA[ 4051 <use><![CDATA[
3831 Shooting weapons should not add bonuses in general. There's already 4052 Shooting weapons should not add bonuses in general. There's already
3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4053 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3833 Shooting weapons should especially not add bonuses to the player 4054 Shooting weapons should especially not add bonuses to the player
3834 that have nothing to do with schooting. A Wisdom bonus on a bow 4055 that have nothing to do with schooting. A Wisdom bonus on a bow
3835 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4056 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3836 - still crap. ]]> 4057 - still crap.]]>
3837 </use> 4058 </use>
3838 <attribute arch="race" editor="ammunition class" type="string"> 4059 <attribute arch="race" editor="ammunition class" type="string">
3839 Only projectiles with matching &lt;ammunition class&gt; can be fired 4060 Only projectiles with matching &lt;ammunition class&gt; can be fired
3840 with this weapon. For normal bows set "arrows", for normal 4061 with this weapon. For normal bows set "arrows", for normal
3841 crossbows set "crossbow bolts". 4062 crossbows set "crossbow bolts".
3870 amount of &lt;item power&gt;, depending on their own level. This is the 4091 amount of &lt;item power&gt;, depending on their own level. This is the
3871 only way to prevent low level players to wear "undeserved" equipment 4092 only way to prevent low level players to wear "undeserved" equipment
3872 (like gifts from other players or cheated items). 4093 (like gifts from other players or cheated items).
3873 4094
3874 It is very important to adjust the &lt;item power&gt; value carefully 4095 It is very important to adjust the &lt;item power&gt; value carefully
3875 for every artifact you create! If zero/unset, the CF server will 4096 for every artifact you create! If zero/unset, the Deliantra server will
3876 calculate a provisional value at runtime, but this is never 4097 calculate a provisional value at runtime, but this is never
3877 going to be an accurate measurement of &lt;item power&gt;. 4098 going to be an accurate measurement of &lt;item power&gt;.
3878 </attribute> 4099 </attribute>
3879 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4100 <attribute arch="no_strength" editor="ignore strength" type="bool">
3880 Usually the player's strentgh takes effect on the damage 4101 Usually the player's strentgh takes effect on the damage
3962 These items are all flagged as unpaid. 4183 These items are all flagged as unpaid.
3963 When a player drops an item onto shop floor, the item becomes 4184 When a player drops an item onto shop floor, the item becomes
3964 unpaid and the player receives payment according to the item's 4185 unpaid and the player receives payment according to the item's
3965 selling-value. 4186 selling-value.
3966 Shopfloor always prevents magic (To hinder players from burning 4187 Shopfloor always prevents magic (To hinder players from burning
3967 or freezing the goods). ]]> 4188 or freezing the goods).]]>
3968 </description> 4189 </description>
3969 <use><![CDATA[ 4190 <use><![CDATA[
3970 Tile your whole shop-interior space which shop floor. 4191 Tile your whole shop-interior space which shop floor.
3971 (That assures players receive payment for dropping items). 4192 (That assures players receive payment for dropping items).
3972 Place shop mats to enter/leave the shop, and make sure 4193 Place shop mats to enter/leave the shop, and make sure
3973 there is no other exit than the shop mat. ]]> 4194 there is no other exit than the shop mat.]]>
3974 </use> 4195 </use>
3975 <attribute arch="is_floor" value="1" type="fixed" /> 4196 <attribute arch="is_floor" value="1" type="fixed" />
3976 <attribute arch="no_pick" value="1" type="fixed" /> 4197 <attribute arch="no_pick" value="1" type="fixed" />
3977 <attribute arch="no_magic" value="1" type="fixed" /> 4198 <attribute arch="no_magic" value="1" type="fixed" />
3978 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4199 <attribute arch="auto_apply" editor="generate goods" type="bool">
4012 "shopping-area" and one outside. Shop mats don't use exit paths/ 4233 "shopping-area" and one outside. Shop mats don't use exit paths/
4013 or -destinations. When stepping onto a shopmat the player gets beamed 4234 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 4235 to the nearest other mat. If the player has unpaid items in his
4015 inventory, the price gets charged from his coins automatically. 4236 inventory, the price gets charged from his coins automatically.
4016 If the player has insufficient coins to buy his unpaid items, he 4237 If the player has insufficient coins to buy his unpaid items, he
4017 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4238 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4018 </description> 4239 </description>
4019 <use><![CDATA[ 4240 <use><![CDATA[
4020 As stated above, always place TWO shop mats into your shop. 4241 As stated above, always place TWO shop mats into your shop.
4021 Not more and not less than that. ]]> 4242 Not more and not less than that.]]>
4022 </use> 4243 </use>
4023 <attribute arch="no_pick" value="1" type="fixed" /> 4244 <attribute arch="no_pick" value="1" type="fixed" />
4024 &move_on; 4245 &move_on;
4025</type> 4246</type>
4026 4247
4027<!--####################################################################--> 4248<!--####################################################################-->
4028<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4029 <ignore> 4250 <ignore>
4030 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4031 </ignore> 4253 </ignore>
4032 <description><![CDATA[ 4254 <description><![CDATA[
4033 The purpose of a sign or magic_mouth is to display a certain message to 4255 The purpose of a sign or magic_mouth is to display a certain message to
4034 the player. There are three ways to have the player get this message: 4256 the player. There are three ways to have the player get this message:
4035 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4257 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4036 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4258 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4037 </description> 4259 </description>
4038 <use><![CDATA[ 4260 <use><![CDATA[
4039 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4261 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4040 some true roleplay feeling to your maps, support your storyline or give 4262 some true roleplay feeling to your maps, support your storyline or give
4041 hints about hidden secrets/dangers. Place signs to provide the player 4263 hints about hidden secrets/dangers. Place signs to provide the player
4042 with all kinds of useful information for getting along in your maps. ]]> 4264 with all kinds of useful information for getting along in your maps.]]>
4043 </use> 4265 </use>
4044 <attribute arch="connected" editor="connection" type="int"> 4266 <attribute arch="connected" editor="connection" type="string">
4045 When a connection value is set, the message will be printed whenever 4267 When a connection value is set, the message will be printed whenever
4046 the connection is triggered. This should be used in combination with 4268 the connection is triggered. This should be used in combination with
4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4269 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4048 If activating your magic_mouth this way, the message will not only be 4270 If activating your magic_mouth this way, the message will not only be
4049 printed to one player, but all players on the current map. 4271 printed to one player, but all players on the current map.
4088 <ignore_list name="system_object" /> 4310 <ignore_list name="system_object" />
4089 </ignore> 4311 </ignore>
4090 <description><![CDATA[ 4312 <description><![CDATA[
4091 Skills are objects which exist in the player/monster inventory. 4313 Skills are objects which exist in the player/monster inventory.
4092 Both NPC/monsters and players use the same skill archetypes. Not all skills 4314 Both NPC/monsters and players use the same skill archetypes. Not all skills
4093 are enabled for monster use however. ]]> 4315 are enabled for monster use however.]]>
4094 </description> 4316 </description>
4095 <use><![CDATA[ 4317 <use><![CDATA[
4096 For mapmaking, Skill objects serve two purposes: 4318 For mapmaking, Skill objects serve two purposes:
4097 <p>First, the predefined skill archtypes (in the 'skills' directory) 4319 <p>First, the predefined skill archtypes (in the 'skills' directory)
4098 can be seen as the global skill definitions. A skill which doesn't 4320 can be seen as the global skill definitions. A skill which doesn't
4103 </p><p> 4325 </p><p>
4104 Secondly, in order to enable monsters to use skills, you will need to 4326 Secondly, in order to enable monsters to use skills, you will need to
4105 copy default skill archtypes into the monsters' inventories. 4327 copy default skill archtypes into the monsters' inventories.
4106 You can even customize the skills by changing stats. It is not 4328 You can even customize the skills by changing stats. It is not
4107 recommended however, to use skills in your maps which are totally 4329 recommended however, to use skills in your maps which are totally
4108 unrelated to any predefined skill archtype.</p> ]]> 4330 unrelated to any predefined skill archtype.</p>]]>
4109 </use> 4331 </use>
4110 <attribute arch="invisible" value="1" type="fixed" /> 4332 <attribute arch="invisible" value="1" type="fixed" />
4111 <attribute arch="no_drop" value="1" type="fixed" /> 4333 <attribute arch="no_drop" value="1" type="fixed" />
4112 <attribute arch="skill" editor="skill name" type="string"> 4334 <attribute arch="skill" editor="skill name" type="string">
4113 The &lt;skill name&gt; is used for matchings. When a usable 4335 The &lt;skill name&gt; is used for matchings. When a usable
4123 expmul is 1, the player will get 500 added to that skill as well as 4345 expmul is 1, the player will get 500 added to that skill as well as
4124 500 to their total. 4346 500 to their total.
4125 </attribute> 4347 </attribute>
4126 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4348 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127 The &lt;skill type&gt; defines the base functionality of the skill. 4349 The &lt;skill type&gt; defines the base functionality of the skill.
4128 Skill types are hardcoded in the Crossfire server. It isn't hard to 4350 Skill types are hardcoded in the Deliantra server. It isn't hard to
4129 create new skill types, but it requires a bit of server-coding. 4351 create new skill types, but it requires a bit of server-coding.
4130 </attribute> 4352 </attribute>
4131 <attribute arch="level" editor="level" type="int"> 4353 <attribute arch="level" editor="level" type="int">
4132 </attribute> 4354 </attribute>
4133 <attribute arch="exp" editor="experience" type="int"> 4355 <attribute arch="exp" editor="experience" type="int">
4142 4364
4143<!--####################################################################--> 4365<!--####################################################################-->
4144<type number="130" name="Skill Scroll"> 4366<type number="130" name="Skill Scroll">
4145 <description><![CDATA[ 4367 <description><![CDATA[
4146 By reading a skill scroll, a player has a chance to learn the 4368 By reading a skill scroll, a player has a chance to learn the
4147 contained skill. ]]> 4369 contained skill.]]>
4148 </description> 4370 </description>
4149 <use><![CDATA[ 4371 <use><![CDATA[
4150 Skill scrolls are very much sought for by players. Currently, 4372 Skill scrolls are very much sought for by players. Currently,
4151 all skill scrolls are sold in shops randomly, which is in fact not 4373 all skill scrolls are sold in shops randomly, which is in fact not
4152 a good system. It would be nice to have some cool quests with 4374 a good system. It would be nice to have some cool quests with
4153 skill scrolls rewarded at the end. ]]> 4375 skill scrolls rewarded at the end.]]>
4154 </use> 4376 </use>
4155 <attribute arch="race" value="scrolls" type="fixed" /> 4377 <attribute arch="race" value="scrolls" type="fixed" />
4156 <attribute arch="skill" editor="skill name" type="string"> 4378 <attribute arch="skill" editor="skill name" type="string">
4157 The &lt;skill name&gt; matches the skill object that can 4379 The &lt;skill name&gt; matches the skill object that can
4158 be learned from this scroll. 4380 be learned from this scroll.
4168 When carrying the appropriate special key, a locked door can 4390 When carrying the appropriate special key, a locked door can
4169 be opened. The key will dissapear. 4391 be opened. The key will dissapear.
4170 <br><br> 4392 <br><br>
4171 This object-type can also be used for "passport"-like items: 4393 This object-type can also be used for "passport"-like items:
4172 When walking onto an invetory checker, a gate for example might 4394 When walking onto an invetory checker, a gate for example might
4173 get opened. The "passport" will stay in the player's inventory. ]]> 4395 get opened. The "passport" will stay in the player's inventory.]]>
4174 </description> 4396 </description>
4175 <use><![CDATA[ 4397 <use><![CDATA[
4176 How to make a "passport": You take the special key arch 4398 How to make a "passport": You take the special key arch
4177 (archetype name is "key2"), set the face to something like 4399 (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; 4400 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4179 certainly must match with the appropiate inventory checker. 4401 certainly must match with the appropiate inventory checker.
4180 <br><br> 4402 <br><br>
4181 Of course you can be creative with names and faces of 4403 Of course you can be creative with names and faces of
4182 key-objects. A "mysterious crystal" or a "big dragon claw" 4404 key-objects. A "mysterious crystal" or a "big dragon claw"
4183 (with appropriate faces) appear more interesting than just 4405 (with appropriate faces) appear more interesting than just
4184 a "strange key", or "passport". ]]> 4406 a "strange key", or "passport".]]>
4185 </use> 4407 </use>
4186 <attribute arch="slaying" editor="key string" type="string"> 4408 <attribute arch="slaying" editor="key string" type="string">
4187 This string must be identical with the &lt;key string&gt; in the 4409 This string must be identical with the &lt;key string&gt; in the
4188 locked door, then it can be unlocked. It can also be used 4410 locked door, then it can be unlocked. It can also be used
4189 to trigger inventory checkers. 4411 to trigger inventory checkers.
4224 players can learn it by reading the book. Once learned, players 4446 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 4447 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> 4448 of the player, spells may gain power but also increase cost.<br>
4227 Monsters can use spells which are put in their inventory (provided 4449 Monsters can use spells which are put in their inventory (provided
4228 that certain "enabling" settings are correct). The monster's 4450 that certain "enabling" settings are correct). The monster's
4229 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4451 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4230 </description> 4452 </description>
4231 <use><![CDATA[ 4453 <use><![CDATA[
4232 A lot of the spells' settings can be tuned and customized. 4454 A lot of the spells' settings can be tuned and customized.
4233 When creating new spells which are accessible to players, it is 4455 When creating new spells which are accessible to players, it is
4234 important to think about balance. A single spell which is too 4456 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 4457 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 4458 and magic school system out of whack. Testing new spells is
4237 quite important therefore. ]]> 4459 quite important therefore.]]>
4238 </use> 4460 </use>
4239 <attribute arch="no_drop" value="1" type="fixed" /> 4461 <attribute arch="no_drop" value="1" type="fixed" />
4240 <attribute arch="invisible" value="1" type="fixed" /> 4462 <attribute arch="invisible" value="1" type="fixed" />
4241 <attribute arch="skill" editor="skill name" type="string"> 4463 <attribute arch="skill" editor="skill name" type="string">
4242 The &lt;skill name&gt; matches the skill which is needed 4464 The &lt;skill name&gt; matches the skill which is needed
4257 </attribute> 4479 </attribute>
4258 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4259 </attribute> 4481 </attribute>
4260 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4261 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4262 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4263 </attribute> 4487 </attribute>
4264 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4265 </attribute> 4489 </attribute>
4266</type> 4490</type>
4274 to read.<br><br> 4498 to read.<br><br>
4275 You can create widely customized spells only by adjusting the 4499 You can create widely customized spells only by adjusting the
4276 spell object in the spellbooks inventory. Refer to the description 4500 spell object in the spellbooks inventory. Refer to the description
4277 of spell objects for detailed information how to customize spells.<br> 4501 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; 4502 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. ]]> 4503 with a compilation of spells that the book may contain.]]>
4280 </description> 4504 </description>
4281 <use><![CDATA[ 4505 <use><![CDATA[
4282 Don't put any of the godgiven spells into a spellbook! These are 4506 Don't put any of the godgiven spells into a spellbook! These are
4283 reserved for the followers of the appropriate cults. Handing them 4507 reserved for the followers of the appropriate cults. Handing them
4284 out in a spellbook would violate the balance between different religions. 4508 out in a spellbook would violate the balance between different religions.
4285 <br><br> 4509 <br><br>
4286 Note that there is no fundamental difference between the spellbooks 4510 Note that there is no fundamental difference between the spellbooks
4287 of varying schools (pyromancy, sorcery, evocation, summoning, and 4511 of varying schools (pyromancy, sorcery, evocation, summoning, and
4288 even praying). The difference lies only in the spells they contain. 4512 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 4513 It is up to you, the mapmaker, to pick the right type of book
4290 for your spells. ]]> 4514 for your spells.]]>
4291 </use> 4515 </use>
4292 <attribute arch="skill" value="literacy" type="fixed" /> 4516 <attribute arch="skill" value="literacy" type="fixed" />
4293 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4517 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4294 There are two ways to put spells into a spellbook: 4518 There are two ways to put spells into a spellbook:
4295 1. Put a spell object in the books inventory. In this case, 4519 1. Put a spell object in the books inventory. In this case,
4314 </ignore> 4538 </ignore>
4315 <description><![CDATA[ 4539 <description><![CDATA[
4316 Spinners change the direction of spell objects and other projectiles 4540 Spinners change the direction of spell objects and other projectiles
4317 that fly past. Unlike directors, it does make a difference from what 4541 that fly past. Unlike directors, it does make a difference from what
4318 angle you shoot into the spinner. The direction of objects flying past 4542 angle you shoot into the spinner. The direction of objects flying past
4319 is always changed by a certain degree. ]]> 4543 is always changed by a certain degree.]]>
4320 </description> 4544 </description>
4321 <use><![CDATA[ 4545 <use><![CDATA[
4322 Spinners are very rarely used. I believe they are quite 4546 Spinners are very rarely used. I believe they are quite
4323 confusing and pointless. The only use I can think of is building 4547 confusing and pointless. The only use I can think of is building
4324 some puzzle about where to shoot into spinners to shoot somewhere you 4548 some puzzle about where to shoot into spinners to shoot somewhere you
4325 otherwise couldn't. 4549 otherwise couldn't.
4326 4550
4327 When placing spinners on a map with magic walls, make sure the spell- 4551 When placing spinners on a map with magic walls, make sure the spell-
4328 projectiles from magic walls don't get to fly in loops. ]]> 4552 projectiles from magic walls don't get to fly in loops.]]>
4329 </use> 4553 </use>
4330 <attribute arch="sp" editor="direction number" type="int"> 4554 <attribute arch="sp" editor="direction number" type="int">
4331 The spinner will change the direction of flying objects by 4555 The spinner will change the direction of flying objects by
4332 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4556 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4333 positive values counter clockwise. 4557 positive values counter clockwise.
4346 Swamp areas show a special behaviour: 4570 Swamp areas show a special behaviour:
4347 When a player stands still on a swamp-square for too long, 4571 When a player stands still on a swamp-square for too long,
4348 he will start to sink in and eventually drown and die. 4572 he will start to sink in and eventually drown and die.
4349 Items dropped on the swamp sink in and dissapear. 4573 Items dropped on the swamp sink in and dissapear.
4350 Players with knowledge of the woodsman skill are a lot less likely 4574 Players with knowledge of the woodsman skill are a lot less likely
4351 to die in the swamp. ]]> 4575 to die in the swamp.]]>
4352 </description> 4576 </description>
4353 <attribute arch="is_floor" value="1" type="fixed" /> 4577 <attribute arch="is_floor" value="1" type="fixed" />
4354 <attribute arch="is_wooded" value="1" type="fixed" /> 4578 <attribute arch="is_wooded" value="1" type="fixed" />
4355 <attribute arch="speed" editor="drowning speed" type="float"> 4579 <attribute arch="speed" editor="drowning speed" type="float">
4356 The higher the &lt;drowning speed&gt;, the faster will players and items 4580 The higher the &lt;drowning speed&gt;, the faster will players and items
4372 4596
4373<!--####################################################################--> 4597<!--####################################################################-->
4374<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4375 <ignore> 4599 <ignore>
4376 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4377 </ignore> 4602 </ignore>
4378 <description><![CDATA[ 4603 <description><![CDATA[
4379 When the player walks into a teleporter, he is transferred to a 4604 When the player walks into a teleporter, he is transferred to a
4380 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4381 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4382 Sometimes teleporters are activated even against the players will. 4607 Sometimes teleporters are activated even against the players will.
4383 <br><br> 4608 <br><br>
4384 Unlike exits, teleporters can also transfer items and 4609 Unlike exits, teleporters can also transfer items and
4385 monsters to different locations on the same map. ]]> 4610 monsters to different locations on the same map.]]>
4386 </description> 4611 </description>
4387 <use><![CDATA[ 4612 <use><![CDATA[
4388 When creating maps, I guess sooner or later you'll want to have 4613 When creating maps, I guess sooner or later you'll want to have
4389 an invisible teleporter. If using "invisible 1", the teleporter 4614 an invisible teleporter. If using "invisible 1", the teleporter
4390 can still be discovered with the show_invisible spell. And in 4615 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. 4616 some cases you can't place it under the floor to prevent this.
4392 <br><br> 4617 <br><br>
4393 Fortunately, there is a cool trick to make a perfectly invisible 4618 Fortunately, there is a cool trick to make a perfectly invisible
4394 teleporter: You simply add teleporter functionality to the floor 4619 teleporter: You simply add teleporter functionality to the floor
4395 itself. That means: You take the floor arch (e.g. "flagstone"), 4620 itself. That means: You take the floor arch (e.g. "flagstone"),
4396 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4621 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4397 </use> 4622 </use>
4398 <attribute arch="slaying" editor="exit path" type="string"> 4623 <attribute arch="slaying" editor="exit path" type="string">
4399 The exit path specifies the map that the player is transferred to. 4624 The exit path specifies the map that the player is transferred to.
4400 &lt;exit path&gt; can be an absolute path, beginning with '/' 4625 &lt;exit path&gt; can be an absolute path, beginning with '/'
4401 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4626 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4437 be transferred to the "default enter location" of the destined map. 4662 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, 4663 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 4664 please DO NOT use that. It turned out to be a source for numerous
4440 map-bugs. 4665 map-bugs.
4441 </attribute> 4666 </attribute>
4442 <attribute arch="connected" editor="connection" type="int"> 4667 <attribute arch="connected" editor="connection" type="string">
4443 If a connection value is set, the teleporter will be activated 4668 If a connection value is set, the teleporter will be activated
4444 whenever the connection is triggered. To use this properly, 4669 whenever the connection is triggered. To use this properly,
4445 &lt;activation speed&gt; must be zero. 4670 &lt;activation speed&gt; must be zero.
4446 </attribute> 4671 </attribute>
4447 &activate_on; 4672 &activate_on;
4460 4685
4461<!--####################################################################--> 4686<!--####################################################################-->
4462<type number="26" name="Timed Gate"> 4687<type number="26" name="Timed Gate">
4463 <ignore> 4688 <ignore>
4464 <ignore_list name="non_pickable" /> 4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4465 </ignore> 4691 </ignore>
4466 <description><![CDATA[ 4692 <description><![CDATA[
4467 Gates play an important role in Crossfire. Gates can be opened 4693 Gates play an important role in Deliantra. Gates can be opened
4468 by activating a button/trigger, by speaking passwords (-> magic_ear) 4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4469 or carrying special key-objects (-> inventory checker). 4695 or carrying special key-objects (-> inventory checker).
4470 Unlike locked doors, gates can get shut again after a player has 4696 Unlike locked doors, gates can get shut again after a player has
4471 passed, which makes them more practical in many cases. Unlike normal 4697 passed, which makes them more practical in many cases. Unlike normal
4472 gates, timed gates open when triggered but automatically close again 4698 gates, timed gates open when triggered but automatically close again
4473 after some time.]]> 4699 after some time.]]>
4474 </description> 4700 </description>
4475 <use><![CDATA[ 4701 <use><![CDATA[
4476 Use gates to divide your maps into separated areas. After solving 4702 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 4703 area A, the player gains access to area B, and so on. Make your
4478 maps more complex than "one-way". ]]> 4704 maps more complex than "one-way".]]>
4479 </use> 4705 </use>
4480 <attribute arch="no_pick" value="1" type="fixed" /> 4706 <attribute arch="no_pick" value="1" type="fixed" />
4481 <attribute arch="connected" editor="connection" type="int"> 4707 <attribute arch="connected" editor="connection" type="string">
4482 Whenever the inventory checker is triggered, all objects with identical 4708 Whenever the inventory checker is triggered, all objects with identical
4483 &lt;connection&gt; value get activated. This only makes sense together with 4709 &lt;connection&gt; value get activated. This only makes sense together with
4484 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4710 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4485 after some time. 4711 after some time.
4486 </attribute> 4712 </attribute>
4514 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4515 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4516 <attribute arch="value" /> 4742 <attribute arch="value" />
4517 <attribute arch="material" /> 4743 <attribute arch="material" />
4518 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4519 </ignore> 4746 </ignore>
4520 <description><![CDATA[ 4747 <description><![CDATA[
4521 A trap is a object that can either do damage or trigger another connected object 4748 A trap is a object that can either do damage or trigger another connected object
4522 when detonated. Traps are like runes except they are not magical in nature, 4749 when detonated. Traps are like runes except they are not magical in nature,
4523 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4553 </attribute> 4780 </attribute>
4554 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4781 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4555 This attribute defines what attacktype to use for direct damage when 4782 This attribute defines what attacktype to use for direct damage when
4556 the trap detonates. 4783 the trap detonates.
4557 </attribute> 4784 </attribute>
4558 <attribute arch="connected" editor="connection" type="int"> 4785 <attribute arch="connected" editor="connection" type="string">
4559 When the trap is detonated, all objects with the same 4786 When the trap is detonated, all objects with the same
4560 connection value get activated. 4787 connection value get activated.
4561 </attribute> 4788 </attribute>
4562 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4789 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4563 When the trap detonates, this text is displayed to the 4790 When the trap detonates, this text is displayed to the
4575 Trapdoors are very similar to pits. The difference is that they 4802 Trapdoors are very similar to pits. The difference is that they
4576 can not be closed. Instead, the weight of the object on the 4803 can not be closed. Instead, the weight of the object on the
4577 trapdoor determines weither it slams the trapdoor open and falls through 4804 trapdoor determines weither it slams the trapdoor open and falls through
4578 or not.<br> 4805 or not.<br>
4579 Once a trapdoor has been opened (by a creature or items of sufficient 4806 Once a trapdoor has been opened (by a creature or items of sufficient
4580 weight,) it remains open, acting like an opened pit. ]]> 4807 weight,) it remains open, acting like an opened pit.]]>
4581 </description> 4808 </description>
4582 <use><![CDATA[ 4809 <use><![CDATA[
4583 Trapdoors should be used in the same fashion as pits: 4810 Trapdoors should be used in the same fashion as pits:
4584 They should always drop the victims to some kind of lower level. They 4811 They should always drop the victims to some kind of lower level. They
4585 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4812 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4586 </use> 4813 </use>
4587 <attribute arch="no_pick" value="1" type="fixed" /> 4814 <attribute arch="no_pick" value="1" type="fixed" />
4588 &move_on; 4815 &move_on;
4589 <attribute arch="weight" editor="hold weight" type="int"> 4816 <attribute arch="weight" editor="hold weight" type="int">
4590 This value defines how much weight the trapdoor can hold. 4817 This value defines how much weight the trapdoor can hold.
4616 <attribute arch="value" /> 4843 <attribute arch="value" />
4617 <attribute arch="material" /> 4844 <attribute arch="material" />
4618 </ignore> 4845 </ignore>
4619 <description><![CDATA[ 4846 <description><![CDATA[
4620 A treasure-object turns into certain randomitems when the map is loaded 4847 A treasure-object turns into certain randomitems when the map is loaded
4621 into the game. ]]> 4848 into the game.]]>
4622 </description> 4849 </description>
4623 <use><![CDATA[ 4850 <use><![CDATA[
4624 About usage of the "random-artifact" treasurelist: 4851 About usage of the "random-artifact" treasurelist:
4625 This will generate powerful stuff like girdles, xray helmets, special 4852 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 4853 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 4854 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 4855 number of different artifacts! Besides, players will always seek the place
4629 with the most easy-to-get random artifact and ignore all others. 4856 with the most easy-to-get random artifact and ignore all others.
4630 My advice: Don't use it! Attract players with good fighting experience 4857 My advice: Don't use it! Attract players with good fighting experience
4631 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4858 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4632 </use> 4859 </use>
4633 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4634 This entry determines what kind of treasure will appear. Look into 4861 This entry determines what kind of treasure will appear. Look into
4635 /crossfire/share/crossfire/treasures for details about existing 4862 /crossfire/share/crossfire/treasures for details about existing
4636 treasurelists. 4863 treasurelists.
4659 4886
4660<!--####################################################################--> 4887<!--####################################################################-->
4661<type number="52" name="Trigger Marker"> 4888<type number="52" name="Trigger Marker">
4662 <ignore> 4889 <ignore>
4663 <ignore_list name="system_object" /> 4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4664 </ignore> 4892 </ignore>
4665 <description><![CDATA[ 4893 <description><![CDATA[
4666 A trigger marker is an object that inserts an invisible force (a mark) into a 4894 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 4895 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 4896 &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. 4897 checkers. It is also possible to use markers for removing marks again.
4898 (by setting the "name" slot to the name of the marker to be removed).
4670 <br><br> 4899 <br><br>
4671 Note that the player has no possibility to "see" his own marks, 4900 Note that the player has no possibility to "see" his own marks,
4672 except by the effect that they cause on the maps. ]]> 4901 except by the effect that they cause on the maps.]]>
4673 </description> 4902 </description>
4674 <use><![CDATA[ 4903 <use><![CDATA[
4675 Markers hold real cool possibilities for map-making. I encourage 4904 Markers hold real cool possibilities for map-making. I encourage
4676 you to use them frequently. However there is one negative point 4905 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 4906 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 4907 your task, as map-creator, to make sure the player is always well
4679 informed and never confused. 4908 informed and never confused.
4680 <br><br> 4909 <br><br>
4681 Please avoid infinite markers when they aren't needed. They're 4910 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 4911 using a little space in the player file after all, so if there
4683 is no real purpose, set an expire time. ]]> 4912 is no real purpose, set an expire time.]]>
4684 </use> 4913 </use>
4685 <attribute arch="no_pick" value="1" type="fixed" /> 4914 <attribute arch="no_pick" value="1" type="fixed" />
4686 <attribute arch="slaying" editor="key string" type="string"> 4915 <attribute arch="slaying" editor="key string" type="string">
4687 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4916 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;, 4917 If the player already has a force with that &lt;key string&gt;,
4689 there won't be inserted a second one. 4918 there won't be inserted a second one.
4690 </attribute> 4919 </attribute>
4691 <attribute arch="connected" editor="connection" type="int"> 4920 <attribute arch="connected" editor="connection" type="string">
4692 Unlike a regular marker this is the connection that triggers this marker to activate. 4921 Unlike a regular marker this is the connection that triggers this marker to activate.
4693 </attribute> 4922 </attribute>
4694 <attribute arch="food" editor="mark duration" type="int"> 4923 <attribute arch="food" editor="mark duration" type="int">
4695 This value defines the duration of the force it inserts. 4924 This value defines the duration of the force it inserts.
4696 If nonzero, the duration of the player's mark is finite: 4925 If nonzero, the duration of the player's mark is finite:
4727 <attribute arch="name_pl" /> 4956 <attribute arch="name_pl" />
4728 <attribute arch="value" /> 4957 <attribute arch="value" />
4729 <attribute arch="unpaid" /> 4958 <attribute arch="unpaid" />
4730 </ignore> 4959 </ignore>
4731 <description><![CDATA[ 4960 <description><![CDATA[
4732 Walls usually block passage and sight. ]]> 4961 Walls usually block passage and sight.]]>
4733 </description> 4962 </description>
4734 &movement_types_terrain; 4963 &movement_types_terrain;
4735 <attribute arch="can_roll" editor="moveable" type="bool"> 4964 <attribute arch="can_roll" editor="moveable" type="bool">
4736 If set, the object is able to "roll", so it can be pushed around. 4965 If set, the object is able to "roll", so it can be pushed around.
4737 This setting is used for boulders and barrels. 4966 This setting is used for boulders and barrels.
4750<type number="109" name="Wand &amp; Staff"> 4979<type number="109" name="Wand &amp; Staff">
4751 <description><![CDATA[ 4980 <description><![CDATA[
4752 Wands contain a certain spell. The player can apply (ready) and 4981 Wands contain a certain spell. The player can apply (ready) and
4753 fire the wand. After a defined number of casts, the wand is 4982 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 4983 "used up". It is possible to recharge a wand with scrolls of
4755 charging, but usually that isn't worth the cost. ]]> 4984 charging, but usually that isn't worth the cost.]]>
4756 </description> 4985 </description>
4757 <use><![CDATA[ 4986 <use><![CDATA[
4758 Wands are quite seldomly used. The reason prolly is that they're 4987 Wands are quite seldomly used. The reason prolly is that they're
4759 generally not cost-efficient. Handing out high-level wands with 4988 generally not cost-efficient. Handing out high-level wands with
4760 powerful special spells isn't a good idea either, because of 4989 powerful special spells isn't a good idea either, because of
4761 the recharge ability. 4990 the recharge ability.
4762 <br><br> 4991 <br><br>
4763 For low levels, staffs of healing/cure and word of recall are 4992 For low levels, staffs of healing/cure and word of recall are
4764 quite desirable though. Ideal rewards for low level quests. ]]> 4993 quite desirable though. Ideal rewards for low level quests.]]>
4765 </use> 4994 </use>
4766 <attribute arch="sp" editor="spell" type="spell"> 4995 <attribute arch="sp" editor="spell" type="spell">
4767 The &lt;spell&gt; specifies the contained spell. 4996 The &lt;spell&gt; specifies the contained spell.
4768 </attribute> 4997 </attribute>
4769 <attribute arch="level" editor="casting level" type="int"> 4998 <attribute arch="level" editor="casting level" type="int">
4794 <ignore_list name="non_pickable" /> 5023 <ignore_list name="non_pickable" />
4795 </ignore> 5024 </ignore>
4796 <description><![CDATA[ 5025 <description><![CDATA[
4797 A weak wall is a breakable spot amidsts a solid wall. Typically 5026 A weak wall is a breakable spot amidsts a solid wall. Typically
4798 these weak walls look similar to their solid "relatives" except 5027 these weak walls look similar to their solid "relatives" except
4799 for a small crack or little chunks of wall on the ground. ]]> 5028 for a small crack or little chunks of wall on the ground.]]>
4800 </description> 5029 </description>
4801 <use><![CDATA[ 5030 <use><![CDATA[
4802 If you want to create hidden rooms, using weak walls is alot 5031 If you want to create hidden rooms, using weak walls is alot
4803 better than completely indiscernible passages in a wall.<br> 5032 better than completely indiscernible passages in a wall.<br>
4804 Anyways, there can be a lot more to weak walls than just finding 5033 Anyways, there can be a lot more to weak walls than just finding
4805 them: Rising their defensive stats, weak walls can become a 5034 them: Rising their defensive stats, weak walls can become a
4806 serious obstacle. An ice wall might only be torn down by a fire 5035 serious obstacle. An ice wall might only be torn down by a fire
4807 attack for example. A granite wall for instance might be very 5036 attack for example. A granite wall for instance might be very
4808 hard to destroy. ]]> 5037 hard to destroy.]]>
4809 </use> 5038 </use>
4810 <attribute arch="alive" value="1" type="fixed" /> 5039 <attribute arch="alive" value="1" type="fixed" />
4811 <attribute arch="no_pick" value="1" type="fixed" /> 5040 <attribute arch="no_pick" value="1" type="fixed" />
4812 <attribute arch="tear_down" value="1" type="fixed" /> 5041 <attribute arch="tear_down" value="1" type="fixed" />
4813 <attribute arch="race" editor="race" type="string"> 5042 <attribute arch="race" editor="race" type="string">
4842<!--####################################################################--> 5071<!--####################################################################-->
4843<type number="15" name="Weapon"> 5072<type number="15" name="Weapon">
4844 <description><![CDATA[ 5073 <description><![CDATA[
4845 Wielding a weapon, the object's stats will directly be inherited to the 5074 Wielding a weapon, the object's stats will directly be inherited to the
4846 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5075 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4847 be improved with scrolls. ]]> 5076 be improved with scrolls.]]>
4848 </description> 5077 </description>
4849 <use><![CDATA[ 5078 <use><![CDATA[
4850 If you create artifacts (equipment) with stats- or resistance-bonus: 5079 If you create artifacts (equipment) with stats- or resistance-bonus:
4851 Keep playbalance in mind! Such items mustn't be reachable without hard 5080 Keep playbalance in mind! Such items mustn't be reachable without hard
4852 fighting AND questing. ]]> 5081 fighting AND questing.]]>
4853 </use> 5082 </use>
4854 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5083 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4855 This number is a bitmask, specifying the weapon's attacktypes. 5084 This number is a bitmask, specifying the weapon's attacktypes.
4856 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5085 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 5086 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 5141 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 5142 only way to prevent low level players to wear "undeserved" equipment
4914 (like gifts from other players or cheated items). 5143 (like gifts from other players or cheated items).
4915 5144
4916 It is very important to adjust the &lt;item power&gt; value carefully 5145 It is very important to adjust the &lt;item power&gt; value carefully
4917 for every artifact you create! If zero/unset, the CF server will 5146 for every artifact you create! If zero/unset, the Deliantra server will
4918 calculate a provisional value at runtime, but this is never 5147 calculate a provisional value at runtime, but this is never
4919 going to be an accurate measurement of &lt;item power&gt;. 5148 going to be an accurate measurement of &lt;item power&gt;.
4920 </attribute> 5149 </attribute>
4921 <attribute arch="damned" editor="damnation" type="bool"> 5150 <attribute arch="damned" editor="damnation" type="bool">
4922 A damned weapon cannot be unwielded unless 5151 A damned weapon cannot be unwielded unless
5031</type> 5260</type>
5032 5261
5033<type number="116" name="Event Connector"> 5262<type number="116" name="Event Connector">
5034 <description><![CDATA[ 5263 <description><![CDATA[
5035 Event connectors link specific events that happen to objects to 5264 Event connectors link specific events that happen to objects to
5036 a crossfire plug-in. ]]> 5265 a crossfire plug-in. They are not used at all in Deliantra.]]>
5037 </description> 5266 </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> 5267</type>
5054 5268
5055</types> 5269</types>

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