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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.9 by root, Mon Mar 20 03:31:45 2006 UTC vs.
Revision 1.31 by root, Mon Sep 17 17:23:16 2007 UTC

110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113 113
114 <!ENTITY move_on " 114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 117 </attribute>
118 "> 118 ">
119 <!ENTITY move_off " 119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 121 Which movement types deactivate this object (e.g. button).
122 </attribute> 122 </attribute>
123 "> 123 ">
124 <!ENTITY move_type " 124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 127 or grants (e.g. for amulets).
128 </attribute> 128 </attribute>
129 "> 129 ">
130 <!ENTITY movement_types_terrain " 130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 132 Objects using these movement types cannot move over this space.
133 </attribute> 133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 136 precedence over 'blocked movements'.
137 </attribute> 137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 143 creatures matching 'slow move' will be slower than normal on this spot.
148 &lt;slow movement&gt; 5 - default for deep swamp 148 &lt;slow movement&gt; 5 - default for deep swamp
149 ... 149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell) 150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute> 151 </attribute>
152 "> 152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
153]> 363]>
154 364
155<types> 365<types>
156 366
157<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
244 <entry bit="0" name="Walk" /> 454 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" /> 455 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" /> 456 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" /> 457 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" /> 458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
249</bitmask> 460</bitmask>
250 461
251<!--###################### list definitions ######################--> 462<!--###################### list definitions ######################-->
252 463
253<list name="direction"> 464<list name="direction">
391 <entry value="9" name="throw" /> 602 <entry value="9" name="throw" />
392 <entry value="10" name="trigger" /> 603 <entry value="10" name="trigger" />
393 <entry value="11" name="close" /> 604 <entry value="11" name="close" />
394 <entry value="12" name="timer" /> 605 <entry value="12" name="timer" />
395 <entry value="28" name="move" /> 606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608</list>
609
610<list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620</list>
621
622<list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
396</list> 633</list>
397 634
398<!--###################### default attributes ######################--> 635<!--###################### default attributes ######################-->
399 636
400<!-- 637<!--
415 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
416 </attribute> 653 </attribute>
417 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
418 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game.
419 </attribute> 656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 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
660 their name.
661 </attribute>
420 <attribute arch="nrof" editor="number" type="int"> 662 <attribute arch="nrof" editor="number" type="int">
421 This value determines the number of objects in one stack (for example: 663 This value determines the number of objects in one stack (for example:
422 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
423 any pickable object - otherwise it won't be mergeable into a stack. 665 any pickable object - otherwise it won't be mergeable into a stack.
424 </attribute> 666 </attribute>
427 zero weight are not pickable for players. Still, set the "non-pickable"-flag 669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
428 for explicitly non-pickable objects (hey, this is opensource.. you 670 for explicitly non-pickable objects (hey, this is opensource.. you
429 never know ;) ). 671 never know ;) ).
430 </attribute> 672 </attribute>
431 <attribute arch="value" editor="value" type="int"> 673 <attribute arch="value" editor="value" type="int">
432 Adds a certain value to the object: It will be worth that many times the 674 Determines the value of the object, in units of silver coins (one
433 default value from it's archetype (E.g. "value = 3" means three times 675 platinum coin == 50 silver coins). Value for buying/selling will be
434 worth the default value). Value for buying/selling will be
435 further modified by various factors. Hence, testing values in-game is 676 further modified by various factors. Hence, testing values in-game is
436 usually inevitable. 677 usually inevitable.
437 </attribute> 678 </attribute>
438 <attribute arch="glow_radius" editor="glow radius" type="int"> 679 <attribute arch="glow_radius" editor="glow radius" type="int">
439 If &lt;glow radius&gt; is set to a value greater zero, the object 680 If &lt;glow radius&gt; is set to a value greater zero, the object
463 </attribute> 704 </attribute>
464 <attribute arch="unpaid" editor="unpaid" type="bool"> 705 <attribute arch="unpaid" editor="unpaid" type="bool">
465 An &lt;unpaid&gt; item cannot be used unless a player carried it over 706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
466 a shop mat, paying the demanded price. Setting this flag makes sense 707 a shop mat, paying the demanded price. Setting this flag makes sense
467 only for pickable items inside shops. 708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <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
717 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
468 </attribute> 719 </attribute>
469</default_type> 720</default_type>
470 721
471<!-- This ignorelist is for all system objects which are non pickable 722<!-- This ignorelist is for all system objects which are non pickable
472 and invisible. They don't interact with players at all. --> 723 and invisible. They don't interact with players at all. -->
714 in the exact moment when the altar is activated. 965 in the exact moment when the altar is activated.
715 </attribute> 966 </attribute>
716</type> 967</type>
717 968
718<!--####################################################################--> 969<!--####################################################################-->
970<type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984</type>
985<!--####################################################################-->
719<type number="39" name="Amulet"> 986<type number="39" name="Amulet">
720 <description><![CDATA[ 987 <description><![CDATA[
721 Wearing an amulet, the object's stats will directly be inherited to 988 Wearing an amulet, the object's stats will directly be inherited to
722 the player. Amulets are usually meant for protection and defense. ]]> 989 the player. Amulets are usually meant for protection and defense. ]]>
723 </description> 990 </description>
778 you want the monster to use/wear the item - you must set 1045 you want the monster to use/wear the item - you must set
779 &lt;is applied&gt;. 1046 &lt;is applied&gt;.
780 Enabling this flag doesn't make any sense if the item 1047 Enabling this flag doesn't make any sense if the item
781 is NOT in a monster's inventory. 1048 is NOT in a monster's inventory.
782 </attribute> 1049 </attribute>
783<section name="resistance"> 1050 &player_stat_resist_sections;
784 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
785 This adds physical resistance to the item (= armour value). The number is
786 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
787 and what they require to do for getting this-and-that artifact.
788 </attribute>
789 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
790 This adds magic resistance to the item. The number is a percent-value in
791 the range 0-100. Treat this with CARE. Look at other maps and what they
792 require to do for getting this-and-that artifact.
793 </attribute>
794 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
795 This adds fire resistance to the item. The number is a percent-value in
796 the range 0-100. Treat this with CARE. Look at other maps and what they
797 require to do for getting this-and-that artifact.
798 </attribute>
799 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
800 This adds electricity resistance to the item. The number is a percent-value in
801 the range 0-100. Treat this with CARE. Look at other maps and what they
802 require to do for getting this-and-that artifact.
803 </attribute>
804 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
805 This adds fire resistance to the item. The number is a percent-value in
806 the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
810 This adds confusion resistance to the item. The number is a percent-value in
811 the range 0-100. Confusion resistance is not very effective
812 unless the value comes close to 100 (= perfect immunity).
813 </attribute>
814 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
815 This adds acid resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 </attribute>
819 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
820 This adds draining resistance to the item. The number is a percent-value
821 in the range 0-100. Draining resistance is little effective
822 unless the value is 100 (= perfect immunity).
823 </attribute>
824 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
825 This adds weaponmagic resistance to the item. The number is a percent-value in
826 the range 0-100. Weaponmagic resistance generally should not exist on
827 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
828 are not meant to be easily resisted.
829 </attribute>
830 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
831 This adds ghosthit resistance to the item. The number is a percent-value
832 in the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
836 This adds poison resistance to the item. The number is a percent-value in
837 the range 0-100. Treat this with CARE. Look at other maps and what they
838 require to do for getting this-and-that artifact.
839 </attribute>
840 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
841 This adds fear resistance to the item. The number is a percent-value in
842 the range 0-100. Resistance to fear is pretty useless.
843 </attribute>
844 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
845 This adds paralyze resistance to the item. The number is a percent-value in
846 the range 0-100. Paralyze resistance is little effective
847 unless the value is 100 (= perfect immunity).
848 </attribute>
849 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
850 This adds fear resistance to the item. The number is a percent-value in
851 the range 0-100. Resistance to fear is pretty useless.
852 </attribute>
853 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
854 This adds depletion resistance to the item. The number is a percent-value
855 in the range 0-100. Depletion resistance is little effective
856 unless the value is 100 (= perfect immunity).
857 </attribute>
858 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
859 This adds death-attack resistance to the item. The number is a
860 percent-value in the range 0-100. Death-attack resistance is little
861 effective unless the value is 100 (= perfect immunity).
862 Generally, resistance to death-attack is not supposed to be
863 available to players!
864 </attribute>
865 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
866 This adds chaos resistance to the item. The number is a percent-value in
867 the range 0-100. Treat this with CARE. Look at other maps and what they
868 require to do for getting this-and-that artifact.
869 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
870 combination of other attacktypes.
871 </attribute>
872 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
873 This adds blinding resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
878 This adds holy power resistance to the item. The number is a percent-value
879 in the range 0-100. Holy power is the attacktype that holyword-type spells
880 use to hurt undead creatures. This kind of resistance is only reasonable
881 for undead players (wraith or devourer cult).
882 Generally, resistance to holy word should not be available for players.
883 </attribute>
884</section>
885<section name="stats">
886 <attribute arch="Str" editor="strength" type="int">
887 The player's strentgh will rise/fall by the given value
888 while wearing this piece of equipment.
889 </attribute>
890 <attribute arch="Dex" editor="dexterity" type="int">
891 The player's dexterity will rise/fall by the given value
892 while wearing this piece of equipment.
893 </attribute>
894 <attribute arch="Con" editor="constitution" type="int">
895 The player's constitution will rise/fall by the given value
896 while wearing this piece of equipment.
897 </attribute>
898 <attribute arch="Int" editor="intelligence" type="int">
899 The player's intelligence will rise/fall by the given value
900 while wearing this piece of equipment.
901 </attribute>
902 <attribute arch="Pow" editor="power" type="int">
903 The player's power will rise/fall by the given value
904 while wearing this piece of equipment.
905 </attribute>
906 <attribute arch="Wis" editor="wisdom" type="int">
907 The player's wisdom will rise/fall by the given value while
908 wearing this piece of equipment.
909 </attribute>
910 <attribute arch="Cha" editor="charisma" type="int">
911 The player's charisma will rise/fall by the given value
912 while wearing this piece of equipment.
913 </attribute>
914</section>
915<section name="misc"> 1051<section name="misc">
916 <attribute arch="luck" editor="luck bonus" type="int"> 1052 <attribute arch="luck" editor="luck bonus" type="int">
917 With positive luck bonus, the player is more likely to 1053 With positive luck bonus, the player is more likely to
918 succeed in all sorts of things (spellcasting, praying,...). 1054 succeed in all sorts of things (spellcasting, praying,...).
919 Unless the &lt;luck bonus&gt; is very high, the effect will be 1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
1034 get teleported after they died on this battleground. 1170 get teleported after they died on this battleground.
1035 </attribute> 1171 </attribute>
1036</type> 1172</type>
1037 1173
1038<!--####################################################################--> 1174<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 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.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 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
1191 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.
1193 ]]>
1194 </use>
1195 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" />
1197</type>
1198
1199<!--####################################################################-->
1039<type number="8" name="Book"> 1200<type number="8" name="Book">
1040 <description><![CDATA[ 1201 <description><![CDATA[
1041 Applying a book, the containing message is displayed to the player. ]]> 1202 Applying a book, the containing message is displayed to the player. ]]>
1042 </description> 1203 </description>
1043 <attribute arch="level" editor="literacy level" type="int"> 1204 <attribute arch="level" editor="literacy level" type="int">
1386 <ignore_list name="system_object" /> 1547 <ignore_list name="system_object" />
1387 </ignore> 1548 </ignore>
1388 <description><![CDATA[ 1549 <description><![CDATA[
1389 A creator is an object which creates another object when it 1550 A creator is an object which creates another object when it
1390 is triggered. The child object can be anything. Creators are 1551 is triggered. The child object can be anything. Creators are
1391 VERY useful for all kinds of map-mechanisms. ]]> 1552 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]>
1392 </description> 1554 </description>
1393 <use><![CDATA[ 1555 <use><![CDATA[
1394 Don't hesitate to hide your creators under the floor. 1556 Don't hesitate to hide your creators under the floor.
1395 The created items will still always appear ontop of the floor. ]]> 1557 The created items will still always appear ontop of the floor. ]]>
1396 </use> 1558 </use>
1404 </attribute> 1566 </attribute>
1405 <attribute arch="connected" editor="connection" type="int"> 1567 <attribute arch="connected" editor="connection" type="int">
1406 Whenever the connection value is activated, 1568 Whenever the connection value is activated,
1407 the creator gets triggered. 1569 the creator gets triggered.
1408 </attribute> 1570 </attribute>
1571 &activate_on;
1409 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1572 <attribute arch="lifesave" editor="infinit uses" type="bool">
1410 If &lt;infinit uses&gt; is set, the creator will work 1573 If &lt;infinit uses&gt; is set, the creator will work
1411 infinitely, regardless of the value in &lt;number of uses&gt;. 1574 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 </attribute>
1576 <attribute arch="speed" editor="speed" type="float">
1577 When this field is set the creator will periodically create stuff
1578 (and will still do so when the connection is triggered).
1579 A value of 1 means roughly 8 times a second.
1412 </attribute> 1580 </attribute>
1413 <attribute arch="hp" editor="number of uses" type="int"> 1581 <attribute arch="hp" editor="number of uses" type="int">
1414 The creator can be triggered &lt;number of uses&gt; times, thus 1582 The creator can be triggered &lt;number of uses&gt; times, thus
1415 creating that many objects, before it dissappears. 1583 creating that many objects, before it dissappears.
1416 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1584 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1458 </attribute> 1626 </attribute>
1459 <attribute arch="speed" editor="detection speed" type="float"> 1627 <attribute arch="speed" editor="detection speed" type="float">
1460 This value defines the time between two detector-checks. 1628 This value defines the time between two detector-checks.
1461 If you want the detector to behave almost like pedestals/buttons, 1629 If you want the detector to behave almost like pedestals/buttons,
1462 set speed rather high, like &lt;detection speed&gt; 1.0. 1630 set speed rather high, like &lt;detection speed&gt; 1.0.
1631 </attribute>
1632 &speed_left;
1633 <attribute arch="speed_left" editor="speed left" type="float">
1634 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1635 If it is larger than 0, the detector checks, and the speed is decremented
1636 by 1.
1463 </attribute> 1637 </attribute>
1464</type> 1638</type>
1465 1639
1466<!--####################################################################--> 1640<!--####################################################################-->
1467<type number="112" name="Director"> 1641<type number="112" name="Director">
1568 </attribute> 1742 </attribute>
1569 <attribute arch="speed" editor="moving speed" type="float"> 1743 <attribute arch="speed" editor="moving speed" type="float">
1570 The &lt;speed&gt; of the disease determines how fast the disease will 1744 The &lt;speed&gt; of the disease determines how fast the disease will
1571 "move", thus how fast the symptoms strike the host. 1745 "move", thus how fast the symptoms strike the host.
1572 </attribute> 1746 </attribute>
1747 &speed_left;
1573</section> 1748</section>
1574<section name="symptoms"> 1749<section name="symptoms">
1575 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1750 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1576 The disease will attack the host with the given &lt;attacktype&gt;. 1751 The disease will attack the host with the given &lt;attacktype&gt;.
1577 Godpower attacktype is commonly used for "unresistable" diseases. 1752 Godpower attacktype is commonly used for "unresistable" diseases.
1682 This string defines the object that will be created when the door was 1857 This string defines the object that will be created when the door was
1683 defeated. 1858 defeated.
1684 </attribute> 1859 </attribute>
1685 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1686 This entry determines what kind of traps will appear in the door. 1861 This entry determines what kind of traps will appear in the door.
1862 </attribute>
1863 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1864 Set this flag to move treasure items created into the environment (map)
1865 instead of putting them into the object.
1687 </attribute> 1866 </attribute>
1688</type> 1867</type>
1689 1868
1690<!--####################################################################--> 1869<!--####################################################################-->
1691<type number="83" name="Duplicator"> 1870<type number="83" name="Duplicator">
1709 loose the input matches the chance to earn winnings.<br> 1888 loose the input matches the chance to earn winnings.<br>
1710 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1711 loosing rate of 2/3 = 67%. ]]> 1890 loosing rate of 2/3 = 67%. ]]>
1712 </use> 1891 </use>
1713 <attribute arch="other_arch" editor="target arch" type="string"> 1892 <attribute arch="other_arch" editor="target arch" type="string">
1714 Only objects of matching archtype, lying ontop of the dublicator will be 1893 Only objects of matching archtype, lying ontop of the duplicator will be
1715 dublicated, multiplied or removed. All other objects will be ignored. 1894 duplicated, multiplied or removed. All other objects will be ignored.
1716 </attribute> 1895 </attribute>
1717 <attribute arch="level" editor="multiply factor" type="int"> 1896 <attribute arch="level" editor="multiply factor" type="int">
1718 The number of items in the target pile will be multiplied by the 1897 The number of items in the target pile will be multiplied by the
1719 &lt;multiply factor&gt;. If it is set to zero, all target objects 1898 &lt;multiply factor&gt;. If it is set to zero, all target objects
1720 will be destroyed. 1899 will be destroyed.
1722 <attribute arch="connected" editor="connection" type="int"> 1901 <attribute arch="connected" editor="connection" type="int">
1723 An activator (lever, altar, button, etc) with matching connection value 1902 An activator (lever, altar, button, etc) with matching connection value
1724 is able to trigger this duplicator. Be very careful that players cannot 1903 is able to trigger this duplicator. Be very careful that players cannot
1725 abuse it to create endless amounts of money or other valuable stuff! 1904 abuse it to create endless amounts of money or other valuable stuff!
1726 </attribute> 1905 </attribute>
1906 &activate_on;
1727</type> 1907</type>
1728 1908
1729<!--####################################################################--> 1909<!--####################################################################-->
1730<type number="66" name="Exit"> 1910<type number="66" name="Exit">
1731 <ignore> 1911 <ignore>
1778 If set, this message will be displayed to the player when he applies the exit. 1958 If set, this message will be displayed to the player when he applies the exit.
1779 This is quite useful to throw in some "role-play feeling": "As you enter the 1959 This is quite useful to throw in some "role-play feeling": "As you enter the
1780 dark cave you hear the sound of rustling dragonscales...". Well, my english 1960 dark cave you hear the sound of rustling dragonscales...". Well, my english
1781 is poor, but you get the point. =) 1961 is poor, but you get the point. =)
1782 </attribute> 1962 </attribute>
1783 <attribute arch="unique" editor="unique destination" type="bool"> 1963 <attribute arch="damned" editor="set savebed" type="bool">
1784 This flag defines the destined map as "personal unique map". If set, 1964 If set, then players using this exit will have their savebed position
1785 there will be a seperate version of that map for every player out there. 1965 set to the destination of the exit when passing through.
1786 This feature is used for the permanent apartments
1787 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1788 than apartments, since Crossfire is a *multi*player game. In such a permanent
1789 apartment don't forget to set the unique-flag for all floor tiles too
1790 (see floors).
1791 An exit pointing outside of a personal unique map must have the
1792 "unique destination"-flag unset.
1793 </attribute> 1966 </attribute>
1794</type> 1967</type>
1795 1968
1796<!--####################################################################--> 1969<!--####################################################################-->
1797<type number="72" name="Flesh"> 1970<type number="72" name="Flesh">
1798 <description><![CDATA[ 1971 <description><![CDATA[
1799 Just like with food, the player can fill his stomache and gain a 1972 Just like with food, the player can fill his stomache and gain a
1800 little health by eating flesh-objects. <br> 1973 little health by eating flesh-objects. <br>
1801 For dragon players, flesh plays a very special role though: If the 1974 For dragon players, flesh plays a very special role though: If the
1802 flesh has resistances set, a dragon player has a chance to gain resistance in 1975 flesh has resistances set, a dragon player has a chance to gain resistance in
1803 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1976 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1804 Don't forget that flesh items with resistances have to be balanced 1977 Don't forget that flesh items with resistances have to be balanced
1805 according to map/monster difficulty. ]]> 1978 according to map/monster difficulty. ]]>
1806 </description> 1979 </description>
1807 <use><![CDATA[ 1980 <use><![CDATA[
1808 For dragon players, flesh items can be highly valuable. Note that many 1981 For dragon players, flesh items can be highly valuable. Note that many
1829 </attribute> 2002 </attribute>
1830 <attribute arch="startequip" editor="godgiven item" type="bool"> 2003 <attribute arch="startequip" editor="godgiven item" type="bool">
1831 A godgiven item vanishes as soon as the player 2004 A godgiven item vanishes as soon as the player
1832 drops it to the ground. 2005 drops it to the ground.
1833 </attribute> 2006 </attribute>
1834<section name="resistance"> 2007 &resistances_flesh_section;
1835 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1836 Resistances on flesh items make them more durable against spellcraft
1837 of the appropriate kind. It also allows dragon players to eventually gain
1838 resistance by eating it. Usually resistance should only be set for flesh
1839 items in a monster's inventory.
1840 </attribute>
1841 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1842 Resistances on flesh items make them more durable against spellcraft
1843 of the appropriate kind. It also allows dragon players to eventually gain
1844 resistance by eating it. Usually resistance should only be set for flesh
1845 items in a monster's inventory.
1846 </attribute>
1847 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1848 Resistances on flesh items make them more durable against spellcraft
1849 of the appropriate kind. It also allows dragon players to eventually gain
1850 resistance by eating it. Usually resistance should only be set for flesh
1851 items in a monster's inventory.
1852 </attribute>
1853 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1854 Resistances on flesh items make them more durable against spellcraft
1855 of the appropriate kind. It also allows dragon players to eventually gain
1856 resistance by eating it. Usually resistance should only be set for flesh
1857 items in a monster's inventory.
1858 </attribute>
1859 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1860 Resistances on flesh items make them more durable against spellcraft
1861 of the appropriate kind. It also allows dragon players to eventually gain
1862 resistance by eating it. Usually resistance should only be set for flesh
1863 items in a monster's inventory.
1864 </attribute>
1865 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1866 Resistances on flesh items make them more durable against spellcraft
1867 of the appropriate kind. It also allows dragon players to eventually gain
1868 resistance by eating it. Usually resistance should only be set for flesh
1869 items in a monster's inventory.
1870 </attribute>
1871 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1872 Resistances on flesh items make them more durable against spellcraft
1873 of the appropriate kind. It also allows dragon players to eventually gain
1874 resistance by eating it. Usually resistance should only be set for flesh
1875 items in a monster's inventory.
1876 </attribute>
1877 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1878 Resistances on flesh items make them more durable against spellcraft
1879 of the appropriate kind. It also allows dragon players to eventually gain
1880 resistance by eating it. Usually resistance should only be set for flesh
1881 items in a monster's inventory.
1882 </attribute>
1883 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1884 Resistances on flesh items make them more durable against spellcraft
1885 of the appropriate kind. It also allows dragon players to eventually gain
1886 resistance by eating it. Usually resistance should only be set for flesh
1887 items in a monster's inventory.
1888 </attribute>
1889 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1890 Resistances on flesh items make them more durable against spellcraft
1891 of the appropriate kind. It also allows dragon players to eventually gain
1892 resistance by eating it. Usually resistance should only be set for flesh
1893 items in a monster's inventory.
1894 </attribute>
1895 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1896 Resistances on flesh items make them more durable against spellcraft
1897 of the appropriate kind. It also allows dragon players to eventually gain
1898 resistance by eating it. Usually resistance should only be set for flesh
1899 items in a monster's inventory.
1900 </attribute>
1901 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1902 Resistances on flesh items make them more durable against spellcraft
1903 of the appropriate kind. It also allows dragon players to eventually gain
1904 resistance by eating it. Usually resistance should only be set for flesh
1905 items in a monster's inventory.
1906 </attribute>
1907 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1908 Resistances on flesh items make them more durable against spellcraft
1909 of the appropriate kind. It also allows dragon players to eventually gain
1910 resistance by eating it. Usually resistance should only be set for flesh
1911 items in a monster's inventory.
1912 </attribute>
1913 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1914 Resistances on flesh items make them more durable against spellcraft
1915 of the appropriate kind. It also allows dragon players to eventually gain
1916 resistance by eating it. Usually resistance should only be set for flesh
1917 items in a monster's inventory.
1918 </attribute>
1919 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1920 Resistances on flesh items make them more durable against spellcraft
1921 of the appropriate kind. It also allows dragon players to eventually gain
1922 resistance by eating it. Usually resistance should only be set for flesh
1923 items in a monster's inventory.
1924 </attribute>
1925 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1926 RResistances on flesh items make them more durable against spellcraft
1927 of the appropriate kind. It also allows dragon players to eventually gain
1928 resistance by eating it. Usually resistance should only be set for flesh
1929 items in a monster's inventory.
1930 </attribute>
1931 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1932 Resistances on flesh items make them more durable against spellcraft
1933 of the appropriate kind. It also allows dragon players to eventually gain
1934 resistance by eating it. Usually resistance should only be set for flesh
1935 items in a monster's inventory.
1936 </attribute>
1937 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1938 Resistances on flesh items make them more durable against spellcraft
1939 of the appropriate kind. It also allows dragon players to eventually gain
1940 resistance by eating it. Usually resistance should only be set for flesh
1941 items in a monster's inventory.
1942 </attribute>
1943</section>
1944 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2008 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1945 This text may describe the item. 2009 This text may describe the item.
1946 </attribute> 2010 </attribute>
1947</type> 2011</type>
1948 2012
2066 Use gates to divide your maps into seperated areas. After solving 2130 Use gates to divide your maps into seperated areas. After solving
2067 area A, the player gains access to area B, and so on. Make your 2131 area A, the player gains access to area B, and so on. Make your
2068 maps more complex than "one-way". ]]> 2132 maps more complex than "one-way". ]]>
2069 </use> 2133 </use>
2070 <attribute arch="no_pick" value="1" type="fixed" /> 2134 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening.
2137 </attribute>
2071 <attribute arch="connected" editor="connection" type="int"> 2138 <attribute arch="connected" editor="connection" type="int">
2072 Whenever the inventory checker is triggered, all objects with identical 2139 Whenever the inventory checker is triggered, all objects with identical
2073 &lt;connection&gt; value get activated. This only makes sense together with 2140 &lt;connection&gt; value get activated. This only makes sense together with
2074 &lt;blocking passage&gt; disabled. 2141 &lt;blocking passage&gt; disabled.
2075 </attribute> 2142 </attribute>
2293 <attribute arch="level" editor="reconsecrate level" type="int"> 2360 <attribute arch="level" editor="reconsecrate level" type="int">
2294 To re-consecrate an altar, the player's wisdom level must be as 2361 To re-consecrate an altar, the player's wisdom level must be as
2295 high or higher than this value. In that way, some altars can not 2362 high or higher than this value. In that way, some altars can not
2296 be re-consecrated, while other altars, like those in dungeons, could be. 2363 be re-consecrated, while other altars, like those in dungeons, could be.
2297 2364
2298 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2365 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2299 Some characters might need those altars, they would be very unhappy to 2366 Some characters might need those altars, they would be very unhappy to
2300 see them re-consecrated to another cult. 2367 see them re-consecrated to another cult.
2301 </attribute> 2368 </attribute>
2302</type> 2369</type>
2303 2370
2355 alchemical receipes. By themselves, they have no special 2422 alchemical receipes. By themselves, they have no special
2356 functionalities. ]]> 2423 functionalities. ]]>
2357 </description> 2424 </description>
2358 <attribute arch="is_dust" editor="is dust" type="bool"> 2425 <attribute arch="is_dust" editor="is dust" type="bool">
2359 </attribute> 2426 </attribute>
2360<section name="resistance"> 2427 &resistances_basic;
2361 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2382 </attribute>
2383 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2384 </attribute>
2385</section>
2386</type> 2428</type>
2387 2429
2388<!--####################################################################--> 2430<!--####################################################################-->
2389<type number="64" name="Inventory Checker"> 2431<type number="64" name="Inventory Checker">
2390 <ignore> 2432 <ignore>
2650 <attribute arch="connected" editor="connection" type="int"> 2692 <attribute arch="connected" editor="connection" type="int">
2651 Every time the &lt;connection&gt; value is triggered, the wall will cast 2693 Every time the &lt;connection&gt; value is triggered, the wall will cast
2652 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2694 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2653 have much visible effect. 2695 have much visible effect.
2654 </attribute> 2696 </attribute>
2697 &activate_on;
2655 <attribute arch="speed" editor="casting speed" type="float"> 2698 <attribute arch="speed" editor="casting speed" type="float">
2656 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2657 You can fine-tune how long the duration between two casts shall 2700 You can fine-tune how long the duration between two casts shall
2658 be. If you want to create a wall that can be activated (cast per 2701 be. If you want to create a wall that can be activated (cast per
2659 trigger) via connected lever/button/etc, you must set "speed 0". 2702 trigger) via connected lever/button/etc, you must set "speed 0".
2660 </attribute> 2703 </attribute>
2704 &speed_left;
2661 <attribute arch="sp" editor="direction" type="list_direction"> 2705 <attribute arch="sp" editor="direction" type="list_direction">
2662 The magic wall will cast it's spells always in the specified 2706 The magic wall will cast it's spells always in the specified
2663 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2707 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2664 always fire in a random direction. 2708 always fire in a random direction.
2665 </attribute> 2709 </attribute>
2682 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2726 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2683 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2684 to &lt;weapon class&gt;. 2728 to &lt;weapon class&gt;.
2685 </attribute> 2729 </attribute>
2686</section> 2730</section>
2687<section name="resistance"> 2731&resistances_basic;
2688 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2689 </attribute>
2690 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2691 </attribute>
2692 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2729 </attribute>
2730</section>
2731</type> 2732</type>
2732 2733
2733<!--####################################################################--> 2734<!--####################################################################-->
2734<type number="55" name="Marker"> 2735<type number="55" name="Marker">
2735 <ignore> 2736 <ignore>
2769 The &lt;marking speed&gt; defines how quickly it will mark something 2770 The &lt;marking speed&gt; defines how quickly it will mark something
2770 standing on the marker. Set this value rather high to make 2771 standing on the marker. Set this value rather high to make
2771 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2772 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2772 should do fine. 2773 should do fine.
2773 </attribute> 2774 </attribute>
2775 &speed_left;
2774 <attribute arch="food" editor="mark duration" type="int"> 2776 <attribute arch="food" editor="mark duration" type="int">
2775 This value defines the duration of the force it inserts. 2777 This value defines the duration of the force it inserts.
2776 If nonzero, the duration of the player's mark is finite: 2778 If nonzero, the duration of the player's mark is finite:
2777 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2779 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2778 means the mark will stay on the player forever. 2780 means the mark will stay on the player forever.
2878 2880
2879 Note that you can always put items into the monster's 2881 Note that you can always put items into the monster's
2880 inventory. Those will drop-at-kill just like the stuff 2882 inventory. Those will drop-at-kill just like the stuff
2881 from the &lt;treasurelist&gt;. 2883 from the &lt;treasurelist&gt;.
2882 </attribute> 2884 </attribute>
2885 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2886 Set this flag to move treasure items created into the environment (map)
2887 instead of putting them into the object.
2888 </attribute>
2883 <attribute arch="level" editor="level" type="int"> 2889 <attribute arch="level" editor="level" type="int">
2884 A monster's &lt;level&gt; is the most important attribute. 2890 A monster's &lt;level&gt; is the most important attribute.
2885 &lt;level&gt; affects the power of a monster in various ways. 2891 &lt;level&gt; affects the power of a monster in various ways.
2886 </attribute> 2892 </attribute>
2887 <attribute arch="race" editor="race" type="string"> 2893 <attribute arch="race" editor="race" type="string">
2888 Every monster should have a race set to cathegorize it. 2894 Every monster should have a race set to categorize it.
2889 The monster's &lt;race&gt; can have different effects: 2895 The monster's &lt;race&gt; can have different effects:
2890 Slaying weapons inflict tripple damage against enemy races 2896 Slaying weapons inflict tripple damage against enemy races
2891 and holy word kills only enemy races of the god. 2897 and holy word kills only enemy races of the god.
2892 </attribute> 2898 </attribute>
2893 <attribute arch="exp" editor="experience" type="int"> 2899 <attribute arch="exp" editor="experience" type="int">
2894 When a player kills this monster, he will get exactly this 2900 When a player kills this monster, he will get exactly this
2895 amount of &lt;experience&gt;. The experience will flow into 2901 amount of &lt;experience&gt;. The experience will flow into
2896 the skill-cathegory the player used for the kill. 2902 the skill-category the player used for the kill.
2897 2903
2898 If you create special monsters of tweaked strenght/abilities, 2904 If you create special monsters of tweaked strenght/abilities,
2899 always make sure that the &lt;experience&gt; is set to a 2905 always make sure that the &lt;experience&gt; is set to a
2900 reasonable value. Compare with existing arches to get a feeling 2906 reasonable value. Compare with existing arches to get a feeling
2901 what reasonable means. Keep in mind that spellcasting monsters 2907 what reasonable means. Keep in mind that spellcasting monsters
2903 </attribute> 2909 </attribute>
2904 <attribute arch="speed" editor="speed" type="float"> 2910 <attribute arch="speed" editor="speed" type="float">
2905 The &lt;speed&gt; determines how fast a monster will both move 2911 The &lt;speed&gt; determines how fast a monster will both move
2906 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2912 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907 </attribute> 2913 </attribute>
2914 &speed_left;
2908 <attribute arch="other_arch" editor="breed monster" type="string"> 2915 <attribute arch="other_arch" editor="breed monster" type="string">
2909 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2916 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2910 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2917 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2911 can be set to any valid arch-name of a monster. Multipart monster 2918 can be set to any valid arch-name of a monster. Multipart monster
2912 should not be used. 2919 should not be used.
2932 </attribute> 2939 </attribute>
2933 <attribute arch="carrying" editor="carries weight" type="int"> 2940 <attribute arch="carrying" editor="carries weight" type="int">
2934 If a monster has something in the inventory, this 2941 If a monster has something in the inventory, this
2935 value can be set to reflect the slowdown due to 2942 value can be set to reflect the slowdown due to
2936 the carried weight. 2943 the carried weight.
2944 </attribute>
2945 <attribute arch="precious" editor="precious" type="bool">
2946 Set this flag to indicate that this monster is precious, i.e.
2947 it should not be lightly destroyed. This is most useful on pets and
2948 keeps the server from destroying them on destroy_pets/monster floors
2949 and will try to save them when the player logs out.
2937 </attribute> 2950 </attribute>
2938 2951
2939<section name="melee"> 2952<section name="melee">
2940 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2953 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2941 This number is a bitmask, specifying the monster's attacktypes 2954 This number is a bitmask, specifying the monster's attacktypes
3145 the creature wakes up. This is done as a square, for reasons of speed. 3158 the creature wakes up. This is done as a square, for reasons of speed.
3146 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3159 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3147 11x11 square of the monster will wake the monster up. If the player 3160 11x11 square of the monster will wake the monster up. If the player
3148 has stealth, the size of this square is reduced in half plus 1. 3161 has stealth, the size of this square is reduced in half plus 1.
3149 </attribute> 3162 </attribute>
3150 <attribute arch="attack_movement" editor="attack movement" type="int"> 3163 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3164 If this is set to default, the standard mode of movement will be used.
3165 </attribute>
3166 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3167 This movement is not in effect when the monster has an enemy and should
3168 only be used for non agressive monsters.
3151 </attribute> 3169 </attribute>
3152 <attribute arch="run_away" editor="run at % health" type="int"> 3170 <attribute arch="run_away" editor="run at % health" type="int">
3153 This is a percentage value in the range 0-100. 3171 This is a percentage value in the range 0-100.
3154 When the monster's health points drop below this percentage 3172 When the monster's health points drop below this percentage
3155 (relative to max health), it attempts to run away from the 3173 (relative to max health), it attempts to run away from the
3156 attacker. 3174 attacker.
3157 </attribute> 3175 </attribute>
3158</section> 3176</section>
3159 3177 &resistances_basic;
3160<section name="resistance">
3161 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3186 </attribute>
3187 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3188 </attribute>
3189 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3190 </attribute>
3191 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3192 </attribute>
3193 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3194 </attribute>
3195 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3196 </attribute>
3197 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3198 </attribute>
3199 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3200 </attribute>
3201 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3202 </attribute>
3203</section>
3204 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3178 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3205 </attribute> 3179 </attribute>
3206</type> 3180</type>
3207 3181
3208<!--####################################################################--> 3182<!--####################################################################-->
3213 <attribute arch="name_pl" /> 3187 <attribute arch="name_pl" />
3214 <attribute arch="nrof" /> 3188 <attribute arch="nrof" />
3215 <attribute arch="value" /> 3189 <attribute arch="value" />
3216 <attribute arch="unpaid" /> 3190 <attribute arch="unpaid" />
3217 </ignore> 3191 </ignore>
3218 <description><![CDATA[ 3192 <description>
3219 A grimreaper is a monster that vanishes after it did some number of 3193 A grimreaper is a monster that vanishes after it did some number of
3220 draining attacks. ]]> <!-- XXX: is this ok? --> 3194 draining attacks.
3221 </description> 3195 </description>
3222<section name="grimreaper"> 3196<section name="grimreaper">
3223 <attribute arch="value" editor="attacks" type="int"> 3197 <attribute arch="value" editor="attacks" type="int">
3224 The object vanishes after this number of draining attacks. 3198 The object vanishes after this number of draining attacks.
3225 </attribute> 3199 </attribute>
3336 </attribute> 3310 </attribute>
3337 <attribute arch="speed" editor="movement speed" type="float"> 3311 <attribute arch="speed" editor="movement speed" type="float">
3338 The movement speed value determines how fast a chain of 3312 The movement speed value determines how fast a chain of
3339 these movers will push a player along (default is -0.2). 3313 these movers will push a player along (default is -0.2).
3340 </attribute> 3314 </attribute>
3315 &speed_left;
3341 <attribute arch="sp" editor="direction" type="list_direction"> 3316 <attribute arch="sp" editor="direction" type="list_direction">
3342 The mover will push creatures in the specified &lt;direction&gt;. 3317 The mover will push creatures in the specified &lt;direction&gt;.
3343 A mover with direction set to &lt;none&gt; will spin clockwise, 3318 A mover with direction set to &lt;none&gt; will spin clockwise,
3344 thus pushing creatures in unpredictable directions. 3319 thus pushing creatures in unpredictable directions.
3345 </attribute> 3320 </attribute>
3432 <attribute arch="no_pick" value="1" type="fixed" /> 3407 <attribute arch="no_pick" value="1" type="fixed" />
3433 <attribute arch="connected" editor="connection" type="int"> 3408 <attribute arch="connected" editor="connection" type="int">
3434 When a &lt;connection&gt; value is set, the pit can be opened/closed 3409 When a &lt;connection&gt; value is set, the pit can be opened/closed
3435 by activating the connection. 3410 by activating the connection.
3436 </attribute> 3411 </attribute>
3412 &activate_on;
3437 <attribute arch="hp" editor="destination X" type="int"> 3413 <attribute arch="hp" editor="destination X" type="int">
3438 The pit will transport creatures (and items) randomly into a two-square 3414 The pit will transport creatures (and items) randomly into a two-square
3439 radius of the destination coordinates. 3415 radius of the destination coordinates.
3440 If the destination square becomes blocked, the pit will act like 3416 If the destination square becomes blocked, the pit will act like
3441 being filled up and not work anymore! 3417 being filled up and not work anymore!
3496 </attribute> 3472 </attribute>
3497 <attribute arch="startequip" editor="godgiven item" type="bool"> 3473 <attribute arch="startequip" editor="godgiven item" type="bool">
3498 A godgiven item vanishes as soon as the player 3474 A godgiven item vanishes as soon as the player
3499 drops it to the ground. 3475 drops it to the ground.
3500 </attribute> 3476 </attribute>
3501<section name="stats"> 3477 &player_stat_resist_sections;
3502 <attribute arch="Str" editor="strength" type="int">
3503 The player's strentgh will rise/fall by the given value for permanent
3504 (of course there is an upper limit). Generally there shouldn't be stat
3505 potions granting more than one stat. Cursed potions will subtract the
3506 stats if positive.
3507 </attribute>
3508 <attribute arch="Dex" editor="dexterity" type="int">
3509 The player's dexterity will rise/fall by the given value for permanent
3510 (of course there is an upper limit). Generally there shouldn't be stat
3511 potions granting more than one stat. Cursed potions will subtract the
3512 stats if positive.
3513 </attribute>
3514 <attribute arch="Con" editor="constitution" type="int">
3515 The player's constitution will rise/fall by the given value for permanent
3516 (of course there is an upper limit). Generally there shouldn't be stat
3517 potions granting more than one stat. Cursed potions will subtract the
3518 stats if positive.
3519 </attribute>
3520 <attribute arch="Int" editor="intelligence" type="int">
3521 The player's intelligence will rise/fall by the given value for permanent
3522 (of course there is an upper limit). Generally there shouldn't be stat
3523 potions granting more than one stat. Cursed potions will subtract the
3524 stats if positive.
3525 </attribute>
3526 <attribute arch="Pow" editor="power" type="int">
3527 The player's power will rise/fall by the given value for permanent
3528 (of course there is an upper limit). Generally there shouldn't be stat
3529 potions granting more than one stat. Cursed potions will subtract the
3530 stats if positive.
3531 </attribute>
3532 <attribute arch="Wis" editor="wisdom" type="int">
3533 The player's wisdom will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Cha" editor="charisma" type="int">
3539 The player's charisma will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544</section>
3545<section name="resistance">
3546 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3547 The player's resistance to physical will rise by this value in percent
3548 (range -100 till +100). The effect is only temporare, and it does NOT
3549 add on the values from the player's equipment.
3550 Cursed potions will make negative resistance.. very nasty in combat!
3551 </attribute>
3552 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3553 The player's resistance to magic will rise by this value in percent
3554 (range -100 till +100). The effect is only temporare, and it does NOT
3555 add on the values from the player's equipment.
3556 Cursed potions will make negative resistance.. very nasty in combat!
3557 </attribute>
3558 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3559 The player's resistance to fire will rise by this value in percent
3560 (range -100 till +100). The effect is only temporare, and it does NOT
3561 add on the values from the player's equipment.
3562 Cursed potions will make negative resistance.. very nasty in combat!
3563 </attribute>
3564 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3565 The player's resistance to electricity will rise by this value in percent
3566 (range -100 till +100). The effect is only temporare, and it does NOT
3567 add on the values from the player's equipment.
3568 Cursed potions will make negative resistance.. very nasty in combat!
3569 </attribute>
3570 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3571 The player's resistance to cold will rise by this value in percent
3572 (range -100 till +100). The effect is only temporare, and it does NOT
3573 add on the values from the player's equipment.
3574 Cursed potions will make negative resistance.. very nasty in combat!
3575 </attribute>
3576 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3577 The player's resistance to acid will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3583 The player's resistance to confusion will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3589 The player's resistance to weaponmagic will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3595 The player's resistance to paralyze will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3601 The player's resistance to draining will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3607 The player's resistance to depletion will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3613 The player's resistance to poison will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618</section>
3619</type> 3478</type>
3620 3479
3621<!--####################################################################--> 3480<!--####################################################################-->
3622<type number="156" name="Power Crystal"> 3481<type number="156" name="Power Crystal">
3623 <description><![CDATA[ 3482 <description><![CDATA[
3892 It is absolutely neccessary that a place with savebeds is 100% secure. 3751 It is absolutely neccessary that a place with savebeds is 100% secure.
3893 That means: 3752 That means:
3894 <UL> 3753 <UL>
3895 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3754 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3896 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3755 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3897 <LI> Insert a relyable exit! Make sure there is no possibility that 3756 <LI> Insert a reliable exit! Make sure there is no possibility that
3898 players get trapped in a savebed location. 3757 players get trapped in a savebed location.
3899 <LI> If possible, mark the whole site as no-spell area (Insert this 3758 <LI> If possible, mark the whole site as no-spell area (Insert this
3900 arch called "dungeon_magic" everywhere). This is not required, 3759 arch called "dungeon_magic" everywhere). This is not required,
3901 but it makes the place much more safe. 3760 but it makes the place much more safe.
3902 </UL> ]]> 3761 </UL> ]]>
3957</type> 3816</type>
3958 3817
3959<!--####################################################################--> 3818<!--####################################################################-->
3960<type number="14" name="Shooting Weapon"> 3819<type number="14" name="Shooting Weapon">
3961 <description><![CDATA[ 3820 <description><![CDATA[
3962 Schooting weapons like bows/crossbows are used to shoot projectiles 3821 Shooting weapons like bows/crossbows are used to shoot projectiles
3963 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3822 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3964 wielded both at the same time. Like with any other equipment, 3823 wielded both at the same time. Like with any other equipment,
3965 stats/bonuses from shooting weapons are directly inherited to the player. 3824 stats/bonuses from shooting weapons are directly inherited to the player.
3966 <br><br> 3825 <br><br>
3967 It's very easy to add new pairs of weapons &amp; projectiles. 3826 It's very easy to add new pairs of weapons &amp; projectiles.
3969 weapon and projectile. ]]> 3828 weapon and projectile. ]]>
3970 </description> 3829 </description>
3971 <use><![CDATA[ 3830 <use><![CDATA[
3972 Shooting weapons should not add bonuses in general. There's already 3831 Shooting weapons should not add bonuses in general. There's already
3973 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3974 Schooting weapons should especially not add bonuses to the player 3833 Shooting weapons should especially not add bonuses to the player
3975 that have nothing to do with schooting. A Wisdom bonus on a bow 3834 that have nothing to do with schooting. A Wisdom bonus on a bow
3976 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3835 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3977 - still crap. ]]> 3836 - still crap. ]]>
3978 </use> 3837 </use>
3979 <attribute arch="race" editor="ammunition class" type="string"> 3838 <attribute arch="race" editor="ammunition class" type="string">
4187 the connection is triggered. This should be used in combination with 4046 the connection is triggered. This should be used in combination with
4188 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4189 If activating your magic_mouth this way, the message will not only be 4048 If activating your magic_mouth this way, the message will not only be
4190 printed to one player, but all players on the current map. 4049 printed to one player, but all players on the current map.
4191 </attribute> 4050 </attribute>
4051 &activate_on;
4192 &move_on; 4052 &move_on;
4193 <attribute arch="food" editor="counter" type="int"> 4053 <attribute arch="food" editor="counter" type="int">
4194 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4054 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4195 (printing the message) only that many times. For signs this really shouldn't 4055 (printing the message) only that many times. For signs this really shouldn't
4196 be used, while for magic_mouths it is extremely helpful. 4056 be used, while for magic_mouths it is extremely helpful.
4203 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4063 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4204 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4064 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4205 </attribute> 4065 </attribute>
4206 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4066 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4207 This text will be displayed to the player. 4067 This text will be displayed to the player.
4068 </attribute>
4069</type>
4070
4071<type number="150" name="Shop Inventory">
4072 <ignore>
4073 <ignore_list name="non_pickable" />
4074 </ignore>
4075 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4076 </description>
4077 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4078 </use>
4079 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4080 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4081 the map that will be searched for unpaid items.
4208 </attribute> 4082 </attribute>
4209</type> 4083</type>
4210 4084
4211<!--####################################################################--> 4085<!--####################################################################-->
4212<type number="43" name="Skill"> 4086<type number="43" name="Skill">
4481 <attribute arch="speed" editor="drowning speed" type="float"> 4355 <attribute arch="speed" editor="drowning speed" type="float">
4482 The higher the &lt;drowning speed&gt;, the faster will players and items 4356 The higher the &lt;drowning speed&gt;, the faster will players and items
4483 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4357 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4484 and unexpected death-trap. Players should get a warning before such areas. 4358 and unexpected death-trap. Players should get a warning before such areas.
4485 </attribute> 4359 </attribute>
4360 &speed_left;
4486 &move_on; 4361 &move_on;
4487 &movement_types_terrain; 4362 &movement_types_terrain;
4488 <attribute arch="no_magic" editor="no spells" type="bool"> 4363 <attribute arch="no_magic" editor="no spells" type="bool">
4489 If enabled, it is impossible for players to use (wizard-) 4364 If enabled, it is impossible for players to use (wizard-)
4490 spells on that spot. 4365 spells on that spot.
4567 <attribute arch="connected" editor="connection" type="int"> 4442 <attribute arch="connected" editor="connection" type="int">
4568 If a connection value is set, the teleporter will be activated 4443 If a connection value is set, the teleporter will be activated
4569 whenever the connection is triggered. To use this properly, 4444 whenever the connection is triggered. To use this properly,
4570 &lt;activation speed&gt; must be zero. 4445 &lt;activation speed&gt; must be zero.
4571 </attribute> 4446 </attribute>
4447 &activate_on;
4572 <attribute arch="speed" editor="activation speed" type="float"> 4448 <attribute arch="speed" editor="activation speed" type="float">
4573 If the &lt;activation speed&gt; is nonzero, the teleporter will 4449 If the &lt;activation speed&gt; is nonzero, the teleporter will
4574 automatically be activated in regular time-intervals. Hence, the 4450 automatically be activated in regular time-intervals. Hence, the
4575 player can just step on it and gets teleported sooner or later. 4451 player can just step on it and gets teleported sooner or later.
4576 The duration between two activates depends on the given value. 4452 The duration between two activates depends on the given value.
4577 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4453 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4578 4454
4579 VERY IMPORTANT: If you want to have your teleporter activated via 4455 VERY IMPORTANT: If you want to have your teleporter activated via
4580 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4456 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4581 </attribute> 4457 </attribute>
4458 &speed_left;
4582</type> 4459</type>
4583 4460
4584<!--####################################################################--> 4461<!--####################################################################-->
4585<type number="26" name="Timed Gate"> 4462<type number="26" name="Timed Gate">
4586 <ignore> 4463 <ignore>
4605 Whenever the inventory checker is triggered, all objects with identical 4482 Whenever the inventory checker is triggered, all objects with identical
4606 &lt;connection&gt; value get activated. This only makes sense together with 4483 &lt;connection&gt; value get activated. This only makes sense together with
4607 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4484 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4608 after some time. 4485 after some time.
4609 </attribute> 4486 </attribute>
4487 &activate_on;
4610 <attribute arch="wc" editor="position state" type="int"> 4488 <attribute arch="wc" editor="position state" type="int">
4611 The &lt;position state&gt; defines the position of the gate: 4489 The &lt;position state&gt; defines the position of the gate:
4612 Zero means completely open/down, the "number of animation-steps" (usually 4490 Zero means completely open/down, the "number of animation-steps" (usually
4613 about 6 or 7) means completely closed/up state. I suggest you don't 4491 about 6 or 7) means completely closed/up state. I suggest you don't
4614 mess with this value - Leave the default in place. 4492 mess with this value - Leave the default in place.
4645 and generally have either a physical attack or trigger a reaction. 4523 and generally have either a physical attack or trigger a reaction.
4646 <br><br> 4524 <br><br>
4647 Traps hit any monster or person who steps on them for 'dam' damage in 4525 Traps hit any monster or person who steps on them for 'dam' damage in
4648 'attacktype' attacktype and/or trigger a reaction. 4526 'attacktype' attacktype and/or trigger a reaction.
4649 <br><br> 4527 <br><br>
4650 Many traps are already defined in the archetypes. ]]> 4528 Many traps are already defined in the archetypes.]]>
4651 </description> 4529 </description>
4652 <use><![CDATA[ 4530 <use><![CDATA[
4653 Avoid monsters stepping on your traps. For example, a party of orcs setting 4531 Avoid monsters stepping on your traps. For example, a party of orcs setting
4654off your lightning wall and pit trap is usually a bad idea. ]]> 4532 off your lightning wall and pit trap is usually a bad idea.]]>
4655 </use> 4533 </use>
4656 <attribute arch="no_pick" value="1" type="fixed" /> 4534 <attribute arch="no_pick" value="1" type="fixed" />
4657 &move_on; 4535 &move_on;
4658 <attribute arch="level" editor="trap level" type="int"> 4536 <attribute arch="level" editor="trap level" type="int">
4659 Level effects how easily a trap may be found and disarmed, and 4537 Level effects how easily a trap may be found and disarmed, and
4839<!--####################################################################--> 4717<!--####################################################################-->
4840<type number="0" name="Wall"> 4718<type number="0" name="Wall">
4841 <required> 4719 <required>
4842 <attribute arch="is_floor" value="0" /> 4720 <attribute arch="is_floor" value="0" />
4843 <attribute arch="alive" value="0" /> 4721 <attribute arch="alive" value="0" />
4844 <attribute arch="move_block" value="255" /> 4722 <attribute arch="no_pass" value="1" />
4845 </required> 4723 </required>
4846 <ignore> 4724 <ignore>
4847 <attribute arch="nrof" /> 4725 <attribute arch="nrof" />
4848 <attribute arch="title" /> 4726 <attribute arch="title" />
4849 <attribute arch="name_pl" /> 4727 <attribute arch="name_pl" />
4956 </attribute> 4834 </attribute>
4957 <attribute arch="ac" editor="armour class" type="int"> 4835 <attribute arch="ac" editor="armour class" type="int">
4958 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4836 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4959 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4837 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4960 </attribute> 4838 </attribute>
4961<section name="resistance"> 4839 &resistances_basic;
4962 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4963 </attribute>
4964 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4965 </attribute>
4966 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4967 </attribute>
4968 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4969 </attribute>
4970 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4971 </attribute>
4972 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4973 </attribute>
4974 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4975 </attribute>
4976 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4977 </attribute>
4978 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4979 </attribute>
4980 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4981 </attribute>
4982 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4983 </attribute>
4984 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4985 </attribute>
4986 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4987 </attribute>
4988 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4989 </attribute>
4990 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4991 </attribute>
4992 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4993 </attribute>
4994 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5003 </attribute>
5004</section>
5005</type> 4840</type>
5006 4841
5007<!--####################################################################--> 4842<!--####################################################################-->
5008<type number="15" name="Weapon"> 4843<type number="15" name="Weapon">
5009 <description><![CDATA[ 4844 <description><![CDATA[
5107 </attribute> 4942 </attribute>
5108 <attribute arch="startequip" editor="godgiven item" type="bool"> 4943 <attribute arch="startequip" editor="godgiven item" type="bool">
5109 A godgiven item vanishes as soon as the player 4944 A godgiven item vanishes as soon as the player
5110 drops it to the ground. 4945 drops it to the ground.
5111 </attribute> 4946 </attribute>
5112<section name="resistance"> 4947 &player_stat_resist_sections;
5113 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5114 This adds physical resistance to the weapon (= armour value). The number is
5115 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5116 and what they require to do for getting this-and-that artifact.
5117 </attribute>
5118 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5119 This adds magic resistance to the weapon. The number is a percent-value in
5120 the range 0-100. Treat this with CARE. Look at other maps and what they
5121 require to do for getting this-and-that artifact.
5122 </attribute>
5123 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5124 This adds fire resistance to the weapon. The number is a percent-value in
5125 the range 0-100. Treat this with CARE. Look at other maps and what they
5126 require to do for getting this-and-that artifact.
5127 </attribute>
5128 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5129 This adds electricity resistance to the weapon. The number is a percent-value in
5130 the range 0-100. Treat this with CARE. Look at other maps and what they
5131 require to do for getting this-and-that artifact.
5132 </attribute>
5133 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5134 This adds fire resistance to the weapon. The number is a percent-value in
5135 the range 0-100. Treat this with CARE. Look at other maps and what they
5136 require to do for getting this-and-that artifact.
5137 </attribute>
5138 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5139 This adds confusion resistance to the weapon. The number is a percent-value in
5140 the range 0-100. Confusion resistance is not very effective
5141 unless the value comes close to 100 (= perfect immunity).
5142 </attribute>
5143 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5144 This adds acid resistance to the weapon. The number is a percent-value in
5145 the range 0-100. Treat this with CARE. Look at other maps and what they
5146 require to do for getting this-and-that artifact.
5147 </attribute>
5148 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5149 This adds draining resistance to the weapon. The number is a percent-value
5150 in the range 0-100. Draining resistance is little effective
5151 unless the value is 100 (= perfect immunity).
5152 </attribute>
5153 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5154 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5155 the range 0-100. Weaponmagic resistance generally should not exist on
5156 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5157 are not meant to be easily resisted.
5158 </attribute>
5159 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5160 This adds ghosthit resistance to the weapon. The number is a percent-value
5161 in the range 0-100. Treat this with CARE. Look at other maps and what they
5162 require to do for getting this-and-that artifact.
5163 </attribute>
5164 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5165 This adds poison resistance to the weapon. The number is a percent-value in
5166 the range 0-100. Treat this with CARE. Look at other maps and what they
5167 require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5170 This adds fear resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Resistance to fear is pretty useless.
5172 </attribute>
5173 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5174 This adds paralyze resistance to the weapon. The number is a percent-value in
5175 the range 0-100. Paralyze resistance is little effective
5176 unless the value is 100 (= perfect immunity).
5177 </attribute>
5178 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5179 This adds fear resistance to the weapon. The number is a percent-value in
5180 the range 0-100. Resistance to fear is pretty useless.
5181 </attribute>
5182 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5183 This adds depletion resistance to the weapon. The number is a percent-value
5184 in the range 0-100. Depletion resistance is little effective
5185 unless the value is 100 (= perfect immunity).
5186 </attribute>
5187 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5188 This adds death-attack resistance to the weapon. The number is a
5189 percent-value in the range 0-100. Death-attack resistance is little
5190 effective unless the value is 100 (= perfect immunity).
5191 Generally, resistance to death-attack is not supposed to be
5192 available to players!
5193 </attribute>
5194 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5195 This adds chaos resistance to the weapon. The number is a percent-value in
5196 the range 0-100. Treat this with CARE. Look at other maps and what they
5197 require to do for getting this-and-that artifact.
5198 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5199 combination of other attacktypes.
5200 </attribute>
5201 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5202 This adds blinding resistance to the weapon. The number is a percent-value
5203 in the range 0-100. Treat this with CARE. Look at other maps and what they
5204 require to do for getting this-and-that artifact.
5205 </attribute>
5206 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5207 This adds holy power resistance to the weapon. The number is a percent-value
5208 in the range 0-100. Holy power is the attacktype that holyword-type spells
5209 use to hurt undead creatures. This kind of resistance is only reasonable
5210 for undead players (wraith or devourer cult).
5211 Generally, resistance to holy word should not be available for players.
5212 </attribute>
5213</section>
5214<section name="stats">
5215 <attribute arch="Str" editor="strength" type="int">
5216 The player's strentgh will rise/fall by the given value
5217 while wearing this weapon.
5218 </attribute>
5219 <attribute arch="Dex" editor="dexterity" type="int">
5220 The player's dexterity will rise/fall by the given value
5221 while wearing this weapon.
5222 </attribute>
5223 <attribute arch="Con" editor="constitution" type="int">
5224 The player's constitution will rise/fall by the given value
5225 while wearing this weapon.
5226 </attribute>
5227 <attribute arch="Int" editor="intelligence" type="int">
5228 The player's intelligence will rise/fall by the given value
5229 while wearing this weapon.
5230 </attribute>
5231 <attribute arch="Pow" editor="power" type="int">
5232 The player's power will rise/fall by the given value
5233 while wearing this weapon.
5234 </attribute>
5235 <attribute arch="Wis" editor="wisdom" type="int">
5236 The player's wisdom will rise/fall by the given value while
5237 wearing this weapon.
5238 </attribute>
5239 <attribute arch="Cha" editor="charisma" type="int">
5240 The player's charisma will rise/fall by the given value
5241 while wearing this weapon.
5242 </attribute>
5243</section>
5244<section name="misc"> 4948<section name="misc">
5245 <attribute arch="luck" editor="luck bonus" type="int"> 4949 <attribute arch="luck" editor="luck bonus" type="int">
5246 With positive luck bonus, the player is more likely to 4950 With positive luck bonus, the player is more likely to
5247 succeed in all sorts of things (spellcasting, praying,...). 4951 succeed in all sorts of things (spellcasting, praying,...).
5248 Unless the &lt;luck bonus&gt; is very high, the effect will be 4952 Unless the &lt;luck bonus&gt; is very high, the effect will be

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