ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
(Generate patch)

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.13 by root, Sun Mar 26 08:21:37 2006 UTC vs.
Revision 1.33 by elmex, Wed Apr 9 13:24:27 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <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'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <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 133 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. 134 creatures matching 'slow move' will be slower than normal on this spot.
156 than 0, the object acts/triggers/moves etc. and the value gets 147 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 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
161]> 354]>
162 355
163<types> 356<types>
164 357
165<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
405</list> 599</list>
406 600
407<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
447 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
448 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 </attribute> 644 </attribute>
451 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
452 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
453 </attribute> 658 </attribute>
454 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
455 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
496 </attribute> 701 </attribute>
497 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
498 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
499 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
500 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
501 </attribute> 716 </attribute>
502</default_type> 717</default_type>
503 718
504<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
505 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
747 in the exact moment when the altar is activated. 962 in the exact moment when the altar is activated.
748 </attribute> 963 </attribute>
749</type> 964</type>
750 965
751<!--####################################################################--> 966<!--####################################################################-->
967<type number="74" name="Skill Tool">
968 <description><![CDATA[
969 Wearing a skill tool will give the player the ability to use a skill.
970 ]]>
971 </description>
972 <use><![CDATA[
973 Feel free to assign resistancies and stats to a skill tools or change
974 the skill that is given.
975 ]]>
976 </use>
977 <attribute arch="skill" editor="skill name" type="string">
978 This field describes which skill the player will be able to use wearing this item.
979 </attribute>
980 &player_stat_resist_sections;
981</type>
982<!--####################################################################-->
752<type number="39" name="Amulet"> 983<type number="39" name="Amulet">
753 <description><![CDATA[ 984 <description><![CDATA[
754 Wearing an amulet, the object's stats will directly be inherited to 985 Wearing an amulet, the object's stats will directly be inherited to
755 the player. Amulets are usually meant for protection and defense. ]]> 986 the player. Amulets are usually meant for protection and defense. ]]>
756 </description> 987 </description>
775 amount of &lt;item power&gt;, depending on their own level. This is the 1006 amount of &lt;item power&gt;, depending on their own level. This is the
776 only way to prevent low level players to wear "undeserved" equipment 1007 only way to prevent low level players to wear "undeserved" equipment
777 (like gifts from other players or cheated items). 1008 (like gifts from other players or cheated items).
778 1009
779 It is very important to adjust the &lt;item power&gt; value carefully 1010 It is very important to adjust the &lt;item power&gt; value carefully
780 for every artifact you create! If zero/unset, the CF server will 1011 for every artifact you create! If zero/unset, the Deliantra server will
781 calculate a provisional value at runtime, but this is never 1012 calculate a provisional value at runtime, but this is never
782 going to be an accurate measurement of &lt;item power&gt;. 1013 going to be an accurate measurement of &lt;item power&gt;.
783 </attribute> 1014 </attribute>
784 <attribute arch="damned" editor="damnation" type="bool"> 1015 <attribute arch="damned" editor="damnation" type="bool">
785 A damned piece of equipment cannot be unwielded unless the curse 1016 A damned piece of equipment cannot be unwielded unless the curse
811 you want the monster to use/wear the item - you must set 1042 you want the monster to use/wear the item - you must set
812 &lt;is applied&gt;. 1043 &lt;is applied&gt;.
813 Enabling this flag doesn't make any sense if the item 1044 Enabling this flag doesn't make any sense if the item
814 is NOT in a monster's inventory. 1045 is NOT in a monster's inventory.
815 </attribute> 1046 </attribute>
816<section name="resistance"> 1047 &player_stat_resist_sections;
817 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
818 This adds physical resistance to the item (= armour value). The number is
819 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
820 and what they require to do for getting this-and-that artifact.
821 </attribute>
822 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
823 This adds magic resistance to the item. The number is a percent-value in
824 the range 0-100. Treat this with CARE. Look at other maps and what they
825 require to do for getting this-and-that artifact.
826 </attribute>
827 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
828 This adds fire resistance to the item. The number is a percent-value in
829 the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
833 This adds electricity resistance to the item. The number is a percent-value in
834 the range 0-100. Treat this with CARE. Look at other maps and what they
835 require to do for getting this-and-that artifact.
836 </attribute>
837 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
838 This adds fire resistance to the item. The number is a percent-value in
839 the range 0-100. Treat this with CARE. Look at other maps and what they
840 require to do for getting this-and-that artifact.
841 </attribute>
842 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
843 This adds confusion resistance to the item. The number is a percent-value in
844 the range 0-100. Confusion resistance is not very effective
845 unless the value comes close to 100 (= perfect immunity).
846 </attribute>
847 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
848 This adds acid resistance to the item. The number is a percent-value in
849 the range 0-100. Treat this with CARE. Look at other maps and what they
850 require to do for getting this-and-that artifact.
851 </attribute>
852 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
853 This adds draining resistance to the item. The number is a percent-value
854 in the range 0-100. Draining resistance is little effective
855 unless the value is 100 (= perfect immunity).
856 </attribute>
857 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
858 This adds weaponmagic resistance to the item. The number is a percent-value in
859 the range 0-100. Weaponmagic resistance generally should not exist on
860 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
861 are not meant to be easily resisted.
862 </attribute>
863 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
864 This adds ghosthit resistance to the item. The number is a percent-value
865 in the range 0-100. Treat this with CARE. Look at other maps and what they
866 require to do for getting this-and-that artifact.
867 </attribute>
868 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
869 This adds poison resistance to the item. The number is a percent-value in
870 the range 0-100. Treat this with CARE. Look at other maps and what they
871 require to do for getting this-and-that artifact.
872 </attribute>
873 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
874 This adds fear resistance to the item. The number is a percent-value in
875 the range 0-100. Resistance to fear is pretty useless.
876 </attribute>
877 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
878 This adds paralyze resistance to the item. The number is a percent-value in
879 the range 0-100. Paralyze resistance is little effective
880 unless the value is 100 (= perfect immunity).
881 </attribute>
882 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
887 This adds depletion resistance to the item. The number is a percent-value
888 in the range 0-100. Depletion resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
892 This adds death-attack resistance to the item. The number is a
893 percent-value in the range 0-100. Death-attack resistance is little
894 effective unless the value is 100 (= perfect immunity).
895 Generally, resistance to death-attack is not supposed to be
896 available to players!
897 </attribute>
898 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
899 This adds chaos resistance to the item. The number is a percent-value in
900 the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
903 combination of other attacktypes.
904 </attribute>
905 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
906 This adds blinding resistance to the item. The number is a percent-value
907 in the range 0-100. Treat this with CARE. Look at other maps and what they
908 require to do for getting this-and-that artifact.
909 </attribute>
910 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
911 This adds holy power resistance to the item. The number is a percent-value
912 in the range 0-100. Holy power is the attacktype that holyword-type spells
913 use to hurt undead creatures. This kind of resistance is only reasonable
914 for undead players (wraith or devourer cult).
915 Generally, resistance to holy word should not be available for players.
916 </attribute>
917</section>
918<section name="stats">
919 <attribute arch="Str" editor="strength" type="int">
920 The player's strentgh will rise/fall by the given value
921 while wearing this piece of equipment.
922 </attribute>
923 <attribute arch="Dex" editor="dexterity" type="int">
924 The player's dexterity will rise/fall by the given value
925 while wearing this piece of equipment.
926 </attribute>
927 <attribute arch="Con" editor="constitution" type="int">
928 The player's constitution will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Int" editor="intelligence" type="int">
932 The player's intelligence will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Pow" editor="power" type="int">
936 The player's power will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Wis" editor="wisdom" type="int">
940 The player's wisdom will rise/fall by the given value while
941 wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Cha" editor="charisma" type="int">
944 The player's charisma will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947</section>
948<section name="misc"> 1048<section name="misc">
949 <attribute arch="luck" editor="luck bonus" type="int"> 1049 <attribute arch="luck" editor="luck bonus" type="int">
950 With positive luck bonus, the player is more likely to 1050 With positive luck bonus, the player is more likely to
951 succeed in all sorts of things (spellcasting, praying,...). 1051 succeed in all sorts of things (spellcasting, praying,...).
952 Unless the &lt;luck bonus&gt; is very high, the effect will be 1052 Unless the &lt;luck bonus&gt; is very high, the effect will be
1067 get teleported after they died on this battleground. 1167 get teleported after they died on this battleground.
1068 </attribute> 1168 </attribute>
1069</type> 1169</type>
1070 1170
1071<!--####################################################################--> 1171<!--####################################################################-->
1172<type number="165" name="Safe ground">
1173 <ignore>
1174 <ignore_list name="non_pickable" />
1175 </ignore>
1176 <description><![CDATA[
1177 Safe ground is a special object that prevents any effects that might
1178 be harmful for the map, other players or items on the map.
1179 It blocks all magic and prayers, usage of alchemy, prevents potions
1180 from being used and blocks bombs from exploding. Note that altars that
1181 do cast spells still work.
1182 ]]>
1183 </description>
1184 <use><![CDATA[
1185 Safe ground can be used to prevents any means of burning
1186 or destroying the items in a shop. Put this object below all floor tiles
1187 in your map and your shop will be safe. It's generally useful for making
1188 areas where really no kind of spell should be invoked by a player.
1189 ]]>
1190 </use>
1191 &movement_types_terrain;
1192 <attribute arch="no_pick" value="1" type="fixed" />
1193</type>
1194
1195<!--####################################################################-->
1072<type number="8" name="Book"> 1196<type number="8" name="Book">
1073 <description><![CDATA[ 1197 <description><![CDATA[
1074 Applying a book, the containing message is displayed to the player. ]]> 1198 Applying a book, the containing message is displayed to the player. ]]>
1075 </description> 1199 </description>
1076 <attribute arch="level" editor="literacy level" type="int"> 1200 <attribute arch="level" editor="literacy level" type="int">
1419 <ignore_list name="system_object" /> 1543 <ignore_list name="system_object" />
1420 </ignore> 1544 </ignore>
1421 <description><![CDATA[ 1545 <description><![CDATA[
1422 A creator is an object which creates another object when it 1546 A creator is an object which creates another object when it
1423 is triggered. The child object can be anything. Creators are 1547 is triggered. The child object can be anything. Creators are
1424 VERY useful for all kinds of map-mechanisms. ]]> 1548 VERY useful for all kinds of map-mechanisms. They can even
1549 periodically create things. ]]>
1425 </description> 1550 </description>
1426 <use><![CDATA[ 1551 <use><![CDATA[
1427 Don't hesitate to hide your creators under the floor. 1552 Don't hesitate to hide your creators under the floor.
1428 The created items will still always appear ontop of the floor. ]]> 1553 The created items will still always appear ontop of the floor. ]]>
1429 </use> 1554 </use>
1437 </attribute> 1562 </attribute>
1438 <attribute arch="connected" editor="connection" type="int"> 1563 <attribute arch="connected" editor="connection" type="int">
1439 Whenever the connection value is activated, 1564 Whenever the connection value is activated,
1440 the creator gets triggered. 1565 the creator gets triggered.
1441 </attribute> 1566 </attribute>
1567 &activate_on;
1442 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1568 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work 1569 If &lt;infinit uses&gt; is set, the creator will work
1444 infinitely, regardless of the value in &lt;number of uses&gt;. 1570 infinitely, regardless of the value in &lt;number of uses&gt;.
1571 </attribute>
1572 <attribute arch="speed" editor="speed" type="float">
1573 When this field is set the creator will periodically create stuff
1574 (and will still do so when the connection is triggered).
1575 A value of 1 means roughly 8 times a second.
1445 </attribute> 1576 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int"> 1577 <attribute arch="hp" editor="number of uses" type="int">
1447 The creator can be triggered &lt;number of uses&gt; times, thus 1578 The creator can be triggered &lt;number of uses&gt; times, thus
1448 creating that many objects, before it dissappears. 1579 creating that many objects, before it dissappears.
1449 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1580 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1538<type number="158" name="Disease"> 1669<type number="158" name="Disease">
1539 <ignore> 1670 <ignore>
1540 <ignore_list name="system_object" /> 1671 <ignore_list name="system_object" />
1541 </ignore> 1672 </ignore>
1542 <description><![CDATA[ 1673 <description><![CDATA[
1543 Diseases are an intersting form of spellcraft in Crossfire. 1674 Diseases are an intersting form of spellcraft in Deliantra.
1544 Once casted, they can spread out and infect creatures in a large 1675 Once casted, they can spread out and infect creatures in a large
1545 area. Being infected can have various effects, from amusing farts 1676 area. Being infected can have various effects, from amusing farts
1546 to horrible damage - almost everything is possible. ]]> 1677 to horrible damage - almost everything is possible. ]]>
1547 </description> 1678 </description>
1548 <use><![CDATA[ 1679 <use><![CDATA[
1722 This string defines the object that will be created when the door was 1853 This string defines the object that will be created when the door was
1723 defeated. 1854 defeated.
1724 </attribute> 1855 </attribute>
1725 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1856 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726 This entry determines what kind of traps will appear in the door. 1857 This entry determines what kind of traps will appear in the door.
1858 </attribute>
1859 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1860 Set this flag to move treasure items created into the environment (map)
1861 instead of putting them into the object.
1727 </attribute> 1862 </attribute>
1728</type> 1863</type>
1729 1864
1730<!--####################################################################--> 1865<!--####################################################################-->
1731<type number="83" name="Duplicator"> 1866<type number="83" name="Duplicator">
1749 loose the input matches the chance to earn winnings.<br> 1884 loose the input matches the chance to earn winnings.<br>
1750 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1885 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751 loosing rate of 2/3 = 67%. ]]> 1886 loosing rate of 2/3 = 67%. ]]>
1752 </use> 1887 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string"> 1888 <attribute arch="other_arch" editor="target arch" type="string">
1754 Only objects of matching archtype, lying ontop of the dublicator will be 1889 Only objects of matching archtype, lying ontop of the duplicator will be
1755 dublicated, multiplied or removed. All other objects will be ignored. 1890 duplicated, multiplied or removed. All other objects will be ignored.
1756 </attribute> 1891 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int"> 1892 <attribute arch="level" editor="multiply factor" type="int">
1758 The number of items in the target pile will be multiplied by the 1893 The number of items in the target pile will be multiplied by the
1759 &lt;multiply factor&gt;. If it is set to zero, all target objects 1894 &lt;multiply factor&gt;. If it is set to zero, all target objects
1760 will be destroyed. 1895 will be destroyed.
1762 <attribute arch="connected" editor="connection" type="int"> 1897 <attribute arch="connected" editor="connection" type="int">
1763 An activator (lever, altar, button, etc) with matching connection value 1898 An activator (lever, altar, button, etc) with matching connection value
1764 is able to trigger this duplicator. Be very careful that players cannot 1899 is able to trigger this duplicator. Be very careful that players cannot
1765 abuse it to create endless amounts of money or other valuable stuff! 1900 abuse it to create endless amounts of money or other valuable stuff!
1766 </attribute> 1901 </attribute>
1902 &activate_on;
1767</type> 1903</type>
1768 1904
1769<!--####################################################################--> 1905<!--####################################################################-->
1770<type number="66" name="Exit"> 1906<type number="66" name="Exit">
1771 <ignore> 1907 <ignore>
1818 If set, this message will be displayed to the player when he applies the exit. 1954 If set, this message will be displayed to the player when he applies the exit.
1819 This is quite useful to throw in some "role-play feeling": "As you enter the 1955 This is quite useful to throw in some "role-play feeling": "As you enter the
1820 dark cave you hear the sound of rustling dragonscales...". Well, my english 1956 dark cave you hear the sound of rustling dragonscales...". Well, my english
1821 is poor, but you get the point. =) 1957 is poor, but you get the point. =)
1822 </attribute> 1958 </attribute>
1823 <attribute arch="unique" editor="unique destination" type="bool"> 1959 <attribute arch="damned" editor="set savebed" type="bool">
1824 This flag defines the destined map as "personal unique map". If set, 1960 If set, then players using this exit will have their savebed position
1825 there will be a seperate version of that map for every player out there. 1961 set to the destination of the exit when passing through.
1826 This feature is used for the permanent apartments
1827 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1828 than apartments, since Crossfire is a *multi*player game. In such a permanent
1829 apartment don't forget to set the unique-flag for all floor tiles too
1830 (see floors).
1831 An exit pointing outside of a personal unique map must have the
1832 "unique destination"-flag unset.
1833 </attribute> 1962 </attribute>
1834</type> 1963</type>
1835 1964
1836<!--####################################################################--> 1965<!--####################################################################-->
1837<type number="72" name="Flesh"> 1966<type number="72" name="Flesh">
1869 </attribute> 1998 </attribute>
1870 <attribute arch="startequip" editor="godgiven item" type="bool"> 1999 <attribute arch="startequip" editor="godgiven item" type="bool">
1871 A godgiven item vanishes as soon as the player 2000 A godgiven item vanishes as soon as the player
1872 drops it to the ground. 2001 drops it to the ground.
1873 </attribute> 2002 </attribute>
1874<section name="resistance"> 2003 &resistances_flesh_section;
1875 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1876 Resistances on flesh items make them more durable against spellcraft
1877 of the appropriate kind. It also allows dragon players to eventually gain
1878 resistance by eating it. Usually resistance should only be set for flesh
1879 items in a monster's inventory.
1880 </attribute>
1881 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1882 Resistances on flesh items make them more durable against spellcraft
1883 of the appropriate kind. It also allows dragon players to eventually gain
1884 resistance by eating it. Usually resistance should only be set for flesh
1885 items in a monster's inventory.
1886 </attribute>
1887 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1888 Resistances on flesh items make them more durable against spellcraft
1889 of the appropriate kind. It also allows dragon players to eventually gain
1890 resistance by eating it. Usually resistance should only be set for flesh
1891 items in a monster's inventory.
1892 </attribute>
1893 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1894 Resistances on flesh items make them more durable against spellcraft
1895 of the appropriate kind. It also allows dragon players to eventually gain
1896 resistance by eating it. Usually resistance should only be set for flesh
1897 items in a monster's inventory.
1898 </attribute>
1899 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1900 Resistances on flesh items make them more durable against spellcraft
1901 of the appropriate kind. It also allows dragon players to eventually gain
1902 resistance by eating it. Usually resistance should only be set for flesh
1903 items in a monster's inventory.
1904 </attribute>
1905 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1906 Resistances on flesh items make them more durable against spellcraft
1907 of the appropriate kind. It also allows dragon players to eventually gain
1908 resistance by eating it. Usually resistance should only be set for flesh
1909 items in a monster's inventory.
1910 </attribute>
1911 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1912 Resistances on flesh items make them more durable against spellcraft
1913 of the appropriate kind. It also allows dragon players to eventually gain
1914 resistance by eating it. Usually resistance should only be set for flesh
1915 items in a monster's inventory.
1916 </attribute>
1917 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1918 Resistances on flesh items make them more durable against spellcraft
1919 of the appropriate kind. It also allows dragon players to eventually gain
1920 resistance by eating it. Usually resistance should only be set for flesh
1921 items in a monster's inventory.
1922 </attribute>
1923 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1966 RResistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983</section>
1984 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2004 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1985 This text may describe the item. 2005 This text may describe the item.
1986 </attribute> 2006 </attribute>
1987</type> 2007</type>
1988 2008
2094<type number="91" name="Gate"> 2114<type number="91" name="Gate">
2095 <ignore> 2115 <ignore>
2096 <ignore_list name="non_pickable" /> 2116 <ignore_list name="non_pickable" />
2097 </ignore> 2117 </ignore>
2098 <description><![CDATA[ 2118 <description><![CDATA[
2099 Gates play an important role in Crossfire. Gates can be opened 2119 Gates play an important role in Deliantra. Gates can be opened
2100 by activating a button/trigger, by speaking passwords (-> magic_ear) 2120 by activating a button/trigger, by speaking passwords (-> magic_ear)
2101 or carrying special key-objects (-> inventory checker). 2121 or carrying special key-objects (-> inventory checker).
2102 Unlike locked doors, gates can get shut again after a player has 2122 Unlike locked doors, gates can get shut again after a player has
2103 passed, which makes them more practical in many cases. ]]> 2123 passed, which makes them more practical in many cases. ]]>
2104 </description> 2124 </description>
2106 Use gates to divide your maps into seperated areas. After solving 2126 Use gates to divide your maps into seperated areas. After solving
2107 area A, the player gains access to area B, and so on. Make your 2127 area A, the player gains access to area B, and so on. Make your
2108 maps more complex than "one-way". ]]> 2128 maps more complex than "one-way". ]]>
2109 </use> 2129 </use>
2110 <attribute arch="no_pick" value="1" type="fixed" /> 2130 <attribute arch="no_pick" value="1" type="fixed" />
2131 <attribute arch="speed" value="1" type="float">
2132 The speed of the gate affects how fast it is closing/opening.
2133 </attribute>
2111 <attribute arch="connected" editor="connection" type="int"> 2134 <attribute arch="connected" editor="connection" type="int">
2112 Whenever the inventory checker is triggered, all objects with identical 2135 Whenever the inventory checker is triggered, all objects with identical
2113 &lt;connection&gt; value get activated. This only makes sense together with 2136 &lt;connection&gt; value get activated. This only makes sense together with
2114 &lt;blocking passage&gt; disabled. 2137 &lt;blocking passage&gt; disabled.
2115 </attribute> 2138 </attribute>
2333 <attribute arch="level" editor="reconsecrate level" type="int"> 2356 <attribute arch="level" editor="reconsecrate level" type="int">
2334 To re-consecrate an altar, the player's wisdom level must be as 2357 To re-consecrate an altar, the player's wisdom level must be as
2335 high or higher than this value. In that way, some altars can not 2358 high or higher than this value. In that way, some altars can not
2336 be re-consecrated, while other altars, like those in dungeons, could be. 2359 be re-consecrated, while other altars, like those in dungeons, could be.
2337 2360
2338 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2361 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2339 Some characters might need those altars, they would be very unhappy to 2362 Some characters might need those altars, they would be very unhappy to
2340 see them re-consecrated to another cult. 2363 see them re-consecrated to another cult.
2341 </attribute> 2364 </attribute>
2342</type> 2365</type>
2343 2366
2395 alchemical receipes. By themselves, they have no special 2418 alchemical receipes. By themselves, they have no special
2396 functionalities. ]]> 2419 functionalities. ]]>
2397 </description> 2420 </description>
2398 <attribute arch="is_dust" editor="is dust" type="bool"> 2421 <attribute arch="is_dust" editor="is dust" type="bool">
2399 </attribute> 2422 </attribute>
2400<section name="resistance"> 2423 &resistances_basic;
2401 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2402 </attribute>
2403 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2404 </attribute>
2405 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2406 </attribute>
2407 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2408 </attribute>
2409 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2410 </attribute>
2411 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2412 </attribute>
2413 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2414 </attribute>
2415 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2416 </attribute>
2417 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2418 </attribute>
2419 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2420 </attribute>
2421 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2422 </attribute>
2423 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2424 </attribute>
2425</section>
2426</type> 2424</type>
2427 2425
2428<!--####################################################################--> 2426<!--####################################################################-->
2429<type number="64" name="Inventory Checker"> 2427<type number="64" name="Inventory Checker">
2430 <ignore> 2428 <ignore>
2580 <attribute arch="no_pick" value="1" type="fixed" /> 2578 <attribute arch="no_pick" value="1" type="fixed" />
2581 <attribute arch="slaying" editor="key string" type="string"> 2579 <attribute arch="slaying" editor="key string" type="string">
2582 The &lt;key string&gt; in the door must be identical with the 2580 The &lt;key string&gt; in the door must be identical with the
2583 &lt;key string&gt; in the special key, then the door is unlocked. 2581 &lt;key string&gt; in the special key, then the door is unlocked.
2584 It is VERY important to set the &lt;key string&gt; to something that 2582 It is VERY important to set the &lt;key string&gt; to something that
2585 is unique among the CF mapset. 2583 is unique among the Deliantra mapset.
2586 2584
2587 DONT EVER USE the default string "set_individual_value". 2585 DONT EVER USE the default string "set_individual_value".
2588 </attribute> 2586 </attribute>
2589 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2587 <attribute arch="no_magic" editor="restrict spells" type="bool">
2590 Restricting the use of spells to pass this door. 2588 Restricting the use of spells to pass this door.
2690 <attribute arch="connected" editor="connection" type="int"> 2688 <attribute arch="connected" editor="connection" type="int">
2691 Every time the &lt;connection&gt; value is triggered, the wall will cast 2689 Every time the &lt;connection&gt; value is triggered, the wall will cast
2692 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2690 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2693 have much visible effect. 2691 have much visible effect.
2694 </attribute> 2692 </attribute>
2693 &activate_on;
2695 <attribute arch="speed" editor="casting speed" type="float"> 2694 <attribute arch="speed" editor="casting speed" type="float">
2696 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2695 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2697 You can fine-tune how long the duration between two casts shall 2696 You can fine-tune how long the duration between two casts shall
2698 be. If you want to create a wall that can be activated (cast per 2697 be. If you want to create a wall that can be activated (cast per
2699 trigger) via connected lever/button/etc, you must set "speed 0". 2698 trigger) via connected lever/button/etc, you must set "speed 0".
2723 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2722 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2724 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2723 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2725 to &lt;weapon class&gt;. 2724 to &lt;weapon class&gt;.
2726 </attribute> 2725 </attribute>
2727</section> 2726</section>
2728<section name="resistance"> 2727&resistances_basic;
2729 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2730 </attribute>
2731 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2732 </attribute>
2733 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2734 </attribute>
2735 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2736 </attribute>
2737 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2738 </attribute>
2739 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2740 </attribute>
2741 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2742 </attribute>
2743 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2744 </attribute>
2745 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2746 </attribute>
2747 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2748 </attribute>
2749 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2750 </attribute>
2751 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2752 </attribute>
2753 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2754 </attribute>
2755 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2756 </attribute>
2757 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2758 </attribute>
2759 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2760 </attribute>
2761 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2762 </attribute>
2763 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2764 </attribute>
2765 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2766 </attribute>
2767 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2768 </attribute>
2769 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2770 </attribute>
2771</section>
2772</type> 2728</type>
2773 2729
2774<!--####################################################################--> 2730<!--####################################################################-->
2775<type number="55" name="Marker"> 2731<type number="55" name="Marker">
2776 <ignore> 2732 <ignore>
2920 2876
2921 Note that you can always put items into the monster's 2877 Note that you can always put items into the monster's
2922 inventory. Those will drop-at-kill just like the stuff 2878 inventory. Those will drop-at-kill just like the stuff
2923 from the &lt;treasurelist&gt;. 2879 from the &lt;treasurelist&gt;.
2924 </attribute> 2880 </attribute>
2881 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2882 Set this flag to move treasure items created into the environment (map)
2883 instead of putting them into the object.
2884 </attribute>
2925 <attribute arch="level" editor="level" type="int"> 2885 <attribute arch="level" editor="level" type="int">
2926 A monster's &lt;level&gt; is the most important attribute. 2886 A monster's &lt;level&gt; is the most important attribute.
2927 &lt;level&gt; affects the power of a monster in various ways. 2887 &lt;level&gt; affects the power of a monster in various ways.
2928 </attribute> 2888 </attribute>
2929 <attribute arch="race" editor="race" type="string"> 2889 <attribute arch="race" editor="race" type="string">
2975 </attribute> 2935 </attribute>
2976 <attribute arch="carrying" editor="carries weight" type="int"> 2936 <attribute arch="carrying" editor="carries weight" type="int">
2977 If a monster has something in the inventory, this 2937 If a monster has something in the inventory, this
2978 value can be set to reflect the slowdown due to 2938 value can be set to reflect the slowdown due to
2979 the carried weight. 2939 the carried weight.
2940 </attribute>
2941 <attribute arch="precious" editor="precious" type="bool">
2942 Set this flag to indicate that this monster is precious, i.e.
2943 it should not be lightly destroyed. This is most useful on pets and
2944 keeps the server from destroying them on destroy_pets/monster floors
2945 and will try to save them when the player logs out.
2980 </attribute> 2946 </attribute>
2981 2947
2982<section name="melee"> 2948<section name="melee">
2983 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2949 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2984 This number is a bitmask, specifying the monster's attacktypes 2950 This number is a bitmask, specifying the monster's attacktypes
3156 <attribute arch="stand_still" editor="stand still" type="bool"> 3122 <attribute arch="stand_still" editor="stand still" type="bool">
3157 Monsters which &lt;stand still&gt; won't move to leave their position. 3123 Monsters which &lt;stand still&gt; won't move to leave their position.
3158 When agressive, they will attack all enemies who get close to 3124 When agressive, they will attack all enemies who get close to
3159 them. This behaviour is commonly known from castle guards. 3125 them. This behaviour is commonly known from castle guards.
3160 3126
3161 In older versions of Crossfire it was possible to eventually 3127 In older versions of Deliantra it was possible to eventually
3162 push a &lt;stand still&gt;-monster out of position by force. 3128 push a &lt;stand still&gt;-monster out of position by force.
3163 I believe this is no longer possible. Neverthless, you should 3129 I believe this is no longer possible. Neverthless, you should
3164 still be cautious when lining up &lt;stand still&gt;-monster in order 3130 still be cautious when lining up &lt;stand still&gt;-monster in order
3165 to "defend" something: Such monsters are rather easy to kill. 3131 to "defend" something: Such monsters are rather easy to kill.
3166 It's good for low level maps, but not much more. 3132 It's good for low level maps, but not much more.
3202 When the monster's health points drop below this percentage 3168 When the monster's health points drop below this percentage
3203 (relative to max health), it attempts to run away from the 3169 (relative to max health), it attempts to run away from the
3204 attacker. 3170 attacker.
3205 </attribute> 3171 </attribute>
3206</section> 3172</section>
3207 3173 &resistances_basic;
3208<section name="resistance">
3209 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3210 </attribute>
3211 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3212 </attribute>
3213 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3214 </attribute>
3215 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3216 </attribute>
3217 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3218 </attribute>
3219 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3220 </attribute>
3221 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3222 </attribute>
3223 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3224 </attribute>
3225 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3226 </attribute>
3227 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3228 </attribute>
3229 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3230 </attribute>
3231 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3232 </attribute>
3233 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3234 </attribute>
3235 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3236 </attribute>
3237 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3238 </attribute>
3239 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3240 </attribute>
3241 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3242 </attribute>
3243 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3244 </attribute>
3245 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3246 </attribute>
3247 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3248 </attribute>
3249 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3250 </attribute>
3251</section>
3252 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3174 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3253 </attribute> 3175 </attribute>
3254</type> 3176</type>
3255 3177
3256<!--####################################################################--> 3178<!--####################################################################-->
3261 <attribute arch="name_pl" /> 3183 <attribute arch="name_pl" />
3262 <attribute arch="nrof" /> 3184 <attribute arch="nrof" />
3263 <attribute arch="value" /> 3185 <attribute arch="value" />
3264 <attribute arch="unpaid" /> 3186 <attribute arch="unpaid" />
3265 </ignore> 3187 </ignore>
3266 <description><![CDATA[ 3188 <description>
3267 A grimreaper is a monster that vanishes after it did some number of 3189 A grimreaper is a monster that vanishes after it did some number of
3268 draining attacks. ]]> <!-- XXX: is this ok? --> 3190 draining attacks.
3269 </description> 3191 </description>
3270<section name="grimreaper"> 3192<section name="grimreaper">
3271 <attribute arch="value" editor="attacks" type="int"> 3193 <attribute arch="value" editor="attacks" type="int">
3272 The object vanishes after this number of draining attacks. 3194 The object vanishes after this number of draining attacks.
3273 </attribute> 3195 </attribute>
3481 <attribute arch="no_pick" value="1" type="fixed" /> 3403 <attribute arch="no_pick" value="1" type="fixed" />
3482 <attribute arch="connected" editor="connection" type="int"> 3404 <attribute arch="connected" editor="connection" type="int">
3483 When a &lt;connection&gt; value is set, the pit can be opened/closed 3405 When a &lt;connection&gt; value is set, the pit can be opened/closed
3484 by activating the connection. 3406 by activating the connection.
3485 </attribute> 3407 </attribute>
3408 &activate_on;
3486 <attribute arch="hp" editor="destination X" type="int"> 3409 <attribute arch="hp" editor="destination X" type="int">
3487 The pit will transport creatures (and items) randomly into a two-square 3410 The pit will transport creatures (and items) randomly into a two-square
3488 radius of the destination coordinates. 3411 radius of the destination coordinates.
3489 If the destination square becomes blocked, the pit will act like 3412 If the destination square becomes blocked, the pit will act like
3490 being filled up and not work anymore! 3413 being filled up and not work anymore!
3545 </attribute> 3468 </attribute>
3546 <attribute arch="startequip" editor="godgiven item" type="bool"> 3469 <attribute arch="startequip" editor="godgiven item" type="bool">
3547 A godgiven item vanishes as soon as the player 3470 A godgiven item vanishes as soon as the player
3548 drops it to the ground. 3471 drops it to the ground.
3549 </attribute> 3472 </attribute>
3550<section name="stats"> 3473 &player_stat_resist_sections;
3551 <attribute arch="Str" editor="strength" type="int">
3552 The player's strentgh will rise/fall by the given value for permanent
3553 (of course there is an upper limit). Generally there shouldn't be stat
3554 potions granting more than one stat. Cursed potions will subtract the
3555 stats if positive.
3556 </attribute>
3557 <attribute arch="Dex" editor="dexterity" type="int">
3558 The player's dexterity will rise/fall by the given value for permanent
3559 (of course there is an upper limit). Generally there shouldn't be stat
3560 potions granting more than one stat. Cursed potions will subtract the
3561 stats if positive.
3562 </attribute>
3563 <attribute arch="Con" editor="constitution" type="int">
3564 The player's constitution will rise/fall by the given value for permanent
3565 (of course there is an upper limit). Generally there shouldn't be stat
3566 potions granting more than one stat. Cursed potions will subtract the
3567 stats if positive.
3568 </attribute>
3569 <attribute arch="Int" editor="intelligence" type="int">
3570 The player's intelligence will rise/fall by the given value for permanent
3571 (of course there is an upper limit). Generally there shouldn't be stat
3572 potions granting more than one stat. Cursed potions will subtract the
3573 stats if positive.
3574 </attribute>
3575 <attribute arch="Pow" editor="power" type="int">
3576 The player's power will rise/fall by the given value for permanent
3577 (of course there is an upper limit). Generally there shouldn't be stat
3578 potions granting more than one stat. Cursed potions will subtract the
3579 stats if positive.
3580 </attribute>
3581 <attribute arch="Wis" editor="wisdom" type="int">
3582 The player's wisdom will rise/fall by the given value for permanent
3583 (of course there is an upper limit). Generally there shouldn't be stat
3584 potions granting more than one stat. Cursed potions will subtract the
3585 stats if positive.
3586 </attribute>
3587 <attribute arch="Cha" editor="charisma" type="int">
3588 The player's charisma will rise/fall by the given value for permanent
3589 (of course there is an upper limit). Generally there shouldn't be stat
3590 potions granting more than one stat. Cursed potions will subtract the
3591 stats if positive.
3592 </attribute>
3593</section>
3594<section name="resistance">
3595 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3596 The player's resistance to physical will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3602 The player's resistance to magic will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3608 The player's resistance to fire will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3614 The player's resistance to electricity will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3620 The player's resistance to cold will rise by this value in percent
3621 (range -100 till +100). The effect is only temporare, and it does NOT
3622 add on the values from the player's equipment.
3623 Cursed potions will make negative resistance.. very nasty in combat!
3624 </attribute>
3625 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3626 The player's resistance to acid will rise by this value in percent
3627 (range -100 till +100). The effect is only temporare, and it does NOT
3628 add on the values from the player's equipment.
3629 Cursed potions will make negative resistance.. very nasty in combat!
3630 </attribute>
3631 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3632 The player's resistance to confusion will rise by this value in percent
3633 (range -100 till +100). The effect is only temporare, and it does NOT
3634 add on the values from the player's equipment.
3635 Cursed potions will make negative resistance.. very nasty in combat!
3636 </attribute>
3637 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3638 The player's resistance to weaponmagic will rise by this value in percent
3639 (range -100 till +100). The effect is only temporare, and it does NOT
3640 add on the values from the player's equipment.
3641 Cursed potions will make negative resistance.. very nasty in combat!
3642 </attribute>
3643 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3644 The player's resistance to paralyze will rise by this value in percent
3645 (range -100 till +100). The effect is only temporare, and it does NOT
3646 add on the values from the player's equipment.
3647 Cursed potions will make negative resistance.. very nasty in combat!
3648 </attribute>
3649 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3650 The player's resistance to draining will rise by this value in percent
3651 (range -100 till +100). The effect is only temporare, and it does NOT
3652 add on the values from the player's equipment.
3653 Cursed potions will make negative resistance.. very nasty in combat!
3654 </attribute>
3655 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3656 The player's resistance to depletion will rise by this value in percent
3657 (range -100 till +100). The effect is only temporare, and it does NOT
3658 add on the values from the player's equipment.
3659 Cursed potions will make negative resistance.. very nasty in combat!
3660 </attribute>
3661 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3662 The player's resistance to poison will rise by this value in percent
3663 (range -100 till +100). The effect is only temporare, and it does NOT
3664 add on the values from the player's equipment.
3665 Cursed potions will make negative resistance.. very nasty in combat!
3666 </attribute>
3667</section>
3668</type> 3474</type>
3669 3475
3670<!--####################################################################--> 3476<!--####################################################################-->
3671<type number="156" name="Power Crystal"> 3477<type number="156" name="Power Crystal">
3672 <description><![CDATA[ 3478 <description><![CDATA[
3941 It is absolutely neccessary that a place with savebeds is 100% secure. 3747 It is absolutely neccessary that a place with savebeds is 100% secure.
3942 That means: 3748 That means:
3943 <UL> 3749 <UL>
3944 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3750 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3945 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3751 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3946 <LI> Insert a relyable exit! Make sure there is no possibility that 3752 <LI> Insert a reliable exit! Make sure there is no possibility that
3947 players get trapped in a savebed location. 3753 players get trapped in a savebed location.
3948 <LI> If possible, mark the whole site as no-spell area (Insert this 3754 <LI> If possible, mark the whole site as no-spell area (Insert this
3949 arch called "dungeon_magic" everywhere). This is not required, 3755 arch called "dungeon_magic" everywhere). This is not required,
3950 but it makes the place much more safe. 3756 but it makes the place much more safe.
3951 </UL> ]]> 3757 </UL> ]]>
4006</type> 3812</type>
4007 3813
4008<!--####################################################################--> 3814<!--####################################################################-->
4009<type number="14" name="Shooting Weapon"> 3815<type number="14" name="Shooting Weapon">
4010 <description><![CDATA[ 3816 <description><![CDATA[
4011 Schooting weapons like bows/crossbows are used to shoot projectiles 3817 Shooting weapons like bows/crossbows are used to shoot projectiles
4012 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3818 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4013 wielded both at the same time. Like with any other equipment, 3819 wielded both at the same time. Like with any other equipment,
4014 stats/bonuses from shooting weapons are directly inherited to the player. 3820 stats/bonuses from shooting weapons are directly inherited to the player.
4015 <br><br> 3821 <br><br>
4016 It's very easy to add new pairs of weapons &amp; projectiles. 3822 It's very easy to add new pairs of weapons &amp; projectiles.
4018 weapon and projectile. ]]> 3824 weapon and projectile. ]]>
4019 </description> 3825 </description>
4020 <use><![CDATA[ 3826 <use><![CDATA[
4021 Shooting weapons should not add bonuses in general. There's already 3827 Shooting weapons should not add bonuses in general. There's already
4022 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3828 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4023 Schooting weapons should especially not add bonuses to the player 3829 Shooting weapons should especially not add bonuses to the player
4024 that have nothing to do with schooting. A Wisdom bonus on a bow 3830 that have nothing to do with schooting. A Wisdom bonus on a bow
4025 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3831 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4026 - still crap. ]]> 3832 - still crap. ]]>
4027 </use> 3833 </use>
4028 <attribute arch="race" editor="ammunition class" type="string"> 3834 <attribute arch="race" editor="ammunition class" type="string">
4060 amount of &lt;item power&gt;, depending on their own level. This is the 3866 amount of &lt;item power&gt;, depending on their own level. This is the
4061 only way to prevent low level players to wear "undeserved" equipment 3867 only way to prevent low level players to wear "undeserved" equipment
4062 (like gifts from other players or cheated items). 3868 (like gifts from other players or cheated items).
4063 3869
4064 It is very important to adjust the &lt;item power&gt; value carefully 3870 It is very important to adjust the &lt;item power&gt; value carefully
4065 for every artifact you create! If zero/unset, the CF server will 3871 for every artifact you create! If zero/unset, the Deliantra server will
4066 calculate a provisional value at runtime, but this is never 3872 calculate a provisional value at runtime, but this is never
4067 going to be an accurate measurement of &lt;item power&gt;. 3873 going to be an accurate measurement of &lt;item power&gt;.
4068 </attribute> 3874 </attribute>
4069 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3875 <attribute arch="no_strength" editor="ignore strength" type="bool">
4070 Usually the player's strentgh takes effect on the damage 3876 Usually the player's strentgh takes effect on the damage
4236 the connection is triggered. This should be used in combination with 4042 the connection is triggered. This should be used in combination with
4237 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4043 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4238 If activating your magic_mouth this way, the message will not only be 4044 If activating your magic_mouth this way, the message will not only be
4239 printed to one player, but all players on the current map. 4045 printed to one player, but all players on the current map.
4240 </attribute> 4046 </attribute>
4047 &activate_on;
4241 &move_on; 4048 &move_on;
4242 <attribute arch="food" editor="counter" type="int"> 4049 <attribute arch="food" editor="counter" type="int">
4243 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4050 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4244 (printing the message) only that many times. For signs this really shouldn't 4051 (printing the message) only that many times. For signs this really shouldn't
4245 be used, while for magic_mouths it is extremely helpful. 4052 be used, while for magic_mouths it is extremely helpful.
4252 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4059 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4253 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4060 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4254 </attribute> 4061 </attribute>
4255 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4062 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4256 This text will be displayed to the player. 4063 This text will be displayed to the player.
4064 </attribute>
4065</type>
4066
4067<type number="150" name="Shop Inventory">
4068 <ignore>
4069 <ignore_list name="non_pickable" />
4070 </ignore>
4071 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4072 </description>
4073 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4074 </use>
4075 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4076 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4077 the map that will be searched for unpaid items.
4257 </attribute> 4078 </attribute>
4258</type> 4079</type>
4259 4080
4260<!--####################################################################--> 4081<!--####################################################################-->
4261<type number="43" name="Skill"> 4082<type number="43" name="Skill">
4298 expmul is 1, the player will get 500 added to that skill as well as 4119 expmul is 1, the player will get 500 added to that skill as well as
4299 500 to their total. 4120 500 to their total.
4300 </attribute> 4121 </attribute>
4301 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4122 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4302 The &lt;skill type&gt; defines the base functionality of the skill. 4123 The &lt;skill type&gt; defines the base functionality of the skill.
4303 Skill types are hardcoded in the Crossfire server. It isn't hard to 4124 Skill types are hardcoded in the Deliantra server. It isn't hard to
4304 create new skill types, but it requires a bit of server-coding. 4125 create new skill types, but it requires a bit of server-coding.
4305 </attribute> 4126 </attribute>
4306 <attribute arch="level" editor="level" type="int"> 4127 <attribute arch="level" editor="level" type="int">
4307 </attribute> 4128 </attribute>
4308 <attribute arch="exp" editor="experience" type="int"> 4129 <attribute arch="exp" editor="experience" type="int">
4617 <attribute arch="connected" editor="connection" type="int"> 4438 <attribute arch="connected" editor="connection" type="int">
4618 If a connection value is set, the teleporter will be activated 4439 If a connection value is set, the teleporter will be activated
4619 whenever the connection is triggered. To use this properly, 4440 whenever the connection is triggered. To use this properly,
4620 &lt;activation speed&gt; must be zero. 4441 &lt;activation speed&gt; must be zero.
4621 </attribute> 4442 </attribute>
4443 &activate_on;
4622 <attribute arch="speed" editor="activation speed" type="float"> 4444 <attribute arch="speed" editor="activation speed" type="float">
4623 If the &lt;activation speed&gt; is nonzero, the teleporter will 4445 If the &lt;activation speed&gt; is nonzero, the teleporter will
4624 automatically be activated in regular time-intervals. Hence, the 4446 automatically be activated in regular time-intervals. Hence, the
4625 player can just step on it and gets teleported sooner or later. 4447 player can just step on it and gets teleported sooner or later.
4626 The duration between two activates depends on the given value. 4448 The duration between two activates depends on the given value.
4636<type number="26" name="Timed Gate"> 4458<type number="26" name="Timed Gate">
4637 <ignore> 4459 <ignore>
4638 <ignore_list name="non_pickable" /> 4460 <ignore_list name="non_pickable" />
4639 </ignore> 4461 </ignore>
4640 <description><![CDATA[ 4462 <description><![CDATA[
4641 Gates play an important role in Crossfire. Gates can be opened 4463 Gates play an important role in Deliantra. Gates can be opened
4642 by activating a button/trigger, by speaking passwords (-> magic_ear) 4464 by activating a button/trigger, by speaking passwords (-> magic_ear)
4643 or carrying special key-objects (-> inventory checker). 4465 or carrying special key-objects (-> inventory checker).
4644 Unlike locked doors, gates can get shut again after a player has 4466 Unlike locked doors, gates can get shut again after a player has
4645 passed, which makes them more practical in many cases. Unlike normal 4467 passed, which makes them more practical in many cases. Unlike normal
4646 gates, timed gates open when triggered but automatically close again 4468 gates, timed gates open when triggered but automatically close again
4656 Whenever the inventory checker is triggered, all objects with identical 4478 Whenever the inventory checker is triggered, all objects with identical
4657 &lt;connection&gt; value get activated. This only makes sense together with 4479 &lt;connection&gt; value get activated. This only makes sense together with
4658 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4480 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4659 after some time. 4481 after some time.
4660 </attribute> 4482 </attribute>
4483 &activate_on;
4661 <attribute arch="wc" editor="position state" type="int"> 4484 <attribute arch="wc" editor="position state" type="int">
4662 The &lt;position state&gt; defines the position of the gate: 4485 The &lt;position state&gt; defines the position of the gate:
4663 Zero means completely open/down, the "number of animation-steps" (usually 4486 Zero means completely open/down, the "number of animation-steps" (usually
4664 about 6 or 7) means completely closed/up state. I suggest you don't 4487 about 6 or 7) means completely closed/up state. I suggest you don't
4665 mess with this value - Leave the default in place. 4488 mess with this value - Leave the default in place.
4696 and generally have either a physical attack or trigger a reaction. 4519 and generally have either a physical attack or trigger a reaction.
4697 <br><br> 4520 <br><br>
4698 Traps hit any monster or person who steps on them for 'dam' damage in 4521 Traps hit any monster or person who steps on them for 'dam' damage in
4699 'attacktype' attacktype and/or trigger a reaction. 4522 'attacktype' attacktype and/or trigger a reaction.
4700 <br><br> 4523 <br><br>
4701 Many traps are already defined in the archetypes. ]]> 4524 Many traps are already defined in the archetypes.]]>
4702 </description> 4525 </description>
4703 <use><![CDATA[ 4526 <use><![CDATA[
4704 Avoid monsters stepping on your traps. For example, a party of orcs setting 4527 Avoid monsters stepping on your traps. For example, a party of orcs setting
4705off your lightning wall and pit trap is usually a bad idea. ]]> 4528 off your lightning wall and pit trap is usually a bad idea.]]>
4706 </use> 4529 </use>
4707 <attribute arch="no_pick" value="1" type="fixed" /> 4530 <attribute arch="no_pick" value="1" type="fixed" />
4708 &move_on; 4531 &move_on;
4709 <attribute arch="level" editor="trap level" type="int"> 4532 <attribute arch="level" editor="trap level" type="int">
4710 Level effects how easily a trap may be found and disarmed, and 4533 Level effects how easily a trap may be found and disarmed, and
4890<!--####################################################################--> 4713<!--####################################################################-->
4891<type number="0" name="Wall"> 4714<type number="0" name="Wall">
4892 <required> 4715 <required>
4893 <attribute arch="is_floor" value="0" /> 4716 <attribute arch="is_floor" value="0" />
4894 <attribute arch="alive" value="0" /> 4717 <attribute arch="alive" value="0" />
4895 <attribute arch="move_block" value="255" /> 4718 <attribute arch="no_pass" value="1" />
4896 </required> 4719 </required>
4897 <ignore> 4720 <ignore>
4898 <attribute arch="nrof" /> 4721 <attribute arch="nrof" />
4899 <attribute arch="title" /> 4722 <attribute arch="title" />
4900 <attribute arch="name_pl" /> 4723 <attribute arch="name_pl" />
5007 </attribute> 4830 </attribute>
5008 <attribute arch="ac" editor="armour class" type="int"> 4831 <attribute arch="ac" editor="armour class" type="int">
5009 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4832 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5010 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4833 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5011 </attribute> 4834 </attribute>
5012<section name="resistance"> 4835 &resistances_basic;
5013 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5054 </attribute>
5055</section>
5056</type> 4836</type>
5057 4837
5058<!--####################################################################--> 4838<!--####################################################################-->
5059<type number="15" name="Weapon"> 4839<type number="15" name="Weapon">
5060 <description><![CDATA[ 4840 <description><![CDATA[
5128 amount of &lt;item power&gt;, depending on their own level. This is the 4908 amount of &lt;item power&gt;, depending on their own level. This is the
5129 only way to prevent low level players to wear "undeserved" equipment 4909 only way to prevent low level players to wear "undeserved" equipment
5130 (like gifts from other players or cheated items). 4910 (like gifts from other players or cheated items).
5131 4911
5132 It is very important to adjust the &lt;item power&gt; value carefully 4912 It is very important to adjust the &lt;item power&gt; value carefully
5133 for every artifact you create! If zero/unset, the CF server will 4913 for every artifact you create! If zero/unset, the Deliantra server will
5134 calculate a provisional value at runtime, but this is never 4914 calculate a provisional value at runtime, but this is never
5135 going to be an accurate measurement of &lt;item power&gt;. 4915 going to be an accurate measurement of &lt;item power&gt;.
5136 </attribute> 4916 </attribute>
5137 <attribute arch="damned" editor="damnation" type="bool"> 4917 <attribute arch="damned" editor="damnation" type="bool">
5138 A damned weapon cannot be unwielded unless 4918 A damned weapon cannot be unwielded unless
5158 </attribute> 4938 </attribute>
5159 <attribute arch="startequip" editor="godgiven item" type="bool"> 4939 <attribute arch="startequip" editor="godgiven item" type="bool">
5160 A godgiven item vanishes as soon as the player 4940 A godgiven item vanishes as soon as the player
5161 drops it to the ground. 4941 drops it to the ground.
5162 </attribute> 4942 </attribute>
5163<section name="resistance"> 4943 &player_stat_resist_sections;
5164 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5165 This adds physical resistance to the weapon (= armour value). The number is
5166 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5167 and what they require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5170 This adds magic resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Treat this with CARE. Look at other maps and what they
5172 require to do for getting this-and-that artifact.
5173 </attribute>
5174 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5175 This adds fire resistance to the weapon. The number is a percent-value in
5176 the range 0-100. Treat this with CARE. Look at other maps and what they
5177 require to do for getting this-and-that artifact.
5178 </attribute>
5179 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5180 This adds electricity resistance to the weapon. The number is a percent-value in
5181 the range 0-100. Treat this with CARE. Look at other maps and what they
5182 require to do for getting this-and-that artifact.
5183 </attribute>
5184 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5185 This adds fire resistance to the weapon. The number is a percent-value in
5186 the range 0-100. Treat this with CARE. Look at other maps and what they
5187 require to do for getting this-and-that artifact.
5188 </attribute>
5189 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5190 This adds confusion resistance to the weapon. The number is a percent-value in
5191 the range 0-100. Confusion resistance is not very effective
5192 unless the value comes close to 100 (= perfect immunity).
5193 </attribute>
5194 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5195 This adds acid 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 </attribute>
5199 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5200 This adds draining resistance to the weapon. The number is a percent-value
5201 in the range 0-100. Draining resistance is little effective
5202 unless the value is 100 (= perfect immunity).
5203 </attribute>
5204 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5205 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5206 the range 0-100. Weaponmagic resistance generally should not exist on
5207 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5208 are not meant to be easily resisted.
5209 </attribute>
5210 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5211 This adds ghosthit resistance to the weapon. The number is a percent-value
5212 in the range 0-100. Treat this with CARE. Look at other maps and what they
5213 require to do for getting this-and-that artifact.
5214 </attribute>
5215 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5216 This adds poison resistance to the weapon. The number is a percent-value in
5217 the range 0-100. Treat this with CARE. Look at other maps and what they
5218 require to do for getting this-and-that artifact.
5219 </attribute>
5220 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5221 This adds fear resistance to the weapon. The number is a percent-value in
5222 the range 0-100. Resistance to fear is pretty useless.
5223 </attribute>
5224 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5225 This adds paralyze resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Paralyze resistance is little effective
5227 unless the value is 100 (= perfect immunity).
5228 </attribute>
5229 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5230 This adds fear resistance to the weapon. The number is a percent-value in
5231 the range 0-100. Resistance to fear is pretty useless.
5232 </attribute>
5233 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5234 This adds depletion resistance to the weapon. The number is a percent-value
5235 in the range 0-100. Depletion resistance is little effective
5236 unless the value is 100 (= perfect immunity).
5237 </attribute>
5238 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5239 This adds death-attack resistance to the weapon. The number is a
5240 percent-value in the range 0-100. Death-attack resistance is little
5241 effective unless the value is 100 (= perfect immunity).
5242 Generally, resistance to death-attack is not supposed to be
5243 available to players!
5244 </attribute>
5245 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5246 This adds chaos resistance to the weapon. The number is a percent-value in
5247 the range 0-100. Treat this with CARE. Look at other maps and what they
5248 require to do for getting this-and-that artifact.
5249 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5250 combination of other attacktypes.
5251 </attribute>
5252 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5253 This adds blinding resistance to the weapon. The number is a percent-value
5254 in the range 0-100. Treat this with CARE. Look at other maps and what they
5255 require to do for getting this-and-that artifact.
5256 </attribute>
5257 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5258 This adds holy power resistance to the weapon. The number is a percent-value
5259 in the range 0-100. Holy power is the attacktype that holyword-type spells
5260 use to hurt undead creatures. This kind of resistance is only reasonable
5261 for undead players (wraith or devourer cult).
5262 Generally, resistance to holy word should not be available for players.
5263 </attribute>
5264</section>
5265<section name="stats">
5266 <attribute arch="Str" editor="strength" type="int">
5267 The player's strentgh will rise/fall by the given value
5268 while wearing this weapon.
5269 </attribute>
5270 <attribute arch="Dex" editor="dexterity" type="int">
5271 The player's dexterity will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274 <attribute arch="Con" editor="constitution" type="int">
5275 The player's constitution will rise/fall by the given value
5276 while wearing this weapon.
5277 </attribute>
5278 <attribute arch="Int" editor="intelligence" type="int">
5279 The player's intelligence will rise/fall by the given value
5280 while wearing this weapon.
5281 </attribute>
5282 <attribute arch="Pow" editor="power" type="int">
5283 The player's power will rise/fall by the given value
5284 while wearing this weapon.
5285 </attribute>
5286 <attribute arch="Wis" editor="wisdom" type="int">
5287 The player's wisdom will rise/fall by the given value while
5288 wearing this weapon.
5289 </attribute>
5290 <attribute arch="Cha" editor="charisma" type="int">
5291 The player's charisma will rise/fall by the given value
5292 while wearing this weapon.
5293 </attribute>
5294</section>
5295<section name="misc"> 4944<section name="misc">
5296 <attribute arch="luck" editor="luck bonus" type="int"> 4945 <attribute arch="luck" editor="luck bonus" type="int">
5297 With positive luck bonus, the player is more likely to 4946 With positive luck bonus, the player is more likely to
5298 succeed in all sorts of things (spellcasting, praying,...). 4947 succeed in all sorts of things (spellcasting, praying,...).
5299 Unless the &lt;luck bonus&gt; is very high, the effect will be 4948 Unless the &lt;luck bonus&gt; is very high, the effect will be
5378</type> 5027</type>
5379 5028
5380<type number="116" name="Event Connector"> 5029<type number="116" name="Event Connector">
5381 <description><![CDATA[ 5030 <description><![CDATA[
5382 Event connectors link specific events that happen to objects to 5031 Event connectors link specific events that happen to objects to
5383 a crossfire plug-in. ]]> 5032 a crossfire plug-in. They are not used at all in Deliantra ]]>
5384 </description> 5033 </description>
5385 <attribute arch="subtype" editor="event type" type="list_event_type">
5386 The type of event that triggers a notify to the plug-in.
5387 </attribute>
5388 <attribute arch="title" editor="plug-in" type="string">
5389 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5390 for python and "perl" for the Crossfire-Perl plug-in.
5391 </attribute>
5392 <attribute arch="slaying" editor="extension" type="string">
5393 The name of the extension to invoke (for python, this is the path to a script,
5394 for perl this is the name of a extension package without the ".ext" extension.
5395 </attribute>
5396 <attribute arch="name" editor="options" type="string">
5397 A string that is passed unaltered to the extension above. Often used to pass
5398 options to the extension that alter its behaviour.
5399 </attribute>
5400</type> 5034</type>
5401 5035
5402</types> 5036</types>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines