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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.17 by elmex, Wed Aug 9 21:21:53 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.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
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
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
408 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
409 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
410 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
411 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
412 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
413</list> 599</list>
414 600
415<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
416 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
417 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
455 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
456 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
457 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.
458 </attribute> 644 </attribute>
459 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
460 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.
461 </attribute> 658 </attribute>
462 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
463 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:
464 100 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
465 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.
504 </attribute> 701 </attribute>
505 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
506 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
507 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
508 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
509 </attribute> 716 </attribute>
510</default_type> 717</default_type>
511 718
512<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
513 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
755 in the exact moment when the altar is activated. 962 in the exact moment when the altar is activated.
756 </attribute> 963 </attribute>
757</type> 964</type>
758 965
759<!--####################################################################--> 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<!--####################################################################-->
760<type number="39" name="Amulet"> 983<type number="39" name="Amulet">
761 <description><![CDATA[ 984 <description><![CDATA[
762 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
763 the player. Amulets are usually meant for protection and defense. ]]> 986 the player. Amulets are usually meant for protection and defense. ]]>
764 </description> 987 </description>
783 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
784 only way to prevent low level players to wear "undeserved" equipment 1007 only way to prevent low level players to wear "undeserved" equipment
785 (like gifts from other players or cheated items). 1008 (like gifts from other players or cheated items).
786 1009
787 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
788 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
789 calculate a provisional value at runtime, but this is never 1012 calculate a provisional value at runtime, but this is never
790 going to be an accurate measurement of &lt;item power&gt;. 1013 going to be an accurate measurement of &lt;item power&gt;.
791 </attribute> 1014 </attribute>
792 <attribute arch="damned" editor="damnation" type="bool"> 1015 <attribute arch="damned" editor="damnation" type="bool">
793 A damned piece of equipment cannot be unwielded unless the curse 1016 A damned piece of equipment cannot be unwielded unless the curse
819 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
820 &lt;is applied&gt;. 1043 &lt;is applied&gt;.
821 Enabling this flag doesn't make any sense if the item 1044 Enabling this flag doesn't make any sense if the item
822 is NOT in a monster's inventory. 1045 is NOT in a monster's inventory.
823 </attribute> 1046 </attribute>
824<section name="resistance"> 1047 &player_stat_resist_sections;
825 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
826 This adds physical resistance to the item (= armour value). The number is
827 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
828 and what they require to do for getting this-and-that artifact.
829 </attribute>
830 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
831 This adds magic resistance to the item. The number is a percent-value in
832 the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
836 This adds fire resistance to the item. The number is a percent-value in
837 the range 0-100. Treat this with CARE. Look at other maps and what they
838 require to do for getting this-and-that artifact.
839 </attribute>
840 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
841 This adds electricity resistance to the item. The number is a percent-value in
842 the range 0-100. Treat this with CARE. Look at other maps and what they
843 require to do for getting this-and-that artifact.
844 </attribute>
845 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
846 This adds fire resistance to the item. The number is a percent-value in
847 the range 0-100. Treat this with CARE. Look at other maps and what they
848 require to do for getting this-and-that artifact.
849 </attribute>
850 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
851 This adds confusion resistance to the item. The number is a percent-value in
852 the range 0-100. Confusion resistance is not very effective
853 unless the value comes close to 100 (= perfect immunity).
854 </attribute>
855 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
856 This adds acid resistance to the item. The number is a percent-value in
857 the range 0-100. Treat this with CARE. Look at other maps and what they
858 require to do for getting this-and-that artifact.
859 </attribute>
860 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
861 This adds draining resistance to the item. The number is a percent-value
862 in the range 0-100. Draining resistance is little effective
863 unless the value is 100 (= perfect immunity).
864 </attribute>
865 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
866 This adds weaponmagic resistance to the item. The number is a percent-value in
867 the range 0-100. Weaponmagic resistance generally should not exist on
868 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
869 are not meant to be easily resisted.
870 </attribute>
871 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
872 This adds ghosthit resistance to the item. The number is a percent-value
873 in the range 0-100. Treat this with CARE. Look at other maps and what they
874 require to do for getting this-and-that artifact.
875 </attribute>
876 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
877 This adds poison resistance to the item. The number is a percent-value in
878 the range 0-100. Treat this with CARE. Look at other maps and what they
879 require to do for getting this-and-that artifact.
880 </attribute>
881 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
882 This adds fear resistance to the item. The number is a percent-value in
883 the range 0-100. Resistance to fear is pretty useless.
884 </attribute>
885 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
886 This adds paralyze resistance to the item. The number is a percent-value in
887 the range 0-100. Paralyze resistance is little effective
888 unless the value is 100 (= perfect immunity).
889 </attribute>
890 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
891 This adds fear resistance to the item. The number is a percent-value in
892 the range 0-100. Resistance to fear is pretty useless.
893 </attribute>
894 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
895 This adds depletion resistance to the item. The number is a percent-value
896 in the range 0-100. Depletion resistance is little effective
897 unless the value is 100 (= perfect immunity).
898 </attribute>
899 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
900 This adds death-attack resistance to the item. The number is a
901 percent-value in the range 0-100. Death-attack resistance is little
902 effective unless the value is 100 (= perfect immunity).
903 Generally, resistance to death-attack is not supposed to be
904 available to players!
905 </attribute>
906 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
907 This adds chaos resistance to the item. The number is a percent-value in
908 the range 0-100. Treat this with CARE. Look at other maps and what they
909 require to do for getting this-and-that artifact.
910 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
911 combination of other attacktypes.
912 </attribute>
913 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
914 This adds blinding resistance to the item. The number is a percent-value
915 in the range 0-100. Treat this with CARE. Look at other maps and what they
916 require to do for getting this-and-that artifact.
917 </attribute>
918 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
919 This adds holy power resistance to the item. The number is a percent-value
920 in the range 0-100. Holy power is the attacktype that holyword-type spells
921 use to hurt undead creatures. This kind of resistance is only reasonable
922 for undead players (wraith or devourer cult).
923 Generally, resistance to holy word should not be available for players.
924 </attribute>
925</section>
926<section name="stats">
927 <attribute arch="Str" editor="strength" type="int">
928 The player's strentgh will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Dex" editor="dexterity" type="int">
932 The player's dexterity will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Con" editor="constitution" type="int">
936 The player's constitution will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Int" editor="intelligence" type="int">
940 The player's intelligence will rise/fall by the given value
941 while wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Pow" editor="power" type="int">
944 The player's power will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947 <attribute arch="Wis" editor="wisdom" type="int">
948 The player's wisdom will rise/fall by the given value while
949 wearing this piece of equipment.
950 </attribute>
951 <attribute arch="Cha" editor="charisma" type="int">
952 The player's charisma will rise/fall by the given value
953 while wearing this piece of equipment.
954 </attribute>
955</section>
956<section name="misc"> 1048<section name="misc">
957 <attribute arch="luck" editor="luck bonus" type="int"> 1049 <attribute arch="luck" editor="luck bonus" type="int">
958 With positive luck bonus, the player is more likely to 1050 With positive luck bonus, the player is more likely to
959 succeed in all sorts of things (spellcasting, praying,...). 1051 succeed in all sorts of things (spellcasting, praying,...).
960 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
1075 get teleported after they died on this battleground. 1167 get teleported after they died on this battleground.
1076 </attribute> 1168 </attribute>
1077</type> 1169</type>
1078 1170
1079<!--####################################################################--> 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<!--####################################################################-->
1080<type number="8" name="Book"> 1196<type number="8" name="Book">
1081 <description><![CDATA[ 1197 <description><![CDATA[
1082 Applying a book, the containing message is displayed to the player. ]]> 1198 Applying a book, the containing message is displayed to the player. ]]>
1083 </description> 1199 </description>
1084 <attribute arch="level" editor="literacy level" type="int"> 1200 <attribute arch="level" editor="literacy level" type="int">
1427 <ignore_list name="system_object" /> 1543 <ignore_list name="system_object" />
1428 </ignore> 1544 </ignore>
1429 <description><![CDATA[ 1545 <description><![CDATA[
1430 A creator is an object which creates another object when it 1546 A creator is an object which creates another object when it
1431 is triggered. The child object can be anything. Creators are 1547 is triggered. The child object can be anything. Creators are
1432 VERY useful for all kinds of map-mechanisms. ]]> 1548 VERY useful for all kinds of map-mechanisms. They can even
1549 periodically create things. ]]>
1433 </description> 1550 </description>
1434 <use><![CDATA[ 1551 <use><![CDATA[
1435 Don't hesitate to hide your creators under the floor. 1552 Don't hesitate to hide your creators under the floor.
1436 The created items will still always appear ontop of the floor. ]]> 1553 The created items will still always appear ontop of the floor. ]]>
1437 </use> 1554 </use>
1449 </attribute> 1566 </attribute>
1450 &activate_on; 1567 &activate_on;
1451 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1568 <attribute arch="lifesave" editor="infinit uses" type="bool">
1452 If &lt;infinit uses&gt; is set, the creator will work 1569 If &lt;infinit uses&gt; is set, the creator will work
1453 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.
1454 </attribute> 1576 </attribute>
1455 <attribute arch="hp" editor="number of uses" type="int"> 1577 <attribute arch="hp" editor="number of uses" type="int">
1456 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
1457 creating that many objects, before it dissappears. 1579 creating that many objects, before it dissappears.
1458 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).
1547<type number="158" name="Disease"> 1669<type number="158" name="Disease">
1548 <ignore> 1670 <ignore>
1549 <ignore_list name="system_object" /> 1671 <ignore_list name="system_object" />
1550 </ignore> 1672 </ignore>
1551 <description><![CDATA[ 1673 <description><![CDATA[
1552 Diseases are an intersting form of spellcraft in Crossfire. 1674 Diseases are an intersting form of spellcraft in Deliantra.
1553 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
1554 area. Being infected can have various effects, from amusing farts 1676 area. Being infected can have various effects, from amusing farts
1555 to horrible damage - almost everything is possible. ]]> 1677 to horrible damage - almost everything is possible. ]]>
1556 </description> 1678 </description>
1557 <use><![CDATA[ 1679 <use><![CDATA[
1731 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
1732 defeated. 1854 defeated.
1733 </attribute> 1855 </attribute>
1734 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1856 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1735 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.
1736 </attribute> 1862 </attribute>
1737</type> 1863</type>
1738 1864
1739<!--####################################################################--> 1865<!--####################################################################-->
1740<type number="83" name="Duplicator"> 1866<type number="83" name="Duplicator">
1828 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.
1829 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
1830 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
1831 is poor, but you get the point. =) 1957 is poor, but you get the point. =)
1832 </attribute> 1958 </attribute>
1833 <attribute arch="unique" editor="unique destination" type="bool"> 1959 <attribute arch="damned" editor="set savebed" type="bool">
1834 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
1835 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.
1836 This feature is used for the permanent apartments
1837 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1838 than apartments, since Crossfire is a *multi*player game. In such a permanent
1839 apartment don't forget to set the unique-flag for all floor tiles too
1840 (see floors).
1841 An exit pointing outside of a personal unique map must have the
1842 "unique destination"-flag unset.
1843 </attribute> 1962 </attribute>
1844</type> 1963</type>
1845 1964
1846<!--####################################################################--> 1965<!--####################################################################-->
1847<type number="72" name="Flesh"> 1966<type number="72" name="Flesh">
1879 </attribute> 1998 </attribute>
1880 <attribute arch="startequip" editor="godgiven item" type="bool"> 1999 <attribute arch="startequip" editor="godgiven item" type="bool">
1881 A godgiven item vanishes as soon as the player 2000 A godgiven item vanishes as soon as the player
1882 drops it to the ground. 2001 drops it to the ground.
1883 </attribute> 2002 </attribute>
1884<section name="resistance"> 2003 &resistances_flesh_section;
1885 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1886 Resistances on flesh items make them more durable against spellcraft
1887 of the appropriate kind. It also allows dragon players to eventually gain
1888 resistance by eating it. Usually resistance should only be set for flesh
1889 items in a monster's inventory.
1890 </attribute>
1891 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1892 Resistances on flesh items make them more durable against spellcraft
1893 of the appropriate kind. It also allows dragon players to eventually gain
1894 resistance by eating it. Usually resistance should only be set for flesh
1895 items in a monster's inventory.
1896 </attribute>
1897 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1898 Resistances on flesh items make them more durable against spellcraft
1899 of the appropriate kind. It also allows dragon players to eventually gain
1900 resistance by eating it. Usually resistance should only be set for flesh
1901 items in a monster's inventory.
1902 </attribute>
1903 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1904 Resistances on flesh items make them more durable against spellcraft
1905 of the appropriate kind. It also allows dragon players to eventually gain
1906 resistance by eating it. Usually resistance should only be set for flesh
1907 items in a monster's inventory.
1908 </attribute>
1909 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1910 Resistances on flesh items make them more durable against spellcraft
1911 of the appropriate kind. It also allows dragon players to eventually gain
1912 resistance by eating it. Usually resistance should only be set for flesh
1913 items in a monster's inventory.
1914 </attribute>
1915 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1916 Resistances on flesh items make them more durable against spellcraft
1917 of the appropriate kind. It also allows dragon players to eventually gain
1918 resistance by eating it. Usually resistance should only be set for flesh
1919 items in a monster's inventory.
1920 </attribute>
1921 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1922 Resistances on flesh items make them more durable against spellcraft
1923 of the appropriate kind. It also allows dragon players to eventually gain
1924 resistance by eating it. Usually resistance should only be set for flesh
1925 items in a monster's inventory.
1926 </attribute>
1927 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1928 Resistances on flesh items make them more durable against spellcraft
1929 of the appropriate kind. It also allows dragon players to eventually gain
1930 resistance by eating it. Usually resistance should only be set for flesh
1931 items in a monster's inventory.
1932 </attribute>
1933 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1934 Resistances on flesh items make them more durable against spellcraft
1935 of the appropriate kind. It also allows dragon players to eventually gain
1936 resistance by eating it. Usually resistance should only be set for flesh
1937 items in a monster's inventory.
1938 </attribute>
1939 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1940 Resistances on flesh items make them more durable against spellcraft
1941 of the appropriate kind. It also allows dragon players to eventually gain
1942 resistance by eating it. Usually resistance should only be set for flesh
1943 items in a monster's inventory.
1944 </attribute>
1945 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1946 Resistances on flesh items make them more durable against spellcraft
1947 of the appropriate kind. It also allows dragon players to eventually gain
1948 resistance by eating it. Usually resistance should only be set for flesh
1949 items in a monster's inventory.
1950 </attribute>
1951 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1952 Resistances on flesh items make them more durable against spellcraft
1953 of the appropriate kind. It also allows dragon players to eventually gain
1954 resistance by eating it. Usually resistance should only be set for flesh
1955 items in a monster's inventory.
1956 </attribute>
1957 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1958 Resistances on flesh items make them more durable against spellcraft
1959 of the appropriate kind. It also allows dragon players to eventually gain
1960 resistance by eating it. Usually resistance should only be set for flesh
1961 items in a monster's inventory.
1962 </attribute>
1963 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1964 Resistances on flesh items make them more durable against spellcraft
1965 of the appropriate kind. It also allows dragon players to eventually gain
1966 resistance by eating it. Usually resistance should only be set for flesh
1967 items in a monster's inventory.
1968 </attribute>
1969 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1970 Resistances on flesh items make them more durable against spellcraft
1971 of the appropriate kind. It also allows dragon players to eventually gain
1972 resistance by eating it. Usually resistance should only be set for flesh
1973 items in a monster's inventory.
1974 </attribute>
1975 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1976 RResistances on flesh items make them more durable against spellcraft
1977 of the appropriate kind. It also allows dragon players to eventually gain
1978 resistance by eating it. Usually resistance should only be set for flesh
1979 items in a monster's inventory.
1980 </attribute>
1981 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1982 Resistances on flesh items make them more durable against spellcraft
1983 of the appropriate kind. It also allows dragon players to eventually gain
1984 resistance by eating it. Usually resistance should only be set for flesh
1985 items in a monster's inventory.
1986 </attribute>
1987 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1988 Resistances on flesh items make them more durable against spellcraft
1989 of the appropriate kind. It also allows dragon players to eventually gain
1990 resistance by eating it. Usually resistance should only be set for flesh
1991 items in a monster's inventory.
1992 </attribute>
1993</section>
1994 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2004 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1995 This text may describe the item. 2005 This text may describe the item.
1996 </attribute> 2006 </attribute>
1997</type> 2007</type>
1998 2008
2104<type number="91" name="Gate"> 2114<type number="91" name="Gate">
2105 <ignore> 2115 <ignore>
2106 <ignore_list name="non_pickable" /> 2116 <ignore_list name="non_pickable" />
2107 </ignore> 2117 </ignore>
2108 <description><![CDATA[ 2118 <description><![CDATA[
2109 Gates play an important role in Crossfire. Gates can be opened 2119 Gates play an important role in Deliantra. Gates can be opened
2110 by activating a button/trigger, by speaking passwords (-> magic_ear) 2120 by activating a button/trigger, by speaking passwords (-> magic_ear)
2111 or carrying special key-objects (-> inventory checker). 2121 or carrying special key-objects (-> inventory checker).
2112 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
2113 passed, which makes them more practical in many cases. ]]> 2123 passed, which makes them more practical in many cases. ]]>
2114 </description> 2124 </description>
2408 alchemical receipes. By themselves, they have no special 2418 alchemical receipes. By themselves, they have no special
2409 functionalities. ]]> 2419 functionalities. ]]>
2410 </description> 2420 </description>
2411 <attribute arch="is_dust" editor="is dust" type="bool"> 2421 <attribute arch="is_dust" editor="is dust" type="bool">
2412 </attribute> 2422 </attribute>
2413<section name="resistance"> 2423 &resistances_basic;
2414 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2425 </attribute>
2426 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2427 </attribute>
2428 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2429 </attribute>
2430 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2431 </attribute>
2432 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2433 </attribute>
2434 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2435 </attribute>
2436 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2437 </attribute>
2438</section>
2439</type> 2424</type>
2440 2425
2441<!--####################################################################--> 2426<!--####################################################################-->
2442<type number="64" name="Inventory Checker"> 2427<type number="64" name="Inventory Checker">
2443 <ignore> 2428 <ignore>
2593 <attribute arch="no_pick" value="1" type="fixed" /> 2578 <attribute arch="no_pick" value="1" type="fixed" />
2594 <attribute arch="slaying" editor="key string" type="string"> 2579 <attribute arch="slaying" editor="key string" type="string">
2595 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
2596 &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.
2597 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
2598 is unique among the CF mapset. 2583 is unique among the Deliantra mapset.
2599 2584
2600 DONT EVER USE the default string "set_individual_value". 2585 DONT EVER USE the default string "set_individual_value".
2601 </attribute> 2586 </attribute>
2602 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2587 <attribute arch="no_magic" editor="restrict spells" type="bool">
2603 Restricting the use of spells to pass this door. 2588 Restricting the use of spells to pass this door.
2737 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
2738 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2723 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2739 to &lt;weapon class&gt;. 2724 to &lt;weapon class&gt;.
2740 </attribute> 2725 </attribute>
2741</section> 2726</section>
2742<section name="resistance"> 2727&resistances_basic;
2743 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2744 </attribute>
2745 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2746 </attribute>
2747 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2748 </attribute>
2749 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2750 </attribute>
2751 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2752 </attribute>
2753 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2754 </attribute>
2755 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2756 </attribute>
2757 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2758 </attribute>
2759 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2760 </attribute>
2761 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2762 </attribute>
2763 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2764 </attribute>
2765 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2766 </attribute>
2767 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2768 </attribute>
2769 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2770 </attribute>
2771 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2772 </attribute>
2773 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2774 </attribute>
2775 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2776 </attribute>
2777 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2778 </attribute>
2779 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2780 </attribute>
2781 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2784 </attribute>
2785</section>
2786</type> 2728</type>
2787 2729
2788<!--####################################################################--> 2730<!--####################################################################-->
2789<type number="55" name="Marker"> 2731<type number="55" name="Marker">
2790 <ignore> 2732 <ignore>
2934 2876
2935 Note that you can always put items into the monster's 2877 Note that you can always put items into the monster's
2936 inventory. Those will drop-at-kill just like the stuff 2878 inventory. Those will drop-at-kill just like the stuff
2937 from the &lt;treasurelist&gt;. 2879 from the &lt;treasurelist&gt;.
2938 </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>
2939 <attribute arch="level" editor="level" type="int"> 2885 <attribute arch="level" editor="level" type="int">
2940 A monster's &lt;level&gt; is the most important attribute. 2886 A monster's &lt;level&gt; is the most important attribute.
2941 &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.
2942 </attribute> 2888 </attribute>
2943 <attribute arch="race" editor="race" type="string"> 2889 <attribute arch="race" editor="race" type="string">
2989 </attribute> 2935 </attribute>
2990 <attribute arch="carrying" editor="carries weight" type="int"> 2936 <attribute arch="carrying" editor="carries weight" type="int">
2991 If a monster has something in the inventory, this 2937 If a monster has something in the inventory, this
2992 value can be set to reflect the slowdown due to 2938 value can be set to reflect the slowdown due to
2993 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.
2994 </attribute> 2946 </attribute>
2995 2947
2996<section name="melee"> 2948<section name="melee">
2997 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2949 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2998 This number is a bitmask, specifying the monster's attacktypes 2950 This number is a bitmask, specifying the monster's attacktypes
3170 <attribute arch="stand_still" editor="stand still" type="bool"> 3122 <attribute arch="stand_still" editor="stand still" type="bool">
3171 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.
3172 When agressive, they will attack all enemies who get close to 3124 When agressive, they will attack all enemies who get close to
3173 them. This behaviour is commonly known from castle guards. 3125 them. This behaviour is commonly known from castle guards.
3174 3126
3175 In older versions of Crossfire it was possible to eventually 3127 In older versions of Deliantra it was possible to eventually
3176 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.
3177 I believe this is no longer possible. Neverthless, you should 3129 I believe this is no longer possible. Neverthless, you should
3178 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
3179 to "defend" something: Such monsters are rather easy to kill. 3131 to "defend" something: Such monsters are rather easy to kill.
3180 It's good for low level maps, but not much more. 3132 It's good for low level maps, but not much more.
3216 When the monster's health points drop below this percentage 3168 When the monster's health points drop below this percentage
3217 (relative to max health), it attempts to run away from the 3169 (relative to max health), it attempts to run away from the
3218 attacker. 3170 attacker.
3219 </attribute> 3171 </attribute>
3220</section> 3172</section>
3221 3173 &resistances_basic;
3222<section name="resistance">
3223 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3224 </attribute>
3225 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3226 </attribute>
3227 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3228 </attribute>
3229 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3230 </attribute>
3231 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3232 </attribute>
3233 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3234 </attribute>
3235 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3236 </attribute>
3237 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3238 </attribute>
3239 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3240 </attribute>
3241 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3242 </attribute>
3243 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3244 </attribute>
3245 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3246 </attribute>
3247 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3248 </attribute>
3249 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3250 </attribute>
3251 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3252 </attribute>
3253 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3254 </attribute>
3255 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3256 </attribute>
3257 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3258 </attribute>
3259 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3260 </attribute>
3261 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3262 </attribute>
3263 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3264 </attribute>
3265</section>
3266 <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">
3267 </attribute> 3175 </attribute>
3268</type> 3176</type>
3269 3177
3270<!--####################################################################--> 3178<!--####################################################################-->
3275 <attribute arch="name_pl" /> 3183 <attribute arch="name_pl" />
3276 <attribute arch="nrof" /> 3184 <attribute arch="nrof" />
3277 <attribute arch="value" /> 3185 <attribute arch="value" />
3278 <attribute arch="unpaid" /> 3186 <attribute arch="unpaid" />
3279 </ignore> 3187 </ignore>
3280 <description><![CDATA[ 3188 <description>
3281 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
3282 draining attacks. ]]> <!-- XXX: is this ok? --> 3190 draining attacks.
3283 </description> 3191 </description>
3284<section name="grimreaper"> 3192<section name="grimreaper">
3285 <attribute arch="value" editor="attacks" type="int"> 3193 <attribute arch="value" editor="attacks" type="int">
3286 The object vanishes after this number of draining attacks. 3194 The object vanishes after this number of draining attacks.
3287 </attribute> 3195 </attribute>
3560 </attribute> 3468 </attribute>
3561 <attribute arch="startequip" editor="godgiven item" type="bool"> 3469 <attribute arch="startequip" editor="godgiven item" type="bool">
3562 A godgiven item vanishes as soon as the player 3470 A godgiven item vanishes as soon as the player
3563 drops it to the ground. 3471 drops it to the ground.
3564 </attribute> 3472 </attribute>
3565<section name="stats"> 3473 &player_stat_resist_sections;
3566 <attribute arch="Str" editor="strength" type="int">
3567 The player's strentgh will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572 <attribute arch="Dex" editor="dexterity" type="int">
3573 The player's dexterity will rise/fall by the given value for permanent
3574 (of course there is an upper limit). Generally there shouldn't be stat
3575 potions granting more than one stat. Cursed potions will subtract the
3576 stats if positive.
3577 </attribute>
3578 <attribute arch="Con" editor="constitution" type="int">
3579 The player's constitution will rise/fall by the given value for permanent
3580 (of course there is an upper limit). Generally there shouldn't be stat
3581 potions granting more than one stat. Cursed potions will subtract the
3582 stats if positive.
3583 </attribute>
3584 <attribute arch="Int" editor="intelligence" type="int">
3585 The player's intelligence will rise/fall by the given value for permanent
3586 (of course there is an upper limit). Generally there shouldn't be stat
3587 potions granting more than one stat. Cursed potions will subtract the
3588 stats if positive.
3589 </attribute>
3590 <attribute arch="Pow" editor="power" type="int">
3591 The player's power will rise/fall by the given value for permanent
3592 (of course there is an upper limit). Generally there shouldn't be stat
3593 potions granting more than one stat. Cursed potions will subtract the
3594 stats if positive.
3595 </attribute>
3596 <attribute arch="Wis" editor="wisdom" type="int">
3597 The player's wisdom will rise/fall by the given value for permanent
3598 (of course there is an upper limit). Generally there shouldn't be stat
3599 potions granting more than one stat. Cursed potions will subtract the
3600 stats if positive.
3601 </attribute>
3602 <attribute arch="Cha" editor="charisma" type="int">
3603 The player's charisma will rise/fall by the given value for permanent
3604 (of course there is an upper limit). Generally there shouldn't be stat
3605 potions granting more than one stat. Cursed potions will subtract the
3606 stats if positive.
3607 </attribute>
3608</section>
3609<section name="resistance">
3610 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3611 The player's resistance to physical will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3617 The player's resistance to magic will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3623 The player's resistance to fire will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3629 The player's resistance to electricity will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3635 The player's resistance to cold will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3641 The player's resistance to acid will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3647 The player's resistance to confusion will rise by this value in percent
3648 (range -100 till +100). The effect is only temporare, and it does NOT
3649 add on the values from the player's equipment.
3650 Cursed potions will make negative resistance.. very nasty in combat!
3651 </attribute>
3652 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3653 The player's resistance to weaponmagic will rise by this value in percent
3654 (range -100 till +100). The effect is only temporare, and it does NOT
3655 add on the values from the player's equipment.
3656 Cursed potions will make negative resistance.. very nasty in combat!
3657 </attribute>
3658 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3659 The player's resistance to paralyze will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3665 The player's resistance to draining will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3671 The player's resistance to depletion will rise by this value in percent
3672 (range -100 till +100). The effect is only temporare, and it does NOT
3673 add on the values from the player's equipment.
3674 Cursed potions will make negative resistance.. very nasty in combat!
3675 </attribute>
3676 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3677 The player's resistance to poison will rise by this value in percent
3678 (range -100 till +100). The effect is only temporare, and it does NOT
3679 add on the values from the player's equipment.
3680 Cursed potions will make negative resistance.. very nasty in combat!
3681 </attribute>
3682</section>
3683</type> 3474</type>
3684 3475
3685<!--####################################################################--> 3476<!--####################################################################-->
3686<type number="156" name="Power Crystal"> 3477<type number="156" name="Power Crystal">
3687 <description><![CDATA[ 3478 <description><![CDATA[
3956 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.
3957 That means: 3748 That means:
3958 <UL> 3749 <UL>
3959 <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!
3960 <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.
3961 <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
3962 players get trapped in a savebed location. 3753 players get trapped in a savebed location.
3963 <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
3964 arch called "dungeon_magic" everywhere). This is not required, 3755 arch called "dungeon_magic" everywhere). This is not required,
3965 but it makes the place much more safe. 3756 but it makes the place much more safe.
3966 </UL> ]]> 3757 </UL> ]]>
4075 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
4076 only way to prevent low level players to wear "undeserved" equipment 3867 only way to prevent low level players to wear "undeserved" equipment
4077 (like gifts from other players or cheated items). 3868 (like gifts from other players or cheated items).
4078 3869
4079 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
4080 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
4081 calculate a provisional value at runtime, but this is never 3872 calculate a provisional value at runtime, but this is never
4082 going to be an accurate measurement of &lt;item power&gt;. 3873 going to be an accurate measurement of &lt;item power&gt;.
4083 </attribute> 3874 </attribute>
4084 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3875 <attribute arch="no_strength" editor="ignore strength" type="bool">
4085 Usually the player's strentgh takes effect on the damage 3876 Usually the player's strentgh takes effect on the damage
4268 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.
4269 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).
4270 </attribute> 4061 </attribute>
4271 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4062 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4272 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.
4273 </attribute> 4078 </attribute>
4274</type> 4079</type>
4275 4080
4276<!--####################################################################--> 4081<!--####################################################################-->
4277<type number="43" name="Skill"> 4082<type number="43" name="Skill">
4314 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
4315 500 to their total. 4120 500 to their total.
4316 </attribute> 4121 </attribute>
4317 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4122 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4318 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.
4319 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
4320 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.
4321 </attribute> 4126 </attribute>
4322 <attribute arch="level" editor="level" type="int"> 4127 <attribute arch="level" editor="level" type="int">
4323 </attribute> 4128 </attribute>
4324 <attribute arch="exp" editor="experience" type="int"> 4129 <attribute arch="exp" editor="experience" type="int">
4653<type number="26" name="Timed Gate"> 4458<type number="26" name="Timed Gate">
4654 <ignore> 4459 <ignore>
4655 <ignore_list name="non_pickable" /> 4460 <ignore_list name="non_pickable" />
4656 </ignore> 4461 </ignore>
4657 <description><![CDATA[ 4462 <description><![CDATA[
4658 Gates play an important role in Crossfire. Gates can be opened 4463 Gates play an important role in Deliantra. Gates can be opened
4659 by activating a button/trigger, by speaking passwords (-> magic_ear) 4464 by activating a button/trigger, by speaking passwords (-> magic_ear)
4660 or carrying special key-objects (-> inventory checker). 4465 or carrying special key-objects (-> inventory checker).
4661 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
4662 passed, which makes them more practical in many cases. Unlike normal 4467 passed, which makes them more practical in many cases. Unlike normal
4663 gates, timed gates open when triggered but automatically close again 4468 gates, timed gates open when triggered but automatically close again
4714 and generally have either a physical attack or trigger a reaction. 4519 and generally have either a physical attack or trigger a reaction.
4715 <br><br> 4520 <br><br>
4716 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
4717 'attacktype' attacktype and/or trigger a reaction. 4522 'attacktype' attacktype and/or trigger a reaction.
4718 <br><br> 4523 <br><br>
4719 Many traps are already defined in the archetypes. ]]> 4524 Many traps are already defined in the archetypes.]]>
4720 </description> 4525 </description>
4721 <use><![CDATA[ 4526 <use><![CDATA[
4722 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
4723off your lightning wall and pit trap is usually a bad idea. ]]> 4528 off your lightning wall and pit trap is usually a bad idea.]]>
4724 </use> 4529 </use>
4725 <attribute arch="no_pick" value="1" type="fixed" /> 4530 <attribute arch="no_pick" value="1" type="fixed" />
4726 &move_on; 4531 &move_on;
4727 <attribute arch="level" editor="trap level" type="int"> 4532 <attribute arch="level" editor="trap level" type="int">
4728 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
5025 </attribute> 4830 </attribute>
5026 <attribute arch="ac" editor="armour class" type="int"> 4831 <attribute arch="ac" editor="armour class" type="int">
5027 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.
5028 &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;.
5029 </attribute> 4834 </attribute>
5030<section name="resistance"> 4835 &resistances_basic;
5031 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5062 </attribute>
5063 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5064 </attribute>
5065 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066 </attribute>
5067 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5068 </attribute>
5069 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5070 </attribute>
5071 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5072 </attribute>
5073</section>
5074</type> 4836</type>
5075 4837
5076<!--####################################################################--> 4838<!--####################################################################-->
5077<type number="15" name="Weapon"> 4839<type number="15" name="Weapon">
5078 <description><![CDATA[ 4840 <description><![CDATA[
5146 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
5147 only way to prevent low level players to wear "undeserved" equipment 4909 only way to prevent low level players to wear "undeserved" equipment
5148 (like gifts from other players or cheated items). 4910 (like gifts from other players or cheated items).
5149 4911
5150 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
5151 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
5152 calculate a provisional value at runtime, but this is never 4914 calculate a provisional value at runtime, but this is never
5153 going to be an accurate measurement of &lt;item power&gt;. 4915 going to be an accurate measurement of &lt;item power&gt;.
5154 </attribute> 4916 </attribute>
5155 <attribute arch="damned" editor="damnation" type="bool"> 4917 <attribute arch="damned" editor="damnation" type="bool">
5156 A damned weapon cannot be unwielded unless 4918 A damned weapon cannot be unwielded unless
5176 </attribute> 4938 </attribute>
5177 <attribute arch="startequip" editor="godgiven item" type="bool"> 4939 <attribute arch="startequip" editor="godgiven item" type="bool">
5178 A godgiven item vanishes as soon as the player 4940 A godgiven item vanishes as soon as the player
5179 drops it to the ground. 4941 drops it to the ground.
5180 </attribute> 4942 </attribute>
5181<section name="resistance"> 4943 &player_stat_resist_sections;
5182 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5183 This adds physical resistance to the weapon (= armour value). The number is
5184 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5185 and what they require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5188 This adds magic resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5193 This adds fire resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5198 This adds electricity resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Treat this with CARE. Look at other maps and what they
5200 require to do for getting this-and-that artifact.
5201 </attribute>
5202 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5203 This adds fire resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Treat this with CARE. Look at other maps and what they
5205 require to do for getting this-and-that artifact.
5206 </attribute>
5207 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5208 This adds confusion resistance to the weapon. The number is a percent-value in
5209 the range 0-100. Confusion resistance is not very effective
5210 unless the value comes close to 100 (= perfect immunity).
5211 </attribute>
5212 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5213 This adds acid resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Treat this with CARE. Look at other maps and what they
5215 require to do for getting this-and-that artifact.
5216 </attribute>
5217 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5218 This adds draining resistance to the weapon. The number is a percent-value
5219 in the range 0-100. Draining resistance is little effective
5220 unless the value is 100 (= perfect immunity).
5221 </attribute>
5222 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5223 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Weaponmagic resistance generally should not exist on
5225 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5226 are not meant to be easily resisted.
5227 </attribute>
5228 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5229 This adds ghosthit resistance to the weapon. The number is a percent-value
5230 in the range 0-100. Treat this with CARE. Look at other maps and what they
5231 require to do for getting this-and-that artifact.
5232 </attribute>
5233 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5234 This adds poison resistance to the weapon. The number is a percent-value in
5235 the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5239 This adds fear resistance to the weapon. The number is a percent-value in
5240 the range 0-100. Resistance to fear is pretty useless.
5241 </attribute>
5242 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5243 This adds paralyze resistance to the weapon. The number is a percent-value in
5244 the range 0-100. Paralyze resistance is little effective
5245 unless the value is 100 (= perfect immunity).
5246 </attribute>
5247 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5248 This adds fear resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Resistance to fear is pretty useless.
5250 </attribute>
5251 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5252 This adds depletion resistance to the weapon. The number is a percent-value
5253 in the range 0-100. Depletion resistance is little effective
5254 unless the value is 100 (= perfect immunity).
5255 </attribute>
5256 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5257 This adds death-attack resistance to the weapon. The number is a
5258 percent-value in the range 0-100. Death-attack resistance is little
5259 effective unless the value is 100 (= perfect immunity).
5260 Generally, resistance to death-attack is not supposed to be
5261 available to players!
5262 </attribute>
5263 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5264 This adds chaos resistance to the weapon. The number is a percent-value in
5265 the range 0-100. Treat this with CARE. Look at other maps and what they
5266 require to do for getting this-and-that artifact.
5267 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5268 combination of other attacktypes.
5269 </attribute>
5270 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5271 This adds blinding resistance to the weapon. The number is a percent-value
5272 in the range 0-100. Treat this with CARE. Look at other maps and what they
5273 require to do for getting this-and-that artifact.
5274 </attribute>
5275 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5276 This adds holy power resistance to the weapon. The number is a percent-value
5277 in the range 0-100. Holy power is the attacktype that holyword-type spells
5278 use to hurt undead creatures. This kind of resistance is only reasonable
5279 for undead players (wraith or devourer cult).
5280 Generally, resistance to holy word should not be available for players.
5281 </attribute>
5282</section>
5283<section name="stats">
5284 <attribute arch="Str" editor="strength" type="int">
5285 The player's strentgh will rise/fall by the given value
5286 while wearing this weapon.
5287 </attribute>
5288 <attribute arch="Dex" editor="dexterity" type="int">
5289 The player's dexterity will rise/fall by the given value
5290 while wearing this weapon.
5291 </attribute>
5292 <attribute arch="Con" editor="constitution" type="int">
5293 The player's constitution will rise/fall by the given value
5294 while wearing this weapon.
5295 </attribute>
5296 <attribute arch="Int" editor="intelligence" type="int">
5297 The player's intelligence will rise/fall by the given value
5298 while wearing this weapon.
5299 </attribute>
5300 <attribute arch="Pow" editor="power" type="int">
5301 The player's power will rise/fall by the given value
5302 while wearing this weapon.
5303 </attribute>
5304 <attribute arch="Wis" editor="wisdom" type="int">
5305 The player's wisdom will rise/fall by the given value while
5306 wearing this weapon.
5307 </attribute>
5308 <attribute arch="Cha" editor="charisma" type="int">
5309 The player's charisma will rise/fall by the given value
5310 while wearing this weapon.
5311 </attribute>
5312</section>
5313<section name="misc"> 4944<section name="misc">
5314 <attribute arch="luck" editor="luck bonus" type="int"> 4945 <attribute arch="luck" editor="luck bonus" type="int">
5315 With positive luck bonus, the player is more likely to 4946 With positive luck bonus, the player is more likely to
5316 succeed in all sorts of things (spellcasting, praying,...). 4947 succeed in all sorts of things (spellcasting, praying,...).
5317 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
5396</type> 5027</type>
5397 5028
5398<type number="116" name="Event Connector"> 5029<type number="116" name="Event Connector">
5399 <description><![CDATA[ 5030 <description><![CDATA[
5400 Event connectors link specific events that happen to objects to 5031 Event connectors link specific events that happen to objects to
5401 a crossfire plug-in. ]]> 5032 a crossfire plug-in. They are not used at all in Deliantra ]]>
5402 </description> 5033 </description>
5403 <attribute arch="subtype" editor="event type" type="list_event_type">
5404 The type of event that triggers a notify to the plug-in.
5405 </attribute>
5406 <attribute arch="title" editor="plug-in" type="string">
5407 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5408 for python and "perl" for the Crossfire-Perl plug-in.
5409 </attribute>
5410 <attribute arch="slaying" editor="extension" type="string">
5411 The name of the extension to invoke (for python, this is the path to a script,
5412 for perl this is the name of a extension package without the ".ext" extension.
5413 </attribute>
5414 <attribute arch="name" editor="options" type="string">
5415 A string that is passed unaltered to the extension above. Often used to pass
5416 options to the extension that alter its behaviour.
5417 </attribute>
5418</type> 5034</type>
5419 5035
5420</types> 5036</types>

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