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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.33 by elmex, Wed Apr 9 13:24:27 2008 UTC vs.
Revision 1.55 by root, Sat Oct 24 04:11:30 2009 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type. ]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type. ]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 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)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick. 152 every tick.
150 </attribute> 153 </attribute>
151 "> 154 ">
152 <!ENTITY activate_on " 155 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
155 </attribute> 158 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
158 </attribute> 161 </attribute>
159 "> 162 ">
160 163
161 <!ENTITY resistances_flesh_desc " 164 <!ENTITY resistances_flesh_desc "
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
674 usually inevitable. 683 usually inevitable.
675 </attribute> 684 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 685 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 686 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value 687 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit. 688 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 689 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 690 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 691 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 692 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 693 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 701 Putting an invisible object under the floor always prevents it from being
693 shown. 702 shown.
694 </attribute> 703 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 704 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 705 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop. 706 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 707 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 708 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 709 If an item is identified, the player has full knowledge about it.
701 </attribute> 710 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 711 <attribute arch="unpaid" editor="unpaid" type="bool">
778 This text may describe the object. 787 This text may describe the object.
779 </attribute> 788 </attribute>
780</type> 789</type>
781 790
782<!--####################################################################--> 791<!--####################################################################-->
792<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 793<type number="999" name="Ability">
784 <ignore> 794 <ignore>
785 <ignore_list name="system_object" /> 795 <ignore_list name="system_object" />
786 </ignore> 796 </ignore>
787 <description><![CDATA[ 797 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 798 Abilities are to be put in a monster's inventory. They grant monsters the
789 knowledge to cast spells. Spells from abilities are usually magical in 799 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce. 800 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br> 801 <br><br>
792 A particularly nice feature of abilities is that they can hold two 802 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use. 803 spells: One for short range - and one for long range use.
794 \n\n 804 \n\n
795 You should know that spellcasting monsters receive abilities via 805 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]> 806 &lt;treasurelist&gt;.]]>
797 </description> 807 </description>
798 <use><![CDATA[ 808 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you 809 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something). 810 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more 811 The long/short-range spell feature can make boss-monsters more
803 <br><br> 813 <br><br>
804 You should keep in mind that magic abilities allow players 814 You should keep in mind that magic abilities allow players
805 to get better resistance. You can turn off the magic part to 815 to get better resistance. You can turn off the magic part to
806 make the spells more dangerous. However, this really shouldn't 816 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps. 817 be neccessary unless you work on very high level maps.
808 And what fun is a magic resistance cloak when it has no effect? ]]> 818 And what fun is a magic resistance cloak when it has no effect?]]>
809 </use> 819 </use>
810 <attribute arch="invisible" value="1" type="fixed" /> 820 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" /> 821 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell"> 822 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt; 823 The monster will use the specified &lt;short range spell&gt;
842 Note that non-magical abilities are more dangerous because 852 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 853 magic resistance does not protect from those.</attribute>
844</type> 854</type>
845 855
846<!--####################################################################--> 856<!--####################################################################-->
857
858<type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp that offer the option of lighting them
861 up without using a lighter (These torches are usually
862 called 'pyrophor torches'. See also the 'reignitable' setting).
863 The other kind of torches, that are reignitable, can be put out and
864 put on again using a lighter.]]>
865 </description>
866 <attribute arch="is_lightable" editor="reignitable" type="bool">
867 This flag controls whether the torch can be lit up again using
868 a lighter or whether it can only be used once, in which case
869 they can be enabled by simply applying them without any special tools.
870 </attribute>
871 <attribute arch="food" editor="burning duration" type="int">
872 This field specifies the burning duration of the torch.
873 </attribute>
874 <attribute arch="range" editor="enabled glow radius" type="int">
875 This field sets the glow radius of the torch if it is enabled.
876 If you want to make a torch that is already burning set the
877 "glow radius" field.
878 </attribute>
879 <attribute arch="level" editor="level" type="int">
880 If this field specyfies the cursed effect's level. If it is
881 0 no cursed effect will be generate. See also the "cursed" flag.
882 </attribute>
883 <attribute arch="cursed" editor="cursed" type="bool">
884 Cursed torches, which have a level above 0, explode if the
885 player applies them.
886 </attribute>
887</type>
888
889<type number="82" name="Lamp">
890 <description><![CDATA[
891 Lamps are carryable light sources for players with a fuel tank.]]>
892 </description>
893 <attribute arch="speed" editor="burn speed" type="float">
894 This field is the speed of the lamp. (If the value 0.00208 is given
895 here the fuel field will specify the burning duration in minutes.)
896 </attribute>
897 <attribute arch="food" editor="fuel" type="int">
898 This field sets the burning duration of the lamp, which depends on the speed
899 field of this object.
900 </attribute>
901 <attribute arch="range" editor="enabled glow radius" type="int">
902 This field sets the glow radius of the lamp if it is enabled.
903 If you want to make a lamp that is already burning set the
904 "glow radius" field.
905 </attribute>
906 <attribute arch="level" editor="level" type="int">
907 If this field specyfies the cursed effect's level. If it is
908 0 no cursed effect will be generate. See also the "cursed" flag.
909 </attribute>
910 <attribute arch="cursed" editor="cursed" type="bool">
911 Cursed lamps, which have a level above 0, explode if the
912 player applies them.
913 </attribute>
914</type>
915
916<!--####################################################################-->
847<type number="18" name="Altar"> 917<type number="18" name="Altar">
848 <ignore> 918 <ignore>
849 <ignore_list name="non_pickable" /> 919 <ignore_list name="non_pickable" />
850 </ignore> 920 </ignore>
851 <description><![CDATA[ 921 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar, 922 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is 923 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once. 924 triggered. If the latter is the case, the altar works only once.
855 Either way, the sacrificed item disappears. ]]> 925 Either way, the sacrificed item disappears.]]>
856 </description> 926 </description>
857 <attribute arch="no_pick" value="1" type="fixed" /> 927 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on; 928 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string"> 929 <attribute arch="slaying" editor="match item name" type="string">
860 This string specifies the item that must be put on the altar to 930 This string specifies the item that must be put on the altar to
861 activate it. It can either be the name of an archetype, or directly 931 activate it. It can either be the name of an archetype, or directly
862 the name of an object. Yet, titles are not recognized by altars. 932 the name of an object. Yet, titles are not recognized by altars.
863 Remember to put a note somewhere, telling the player what he is 933 If you want the player to have to drop a specific amount of money use "money".
864 expected to drop on the altar. (Often this is put in the altar's 934 See also the "drop amount" attribute.
865 name: E.g. "drop 100 platinums") 935 &match_compat;
866 </attribute> 936 </attribute>
867 <attribute arch="food" editor="drop amount" type="int"> 937 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified 938 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar. 939 in &lt;match item name&gt;) that must be dropped to activate the altar.
870 940
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 942 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.) 943 200 silver, 20 gold, or 4 platinum will all work.)
874 944
875 Note that the maximum possible for &lt;drop amount&gt; is 32767. 945 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute> 946 </attribute>
877 <attribute arch="connected" editor="connection" type="int"> 947 <attribute arch="connected" editor="connection" type="string">
878 If a connection value is set, the altar will trigger all objects 948 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once. 949 with the same value, when activated. This will only work once.
880 </attribute> 950 </attribute>
881 <attribute arch="sp" editor="spell" type="spell"> 951 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the 952 When activated, the selected &lt;spell&gt; will be casted (once, on the
896 <ignore_list name="non_pickable" /> 966 <ignore_list name="non_pickable" />
897 </ignore> 967 </ignore>
898 <description><![CDATA[ 968 <description><![CDATA[
899 Altar_triggers work pretty much like normal altars 969 Altar_triggers work pretty much like normal altars
900 (drop sacrifice -> connection activated), except for the fact that 970 (drop sacrifice -> connection activated), except for the fact that
901 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 971 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
902 </description> 972 </description>
903 <use><![CDATA[ 973 <use><![CDATA[
904 Altar_triggers are very useful if you want to charge a price for... 974 Altar_triggers are very useful if you want to charge a price for...
905 <UL> 975 <UL>
906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 976 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 977 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 978 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
909 </UL> 979 </UL>
910 The big advantage over normal altars is the infinite usability 980 The big advantage over normal altars is the infinite usability
911 of altar_triggers! If there are ten players on one server, they're 981 of altar_triggers! If there are ten players on one server, they're
912 quite grateful if things work more than once. =) ]]> 982 quite grateful if things work more than once. =)]]>
913 </use> 983 </use>
914 <attribute arch="no_pick" value="1" type="fixed" /> 984 <attribute arch="no_pick" value="1" type="fixed" />
915 <attribute arch="slaying" editor="match item name" type="string"> 985 <attribute arch="slaying" editor="match item name" type="string">
916 This string specifies the item that must be put on the altar to 986 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly 987 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars. 988 the name of an object. Yet, titles are not recognized by altars.
919 Remember to put a note somewhere, telling the player what he is 989 If you want the player to have to drop a specific amount of money use "money".
920 expected to drop on the altar. (Often this is put in the altar's 990 See also the "drop amount" attribute.
921 name: E.g. "drop 100 platinums") 991 &match_compat;
922 </attribute> 992 </attribute>
923 <attribute arch="food" editor="drop amount" type="int"> 993 <attribute arch="food" editor="drop amount" type="int">
924 The drop amount specifies the amount of items (specified 994 The drop amount specifies the amount of items (specified
925 in &lt;match item name&gt;) that must be dropped to activate the altar. 995 in &lt;match item name&gt;) that must be dropped to activate the altar.
926 996
928 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 998 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
929 200 silver, 20 gold, or 4 platinum will all work.) 999 200 silver, 20 gold, or 4 platinum will all work.)
930 1000
931 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1001 Note that the maximum possible for &lt;drop amount&gt; is 32767.
932 </attribute> 1002 </attribute>
933 <attribute arch="connected" editor="connection" type="int"> 1003 <attribute arch="connected" editor="connection" type="string">
934 If a connection value is set, the altar will trigger all objects 1004 If a connection value is set, the altar will trigger all objects
935 with the same value, when activated. This will only work once. 1005 with the same value, when activated. This will only work once.
936 </attribute> 1006 </attribute>
937 <attribute arch="sp" editor="spell" type="spell"> 1007 <attribute arch="sp" editor="spell" type="spell">
938 When activated, this &lt;spell&gt; will be casted (once, on the player). 1008 When activated, this &lt;spell&gt; will be casted (once, on the player).
965 1035
966<!--####################################################################--> 1036<!--####################################################################-->
967<type number="74" name="Skill Tool"> 1037<type number="74" name="Skill Tool">
968 <description><![CDATA[ 1038 <description><![CDATA[
969 Wearing a skill tool will give the player the ability to use a skill. 1039 Wearing a skill tool will give the player the ability to use a skill.
970 ]]> 1040 ]]>
971 </description> 1041 </description>
972 <use><![CDATA[ 1042 <use><![CDATA[
973 Feel free to assign resistancies and stats to a skill tools or change 1043 Feel free to assign resistancies and stats to a skill tools or change
974 the skill that is given. 1044 the skill that is given.
975 ]]> 1045 ]]>
976 </use> 1046 </use>
977 <attribute arch="skill" editor="skill name" type="string"> 1047 <attribute arch="skill" editor="skill name" type="string">
978 This field describes which skill the player will be able to use wearing this item. 1048 This field describes which skill the player will be able to use wearing this item.
979 </attribute> 1049 </attribute>
980 &player_stat_resist_sections; 1050 &player_stat_resist_sections;
981</type> 1051</type>
982<!--####################################################################--> 1052<!--####################################################################-->
983<type number="39" name="Amulet"> 1053<type number="39" name="Amulet">
984 <description><![CDATA[ 1054 <description><![CDATA[
985 Wearing an amulet, the object's stats will directly be inherited to 1055 Wearing an amulet, the object's stats will directly be inherited to
986 the player. Amulets are usually meant for protection and defense. ]]> 1056 the player. Amulets are usually meant for protection and defense.]]>
987 </description> 1057 </description>
988 <use><![CDATA[ 1058 <use><![CDATA[
989 Feel free to create your own special artifacts. However, it is very 1059 Feel free to create your own special artifacts. However, it is very
990 important that you keep your artifact in balance with existing maps. ]]> 1060 important that you keep your artifact in balance with existing maps.]]>
991 </use> 1061 </use>
992 <attribute arch="ac" editor="armour class" type="int"> 1062 <attribute arch="ac" editor="armour class" type="int">
993 This value defines the amount of armour-class bonus for wearing 1063 This value defines the amount of armour-class bonus for wearing
994 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1064 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
995 values are better. It should usually be set only for armour-like equipment. 1065 values are better. It should usually be set only for armour-like equipment.
1140 Battleground is very special: In short, players can die on battleground 1210 Battleground is very special: In short, players can die on battleground
1141 without any death penalties. They don't loose or gain experience 1211 without any death penalties. They don't loose or gain experience
1142 while on battleground. Acid, draining and depletion effects don't 1212 while on battleground. Acid, draining and depletion effects don't
1143 work either. 1213 work either.
1144 When a player dies on battleground, he gets teleported to an exit 1214 When a player dies on battleground, he gets teleported to an exit
1145 location which is defined in the battleground object. ]]> 1215 location which is defined in the battleground object.]]>
1146 </description> 1216 </description>
1147 <use><![CDATA[ 1217 <use><![CDATA[
1148 Battleground is only meant for player vs. player duels. You can 1218 Battleground is only meant for player vs. player duels. You can
1149 design combat arenas similiar to the one in scorn.<br> 1219 design combat arenas similiar to the one in scorn.<br>
1150 What should NEVER be done is placing battleground tiles in 1220 What should NEVER be done is placing battleground tiles in
1152 It must not be possible to gain significant treasure for fighting 1222 It must not be possible to gain significant treasure for fighting
1153 on battleground, because it bears no risk.<br><br> 1223 on battleground, because it bears no risk.<br><br>
1154 (Battleground will cease to work when the image or name is changed, 1224 (Battleground will cease to work when the image or name is changed,
1155 or when it is placed beneath another floor tile. 1225 or when it is placed beneath another floor tile.
1156 This is not a bug, it is there to prevent any attempts of placing 1226 This is not a bug, it is there to prevent any attempts of placing
1157 "hidden" battleground tiles anywhere.) ]]> 1227 "hidden" battleground tiles anywhere.)]]>
1158 </use> 1228 </use>
1159 <attribute arch="no_pick" value="1" type="fixed" /> 1229 <attribute arch="no_pick" value="1" type="fixed" />
1160 <attribute arch="is_floor" value="1" type="fixed" /> 1230 <attribute arch="is_floor" value="1" type="fixed" />
1161 <attribute arch="hp" editor="destination X" type="int"> 1231 <attribute arch="hp" editor="destination X" type="int">
1162 The exit destinations define the (x, y)-coordinates where players 1232 The exit destinations define the (x, y)-coordinates where players
1177 Safe ground is a special object that prevents any effects that might 1247 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. 1248 be harmful for the map, other players or items on the map.
1179 It blocks all magic and prayers, usage of alchemy, prevents potions 1249 It blocks all magic and prayers, usage of alchemy, prevents potions
1180 from being used and blocks bombs from exploding. Note that altars that 1250 from being used and blocks bombs from exploding. Note that altars that
1181 do cast spells still work. 1251 do cast spells still work.
1182 ]]> 1252 ]]>
1183 </description> 1253 </description>
1184 <use><![CDATA[ 1254 <use><![CDATA[
1185 Safe ground can be used to prevents any means of burning 1255 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 1256 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 1257 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. 1258 areas where really no kind of spell should be invoked by a player.
1189 ]]> 1259 ]]>
1190 </use> 1260 </use>
1191 &movement_types_terrain; 1261 &movement_types_terrain;
1192 <attribute arch="no_pick" value="1" type="fixed" /> 1262 <attribute arch="no_pick" value="1" type="fixed" />
1193</type> 1263</type>
1194 1264
1195<!--####################################################################--> 1265<!--####################################################################-->
1196<type number="8" name="Book"> 1266<type number="8" name="Book">
1197 <description><![CDATA[ 1267 <description><![CDATA[
1198 Applying a book, the containing message is displayed to the player. ]]> 1268 Applying a book, the containing message is displayed to the player.]]>
1199 </description> 1269 </description>
1200 <attribute arch="level" editor="literacy level" type="int"> 1270 <attribute arch="level" editor="literacy level" type="int">
1201 If this value is set to be greater than zero, the player needs a 1271 If this value is set to be greater than zero, the player needs a
1202 certain literacy level to succeed reading the book. The book can be 1272 certain literacy level to succeed reading the book. The book can be
1203 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1273 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1219 </attribute> 1289 </attribute>
1220 <attribute arch="slaying" editor="key string" type="string"> 1290 <attribute arch="slaying" editor="key string" type="string">
1221 This is the key string of the book. The key string is checked by an inventory checker. 1291 This is the key string of the book. The key string is checked by an inventory checker.
1222 (This is used eg. for the gate/port passes in scorn) 1292 (This is used eg. for the gate/port passes in scorn)
1223 </attribute> 1293 </attribute>
1294 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295 If this flag is true the player won't be able to identify this
1296 item with by using a skill.
1297 </attribute>
1298</type>
1299
1300<!--####################################################################-->
1301<type number="110" name="Inscribable">
1302 <description><![CDATA[
1303 Inscribable Item - when inscribed, it becomes another object.]]>
1304 </description>
1305 <attribute arch="startequip" editor="godgiven item" type="bool">
1306 A godgiven item vanishes as soon as the player
1307 drops it to the ground.
1308 </attribute>
1309 <attribute arch="unique" editor="unique item" type="bool">
1310 Unique items exist only one time on a server. If the item
1311 is taken, lost or destroyed - it's gone for good.
1312 </attribute>
1313 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314 This is the item created after being inscribed - scrolls are treated
1315 like spell scrolls, all else will have it's message replaced.
1316 </attribute>
1224</type> 1317</type>
1225 1318
1226<!--####################################################################--> 1319<!--####################################################################-->
1227<type number="99" name="Boots"> 1320<type number="99" name="Boots">
1228 <import_type name="Amulet" /> 1321 <import_type name="Amulet" />
1229 <description><![CDATA[ 1322 <description><![CDATA[
1230 Wearing boots, the object's stats will directly be inherited to 1323 Wearing boots, the object's stats will directly be inherited to
1231 the player. Usually enhancing his speed, or granting some minor 1324 the player. Usually enhancing his speed, or granting some minor
1232 protection bonus. ]]> 1325 protection bonus.]]>
1233 </description> 1326 </description>
1234 <use><![CDATA[ 1327 <use><![CDATA[
1235 Feel free to create your own special artifacts. However, it is very 1328 Feel free to create your own special artifacts. However, it is very
1236 important that you keep your artifact in balance with existing maps. ]]> 1329 important that you keep your artifact in balance with existing maps.]]>
1237 </use> 1330 </use>
1238 <attribute arch="exp" editor="speed bonus" type="int"> 1331 <attribute arch="exp" editor="speed bonus" type="int">
1239 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1332 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1240 while worn. This kind of bonus is quite desirable for players of low- 1333 while worn. This kind of bonus is quite desirable for players of low-
1241 and medium level. High level players usually have fastest possible 1334 and medium level. High level players usually have fastest possible
1257<type number="104" name="Bracers"> 1350<type number="104" name="Bracers">
1258 <import_type name="Amulet" /> 1351 <import_type name="Amulet" />
1259 <description><![CDATA[ 1352 <description><![CDATA[
1260 Bracers are armour-plates worn around the wrists. 1353 Bracers are armour-plates worn around the wrists.
1261 Wearing bracer, the object's stats will directly be inherited to 1354 Wearing bracer, the object's stats will directly be inherited to
1262 the player. Usually enhancing his defense. ]]> 1355 the player. Usually enhancing his defense.]]>
1263 </description> 1356 </description>
1264 <use><![CDATA[ 1357 <use><![CDATA[
1265 Feel free to create your own special artifacts. However, it is very 1358 Feel free to create your own special artifacts. However, it is very
1266 important that you keep your artifact in balance with existing maps. ]]> 1359 important that you keep your artifact in balance with existing maps.]]>
1267 </use> 1360 </use>
1268 <attribute arch="magic" editor="magic bonus" type="int"> 1361 <attribute arch="magic" editor="magic bonus" type="int">
1269 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1362 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1270 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1363 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1271 than direct armour-class bonus on the bracers. 1364 than direct armour-class bonus on the bracers.
1275<!--####################################################################--> 1368<!--####################################################################-->
1276<type number="16" name="Brestplate Armour"> 1369<type number="16" name="Brestplate Armour">
1277 <import_type name="Amulet" /> 1370 <import_type name="Amulet" />
1278 <description><![CDATA[ 1371 <description><![CDATA[
1279 Wearing an armour, the object's stats will directly be inherited to 1372 Wearing an armour, the object's stats will directly be inherited to
1280 the player. Usually enhancing his defense. ]]> 1373 the player. Usually enhancing his defense.]]>
1281 </description> 1374 </description>
1282 <use><![CDATA[ 1375 <use><![CDATA[
1283 Feel free to create your own special artifacts. However, it is very 1376 Feel free to create your own special artifacts. However, it is very
1284 important that you keep your artifact in balance with existing maps. ]]> 1377 important that you keep your artifact in balance with existing maps.]]>
1285 </use> 1378 </use>
1286 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1379 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1287 This poses a penalty to spell regeneration speed, for wearing the armour. 1380 This poses a penalty to spell regeneration speed, for wearing the armour.
1288 The bigger the spellpoint penalty, the worse. 1381 The bigger the spellpoint penalty, the worse.
1289 </attribute> 1382 </attribute>
1305 </ignore> 1398 </ignore>
1306 <description><![CDATA[ 1399 <description><![CDATA[
1307 When a predefined amount of weigh is placed on a button, the 1400 When a predefined amount of weigh is placed on a button, the
1308 &lt;connection&gt; value is triggered. In most cases this happens when a 1401 &lt;connection&gt; value is triggered. In most cases this happens when a
1309 player or monster steps on it. When the button is "released", the 1402 player or monster steps on it. When the button is "released", the
1310 &lt;connection&gt; value get's triggered a second time. ]]> 1403 &lt;connection&gt; value get's triggered a second time.]]>
1311 </description> 1404 </description>
1312 &move_on; 1405 &move_on;
1313 &move_off; 1406 &move_off;
1314 <attribute arch="no_pick" value="1" type="fixed" /> 1407 <attribute arch="no_pick" value="1" type="fixed" />
1315 <attribute arch="weight" editor="press weight" type="int"> 1408 <attribute arch="weight" editor="press weight" type="int">
1316 The button is pressed (triggered), as soon as 1409 The button is pressed (triggered), as soon as
1317 &lt;press weigh&gt; gram are placed ontop of it. 1410 &lt;press weigh&gt; gram are placed ontop of it.
1318 </attribute> 1411 </attribute>
1319 <attribute arch="connected" editor="connection" type="int"> 1412 <attribute arch="connected" editor="connection" type="string">
1320 Every time the button is pressed or released, all objects 1413 Every time the button is pressed or released, all objects
1321 with the same &lt;connection&gt; value are activated. 1414 with the same &lt;connection&gt; value are activated.
1322 </attribute> 1415 </attribute>
1323 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1324 This text may describe the item. You can use this 1417 This text may describe the item. You can use this
1333 <ignore_list name="non_pickable" /> 1426 <ignore_list name="non_pickable" />
1334 </ignore> 1427 </ignore>
1335 <description><![CDATA[ 1428 <description><![CDATA[
1336 Handle buttons are buttons which reset after a short period 1429 Handle buttons are buttons which reset after a short period
1337 of time. Every time it is either applied or reset, the 1430 of time. Every time it is either applied or reset, the
1338 &lt;connection&gt; value is triggered. ]]> 1431 &lt;connection&gt; value is triggered.]]>
1339 </description> 1432 </description>
1340</type> 1433</type>
1341 1434
1342<!--####################################################################--> 1435<!--####################################################################-->
1343<type number="37" name="Class Changer"> 1436<type number="37" name="Class Changer">
1344 <ignore> 1437 <ignore>
1345 <ignore_list name="non_pickable" /> 1438 <ignore_list name="non_pickable" />
1346 </ignore> 1439 </ignore>
1347 <description><![CDATA[ 1440 <description><![CDATA[
1348 Class changer are used while creating a character. ]]> 1441 Class changer are used while creating a character.]]>
1349 </description> 1442 </description>
1350 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1443 <attribute arch="randomitems" editor="class items" type="treasurelist">
1351 This entry determines which initial items the character receives. 1444 This entry determines which initial items the character receives.
1352 </attribute> 1445 </attribute>
1353<section name="stats"> 1446<section name="stats">
1386<type number="87" name="Cloak"> 1479<type number="87" name="Cloak">
1387 <import_type name="Amulet" /> 1480 <import_type name="Amulet" />
1388 <description><![CDATA[ 1481 <description><![CDATA[
1389 Wearing a cloak, the object's stats will directly be inherited to 1482 Wearing a cloak, the object's stats will directly be inherited to
1390 the player. Cloaks usually add minor &lt;armour class&gt; and 1483 the player. Cloaks usually add minor &lt;armour class&gt; and
1391 sometimes a bit of resistance. ]]> 1484 sometimes a bit of resistance.]]>
1392 </description> 1485 </description>
1393 <use><![CDATA[ 1486 <use><![CDATA[
1394 Feel free to create your own special artifacts. However, it is very 1487 Feel free to create your own special artifacts. However, it is very
1395 important that you keep your artifact in balance with existing maps. ]]> 1488 important that you keep your artifact in balance with existing maps.]]>
1396 </use> 1489 </use>
1397 <attribute arch="magic" editor="magic bonus" type="int"> 1490 <attribute arch="magic" editor="magic bonus" type="int">
1398 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1491 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1399 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1492 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1400 than direct armour-class bonus on the cloak. 1493 than direct armour-class bonus on the cloak.
1405</type> 1498</type>
1406 1499
1407<!--####################################################################--> 1500<!--####################################################################-->
1408<type number="9" name="Clock"> 1501<type number="9" name="Clock">
1409 <description><![CDATA[ 1502 <description><![CDATA[
1410 Applying a clock, the time is displayed to the player. ]]> 1503 Applying a clock, the time is displayed to the player.]]>
1411 </description> 1504 </description>
1412 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1505 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1413 This text may describe the item 1506 This text may describe the item
1414 </attribute> 1507 </attribute>
1415</type> 1508</type>
1420 A player can put (certain kinds of) items in the container. 1513 A player can put (certain kinds of) items in the container.
1421 The overall weight of items is reduced when put inside a 1514 The overall weight of items is reduced when put inside a
1422 container, depending on the settings. 1515 container, depending on the settings.
1423 <br><br> 1516 <br><br>
1424 A special feature of containers is the "cauldron", 1517 A special feature of containers is the "cauldron",
1425 capable of mixing alchemical receipes. ]]> 1518 capable of mixing alchemical receipes.]]>
1426 </description> 1519 </description>
1427 <use><![CDATA[ 1520 <use><![CDATA[
1428 Note on chests - There are two types of chests: 1521 Note on chests - There are two types of chests:
1429 <UL> 1522 <UL>
1430 <LI> First the random treasure chests - Those are NOT containers 1523 <LI> First the random treasure chests - Those are NOT containers
1431 (but object type Treasure), they create random treasures when 1524 (but object type Treasure), they create random treasures when
1432 applied. Archetype name is "chest". 1525 applied. Archetype name is "chest".
1433 <LI> Second there are the permanent chests - Those are containers, 1526 <LI> Second there are the permanent chests - Those are containers,
1434 they can be opened and closed again. Archetype name is "chest_2". 1527 they can be opened and closed again. Archetype name is "chest_2".
1435 </UL> ]]> 1528 </UL>]]>
1436 </use> 1529 </use>
1437 <attribute arch="race" editor="container class" type="string"> 1530 <attribute arch="race" editor="container class" type="string">
1438 If set, the container will hold only certain types of objects. 1531 If set, the container will hold only certain types of objects.
1439 Possible choices for &lt;container class&gt; are: "gold and jewels", 1532 Possible choices for &lt;container class&gt; are: "gold and jewels",
1440 "arrows" and "keys". 1533 "arrows" and "keys".
1495 <attribute arch="title" /> 1588 <attribute arch="title" />
1496 </ignore> 1589 </ignore>
1497 <description><![CDATA[ 1590 <description><![CDATA[
1498 Converters are like "exchange tables". When the player drops a 1591 Converters are like "exchange tables". When the player drops a
1499 specific type of items, they get converted into other items, at a 1592 specific type of items, they get converted into other items, at a
1500 predefined exchange-ratio. ]]> 1593 predefined exchange-ratio.]]>
1501 </description> 1594 </description>
1502 <use><![CDATA[ 1595 <use><![CDATA[
1503 Converters are better than shopping with doormats, because the 1596 Converters are better than shopping with doormats, because the
1504 converters never get sold out. For some items like food or jewels 1597 converters never get sold out. For some items like food or jewels
1505 those "exchange tables" are really nice, while for the more important 1598 those "exchange tables" are really nice, while for the more important
1507 <br><br> 1600 <br><br>
1508 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1601 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1509 items on a converter, the stuff you get must be of equal or lesser 1602 items on a converter, the stuff you get must be of equal or lesser
1510 value than before! (Except if you are using "rare" items like 1603 value than before! (Except if you are using "rare" items like
1511 dragonscales for payment). The code will not check if your ratio is 1604 dragonscales for payment). The code will not check if your ratio is
1512 sane, so the player could gain infinite wealth by using your converter. ]]> 1605 sane, so the player could gain infinite wealth by using your converter.]]>
1513 </use> 1606 </use>
1514 <attribute arch="no_pick" value="1" type="fixed" /> 1607 <attribute arch="no_pick" value="1" type="fixed" />
1515 <attribute arch="slaying" editor="cost arch" type="string"> 1608 <attribute arch="slaying" editor="cost arch" type="string">
1516 &lt;cost arch&gt; is the name of the archetype the player has to 1609 &lt;cost arch&gt; is the name of the archetype the player has to
1517 put on the converter, as payment. 1610 put on the converter, as payment.
1533 of &lt;receive arch&gt;. 1626 of &lt;receive arch&gt;.
1534 </attribute> 1627 </attribute>
1535 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1628 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1536 This text may contain a description of the converter. 1629 This text may contain a description of the converter.
1537 </attribute> 1630 </attribute>
1631 <attribute arch="precious" editor="output unpaid" type="bool">
1632 If the converter has this flag set the generated items will
1633 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634 (For instance for 'dragon scale' to 'dragon shield' converters in some
1635 armour shops.)
1636 </attribute>
1538</type> 1637</type>
1539 1638
1540<!--####################################################################--> 1639<!--####################################################################-->
1541<type number="42" name="Creator"> 1640<type number="42" name="Creator">
1542 <ignore> 1641 <ignore>
1544 </ignore> 1643 </ignore>
1545 <description><![CDATA[ 1644 <description><![CDATA[
1546 A creator is an object which creates another object when it 1645 A creator is an object which creates another object when it
1547 is triggered. The child object can be anything. Creators are 1646 is triggered. The child object can be anything. Creators are
1548 VERY useful for all kinds of map-mechanisms. They can even 1647 VERY useful for all kinds of map-mechanisms. They can even
1549 periodically create things. ]]> 1648 periodically create things.]]>
1550 </description> 1649 </description>
1551 <use><![CDATA[ 1650 <use><![CDATA[
1552 Don't hesitate to hide your creators under the floor. 1651 Don't hesitate to hide your creators under the floor.
1553 The created items will still always appear ontop of the floor. ]]> 1652 The created items will still always appear ontop of the floor.]]>
1554 </use> 1653 </use>
1555 <attribute arch="no_pick" value="1" type="fixed" /> 1654 <attribute arch="no_pick" value="1" type="fixed" />
1556 <attribute arch="other_arch" editor="create arch" type="string"> 1655 <attribute arch="other_arch" editor="create arch" type="string">
1557 This string defines the object that will be created. 1656 This string defines the object that will be created.
1558 You can choose any of the existing arches. 1657 You can choose any of the existing arches.
1559 This field is ignored if the creator has items in inventory. In this case 1658 This field is ignored if the creator has items in inventory. In this case
1560 one of the inventory items is duplicated. The duplicated item is randomly 1659 one of the inventory items is duplicated. The duplicated item is randomly
1561 chosen from all items present. 1660 chosen from all items present.
1562 </attribute> 1661 </attribute>
1563 <attribute arch="connected" editor="connection" type="int"> 1662 <attribute arch="connected" editor="connection" type="string">
1564 Whenever the connection value is activated, 1663 Whenever the connection value is activated,
1565 the creator gets triggered. 1664 the creator gets triggered.
1566 </attribute> 1665 </attribute>
1567 &activate_on; 1666 &activate_on;
1568 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1667 <attribute arch="lifesave" editor="infinit uses" type="bool">
1599 Detectors work quite much like inv. checkers/pedestals: If the detector 1698 Detectors work quite much like inv. checkers/pedestals: If the detector
1600 finds a specific object, it toggles its connected value. 1699 finds a specific object, it toggles its connected value.
1601 <br><br> 1700 <br><br>
1602 What is "unique" about them, compared to inv. checkers/ pedestals? 1701 What is "unique" about them, compared to inv. checkers/ pedestals?
1603 - First, detectors check their square for a match periodically, not 1702 - First, detectors check their square for a match periodically, not
1703 instantly, so generate much higher server load
1604 instantly. Second, detectors check directly for object names. Third, 1704 Second, detectors check directly for object names. Third,
1605 detectors do not check the inventory of players/monsters. ]]> 1705 detectors do not check the inventory of players/monsters.]]>
1606 </description> 1706 </description>
1607 <use><![CDATA[ 1707 <use>
1608 There is one major speciality about detectors: You can detect spells 1708 Best avoid this type at all costs, use a pedestal instead.
1609 blown over a detector! To detect a lighting bolt for example, set
1610 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1611 walls, this can be very useful for map-mechanisms. ]]>
1612 </use> 1709 </use>
1613 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1614 <attribute arch="slaying" editor="match name" type="string"> 1711 <attribute arch="slaying" editor="match name" type="string">
1615 &lt;match name&gt; specifies the name of the object we are looking for. 1712 &lt;match name&gt; specifies the name of the object we are looking for.
1616 Actually it does also check for the &lt;key string&gt; in key-objects, 1713 Actually it does also check for the &lt;key string&gt; in key-objects,
1617 but for this case inventory checkers are often more powerful to use. 1714 but for this case inventory checkers are often more powerful to use.
1618 </attribute> 1715 </attribute>
1619 <attribute arch="connected" editor="connection" type="int"> 1716 <attribute arch="connected" editor="connection" type="string">
1620 When the detector is triggered, all objects with the same 1717 When the detector is triggered, all objects with the same
1621 connection value get activated. 1718 connection value get activated.
1622 </attribute> 1719 </attribute>
1623 <attribute arch="speed" editor="detection speed" type="float"> 1720 <attribute arch="speed" editor="detection speed" type="float">
1624 This value defines the time between two detector-checks. 1721 This value defines the time between two detector-checks.
1632 by 1. 1729 by 1.
1633 </attribute> 1730 </attribute>
1634</type> 1731</type>
1635 1732
1636<!--####################################################################--> 1733<!--####################################################################-->
1734<type number="164" name="Map Script">
1735 <ignore>
1736 <ignore_list name="system_object" />
1737 </ignore>
1738 <description><![CDATA[
1739 The map script object is a very special object that can react to connected
1740 events and executes a perl script in the msg slot.
1741 ]]>
1742 </description>
1743 <use><![CDATA[
1744 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1745 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 ]]>
1747 </use>
1748 <attribute arch="connected" editor="connection" type="string">
1749 When the map script object is triggered, it will execute
1750 the perl script with the triggering object as $activator.
1751 </attribute>
1752 &activate_on;
1753 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754 This perl script will be executed each time the objetc is triggered.
1755 </attribute>
1756</type>
1757
1758<!--####################################################################-->
1637<type number="112" name="Director"> 1759<type number="112" name="Director">
1638 <ignore> 1760 <ignore>
1639 <ignore_list name="non_pickable" /> 1761 <ignore_list name="non_pickable" />
1640 </ignore> 1762 </ignore>
1641 <description><![CDATA[ 1763 <description><![CDATA[
1642 Directors change the direction of spell objects and other projectiles 1764 Directors change the direction of spell objects and other projectiles
1643 that fly past. Unlike spinners, directors always move objects in the 1765 that fly past. Unlike spinners, directors always move objects in the
1644 same direction. It does not make a difference from what angle you 1766 same direction. It does not make a difference from what angle you
1645 shoot into it.<br> 1767 shoot into it.<br>
1646 Directors are visible per default. ]]> 1768 Directors are visible per default.]]>
1647 </description> 1769 </description>
1648 <use><![CDATA[ 1770 <use><![CDATA[
1649 Directors are rarely used in maps. Sometimes they are placed to 1771 Directors are rarely used in maps. Sometimes they are placed to
1650 change the direction of spells coming out of magic walls, 1772 change the direction of spells coming out of magic walls,
1651 "channeling" spell-projectiles in some direction. When doing this, 1773 "channeling" spell-projectiles in some direction. When doing this,
1653 into them!</B> The spell-projectiles bouncing between the directors 1775 into them!</B> The spell-projectiles bouncing between the directors
1654 would accumulate to huge numbers and at some point slow down the 1776 would accumulate to huge numbers and at some point slow down the
1655 server by eating memory- and CPU-time. 1777 server by eating memory- and CPU-time.
1656 <br><br> 1778 <br><br>
1657 You'd better not place directors in monster vs. player combat 1779 You'd better not place directors in monster vs. player combat
1658 areas too much, because that freaks out wizard-type players. ]]> 1780 areas too much, because that freaks out wizard-type players.]]>
1659 </use> 1781 </use>
1660 <attribute arch="sp" editor="direction" type="list_direction"> 1782 <attribute arch="sp" editor="direction" type="list_direction">
1661 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1783 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1662 A director with direction &lt;none&gt; simply stops projectiles. 1784 A director with direction &lt;none&gt; simply stops projectiles.
1663 (The latter works out a bit strange for some spells). 1785 (The latter works out a bit strange for some spells).
1672 </ignore> 1794 </ignore>
1673 <description><![CDATA[ 1795 <description><![CDATA[
1674 Diseases are an intersting form of spellcraft in Deliantra. 1796 Diseases are an intersting form of spellcraft in Deliantra.
1675 Once casted, they can spread out and infect creatures in a large 1797 Once casted, they can spread out and infect creatures in a large
1676 area. Being infected can have various effects, from amusing farts 1798 area. Being infected can have various effects, from amusing farts
1677 to horrible damage - almost everything is possible. ]]> 1799 to horrible damage - almost everything is possible.]]>
1678 </description> 1800 </description>
1679 <use><![CDATA[ 1801 <use><![CDATA[
1680 Diseases are extremely flexible and usable in a many ways. 1802 Diseases are extremely flexible and usable in a many ways.
1681 So far they are mostly used for causing bad, unwanted effects. 1803 So far they are mostly used for causing bad, unwanted effects.
1682 You could just as well create a disease which helps the player 1804 You could just as well create a disease which helps the player
1683 (recharging mana for example). 1805 (recharging mana for example).
1684 Infection with a "positive disease" could even be a quest reward. ]]> 1806 Infection with a "positive disease" could even be a quest reward.]]>
1685 </use> 1807 </use>
1686 <attribute arch="invisible" value="1" type="fixed" /> 1808 <attribute arch="invisible" value="1" type="fixed" />
1687 <attribute arch="level" editor="plaque level" type="int"> 1809 <attribute arch="level" editor="plaque level" type="int">
1688 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1810 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1689 This mainly reflects in the &lt;damage&gt;. It has no effect on 1811 This mainly reflects in the &lt;damage&gt;. It has no effect on
1834 </ignore> 1956 </ignore>
1835 <description><![CDATA[ 1957 <description><![CDATA[
1836 A door can be opened with a normal key. It also can be broken by attacking 1958 A door can be opened with a normal key. It also can be broken by attacking
1837 it, and it can be defeated with the lockpicking skill. If a door is 1959 it, and it can be defeated with the lockpicking skill. If a door is
1838 defeated, horizontally and vertically adjacent doors are automatically 1960 defeated, horizontally and vertically adjacent doors are automatically
1839 removed. ]]> 1961 removed.]]>
1840 </description> 1962 </description>
1841 <attribute arch="no_pick" value="1" type="fixed" /> 1963 <attribute arch="no_pick" value="1" type="fixed" />
1842 <attribute arch="alive" value="1" type="fixed" /> 1964 <attribute arch="alive" value="1" type="fixed" />
1843 &movement_types_terrain; 1965 &movement_types_terrain;
1844 <attribute arch="hp" editor="hitpoints" type="int"> 1966 <attribute arch="hp" editor="hitpoints" type="int">
1871 When activated, a duplicator can duplicate, multiply or destroy a pile of 1993 When activated, a duplicator can duplicate, multiply or destroy a pile of
1872 objects which lies somewhere on top of the duplicator. 1994 objects which lies somewhere on top of the duplicator.
1873 The duplicator has one arch name specified as &lt;target arch&gt;, 1995 The duplicator has one arch name specified as &lt;target arch&gt;,
1874 and only objects of this archetype can be affected.<br> 1996 and only objects of this archetype can be affected.<br>
1875 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1997 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1876 If the latter is set to zero, it will destroy objects. ]]> 1998 If the latter is set to zero, it will destroy objects.]]>
1877 </description> 1999 </description>
1878 <use><![CDATA[ 2000 <use><![CDATA[
1879 I hope it is clear that one must be very cautious when inserting a duplicator 2001 I hope it is clear that one must be very cautious when inserting a duplicator
1880 anywhere with &lt;multiply factor&gt; greater than one. 2002 anywhere with &lt;multiply factor&gt; greater than one.
1881 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2003 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1882 It is <b>not acceptable</b> to allow duplication of anything other than 2004 It is <b>not acceptable</b> to allow duplication of anything other than
1883 coins, gold and jewels. Besides, it is very important that the chance to 2005 coins, gold and jewels. Besides, it is very important that the chance to
1884 loose the input matches the chance to earn winnings.<br> 2006 loose the input matches the chance to earn winnings.<br>
1885 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2007 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1886 loosing rate of 2/3 = 67%. ]]> 2008 loosing rate of 2/3 = 67%.]]>
1887 </use> 2009 </use>
1888 <attribute arch="other_arch" editor="target arch" type="string"> 2010 <attribute arch="other_arch" editor="target arch" type="string">
1889 Only objects of matching archtype, lying ontop of the duplicator will be 2011 Only objects of matching archtype, lying ontop of the duplicator will be
1890 duplicated, multiplied or removed. All other objects will be ignored. 2012 duplicated, multiplied or removed. All other objects will be ignored.
1891 </attribute> 2013 </attribute>
1892 <attribute arch="level" editor="multiply factor" type="int"> 2014 <attribute arch="level" editor="multiply factor" type="int">
1893 The number of items in the target pile will be multiplied by the 2015 The number of items in the target pile will be multiplied by the
1894 &lt;multiply factor&gt;. If it is set to zero, all target objects 2016 &lt;multiply factor&gt;. If it is set to zero, all target objects
1895 will be destroyed. 2017 will be destroyed.
1896 </attribute> 2018 </attribute>
1897 <attribute arch="connected" editor="connection" type="int"> 2019 <attribute arch="connected" editor="connection" type="string">
1898 An activator (lever, altar, button, etc) with matching connection value 2020 An activator (lever, altar, button, etc) with matching connection value
1899 is able to trigger this duplicator. Be very careful that players cannot 2021 is able to trigger this duplicator. Be very careful that players cannot
1900 abuse it to create endless amounts of money or other valuable stuff! 2022 abuse it to create endless amounts of money or other valuable stuff!
1901 </attribute> 2023 </attribute>
1902 &activate_on; 2024 &activate_on;
1909 </ignore> 2031 </ignore>
1910 <description><![CDATA[ 2032 <description><![CDATA[
1911 When the player applies an exit, he is transferred to a different location. 2033 When the player applies an exit, he is transferred to a different location.
1912 (Monsters cannot use exits.) Depending on how it is set, the player applies 2034 (Monsters cannot use exits.) Depending on how it is set, the player applies
1913 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2035 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1914 the exit. ]]> 2036 the exit. ]]>
1915 </description> 2037 </description>
1916 <use><![CDATA[ 2038 <use><![CDATA[
1917 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2039 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1918 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2040 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1919 detected with the show_invisible spell. 2041 detected with the show_invisible spell.
1920 <br><br> 2042 <br><br>
1921 You can be quite creative with the outlook of secret exits (their "face"). 2043 You can be quite creative with the outlook of secret exits (their "face").
1922 Don't forget to give the player relyable hints about them though. ]]> 2044 Don't forget to give the player relyable hints about them though.]]>
1923 </use> 2045 </use>
1924 <attribute arch="slaying" editor="exit path" type="string"> 2046 <attribute arch="slaying" editor="exit path" type="string">
1925 The exit path defines the map that the player is transferred to. 2047 The exit path defines the map that the player is transferred to.
1926 You can enter an absolute path, beginning with '/' (for example 2048 You can enter an absolute path, beginning with '/' (for example
1927 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2049 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1969 little health by eating flesh-objects. <br> 2091 little health by eating flesh-objects. <br>
1970 For dragon players, flesh plays a very special role though: If the 2092 For dragon players, flesh plays a very special role though: If the
1971 flesh has resistances set, a dragon player has a chance to gain resistance in 2093 flesh has resistances set, a dragon player has a chance to gain resistance in
1972 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2094 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1973 Don't forget that flesh items with resistances have to be balanced 2095 Don't forget that flesh items with resistances have to be balanced
1974 according to map/monster difficulty. ]]> 2096 according to map/monster difficulty.]]>
1975 </description> 2097 </description>
1976 <use><![CDATA[ 2098 <use><![CDATA[
1977 For dragon players, flesh items can be highly valuable. Note that many 2099 For dragon players, flesh items can be highly valuable. Note that many
1978 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2100 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1979 These flesh items "inherit" resistances and level from the monster they belong to. 2101 These flesh items "inherit" resistances and level from the monster they belong to.
1981 not the case - so you have to set it manually. 2103 not the case - so you have to set it manually.
1982 <br><br> 2104 <br><br>
1983 Generally adding special flesh-treaties for dragon players is a great thing 2105 Generally adding special flesh-treaties for dragon players is a great thing
1984 to do. Always consider that dragon players might really not be interested 2106 to do. Always consider that dragon players might really not be interested
1985 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2107 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1986 out on the reward completely. ]]> 2108 out on the reward completely.]]>
1987 </use> 2109 </use>
1988 <attribute arch="food" editor="foodpoints" type="int"> 2110 <attribute arch="food" editor="foodpoints" type="int">
1989 The player's stomache will get filled with this amount of foodpoints. 2111 The player's stomache will get filled with this amount of foodpoints.
1990 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2112 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1991 </attribute> 2113 </attribute>
2015 <ignore> 2137 <ignore>
2016 <ignore_list name="non_pickable" /> 2138 <ignore_list name="non_pickable" />
2017 </ignore> 2139 </ignore>
2018 <description><![CDATA[ 2140 <description><![CDATA[
2019 Floor is a very basic thing whithout too much 2141 Floor is a very basic thing whithout too much
2020 functionality. It's a floor - you stand on it. ]]> 2142 functionality. It's a floor - you stand on it.]]>
2021 </description> 2143 </description>
2022 <attribute arch="is_floor" value="1" type="fixed" /> 2144 <attribute arch="is_floor" value="1" type="fixed" />
2023 <attribute arch="no_pick" value="1" type="fixed" /> 2145 <attribute arch="no_pick" value="1" type="fixed" />
2024<section name="terrain"> 2146<section name="terrain">
2025 &movement_types_terrain; 2147 &movement_types_terrain;
2040 If enabled, it is impossible for players to use prayers 2162 If enabled, it is impossible for players to use prayers
2041 on that spot. It also prevents players from saving. 2163 on that spot. It also prevents players from saving.
2042 </attribute> 2164 </attribute>
2043 <attribute arch="unique" editor="unique map" type="bool"> 2165 <attribute arch="unique" editor="unique map" type="bool">
2044 Unique floor means that any items dropped on that spot 2166 Unique floor means that any items dropped on that spot
2045 will be saved byond map reset. For permanent apartments, 2167 will be saved beyond map reset. For permanent apartments,
2046 all floor tiles must be set &lt;unique map&gt;. 2168 all floor tiles must be set &lt;unique map&gt;.
2047 </attribute> 2169 </attribute>
2048 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2170 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2049 This text may describe the object. 2171 This text may describe the object.
2050 </attribute> 2172 </attribute>
2059 Encounter-Floor is pretty much the same as normal floor. 2181 Encounter-Floor is pretty much the same as normal floor.
2060 Most outdoor floor/ground-arches are set to be "encounters". 2182 Most outdoor floor/ground-arches are set to be "encounters".
2061 That is kind of a relict from former code: When walking over 2183 That is kind of a relict from former code: When walking over
2062 encounter-floor, players sometimes got beamed to little maps 2184 encounter-floor, players sometimes got beamed to little maps
2063 with monsters on them. Nowadays this feature is disabled - 2185 with monsters on them. Nowadays this feature is disabled -
2064 Hence encounter floor is not different from normal floor. ]]> 2186 Hence encounter floor is not different from normal floor.]]>
2065 </description> 2187 </description>
2066 <attribute arch="is_floor" value="1" type="fixed" /> 2188 <attribute arch="is_floor" value="1" type="fixed" />
2067 <attribute arch="no_pick" value="1" type="fixed" /> 2189 <attribute arch="no_pick" value="1" type="fixed" />
2068<section name="terrain"> 2190<section name="terrain">
2069 &movement_types_terrain; 2191 &movement_types_terrain;
2084 If enabled, it is impossible for players to use prayers 2206 If enabled, it is impossible for players to use prayers
2085 on that spot. It also prevents players from saving. 2207 on that spot. It also prevents players from saving.
2086 </attribute> 2208 </attribute>
2087 <attribute arch="unique" editor="unique map" type="bool"> 2209 <attribute arch="unique" editor="unique map" type="bool">
2088 Unique floor means that any items dropped on that spot 2210 Unique floor means that any items dropped on that spot
2089 will be saved byond map reset. For permanent apartments, 2211 will be saved beyond map reset. For permanent apartments,
2090 all floor tiles must be set &lt;unique map&gt;. 2212 all floor tiles must be set &lt;unique map&gt;.
2091 </attribute> 2213 </attribute>
2092 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2214 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2093 This text may describe the object. 2215 This text may describe the object.
2094 </attribute> 2216 </attribute>
2096 2218
2097<!--####################################################################--> 2219<!--####################################################################-->
2098<type number="6" name="Food"> 2220<type number="6" name="Food">
2099 <description><![CDATA[ 2221 <description><![CDATA[
2100 By eating/drinking food-objects, the player can fill his 2222 By eating/drinking food-objects, the player can fill his
2101 stomache and gain a little health. ]]> 2223 stomache and gain a little health.]]>
2102 </description> 2224 </description>
2103 <attribute arch="food" editor="foodpoints" type="int"> 2225 <attribute arch="food" editor="foodpoints" type="int">
2104 The player's stomache will get filled with this amount of foodpoints. 2226 The player's stomache will get filled with this amount of foodpoints.
2105 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2227 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2106 </attribute> 2228 </attribute>
2118 <description><![CDATA[ 2240 <description><![CDATA[
2119 Gates play an important role in Deliantra. Gates can be opened 2241 Gates play an important role in Deliantra. Gates can be opened
2120 by activating a button/trigger, by speaking passwords (-> magic_ear) 2242 by activating a button/trigger, by speaking passwords (-> magic_ear)
2121 or carrying special key-objects (-> inventory checker). 2243 or carrying special key-objects (-> inventory checker).
2122 Unlike locked doors, gates can get shut again after a player has 2244 Unlike locked doors, gates can get shut again after a player has
2123 passed, which makes them more practical in many cases. ]]> 2245 passed, which makes them more practical in many cases.]]>
2124 </description> 2246 </description>
2125 <use><![CDATA[ 2247 <use><![CDATA[
2126 Use gates to divide your maps into seperated areas. After solving 2248 Use gates to divide your maps into seperated areas. After solving
2127 area A, the player gains access to area B, and so on. Make your 2249 area A, the player gains access to area B, and so on. Make your
2128 maps more complex than "one-way". ]]> 2250 maps more complex than "one-way".]]>
2129 </use> 2251 </use>
2130 <attribute arch="no_pick" value="1" type="fixed" /> 2252 <attribute arch="no_pick" value="1" type="fixed" />
2131 <attribute arch="speed" value="1" type="float"> 2253 <attribute arch="speed" value="1" type="float">
2132 The speed of the gate affects how fast it is closing/opening. 2254 The speed of the gate affects how fast it is closing/opening.
2133 </attribute> 2255 </attribute>
2134 <attribute arch="connected" editor="connection" type="int"> 2256 <attribute arch="connected" editor="connection" type="string">
2135 Whenever the inventory checker is triggered, all objects with identical 2257 Whenever the inventory checker is triggered, all objects with identical
2136 &lt;connection&gt; value get activated. This only makes sense together with 2258 &lt;connection&gt; value get activated. This only makes sense together with
2137 &lt;blocking passage&gt; disabled. 2259 &lt;blocking passage&gt; disabled.
2138 </attribute> 2260 </attribute>
2139 <attribute arch="wc" editor="position state" type="int"> 2261 <attribute arch="wc" editor="position state" type="int">
2157<type number="113" name="Girdle"> 2279<type number="113" name="Girdle">
2158 <import_type name="Amulet" /> 2280 <import_type name="Amulet" />
2159 <description><![CDATA[ 2281 <description><![CDATA[
2160 Wearing a girdle, the object's stats will directly be inherited to 2282 Wearing a girdle, the object's stats will directly be inherited to
2161 the player. Girdles usually provide stats- or damage bonuses and no 2283 the player. Girdles usually provide stats- or damage bonuses and no
2162 defense. ]]> 2284 defense.]]>
2163 </description> 2285 </description>
2164 <use><![CDATA[ 2286 <use><![CDATA[
2165 Feel free to create your own special artifacts. However, it is very 2287 Feel free to create your own special artifacts. However, it is very
2166 important that you keep your artifact in balance with existing maps. ]]> 2288 important that you keep your artifact in balance with existing maps.]]>
2167 </use> 2289 </use>
2168 <attribute arch="magic" editor="magic bonus" type="int"> 2290 <attribute arch="magic" editor="magic bonus" type="int">
2169 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2291 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2170 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2292 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2171 than direct armour-class bonus on the helmet. 2293 than direct armour-class bonus on the helmet.
2179<!--####################################################################--> 2301<!--####################################################################-->
2180<type number="100" name="Gloves"> 2302<type number="100" name="Gloves">
2181 <import_type name="Amulet" /> 2303 <import_type name="Amulet" />
2182 <description><![CDATA[ 2304 <description><![CDATA[
2183 Wearing gloves, the object's stats will directly be inherited to 2305 Wearing gloves, the object's stats will directly be inherited to
2184 the player. Gloves can add defense or damage bonuses. ]]> 2306 the player. Gloves can add defense or damage bonuses.]]>
2185 </description> 2307 </description>
2186 <use><![CDATA[ 2308 <use><![CDATA[
2187 Feel free to create your own special artifacts. However, it is very 2309 Feel free to create your own special artifacts. However, it is very
2188 important that you keep your artifact in balance with existing maps. ]]> 2310 important that you keep your artifact in balance with existing maps.]]>
2189 </use> 2311 </use>
2190 <attribute arch="magic" editor="magic bonus" type="int"> 2312 <attribute arch="magic" editor="magic bonus" type="int">
2191 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2313 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2192 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2314 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2193 will increase that. 2315 will increase that.
2199 <ignore> 2321 <ignore>
2200 <ignore_list name="non_pickable" /> 2322 <ignore_list name="non_pickable" />
2201 </ignore> 2323 </ignore>
2202 <description><![CDATA[ 2324 <description><![CDATA[
2203 A handle can be applied by players and (certain) monsters. 2325 A handle can be applied by players and (certain) monsters.
2204 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2326 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2205 </description> 2327 </description>
2206 <use><![CDATA[ 2328 <use><![CDATA[
2207 Handles are commonly used to move gates. When placing your lever, 2329 Handles are commonly used to move gates. When placing your lever,
2208 don't forget that some monsters are able to apply it. 2330 don't forget that some monsters are able to apply it.
2209 The ability to apply levers is rare among monsters - 2331 The ability to apply levers is rare among monsters -
2210 but vampires can do it for example. ]]> 2332 but vampires can do it for example.]]>
2211 </use> 2333 </use>
2212 <attribute arch="no_pick" value="1" type="fixed" /> 2334 <attribute arch="no_pick" value="1" type="fixed" />
2213 <attribute arch="connected" editor="connection" type="int"> 2335 <attribute arch="connected" editor="connection" type="string">
2214 Every time the handle is applied, all objects 2336 Every time the handle is applied, all objects
2215 with the same &lt;connection&gt; value are activated. 2337 with the same &lt;connection&gt; value are activated.
2216 </attribute> 2338 </attribute>
2217 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2339 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2218 This text may describe the item. You can use this 2340 This text may describe the item. You can use this
2227 <ignore_list name="non_pickable" /> 2349 <ignore_list name="non_pickable" />
2228 </ignore> 2350 </ignore>
2229 <description><![CDATA[ 2351 <description><![CDATA[
2230 Handle triggers are handles which reset after a short period 2352 Handle triggers are handles which reset after a short period
2231 of time. Every time it is either applied or reset, the 2353 of time. Every time it is either applied or reset, the
2232 &lt;connection&gt; value is triggered. ]]> 2354 &lt;connection&gt; value is triggered.]]>
2233 </description> 2355 </description>
2234 <use><![CDATA[ 2356 <use><![CDATA[
2235 When you connect an ordinary handle to a gate, the gate normally remains 2357 When you connect an ordinary handle to a gate, the gate normally remains
2236 opened after the first player passed. If you want to keep the gate shut, 2358 opened after the first player passed. If you want to keep the gate shut,
2237 connecting it to a handle trigger is an easy solution. ]]> 2359 connecting it to a handle trigger is an easy solution. ]]>
2238 </use> 2360 </use>
2239</type> 2361</type>
2240 2362
2241<!--####################################################################--> 2363<!--####################################################################-->
2242<type number="88" name="Hazard Floor"> 2364<type number="88" name="Hazard Floor">
2247 <ignore_list name="non_pickable" /> 2369 <ignore_list name="non_pickable" />
2248 </ignore> 2370 </ignore>
2249 <description><![CDATA[ 2371 <description><![CDATA[
2250 The best example for Hazard Floor is lava. It works like standard 2372 The best example for Hazard Floor is lava. It works like standard
2251 floor, but damages all creatures standing on it. 2373 floor, but damages all creatures standing on it.
2252 Damage is taken in regular time intervals. ]]> 2374 Damage is taken in regular time intervals.]]>
2253 </description> 2375 </description>
2254 <use><![CDATA[ 2376 <use><![CDATA[
2255 The default lava for example does minor damage. But you can turn 2377 The default lava for example does minor damage. But you can turn
2256 it up so that your hazard floor poses a real threat.<br> 2378 it up so that your hazard floor poses a real threat.<br>
2257 Like magic walls, such floors add a permanent thrill to your map. 2379 Like magic walls, such floors add a permanent thrill to your map.
2258 You can use that to safely chase off too-weak players, or just 2380 You can use that to safely chase off too-weak players, or just
2259 to have something different. ]]> 2381 to have something different.]]>
2260 </use> 2382 </use>
2261 <attribute arch="is_floor" value="1" type="fixed" /> 2383 <attribute arch="is_floor" value="1" type="fixed" />
2262 <attribute arch="lifesave" value="1" type="fixed" /> 2384 <attribute arch="lifesave" value="1" type="fixed" />
2263 &move_on; 2385 &move_on;
2264 <attribute arch="no_pick" value="1" type="fixed" /> 2386 <attribute arch="no_pick" value="1" type="fixed" />
2303 If enabled, it is impossible for players to use prayers 2425 If enabled, it is impossible for players to use prayers
2304 on that spot. It also prevents players from saving. 2426 on that spot. It also prevents players from saving.
2305 </attribute> 2427 </attribute>
2306 <attribute arch="unique" editor="unique map" type="bool"> 2428 <attribute arch="unique" editor="unique map" type="bool">
2307 Unique floor means that any items dropped on that spot 2429 Unique floor means that any items dropped on that spot
2308 will be saved byond map reset. For permanent apartments, 2430 will be saved beyond map reset. For permanent apartments,
2309 all floor tiles must be set &lt;unique map&gt;. 2431 all floor tiles must be set &lt;unique map&gt;.
2310 </attribute> 2432 </attribute>
2311</type> 2433</type>
2312 2434
2313<!--####################################################################--> 2435<!--####################################################################-->
2315 <import_type name="Amulet" /> 2437 <import_type name="Amulet" />
2316 <description><![CDATA[ 2438 <description><![CDATA[
2317 Wearing a helmet, the object's stats will directly be inherited to 2439 Wearing a helmet, the object's stats will directly be inherited to
2318 the player. Normal helmets usually increase defense, while crowns 2440 the player. Normal helmets usually increase defense, while crowns
2319 add more special bonuses like stats/resistances paired with 2441 add more special bonuses like stats/resistances paired with
2320 low defense. ]]> 2442 low defense.]]>
2321 </description> 2443 </description>
2322 <use><![CDATA[ 2444 <use><![CDATA[
2323 Feel free to create your own special artifacts. However, it is very 2445 Feel free to create your own special artifacts. However, it is very
2324 important that you keep your artifact in balance with existing maps. ]]> 2446 important that you keep your artifact in balance with existing maps.]]>
2325 </use> 2447 </use>
2326 <attribute arch="magic" editor="magic bonus" type="int"> 2448 <attribute arch="magic" editor="magic bonus" type="int">
2327 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2449 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2328 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2450 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2329 than direct armour-class bonus on the helmet. 2451 than direct armour-class bonus on the helmet.
2338<type number="56" name="Holy Altar"> 2460<type number="56" name="Holy Altar">
2339 <ignore> 2461 <ignore>
2340 <ignore_list name="non_pickable" /> 2462 <ignore_list name="non_pickable" />
2341 </ignore> 2463 </ignore>
2342 <description><![CDATA[ 2464 <description><![CDATA[
2343 Holy_altars are altars for the various religions. Praying 2465 Holy Altars are altars for the various religions. Praying
2344 at a Holy_altar will make you a follower of that god, and 2466 at a Holy_altar will make you a follower of that god, and
2345 if you already follow that god, you may get some extra bonus. ]]> 2467 if you already follow that god, you may get some extra bonus.]]>
2346 </description> 2468 </description>
2347 <attribute arch="no_pick" value="1" type="fixed" /> 2469 <attribute arch="no_pick" value="1" type="fixed" />
2348 <attribute arch="other_arch" editor="god name" type="string"> 2470 <attribute arch="other_arch" editor="god name" type="string">
2349 The altar belongs to the god of the given name. Possible options for 2471 The altar belongs to the god of the given name. Possible options for
2350 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2472 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2373 Horns are very similar to rods. The difference is that horns regenerate 2495 Horns are very similar to rods. The difference is that horns regenerate
2374 spellpoints faster and thus are more valuable than rods. 2496 spellpoints faster and thus are more valuable than rods.
2375 <br><br> 2497 <br><br>
2376 A horn contains a spell. The player can use this spell by applying and 2498 A horn contains a spell. The player can use this spell by applying and
2377 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2499 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2378 used endlessly. ]]> 2500 used endlessly.]]>
2379 </description> 2501 </description>
2380 <use><![CDATA[ 2502 <use><![CDATA[
2381 Horns are powerful due to their fast recharge rate. They should 2503 Horns are powerful due to their fast recharge rate. They should
2382 never contain high level attacking spells. Even curing/healing spells 2504 never contain high level attacking spells. Even curing/healing spells
2383 are almost too good on a horn. ]]> 2505 are almost too good on a horn.]]>
2384 </use> 2506 </use>
2385 <attribute arch="sp" editor="spell" type="spell"> 2507 <attribute arch="sp" editor="spell" type="spell">
2386 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2508 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2387 horns to players, since they can be used endlessly without any mana cost! 2509 horns to players, since they can be used endlessly without any mana cost!
2388 Horns with heal/ restoration/ protection spells, IF available, MUST be 2510 Horns with heal/ restoration/ protection spells, IF available, MUST be
2414<!--####################################################################--> 2536<!--####################################################################-->
2415<type number="73" name="Inorganic"> 2537<type number="73" name="Inorganic">
2416 <description><![CDATA[ 2538 <description><![CDATA[
2417 Inorganic materials are generally used as ingredients for 2539 Inorganic materials are generally used as ingredients for
2418 alchemical receipes. By themselves, they have no special 2540 alchemical receipes. By themselves, they have no special
2419 functionalities. ]]> 2541 functionalities.]]>
2420 </description> 2542 </description>
2421 <attribute arch="is_dust" editor="is dust" type="bool"> 2543 <attribute arch="is_dust" editor="is dust" type="bool">
2422 </attribute> 2544 </attribute>
2423 &resistances_basic; 2545 &resistances_basic;
2424</type> 2546</type>
2437 <br><br> 2559 <br><br>
2438 Alternatively, you can set your inv. checker to block all players 2560 Alternatively, you can set your inv. checker to block all players
2439 that do/don't carry the matching object. 2561 that do/don't carry the matching object.
2440 <br><br> 2562 <br><br>
2441 As you can see, inv. checkers are quite powerful, holding a 2563 As you can see, inv. checkers are quite powerful, holding a
2442 great variety of possibilities. ]]> 2564 great variety of possibilities.]]>
2443 </description> 2565 </description>
2444 <use><![CDATA[ 2566 <use><![CDATA[
2445 Putting a check_inventory space in front of a gate (one below) and 2567 Putting a check_inventory space in front of a gate (one below) and
2446 one on the opposite side works reasonably well as a control mechanism. 2568 one on the opposite side works reasonably well as a control mechanism.
2447 Unlike the key/door-combo, this one works infinite since it is 2569 Unlike the key/door-combo, this one works infinite since it is
2448 independant from map reset. Use it to put a "structure" into your 2570 independant from map reset. Use it to put a "structure" into your
2449 maps: Player must solve area A to gain access to area B. This concept 2571 maps: Player must solve area A to gain access to area B. This concept
2450 can be found in nearly every RPG - simple but effective. ]]> 2572 can be found in nearly every RPG - simple but effective.]]>
2451 </use> 2573 </use>
2452 <attribute arch="no_pick" value="1" type="fixed" /> 2574 <attribute arch="no_pick" value="1" type="fixed" />
2453 <attribute arch="slaying" editor="match key string" type="string"> 2575 <attribute arch="slaying" editor="match key string" type="string">
2454 This string specifies the object we are looking for: We have a match 2576 This string specifies the object we are looking for: We have a match
2455 if the player does/don't carry a key object or a mark with identical 2577 if the player does/don't carry a key object or a mark with identical
2471 </attribute> 2593 </attribute>
2472 <attribute arch="last_sp" editor="match = having" type="bool"> 2594 <attribute arch="last_sp" editor="match = having" type="bool">
2473 Enabled means having that object is a match. 2595 Enabled means having that object is a match.
2474 Disabled means not having that object is a match. 2596 Disabled means not having that object is a match.
2475 </attribute> 2597 </attribute>
2476 <attribute arch="connected" editor="connection" type="int"> 2598 <attribute arch="connected" editor="connection" type="string">
2477 Whenever the inventory checker is triggered, all objects with identical 2599 Whenever the inventory checker is triggered, all objects with identical
2478 &lt;connection&gt; value get activated. This only makes sense together with 2600 &lt;connection&gt; value get activated. This only makes sense together with
2479 &lt;blocking passage&gt; disabled. 2601 &lt;blocking passage&gt; disabled.
2480 </attribute> 2602 </attribute>
2481 &movement_types_terrain; 2603 &movement_types_terrain;
2531<!--####################################################################--> 2653<!--####################################################################-->
2532<type number="60" name="Jewel"> 2654<type number="60" name="Jewel">
2533 <description><![CDATA[ 2655 <description><![CDATA[
2534 Items of the type Gold &amp; Jewels are handled like a currency. 2656 Items of the type Gold &amp; Jewels are handled like a currency.
2535 Unlike for any other type of item, in shops, the buy- and selling 2657 Unlike for any other type of item, in shops, the buy- and selling
2536 prices differ only marginally. ]]> 2658 prices differ only marginally.]]>
2537 </description> 2659 </description>
2538 <attribute arch="race" value="gold and jewels" type="fixed" /> 2660 <attribute arch="race" value="gold and jewels" type="fixed" />
2539 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2661 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2540 This text may describe the object. 2662 This text may describe the object.
2541 </attribute> 2663 </attribute>
2543 2665
2544<!--####################################################################--> 2666<!--####################################################################-->
2545<type number="24" name="Key"> 2667<type number="24" name="Key">
2546 <description><![CDATA[ 2668 <description><![CDATA[
2547 When carrying a key, a normal door can be opened. The key will 2669 When carrying a key, a normal door can be opened. The key will
2548 disappear. ]]> 2670 disappear.]]>
2549 </description> 2671 </description>
2550 <attribute arch="startequip" editor="godgiven item" type="bool"> 2672 <attribute arch="startequip" editor="godgiven item" type="bool">
2551 A godgiven item vanishes as soon as the player 2673 A godgiven item vanishes as soon as the player
2552 drops it to the ground. 2674 drops it to the ground.
2553 </attribute> 2675 </attribute>
2558 <ignore> 2680 <ignore>
2559 <ignore_list name="non_pickable" /> 2681 <ignore_list name="non_pickable" />
2560 </ignore> 2682 </ignore>
2561 <description><![CDATA[ 2683 <description><![CDATA[
2562 A locked door can be opened only when carrying 2684 A locked door can be opened only when carrying
2563 the appropriate special key. ]]> 2685 the appropriate special key.]]>
2564 </description> 2686 </description>
2565 <use><![CDATA[ 2687 <use><![CDATA[
2566 If you want to create a locked door that cannot be opened (no key), 2688 If you want to create a locked door that cannot be opened (no key),
2567 set a &lt;key string&gt; like "no_key_available". This will clearify things 2689 set a &lt;key string&gt; like "no_key_available". This will clearify things
2568 and only a fool would create a key matching that string. 2690 and only a fool would create a key matching that string.
2570 Door-objects can not only be used for "doors". In many maps these 2692 Door-objects can not only be used for "doors". In many maps these
2571 are used with all kinds of faces/names, especially often as 2693 are used with all kinds of faces/names, especially often as
2572 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2694 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2573 There you have magic forces (door objects) put under certain artifact 2695 There you have magic forces (door objects) put under certain artifact
2574 items. To get your hands on the artifacts, you need to bring up the 2696 items. To get your hands on the artifacts, you need to bring up the
2575 appropriate quest items (key objects). ]]> 2697 appropriate quest items (key objects).]]>
2576 </use> 2698 </use>
2577 <attribute arch="move_type" value="0" type="fixed" /> 2699 <attribute arch="move_type" value="0" type="fixed" />
2578 <attribute arch="no_pick" value="1" type="fixed" /> 2700 <attribute arch="no_pick" value="1" type="fixed" />
2579 <attribute arch="slaying" editor="key string" type="string"> 2701 <attribute arch="slaying" editor="key string" type="string">
2580 The &lt;key string&gt; in the door must be identical with the 2702 The &lt;key string&gt; in the door must be identical with the
2607 <ignore> 2729 <ignore>
2608 <ignore_list name="system_object" /> 2730 <ignore_list name="system_object" />
2609 </ignore> 2731 </ignore>
2610 <description><![CDATA[ 2732 <description><![CDATA[
2611 Magic_ears trigger a connected value 2733 Magic_ears trigger a connected value
2612 when the player speaks a specific keyword. ]]> 2734 when the player speaks a specific keyword.]]>
2613 </description> 2735 </description>
2614 <use><![CDATA[ 2736 <use><![CDATA[
2615 Whenever you put magic_ears on your maps, make sure there are 2737 Whenever you put magic_ears on your maps, make sure there are
2616 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2738 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2617 something like a gate that is opened by speaking "open" or 2739 something like a gate that is opened by speaking "open" or
2619 <br><br> 2741 <br><br>
2620 Magic_ears are typically used for interaction with NPCs. You 2742 Magic_ears are typically used for interaction with NPCs. You
2621 can create the impression that the NPC actually *does* something 2743 can create the impression that the NPC actually *does* something
2622 according to his conversation with a player. Mostly this means 2744 according to his conversation with a player. Mostly this means
2623 opening a gate or handing out some item, but you could be quite 2745 opening a gate or handing out some item, but you could be quite
2624 creative here. ]]> 2746 creative here.]]>
2625 </use> 2747 </use>
2626 <attribute arch="no_pick" value="1" type="fixed" /> 2748 <attribute arch="no_pick" value="1" type="fixed" />
2627 <attribute arch="connected" editor="connection" type="int"> 2749 <attribute arch="connected" editor="connection" type="string">
2628 The Magic_ear will trigger all objects with the 2750 The Magic_ear will trigger all objects with the
2629 same connection value, every time it is activated. 2751 same connection value, every time it is activated.
2630 </attribute> 2752 </attribute>
2631 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2753 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2632 This textfield contains the keyword-matching-syntax. The text should 2754 This textfield contains the keyword-matching-syntax. The text should
2651 Magic walls can contain any spell. However, some spells do not 2773 Magic walls can contain any spell. However, some spells do not
2652 operate very successfully in them. The only way to know is to test 2774 operate very successfully in them. The only way to know is to test
2653 the spell you want to use with a wall. 2775 the spell you want to use with a wall.
2654 <br><br> 2776 <br><br>
2655 Several types of magical walls are predefined for you in the 2777 Several types of magical walls are predefined for you in the
2656 archetypes, and can be found on the "connected" Pickmap. ]]> 2778 archetypes, and can be found on the "connected" Pickmap.]]>
2657 </description> 2779 </description>
2658 <use><![CDATA[ 2780 <use><![CDATA[
2659 Spellcasting walls pose an interesting alternative to monsters. 2781 Spellcasting walls pose an interesting alternative to monsters.
2660 Usually they are set to be undestroyable. Thus, while monsters 2782 Usually they are set to be undestroyable. Thus, while monsters
2661 in a map can be cleared out, the magic walls remain. Low level 2783 in a map can be cleared out, the magic walls remain. Low level
2672 walls' spell(s). 2794 walls' spell(s).
2673 <br><br> 2795 <br><br>
2674 It is possible to make walls rotate when triggered. But that is so 2796 It is possible to make walls rotate when triggered. But that is so
2675 confusing (and useless IMHO) that I did not mention it above. You 2797 confusing (and useless IMHO) that I did not mention it above. You
2676 can find a working example on the map 2798 can find a working example on the map
2677 "/pup_land/castle_eureca/castle_eureca8". ]]> 2799 "/pup_land/castle_eureca/castle_eureca8".]]>
2678 </use> 2800 </use>
2679 <attribute arch="dam" editor="spell" type="spell"> 2801 <attribute arch="dam" editor="spell" type="spell">
2680 The magic wall will cast this &lt;spell&gt;. 2802 The magic wall will cast this &lt;spell&gt;.
2681 </attribute> 2803 </attribute>
2682 <attribute arch="level" editor="spell level" type="int"> 2804 <attribute arch="level" editor="spell level" type="int">
2683 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2805 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2684 walls cast spells at minimal strength. "level 100" walls cast deadly 2806 walls cast spells at minimal strength. "level 100" walls cast deadly
2685 spells. Arch default is level 1 - you should always set this value 2807 spells. Arch default is level 1 - you should always set this value
2686 to meet the overall difficulty of your map. 2808 to meet the overall difficulty of your map.
2687 </attribute> 2809 </attribute>
2688 <attribute arch="connected" editor="connection" type="int"> 2810 <attribute arch="connected" editor="connection" type="string">
2689 Every time the &lt;connection&gt; value is triggered, the wall will cast 2811 Every time the &lt;connection&gt; value is triggered, the wall will cast
2690 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2812 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2691 have much visible effect. 2813 have much visible effect.
2692 </attribute> 2814 </attribute>
2693 &activate_on; 2815 &activate_on;
2737 player stepping on it. This force does nothing except containing a 2859 player stepping on it. This force does nothing except containing a
2738 &lt;key string&gt; which can be discovered by detectors or inventory 2860 &lt;key string&gt; which can be discovered by detectors or inventory
2739 checkers. It is also possible to use markers for removing marks again. 2861 checkers. It is also possible to use markers for removing marks again.
2740 <br><br> 2862 <br><br>
2741 Note that the player has no possibility to "see" his own marks, 2863 Note that the player has no possibility to "see" his own marks,
2742 except by the effect that they cause on the maps. ]]> 2864 except by the effect that they cause on the maps.]]>
2743 </description> 2865 </description>
2744 <use><![CDATA[ 2866 <use><![CDATA[
2745 Markers hold real cool possibilities for map-making. I encourage 2867 Markers hold real cool possibilities for map-making. I encourage
2746 you to use them frequently. However there is one negative point 2868 you to use them frequently. However there is one negative point
2747 about markers: Players don't "see" what's going on with them. It is 2869 about markers: Players don't "see" what's going on with them. It is
2748 your task, as map-creator, to make sure the player is always well 2870 your task, as map-creator, to make sure the player is always well
2749 informed and never confused. 2871 informed and never confused.
2750 <br><br> 2872 <br><br>
2751 Please avoid infinite markers when they aren't needed. They're 2873 Please avoid infinite markers when they aren't needed. They're
2752 using a little space in the player file after all, so if there 2874 using a little space in the player file after all, so if there
2753 is no real purpose, set an expire time. ]]> 2875 is no real purpose, set an expire time.]]>
2754 </use> 2876 </use>
2755 <attribute arch="no_pick" value="1" type="fixed" /> 2877 <attribute arch="no_pick" value="1" type="fixed" />
2756 <attribute arch="slaying" editor="key string" type="string"> 2878 <attribute arch="slaying" editor="key string" type="string">
2757 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2758 If the player already has a force with that &lt;key string&gt;, 2880 If the player already has a force with that &lt;key string&gt;,
2759 there won't be inserted a second one. 2881 there won't be inserted a second one.
2760 </attribute> 2882 </attribute>
2761 <attribute arch="connected" editor="connection" type="int"> 2883 <attribute arch="connected" editor="connection" type="string">
2762 When the detector is triggered, all objects with the same 2884 When the detector is triggered, all objects with the same
2763 connection value get activated. 2885 connection value get activated.
2764 </attribute> 2886 </attribute>
2765 <attribute arch="speed" editor="marking speed" type="float"> 2887 <attribute arch="speed" editor="marking speed" type="float">
2766 The &lt;marking speed&gt; defines how quickly it will mark something 2888 The &lt;marking speed&gt; defines how quickly it will mark something
2804 When a player picks an item from a shop and attempts to 2926 When a player picks an item from a shop and attempts to
2805 walk over the shop mat, the item's selling-price is automatically 2927 walk over the shop mat, the item's selling-price is automatically
2806 subtracted from the player's money. 2928 subtracted from the player's money.
2807 <br><br> 2929 <br><br>
2808 For money, always use the default arches. 2930 For money, always use the default arches.
2809 Don't modify them. ]]> 2931 Don't modify them.]]>
2810 </description> 2932 </description>
2811 <attribute arch="race" value="gold and jewels" type="fixed" /> 2933 <attribute arch="race" value="gold and jewels" type="fixed" />
2812</type> 2934</type>
2813 2935
2814<!--####################################################################--> 2936<!--####################################################################-->
2829 Monsters can behave in various kinds of ways. 2951 Monsters can behave in various kinds of ways.
2830 They can be aggressive, attacking the player. Or peaceful, 2952 They can be aggressive, attacking the player. Or peaceful,
2831 helping the player - maybe joining him as pet. 2953 helping the player - maybe joining him as pet.
2832 The unagressive creatures who communicate with players are 2954 The unagressive creatures who communicate with players are
2833 usually called "NPCs" (Non Player Character), a well-known 2955 usually called "NPCs" (Non Player Character), a well-known
2834 term in role-play environments. ]]> 2956 term in role-play environments.]]>
2835 </description> 2957 </description>
2836 <use><![CDATA[ 2958 <use><![CDATA[
2837 Monsters play a central role in most maps. Choosing the right 2959 Monsters play a central role in most maps. Choosing the right
2838 combination of monsters for your map is vital: 2960 combination of monsters for your map is vital:
2839 <UL> 2961 <UL>
2864 can use. 2986 can use.
2865 </UL> 2987 </UL>
2866 I know it's impossible to make the perfectly balanced map. There's always 2988 I know it's impossible to make the perfectly balanced map. There's always
2867 some part which is found too easy or too hard for a certain kind of player. 2989 some part which is found too easy or too hard for a certain kind of player.
2868 Just give it your best shot. And listen to feedback from players if you 2990 Just give it your best shot. And listen to feedback from players if you
2869 receive some. :-) ]]> 2991 receive some. :-)]]>
2870 </use> 2992 </use>
2871 <attribute arch="alive" value="1" type="fixed" /> 2993 <attribute arch="alive" value="1" type="fixed" />
2872 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2994 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2873 When the monster is killed, items from the treasurelist will 2995 When the monster is killed, items from the treasurelist will
2874 drop to the ground. This is a common way to reward players 2996 drop to the ground. This is a common way to reward players
3203 </ignore> 3325 </ignore>
3204 <description><![CDATA[ 3326 <description><![CDATA[
3205 As the name implies, mood floors can change the "mood" of 3327 As the name implies, mood floors can change the "mood" of
3206 a monsters/NPC. For example, an unagressive monster could be 3328 a monsters/NPC. For example, an unagressive monster could be
3207 turned mad to start attacking. Similar, an agressive monster 3329 turned mad to start attacking. Similar, an agressive monster
3208 could be calmed. ]]> 3330 could be calmed.]]>
3209 </description> 3331 </description>
3210 <use><![CDATA[ 3332 <use><![CDATA[
3211 Mood floors are absolutely cool for NPC interaction. To make an 3333 Mood floors are absolutely cool for NPC interaction. To make an
3212 unaggressive monster/NPC attack, put a creator with "other_arch 3334 unaggressive monster/NPC attack, put a creator with "other_arch
3213 furious_floor" under it. Connect the creator to a magic_ear, so the 3335 furious_floor" under it. Connect the creator to a magic_ear, so the
3217 it directly to a magic_ear. Then the player speaks a keyword like 3339 it directly to a magic_ear. Then the player speaks a keyword like
3218 "help me" - and the NPC joins him as pet. 3340 "help me" - and the NPC joins him as pet.
3219 <br><br> 3341 <br><br>
3220 (Of course you must always give clear hints about keywords! 3342 (Of course you must always give clear hints about keywords!
3221 And there is no reason why you couldn't use a button/lever/pedestal 3343 And there is no reason why you couldn't use a button/lever/pedestal
3222 etc. instead of a magic_ear.) ]]> 3344 etc. instead of a magic_ear.)]]>
3223 </use> 3345 </use>
3224 <attribute arch="no_pick" value="1" type="fixed" /> 3346 <attribute arch="no_pick" value="1" type="fixed" />
3225 <attribute arch="last_sp" editor="mood" type="list_mood"> 3347 <attribute arch="last_sp" editor="mood" type="list_mood">
3226 &lt;mood&gt; is used to determine what will happen to the 3348 &lt;mood&gt; is used to determine what will happen to the
3227 monster when affected by the mood floor: 3349 monster when affected by the mood floor:
3237 &lt;mood&gt; 'charm': Turns monster into a pet of person 3359 &lt;mood&gt; 'charm': Turns monster into a pet of person
3238 who triggers the square. This setting is not 3360 who triggers the square. This setting is not
3239 enabled for continous operation, you need to 3361 enabled for continous operation, you need to
3240 insert a &lt;connection&gt; value! 3362 insert a &lt;connection&gt; value!
3241 </attribute> 3363 </attribute>
3242 <attribute arch="connected" editor="connection" type="int"> 3364 <attribute arch="connected" editor="connection" type="string">
3243 This should only be set in combination with &lt;mood number&gt; 4. 3365 This should only be set in combination with &lt;mood number&gt; 4.
3244 Normally, monsters are affected by the mood floor as soon as they 3366 Normally, monsters are affected by the mood floor as soon as they
3245 step on it. But charming (monster -&gt; pet) is too powerful, 3367 step on it. But charming (monster -&gt; pet) is too powerful,
3246 so it needs to be activated. 3368 so it needs to be activated.
3247 3369
3271 can monsters. Motion is involuntary. Additionally, players or 3393 can monsters. Motion is involuntary. Additionally, players or
3272 monsters can be "frozen" while ontop of movers so that they MUST 3394 monsters can be "frozen" while ontop of movers so that they MUST
3273 move along a chain of them. 3395 move along a chain of them.
3274 <br><br> 3396 <br><br>
3275 Multisquare monsters can be moved as well, given 3397 Multisquare monsters can be moved as well, given
3276 enough space. Movers are usually invisible. ]]> 3398 enough space. Movers are usually invisible.]]>
3277 </description> 3399 </description>
3278 <use><![CDATA[ 3400 <use><![CDATA[
3279 NEVER EVER consider a mover being unpassable in the backwards 3401 NEVER EVER consider a mover being unpassable in the backwards
3280 direction. Setting "forced movement" makes it seemingly impossible 3402 direction. Setting "forced movement" makes it seemingly impossible
3281 but there is still a trick: One player can push a second player 3403 but there is still a trick: One player can push a second player
3288 cannot be discovered with the show_invisible spell. 3410 cannot be discovered with the show_invisible spell.
3289 <br><br> 3411 <br><br>
3290 Note that Movers and Directors are seperate objects, even though 3412 Note that Movers and Directors are seperate objects, even though
3291 they look and act similar. Directors only do spells/missiles, 3413 they look and act similar. Directors only do spells/missiles,
3292 while movers only do living creatures (depending on how it 3414 while movers only do living creatures (depending on how it
3293 is set: monsters and players). ]]> 3415 is set: monsters and players).]]>
3294 </use> 3416 </use>
3295 <attribute arch="attacktype" editor="forced movement" type="bool"> 3417 <attribute arch="attacktype" editor="forced movement" type="bool">
3296 If forced movement is enabled, the mover "freezes" anyone it 3418 If forced movement is enabled, the mover "freezes" anyone it
3297 moves (so they are forced to move along a chain). 3419 moves (so they are forced to move along a chain).
3298 For players there is no way to escape this forced movement, 3420 For players there is no way to escape this forced movement,
3350 <ignore_list name="non_pickable" /> 3472 <ignore_list name="non_pickable" />
3351 </ignore> 3473 </ignore>
3352 <description><![CDATA[ 3474 <description><![CDATA[
3353 Pedestals are designed to detect certain types of living objects. 3475 Pedestals are designed to detect certain types of living objects.
3354 When a predefined type of living creature steps on the pedestal, the 3476 When a predefined type of living creature steps on the pedestal, the
3355 connected value is triggered. ]]> 3477 connected value is triggered.]]>
3356 </description> 3478 </description>
3357 <use><![CDATA[ 3479 <use><![CDATA[
3358 If you want to create a place where only players of a certain race 3480 If you want to create a place where only players of a certain race
3359 can enter, put a teleporter over your pedestal. So the teleporter is 3481 can enter, put a teleporter over your pedestal. So the teleporter is
3360 only activated for players of the matching race. Do not use gates, 3482 only activated for players of the matching race. Do not use gates,
3361 because many other players could sneak in. If you put powerful 3483 because many other players could sneak in. If you put powerful
3362 artifacts into such places, generally set "startequip 1", so that 3484 artifacts into such places, generally set "startequip 1", so that
3363 they are preserved for that one race and can't be traded to others. ]]> 3485 they are preserved for that one race and can't be traded to others.]]>
3364 </use> 3486 </use>
3365 <attribute arch="no_pick" value="1" type="fixed" /> 3487 <attribute arch="no_pick" value="1" type="fixed" />
3366 <attribute arch="slaying" editor="match race" type="string"> 3488 <attribute arch="slaying" editor="match race" type="string">
3367 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3489 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3368 matches the monster's or the player's race, we have a match. 3490 matches the monster's or the player's race, we have a match.
3370 place where only fireborns can enter, by setting "slaying unnatural". 3492 place where only fireborns can enter, by setting "slaying unnatural".
3371 3493
3372 If it is set to "player", any player stepping on the pedestal 3494 If it is set to "player", any player stepping on the pedestal
3373 is a match. Very useful if you want to open a gate for players 3495 is a match. Very useful if you want to open a gate for players
3374 but not for monsters. 3496 but not for monsters.
3497
3498 &match_compat;
3375 </attribute> 3499 </attribute>
3376 <attribute arch="connected" editor="connection" type="int"> 3500 <attribute arch="connected" editor="connection" type="string">
3377 When the pedestal is triggered, all objects with the same 3501 When the pedestal is triggered, all objects with the same
3378 connection value get activated. 3502 connection value get activated.
3379 </attribute> 3503 </attribute>
3380 &move_on; 3504 &move_on;
3381</type> 3505</type>
3382 3506
3383<!--####################################################################--> 3507<!--####################################################################-->
3508<type number="32" name="Pedestal Trigger">
3509 <import_type name="Pedestal" />
3510 <ignore>
3511 <ignore_list name="non_pickable" />
3512 </ignore>
3513 <description><![CDATA[
3514 Pedestal triggers are pedestals which reset after a short period
3515 of time. Every time it is either applied or reset, the
3516 &lt;connection&gt; value is triggered.]]>
3517 </description>
3518</type>
3519
3520<!--####################################################################-->
3521<type number="19" name="Item Match">
3522 <ignore>
3523 <ignore_list name="non_pickable" />
3524 </ignore>
3525 <description><![CDATA[
3526 Match objects use the deliantra matching language
3527 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3528 to match items on the same mapspace (if move_on/off are unset) or
3529 items trying to enter (if move_blocked is set).
3530
3531 If a connected value is given, then it is triggered if the first object
3532 matching the expression is put on it, and the last is removed.]]>
3533 </description>
3534 <use><![CDATA[
3535 If you want to trigger something else (e.g. a gate) when an item is above this object,
3536 use the move_on/move_off settings.
3537
3538 If you want to keep something from entering if it has (or lacks) a specific item,
3539 use the move_blocked setting.]]>
3540 </use>
3541 <attribute arch="no_pick" value="1" type="fixed" />
3542 <attribute arch="slaying" editor="match expression" type="string">
3543 &match_compat;
3544
3545 Optionally you can leave out the "match " prefix.
3546 </attribute>
3547 <attribute arch="connected" editor="connection" type="string">
3548 When the match is triggered, all objects with the same
3549 connection value get activated.
3550 </attribute>
3551 &move_on;
3552 &move_off;
3553 &move_block;
3554</type>
3555
3556<!--####################################################################-->
3384<type number="94" name="Pit"> 3557<type number="94" name="Pit">
3385 <ignore> 3558 <ignore>
3386 <ignore_list name="non_pickable" /> 3559 <ignore_list name="non_pickable" />
3387 </ignore> 3560 </ignore>
3388 <description><![CDATA[ 3561 <description><![CDATA[
3389 Pits are holes, transporting the player when he walks (and falls) into them. 3562 Pits are holes, transporting the player when he walks (and falls) into them.
3390 A speciality about pits is that they don't transport the player to 3563 A speciality about pits is that they don't transport the player to
3391 the exact destination, but within a two-square radius of the destination 3564 the exact destination, but within a configurable radius of the destination
3392 (never on blocked squares).<br> 3565 (never on blocked squares).<br>
3393 Optionally, pits can get closed and opened, similar to gates.<br><br> 3566 Optionally, pits can get closed and opened, similar to gates.<br><br>
3394 Monsters and items are affected by pits just as well as players. 3567 Monsters and items are affected by pits just as well as players.
3395 Even multipart monsters can fall through them, given enough space. ]]> 3568 Even multipart monsters can fall through them, given enough space.]]>
3396 </description> 3569 </description>
3397 <use><![CDATA[ 3570 <use><![CDATA[
3398 Pits can add interesting effects to your map. When using them, make 3571 Pits can add interesting effects to your map. When using them, make
3399 sure to use them in a "logical way": Pits should always drop the 3572 sure to use them in a "logical way": Pits should always drop the
3400 player to some kind of lower level. They should not be used to 3573 player to some kind of lower level. They should not be used to
3401 randomly interconnect maps like teleporters do. ]]> 3574 randomly interconnect maps like teleporters do.]]>
3402 </use> 3575 </use>
3403 <attribute arch="no_pick" value="1" type="fixed" /> 3576 <attribute arch="no_pick" value="1" type="fixed" />
3577 <attribute arch="range" editor="spread radius" type="int">
3578 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3579 </attribute>
3404 <attribute arch="connected" editor="connection" type="int"> 3580 <attribute arch="connected" editor="connection" type="string">
3405 When a &lt;connection&gt; value is set, the pit can be opened/closed 3581 When a &lt;connection&gt; value is set, the pit can be opened/closed
3406 by activating the connection. 3582 by activating the connection.
3407 </attribute> 3583 </attribute>
3408 &activate_on; 3584 &activate_on;
3409 <attribute arch="hp" editor="destination X" type="int"> 3585 <attribute arch="hp" editor="destination X" type="int">
3429 3605
3430<!--####################################################################--> 3606<!--####################################################################-->
3431<type number="7" name="Poison Food"> 3607<type number="7" name="Poison Food">
3432 <description><![CDATA[ 3608 <description><![CDATA[
3433 When eating, the player's stomache is drained by 1/4 of food. 3609 When eating, the player's stomache is drained by 1/4 of food.
3434 If his food drops to zero, the player might even die. ]]> 3610 If his food drops to zero, the player might even die.]]>
3435 </description> 3611 </description>
3436</type> 3612</type>
3437 3613
3438<!--####################################################################--> 3614<!--####################################################################-->
3439<type number="5" name="Potion"> 3615<type number="5" name="Potion">
3440 <description><![CDATA[ 3616 <description><![CDATA[
3441 The player can drink these and gain various kinds of benefits 3617 The player can drink these and gain various kinds of benefits
3442 (/penalties) by doing so. ]]> 3618 (/penalties) by doing so.]]>
3443 </description> 3619 </description>
3444 <use><![CDATA[ 3620 <use><![CDATA[
3445 One potion should never give multiple benefits at once. ]]> 3621 One potion should never give multiple benefits at once.]]>
3446 </use> 3622 </use>
3447 <attribute arch="level" editor="potion level" type="int"> 3623 <attribute arch="level" editor="potion level" type="int">
3448 If the potion contains a spell, the spell is cast at this level. 3624 If the potion contains a spell, the spell is cast at this level.
3449 For other potions it should be set at least to 1. 3625 For other potions it should be set at least to 1.
3450 </attribute> 3626 </attribute>
3477<type number="156" name="Power Crystal"> 3653<type number="156" name="Power Crystal">
3478 <description><![CDATA[ 3654 <description><![CDATA[
3479 Power crystals can store a player's mana: 3655 Power crystals can store a player's mana:
3480 When the player applies the crystal with full mana, half of 3656 When the player applies the crystal with full mana, half of
3481 it flows into the crystal. When the player applies it with 3657 it flows into the crystal. When the player applies it with
3482 lacking mana, the crystal replenishes the player's mana. ]]> 3658 lacking mana, the crystal replenishes the player's mana.]]>
3483 </description> 3659 </description>
3484 <attribute arch="sp" editor="initial mana" type="int"> 3660 <attribute arch="sp" editor="initial mana" type="int">
3485 &lt;initial mana&gt; is the amount of spellpoints that the 3661 &lt;initial mana&gt; is the amount of spellpoints that the
3486 crystal holds when the map is loaded. 3662 crystal holds when the map is loaded.
3487 </attribute> 3663 </attribute>
3499 Projectiles like arrows/crossbow bolts are used as ammunition 3675 Projectiles like arrows/crossbow bolts are used as ammunition
3500 for shooting weapons. 3676 for shooting weapons.
3501 <br><br> 3677 <br><br>
3502 It's very easy to add new pairs of weapons &amp; projectiles. 3678 It's very easy to add new pairs of weapons &amp; projectiles.
3503 Just set matching &lt;ammunition class&gt; both for shooting 3679 Just set matching &lt;ammunition class&gt; both for shooting
3504 weapon and projectile. ]]> 3680 weapon and projectile.]]>
3505 </description> 3681 </description>
3506 <use><![CDATA[ 3682 <use><![CDATA[
3507 If you want to create new kinds of projectiles, you could 3683 If you want to create new kinds of projectiles, you could
3508 add an alchemical receipe to create these. 3684 add an alchemical receipe to create these.
3509 3685
3510 Don't create new pairs of weapons &amp; projectiles unless 3686 Don't create new pairs of weapons &amp; projectiles unless
3511 they really fullfill a useful purpose. In fact, even bows 3687 they really fullfill a useful purpose. In fact, even bows
3512 and crossbows are rarely ever used. ]]> 3688 and crossbows are rarely ever used.]]>
3513 </use> 3689 </use>
3514 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3515 This number is a bitmask, specifying the projectile's attacktypes. 3691 This number is a bitmask, specifying the projectile's attacktypes.
3516 Attacktypes are: physical, magical, fire, cold.. etc. 3692 Attacktypes are: physical, magical, fire, cold.. etc.
3517 This works identical to melee weapons. Note that shooting 3693 This works identical to melee weapons. Note that shooting
3579<type number="70" name="Ring"> 3755<type number="70" name="Ring">
3580 <import_type name="Amulet" /> 3756 <import_type name="Amulet" />
3581 <description><![CDATA[ 3757 <description><![CDATA[
3582 Rings are worn on the hands - one ring each. 3758 Rings are worn on the hands - one ring each.
3583 Wearing rings, the object's stats will directly be inherited to 3759 Wearing rings, the object's stats will directly be inherited to
3584 the player. Usually enhancing his spellcasting potential. ]]> 3760 the player. Usually enhancing his spellcasting potential.]]>
3585 </description> 3761 </description>
3586 <use><![CDATA[ 3762 <use><![CDATA[
3587 When you create an artifact ring, never forget that players can 3763 When you create an artifact ring, never forget that players can
3588 wear <B>two</B> rings! Due to that it is extremely important to 3764 wear <B>two</B> rings! Due to that it is extremely important to
3589 keep rings in balance with the game. 3765 keep rings in balance with the game.
3590 <br><br> 3766 <br><br>
3591 Also keep in mind that rings are generally the wizard's tools. 3767 Also keep in mind that rings are generally the wizard's tools.
3592 They should primarily grant bonuses to spellcasting abilities 3768 They should primarily grant bonuses to spellcasting abilities
3593 and non-physical resistances. ]]> 3769 and non-physical resistances.]]>
3594 </use> 3770 </use>
3595</type> 3771</type>
3596 3772
3597<!--####################################################################--> 3773<!--####################################################################-->
3598<type number="3" name="Rod"> 3774<type number="3" name="Rod">
3601 </ignore> 3777 </ignore>
3602 <description><![CDATA[ 3778 <description><![CDATA[
3603 A rod contains a spell. The player can use this spell by applying and 3779 A rod contains a spell. The player can use this spell by applying and
3604 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3780 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3605 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3781 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3606 used endlessly. ]]> 3782 used endlessly.]]>
3607 </description> 3783 </description>
3608 <use><![CDATA[ 3784 <use><![CDATA[
3609 Rods with healing/curing spells are extremely powerful. Usually, potions have 3785 Rods with healing/curing spells are extremely powerful. Usually, potions have
3610 to be used for that purpose. Though, potions are expensive and only good for 3786 to be used for that purpose. Though, potions are expensive and only good for
3611 one-time-use.<br> ]]> 3787 one-time-use.<br>]]>
3612 </use> 3788 </use>
3613 <attribute arch="sp" editor="spell" type="spell"> 3789 <attribute arch="sp" editor="spell" type="spell">
3614 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3790 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3615 rods to players, since they can be used endlessly without any mana cost! 3791 rods to players, since they can be used endlessly without any mana cost!
3616 Rods with heal/ restoration/ protection spells, IF available, MUST be 3792 Rods with heal/ restoration/ protection spells, IF available, MUST be
3656 Runes hit any monster or person who steps on them for 'dam' damage in 3832 Runes hit any monster or person who steps on them for 'dam' damage in
3657 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3833 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3658 and will cast this spell when it detonates. Yet another kind is the 3834 and will cast this spell when it detonates. Yet another kind is the
3659 "summoning rune", summoning predefined monsters of any kind, at detonation. 3835 "summoning rune", summoning predefined monsters of any kind, at detonation.
3660 <br><br> 3836 <br><br>
3661 Many runes are already defined in the archetypes. ]]> 3837 Many runes are already defined in the archetypes.]]>
3662 </description> 3838 </description>
3663 <use><![CDATA[ 3839 <use><![CDATA[
3664 Avoid monsters stepping on your runes. For example, summoning runes 3840 Avoid monsters stepping on your runes. For example, summoning runes
3665 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3841 together with spellcasting- and attack-runes is usually a bad idea.]]>
3666 </use> 3842 </use>
3667 <attribute arch="no_pick" value="1" type="fixed" /> 3843 <attribute arch="no_pick" value="1" type="fixed" />
3668 &move_on; 3844 &move_on;
3669 <attribute arch="level" editor="rune level" type="int"> 3845 <attribute arch="level" editor="rune level" type="int">
3670 This value sets the level the rune will cast the spell it contains at, 3846 This value sets the level the rune will cast the spell it contains at,
3738 <ignore_list name="non_pickable" /> 3914 <ignore_list name="non_pickable" />
3739 </ignore> 3915 </ignore>
3740 <description><![CDATA[ 3916 <description><![CDATA[
3741 When the player applies a savebed, he is not only saved. Both his 3917 When the player applies a savebed, he is not only saved. Both his
3742 respawn-after-death and his word-of-recall positions are pointing 3918 respawn-after-death and his word-of-recall positions are pointing
3743 to the last-applied savebed. ]]> 3919 to the last-applied savebed.]]>
3744 </description> 3920 </description>
3745 <use><![CDATA[ 3921 <use><![CDATA[
3746 Put savebed locations in towns, do not put them into dungeons. 3922 Put savebed locations in towns, do not put them into dungeons.
3747 It is absolutely neccessary that a place with savebeds is 100% secure. 3923 It is absolutely neccessary that a place with savebeds is 100% secure.
3748 That means: 3924 That means:
3752 <LI> Insert a reliable exit! Make sure there is no possibility that 3928 <LI> Insert a reliable exit! Make sure there is no possibility that
3753 players get trapped in a savebed location. 3929 players get trapped in a savebed location.
3754 <LI> If possible, mark the whole site as no-spell area (Insert this 3930 <LI> If possible, mark the whole site as no-spell area (Insert this
3755 arch called "dungeon_magic" everywhere). This is not required, 3931 arch called "dungeon_magic" everywhere). This is not required,
3756 but it makes the place much more safe. 3932 but it makes the place much more safe.
3757 </UL> ]]> 3933 </UL>]]>
3758 </use> 3934 </use>
3759 <attribute arch="no_pick" value="1" type="fixed" /> 3935 <attribute arch="no_pick" value="1" type="fixed" />
3760 <attribute arch="no_magic" value="1" type="fixed" /> 3936 <attribute arch="no_magic" value="1" type="fixed" />
3761 <attribute arch="damned" value="1" type="fixed" /> 3937 <attribute arch="damned" value="1" type="fixed" />
3762</type> 3938</type>
3769 <description><![CDATA[ 3945 <description><![CDATA[
3770 Scrolls contain spells (similar to spell-potions). Unlike potions, 3946 Scrolls contain spells (similar to spell-potions). Unlike potions,
3771 scrolls require a certain literacy skill to read successfully. 3947 scrolls require a certain literacy skill to read successfully.
3772 Accordingly, for a successful reading, a small amount of 3948 Accordingly, for a successful reading, a small amount of
3773 experience is gained. Scrolls allow only one time usage, but 3949 experience is gained. Scrolls allow only one time usage, but
3774 usually they are sold in bulks. ]]> 3950 usually they are sold in bulks.]]>
3775 </description> 3951 </description>
3776 <use><![CDATA[ 3952 <use><![CDATA[
3777 For low level quests, scrolls of healing/curing-spells 3953 For low level quests, scrolls of healing/curing-spells
3778 can be a nice reward. At higher levels, scrolls become less 3954 can be a nice reward. At higher levels, scrolls become less
3779 and less useful. ]]> 3955 and less useful.]]>
3780 </use> 3956 </use>
3781 <attribute arch="level" editor="casting level" type="int"> 3957 <attribute arch="level" editor="casting level" type="int">
3782 The spell of the scroll will be casted at this level. 3958 The spell of the scroll will be casted at this level.
3783 This value should always be set, at least to 1. 3959 This value should always be set, at least to 1.
3784 </attribute> 3960 </attribute>
3796<type number="33" name="Shield"> 3972<type number="33" name="Shield">
3797 <import_type name="Amulet" /> 3973 <import_type name="Amulet" />
3798 <description><![CDATA[ 3974 <description><![CDATA[
3799 Wearing a shield, the object's stats will directly be inherited to 3975 Wearing a shield, the object's stats will directly be inherited to
3800 the player. Shields usually provide good defense, only surpassed 3976 the player. Shields usually provide good defense, only surpassed
3801 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3977 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3802 </description> 3978 </description>
3803 <use><![CDATA[ 3979 <use><![CDATA[
3804 Feel free to create your own special artifacts. However, it is very 3980 Feel free to create your own special artifacts. However, it is very
3805 important that you keep your artifact in balance with existing maps. ]]> 3981 important that you keep your artifact in balance with existing maps.]]>
3806 </use> 3982 </use>
3807 <attribute arch="magic" editor="magic bonus" type="int"> 3983 <attribute arch="magic" editor="magic bonus" type="int">
3808 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3984 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3809 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3985 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3810 than direct armour-class bonus on the shield. 3986 than direct armour-class bonus on the shield.
3819 wielded both at the same time. Like with any other equipment, 3995 wielded both at the same time. Like with any other equipment,
3820 stats/bonuses from shooting weapons are directly inherited to the player. 3996 stats/bonuses from shooting weapons are directly inherited to the player.
3821 <br><br> 3997 <br><br>
3822 It's very easy to add new pairs of weapons &amp; projectiles. 3998 It's very easy to add new pairs of weapons &amp; projectiles.
3823 Just set matching &lt;ammunition class&gt; both for shooting 3999 Just set matching &lt;ammunition class&gt; both for shooting
3824 weapon and projectile. ]]> 4000 weapon and projectile.]]>
3825 </description> 4001 </description>
3826 <use><![CDATA[ 4002 <use><![CDATA[
3827 Shooting weapons should not add bonuses in general. There's already 4003 Shooting weapons should not add bonuses in general. There's already
3828 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3829 Shooting weapons should especially not add bonuses to the player 4005 Shooting weapons should especially not add bonuses to the player
3830 that have nothing to do with schooting. A Wisdom bonus on a bow 4006 that have nothing to do with schooting. A Wisdom bonus on a bow
3831 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3832 - still crap. ]]> 4008 - still crap.]]>
3833 </use> 4009 </use>
3834 <attribute arch="race" editor="ammunition class" type="string"> 4010 <attribute arch="race" editor="ammunition class" type="string">
3835 Only projectiles with matching &lt;ammunition class&gt; can be fired 4011 Only projectiles with matching &lt;ammunition class&gt; can be fired
3836 with this weapon. For normal bows set "arrows", for normal 4012 with this weapon. For normal bows set "arrows", for normal
3837 crossbows set "crossbow bolts". 4013 crossbows set "crossbow bolts".
3958 These items are all flagged as unpaid. 4134 These items are all flagged as unpaid.
3959 When a player drops an item onto shop floor, the item becomes 4135 When a player drops an item onto shop floor, the item becomes
3960 unpaid and the player receives payment according to the item's 4136 unpaid and the player receives payment according to the item's
3961 selling-value. 4137 selling-value.
3962 Shopfloor always prevents magic (To hinder players from burning 4138 Shopfloor always prevents magic (To hinder players from burning
3963 or freezing the goods). ]]> 4139 or freezing the goods).]]>
3964 </description> 4140 </description>
3965 <use><![CDATA[ 4141 <use><![CDATA[
3966 Tile your whole shop-interior space which shop floor. 4142 Tile your whole shop-interior space which shop floor.
3967 (That assures players receive payment for dropping items). 4143 (That assures players receive payment for dropping items).
3968 Place shop mats to enter/leave the shop, and make sure 4144 Place shop mats to enter/leave the shop, and make sure
3969 there is no other exit than the shop mat. ]]> 4145 there is no other exit than the shop mat.]]>
3970 </use> 4146 </use>
3971 <attribute arch="is_floor" value="1" type="fixed" /> 4147 <attribute arch="is_floor" value="1" type="fixed" />
3972 <attribute arch="no_pick" value="1" type="fixed" /> 4148 <attribute arch="no_pick" value="1" type="fixed" />
3973 <attribute arch="no_magic" value="1" type="fixed" /> 4149 <attribute arch="no_magic" value="1" type="fixed" />
3974 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4150 <attribute arch="auto_apply" editor="generate goods" type="bool">
4008 "shopping-area" and one outside. Shop mats don't use exit paths/ 4184 "shopping-area" and one outside. Shop mats don't use exit paths/
4009 or -destinations. When stepping onto a shopmat the player gets beamed 4185 or -destinations. When stepping onto a shopmat the player gets beamed
4010 to the nearest other mat. If the player has unpaid items in his 4186 to the nearest other mat. If the player has unpaid items in his
4011 inventory, the price gets charged from his coins automatically. 4187 inventory, the price gets charged from his coins automatically.
4012 If the player has insufficient coins to buy his unpaid items, he 4188 If the player has insufficient coins to buy his unpaid items, he
4013 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4189 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4014 </description> 4190 </description>
4015 <use><![CDATA[ 4191 <use><![CDATA[
4016 As stated above, always place TWO shop mats into your shop. 4192 As stated above, always place TWO shop mats into your shop.
4017 Not more and not less than that. ]]> 4193 Not more and not less than that.]]>
4018 </use> 4194 </use>
4019 <attribute arch="no_pick" value="1" type="fixed" /> 4195 <attribute arch="no_pick" value="1" type="fixed" />
4020 &move_on; 4196 &move_on;
4021</type> 4197</type>
4022 4198
4027 </ignore> 4203 </ignore>
4028 <description><![CDATA[ 4204 <description><![CDATA[
4029 The purpose of a sign or magic_mouth is to display a certain message to 4205 The purpose of a sign or magic_mouth is to display a certain message to
4030 the player. There are three ways to have the player get this message: 4206 the player. There are three ways to have the player get this message:
4031 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4032 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4033 </description> 4209 </description>
4034 <use><![CDATA[ 4210 <use><![CDATA[
4035 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4036 some true roleplay feeling to your maps, support your storyline or give 4212 some true roleplay feeling to your maps, support your storyline or give
4037 hints about hidden secrets/dangers. Place signs to provide the player 4213 hints about hidden secrets/dangers. Place signs to provide the player
4038 with all kinds of useful information for getting along in your maps. ]]> 4214 with all kinds of useful information for getting along in your maps.]]>
4039 </use> 4215 </use>
4040 <attribute arch="connected" editor="connection" type="int"> 4216 <attribute arch="connected" editor="connection" type="string">
4041 When a connection value is set, the message will be printed whenever 4217 When a connection value is set, the message will be printed whenever
4042 the connection is triggered. This should be used in combination with 4218 the connection is triggered. This should be used in combination with
4043 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4044 If activating your magic_mouth this way, the message will not only be 4220 If activating your magic_mouth this way, the message will not only be
4045 printed to one player, but all players on the current map. 4221 printed to one player, but all players on the current map.
4084 <ignore_list name="system_object" /> 4260 <ignore_list name="system_object" />
4085 </ignore> 4261 </ignore>
4086 <description><![CDATA[ 4262 <description><![CDATA[
4087 Skills are objects which exist in the player/monster inventory. 4263 Skills are objects which exist in the player/monster inventory.
4088 Both NPC/monsters and players use the same skill archetypes. Not all skills 4264 Both NPC/monsters and players use the same skill archetypes. Not all skills
4089 are enabled for monster use however. ]]> 4265 are enabled for monster use however.]]>
4090 </description> 4266 </description>
4091 <use><![CDATA[ 4267 <use><![CDATA[
4092 For mapmaking, Skill objects serve two purposes: 4268 For mapmaking, Skill objects serve two purposes:
4093 <p>First, the predefined skill archtypes (in the 'skills' directory) 4269 <p>First, the predefined skill archtypes (in the 'skills' directory)
4094 can be seen as the global skill definitions. A skill which doesn't 4270 can be seen as the global skill definitions. A skill which doesn't
4099 </p><p> 4275 </p><p>
4100 Secondly, in order to enable monsters to use skills, you will need to 4276 Secondly, in order to enable monsters to use skills, you will need to
4101 copy default skill archtypes into the monsters' inventories. 4277 copy default skill archtypes into the monsters' inventories.
4102 You can even customize the skills by changing stats. It is not 4278 You can even customize the skills by changing stats. It is not
4103 recommended however, to use skills in your maps which are totally 4279 recommended however, to use skills in your maps which are totally
4104 unrelated to any predefined skill archtype.</p> ]]> 4280 unrelated to any predefined skill archtype.</p>]]>
4105 </use> 4281 </use>
4106 <attribute arch="invisible" value="1" type="fixed" /> 4282 <attribute arch="invisible" value="1" type="fixed" />
4107 <attribute arch="no_drop" value="1" type="fixed" /> 4283 <attribute arch="no_drop" value="1" type="fixed" />
4108 <attribute arch="skill" editor="skill name" type="string"> 4284 <attribute arch="skill" editor="skill name" type="string">
4109 The &lt;skill name&gt; is used for matchings. When a usable 4285 The &lt;skill name&gt; is used for matchings. When a usable
4138 4314
4139<!--####################################################################--> 4315<!--####################################################################-->
4140<type number="130" name="Skill Scroll"> 4316<type number="130" name="Skill Scroll">
4141 <description><![CDATA[ 4317 <description><![CDATA[
4142 By reading a skill scroll, a player has a chance to learn the 4318 By reading a skill scroll, a player has a chance to learn the
4143 contained skill. ]]> 4319 contained skill.]]>
4144 </description> 4320 </description>
4145 <use><![CDATA[ 4321 <use><![CDATA[
4146 Skill scrolls are very much sought for by players. Currently, 4322 Skill scrolls are very much sought for by players. Currently,
4147 all skill scrolls are sold in shops randomly, which is in fact not 4323 all skill scrolls are sold in shops randomly, which is in fact not
4148 a good system. It would be nice to have some cool quests with 4324 a good system. It would be nice to have some cool quests with
4149 skill scrolls rewarded at the end. ]]> 4325 skill scrolls rewarded at the end.]]>
4150 </use> 4326 </use>
4151 <attribute arch="race" value="scrolls" type="fixed" /> 4327 <attribute arch="race" value="scrolls" type="fixed" />
4152 <attribute arch="skill" editor="skill name" type="string"> 4328 <attribute arch="skill" editor="skill name" type="string">
4153 The &lt;skill name&gt; matches the skill object that can 4329 The &lt;skill name&gt; matches the skill object that can
4154 be learned from this scroll. 4330 be learned from this scroll.
4164 When carrying the appropriate special key, a locked door can 4340 When carrying the appropriate special key, a locked door can
4165 be opened. The key will dissapear. 4341 be opened. The key will dissapear.
4166 <br><br> 4342 <br><br>
4167 This object-type can also be used for "passport"-like items: 4343 This object-type can also be used for "passport"-like items:
4168 When walking onto an invetory checker, a gate for example might 4344 When walking onto an invetory checker, a gate for example might
4169 get opened. The "passport" will stay in the player's inventory. ]]> 4345 get opened. The "passport" will stay in the player's inventory.]]>
4170 </description> 4346 </description>
4171 <use><![CDATA[ 4347 <use><![CDATA[
4172 How to make a "passport": You take the special key arch 4348 How to make a "passport": You take the special key arch
4173 (archetype name is "key2"), set the face to something like 4349 (archetype name is "key2"), set the face to something like
4174 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4350 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4175 certainly must match with the appropiate inventory checker. 4351 certainly must match with the appropiate inventory checker.
4176 <br><br> 4352 <br><br>
4177 Of course you can be creative with names and faces of 4353 Of course you can be creative with names and faces of
4178 key-objects. A "mysterious crystal" or a "big dragon claw" 4354 key-objects. A "mysterious crystal" or a "big dragon claw"
4179 (with appropriate faces) appear more interesting than just 4355 (with appropriate faces) appear more interesting than just
4180 a "strange key", or "passport". ]]> 4356 a "strange key", or "passport".]]>
4181 </use> 4357 </use>
4182 <attribute arch="slaying" editor="key string" type="string"> 4358 <attribute arch="slaying" editor="key string" type="string">
4183 This string must be identical with the &lt;key string&gt; in the 4359 This string must be identical with the &lt;key string&gt; in the
4184 locked door, then it can be unlocked. It can also be used 4360 locked door, then it can be unlocked. It can also be used
4185 to trigger inventory checkers. 4361 to trigger inventory checkers.
4220 players can learn it by reading the book. Once learned, players 4396 players can learn it by reading the book. Once learned, players
4221 can use the spell as often as they like. With increasing skill level 4397 can use the spell as often as they like. With increasing skill level
4222 of the player, spells may gain power but also increase cost.<br> 4398 of the player, spells may gain power but also increase cost.<br>
4223 Monsters can use spells which are put in their inventory (provided 4399 Monsters can use spells which are put in their inventory (provided
4224 that certain "enabling" settings are correct). The monster's 4400 that certain "enabling" settings are correct). The monster's
4225 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4401 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4226 </description> 4402 </description>
4227 <use><![CDATA[ 4403 <use><![CDATA[
4228 A lot of the spells' settings can be tuned and customized. 4404 A lot of the spells' settings can be tuned and customized.
4229 When creating new spells which are accessible to players, it is 4405 When creating new spells which are accessible to players, it is
4230 important to think about balance. A single spell which is too 4406 important to think about balance. A single spell which is too
4231 powerful and/or too easy to use can eventually toss the whole skill 4407 powerful and/or too easy to use can eventually toss the whole skill
4232 and magic school system out of whack. Testing new spells is 4408 and magic school system out of whack. Testing new spells is
4233 quite important therefore. ]]> 4409 quite important therefore.]]>
4234 </use> 4410 </use>
4235 <attribute arch="no_drop" value="1" type="fixed" /> 4411 <attribute arch="no_drop" value="1" type="fixed" />
4236 <attribute arch="invisible" value="1" type="fixed" /> 4412 <attribute arch="invisible" value="1" type="fixed" />
4237 <attribute arch="skill" editor="skill name" type="string"> 4413 <attribute arch="skill" editor="skill name" type="string">
4238 The &lt;skill name&gt; matches the skill which is needed 4414 The &lt;skill name&gt; matches the skill which is needed
4270 to read.<br><br> 4446 to read.<br><br>
4271 You can create widely customized spells only by adjusting the 4447 You can create widely customized spells only by adjusting the
4272 spell object in the spellbooks inventory. Refer to the description 4448 spell object in the spellbooks inventory. Refer to the description
4273 of spell objects for detailed information how to customize spells.<br> 4449 of spell objects for detailed information how to customize spells.<br>
4274 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4450 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4275 with a compilation of spells that the book may contain. ]]> 4451 with a compilation of spells that the book may contain.]]>
4276 </description> 4452 </description>
4277 <use><![CDATA[ 4453 <use><![CDATA[
4278 Don't put any of the godgiven spells into a spellbook! These are 4454 Don't put any of the godgiven spells into a spellbook! These are
4279 reserved for the followers of the appropriate cults. Handing them 4455 reserved for the followers of the appropriate cults. Handing them
4280 out in a spellbook would violate the balance between different religions. 4456 out in a spellbook would violate the balance between different religions.
4281 <br><br> 4457 <br><br>
4282 Note that there is no fundamental difference between the spellbooks 4458 Note that there is no fundamental difference between the spellbooks
4283 of varying schools (pyromancy, sorcery, evocation, summoning, and 4459 of varying schools (pyromancy, sorcery, evocation, summoning, and
4284 even praying). The difference lies only in the spells they contain. 4460 even praying). The difference lies only in the spells they contain.
4285 It is up to you, the mapmaker, to pick the right type of book 4461 It is up to you, the mapmaker, to pick the right type of book
4286 for your spells. ]]> 4462 for your spells.]]>
4287 </use> 4463 </use>
4288 <attribute arch="skill" value="literacy" type="fixed" /> 4464 <attribute arch="skill" value="literacy" type="fixed" />
4289 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4465 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4290 There are two ways to put spells into a spellbook: 4466 There are two ways to put spells into a spellbook:
4291 1. Put a spell object in the books inventory. In this case, 4467 1. Put a spell object in the books inventory. In this case,
4310 </ignore> 4486 </ignore>
4311 <description><![CDATA[ 4487 <description><![CDATA[
4312 Spinners change the direction of spell objects and other projectiles 4488 Spinners change the direction of spell objects and other projectiles
4313 that fly past. Unlike directors, it does make a difference from what 4489 that fly past. Unlike directors, it does make a difference from what
4314 angle you shoot into the spinner. The direction of objects flying past 4490 angle you shoot into the spinner. The direction of objects flying past
4315 is always changed by a certain degree. ]]> 4491 is always changed by a certain degree.]]>
4316 </description> 4492 </description>
4317 <use><![CDATA[ 4493 <use><![CDATA[
4318 Spinners are very rarely used. I believe they are quite 4494 Spinners are very rarely used. I believe they are quite
4319 confusing and pointless. The only use I can think of is building 4495 confusing and pointless. The only use I can think of is building
4320 some puzzle about where to shoot into spinners to shoot somewhere you 4496 some puzzle about where to shoot into spinners to shoot somewhere you
4321 otherwise couldn't. 4497 otherwise couldn't.
4322 4498
4323 When placing spinners on a map with magic walls, make sure the spell- 4499 When placing spinners on a map with magic walls, make sure the spell-
4324 projectiles from magic walls don't get to fly in loops. ]]> 4500 projectiles from magic walls don't get to fly in loops.]]>
4325 </use> 4501 </use>
4326 <attribute arch="sp" editor="direction number" type="int"> 4502 <attribute arch="sp" editor="direction number" type="int">
4327 The spinner will change the direction of flying objects by 4503 The spinner will change the direction of flying objects by
4328 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4504 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4329 positive values counter clockwise. 4505 positive values counter clockwise.
4342 Swamp areas show a special behaviour: 4518 Swamp areas show a special behaviour:
4343 When a player stands still on a swamp-square for too long, 4519 When a player stands still on a swamp-square for too long,
4344 he will start to sink in and eventually drown and die. 4520 he will start to sink in and eventually drown and die.
4345 Items dropped on the swamp sink in and dissapear. 4521 Items dropped on the swamp sink in and dissapear.
4346 Players with knowledge of the woodsman skill are a lot less likely 4522 Players with knowledge of the woodsman skill are a lot less likely
4347 to die in the swamp. ]]> 4523 to die in the swamp.]]>
4348 </description> 4524 </description>
4349 <attribute arch="is_floor" value="1" type="fixed" /> 4525 <attribute arch="is_floor" value="1" type="fixed" />
4350 <attribute arch="is_wooded" value="1" type="fixed" /> 4526 <attribute arch="is_wooded" value="1" type="fixed" />
4351 <attribute arch="speed" editor="drowning speed" type="float"> 4527 <attribute arch="speed" editor="drowning speed" type="float">
4352 The higher the &lt;drowning speed&gt;, the faster will players and items 4528 The higher the &lt;drowning speed&gt;, the faster will players and items
4376 different location. The main difference to the object-type exit 4552 different location. The main difference to the object-type exit
4377 is the possibility to have teleporters connected to levers/buttons/etc. 4553 is the possibility to have teleporters connected to levers/buttons/etc.
4378 Sometimes teleporters are activated even against the players will. 4554 Sometimes teleporters are activated even against the players will.
4379 <br><br> 4555 <br><br>
4380 Unlike exits, teleporters can also transfer items and 4556 Unlike exits, teleporters can also transfer items and
4381 monsters to different locations on the same map. ]]> 4557 monsters to different locations on the same map.]]>
4382 </description> 4558 </description>
4383 <use><![CDATA[ 4559 <use><![CDATA[
4384 When creating maps, I guess sooner or later you'll want to have 4560 When creating maps, I guess sooner or later you'll want to have
4385 an invisible teleporter. If using "invisible 1", the teleporter 4561 an invisible teleporter. If using "invisible 1", the teleporter
4386 can still be discovered with the show_invisible spell. And in 4562 can still be discovered with the show_invisible spell. And in
4387 some cases you can't place it under the floor to prevent this. 4563 some cases you can't place it under the floor to prevent this.
4388 <br><br> 4564 <br><br>
4389 Fortunately, there is a cool trick to make a perfectly invisible 4565 Fortunately, there is a cool trick to make a perfectly invisible
4390 teleporter: You simply add teleporter functionality to the floor 4566 teleporter: You simply add teleporter functionality to the floor
4391 itself. That means: You take the floor arch (e.g. "flagstone"), 4567 itself. That means: You take the floor arch (e.g. "flagstone"),
4392 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4568 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4393 </use> 4569 </use>
4394 <attribute arch="slaying" editor="exit path" type="string"> 4570 <attribute arch="slaying" editor="exit path" type="string">
4395 The exit path specifies the map that the player is transferred to. 4571 The exit path specifies the map that the player is transferred to.
4396 &lt;exit path&gt; can be an absolute path, beginning with '/' 4572 &lt;exit path&gt; can be an absolute path, beginning with '/'
4397 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4573 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4433 be transferred to the "default enter location" of the destined map. 4609 be transferred to the "default enter location" of the destined map.
4434 The latter can be set in the map-properties as "Enter X/Y". Though, 4610 The latter can be set in the map-properties as "Enter X/Y". Though,
4435 please DO NOT use that. It turned out to be a source for numerous 4611 please DO NOT use that. It turned out to be a source for numerous
4436 map-bugs. 4612 map-bugs.
4437 </attribute> 4613 </attribute>
4438 <attribute arch="connected" editor="connection" type="int"> 4614 <attribute arch="connected" editor="connection" type="string">
4439 If a connection value is set, the teleporter will be activated 4615 If a connection value is set, the teleporter will be activated
4440 whenever the connection is triggered. To use this properly, 4616 whenever the connection is triggered. To use this properly,
4441 &lt;activation speed&gt; must be zero. 4617 &lt;activation speed&gt; must be zero.
4442 </attribute> 4618 </attribute>
4443 &activate_on; 4619 &activate_on;
4469 after some time.]]> 4645 after some time.]]>
4470 </description> 4646 </description>
4471 <use><![CDATA[ 4647 <use><![CDATA[
4472 Use gates to divide your maps into separated areas. After solving 4648 Use gates to divide your maps into separated areas. After solving
4473 area A, the player gains access to area B, and so on. Make your 4649 area A, the player gains access to area B, and so on. Make your
4474 maps more complex than "one-way". ]]> 4650 maps more complex than "one-way".]]>
4475 </use> 4651 </use>
4476 <attribute arch="no_pick" value="1" type="fixed" /> 4652 <attribute arch="no_pick" value="1" type="fixed" />
4477 <attribute arch="connected" editor="connection" type="int"> 4653 <attribute arch="connected" editor="connection" type="string">
4478 Whenever the inventory checker is triggered, all objects with identical 4654 Whenever the inventory checker is triggered, all objects with identical
4479 &lt;connection&gt; value get activated. This only makes sense together with 4655 &lt;connection&gt; value get activated. This only makes sense together with
4480 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4656 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4481 after some time. 4657 after some time.
4482 </attribute> 4658 </attribute>
4549 </attribute> 4725 </attribute>
4550 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4726 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4551 This attribute defines what attacktype to use for direct damage when 4727 This attribute defines what attacktype to use for direct damage when
4552 the trap detonates. 4728 the trap detonates.
4553 </attribute> 4729 </attribute>
4554 <attribute arch="connected" editor="connection" type="int"> 4730 <attribute arch="connected" editor="connection" type="string">
4555 When the trap is detonated, all objects with the same 4731 When the trap is detonated, all objects with the same
4556 connection value get activated. 4732 connection value get activated.
4557 </attribute> 4733 </attribute>
4558 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4734 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4559 When the trap detonates, this text is displayed to the 4735 When the trap detonates, this text is displayed to the
4571 Trapdoors are very similar to pits. The difference is that they 4747 Trapdoors are very similar to pits. The difference is that they
4572 can not be closed. Instead, the weight of the object on the 4748 can not be closed. Instead, the weight of the object on the
4573 trapdoor determines weither it slams the trapdoor open and falls through 4749 trapdoor determines weither it slams the trapdoor open and falls through
4574 or not.<br> 4750 or not.<br>
4575 Once a trapdoor has been opened (by a creature or items of sufficient 4751 Once a trapdoor has been opened (by a creature or items of sufficient
4576 weight,) it remains open, acting like an opened pit. ]]> 4752 weight,) it remains open, acting like an opened pit.]]>
4577 </description> 4753 </description>
4578 <use><![CDATA[ 4754 <use><![CDATA[
4579 Trapdoors should be used in the same fashion as pits: 4755 Trapdoors should be used in the same fashion as pits:
4580 They should always drop the victims to some kind of lower level. They 4756 They should always drop the victims to some kind of lower level. They
4581 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4757 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4582 </use> 4758 </use>
4583 <attribute arch="no_pick" value="1" type="fixed" /> 4759 <attribute arch="no_pick" value="1" type="fixed" />
4584 &move_on; 4760 &move_on;
4585 <attribute arch="weight" editor="hold weight" type="int"> 4761 <attribute arch="weight" editor="hold weight" type="int">
4586 This value defines how much weight the trapdoor can hold. 4762 This value defines how much weight the trapdoor can hold.
4612 <attribute arch="value" /> 4788 <attribute arch="value" />
4613 <attribute arch="material" /> 4789 <attribute arch="material" />
4614 </ignore> 4790 </ignore>
4615 <description><![CDATA[ 4791 <description><![CDATA[
4616 A treasure-object turns into certain randomitems when the map is loaded 4792 A treasure-object turns into certain randomitems when the map is loaded
4617 into the game. ]]> 4793 into the game.]]>
4618 </description> 4794 </description>
4619 <use><![CDATA[ 4795 <use><![CDATA[
4620 About usage of the "random-artifact" treasurelist: 4796 About usage of the "random-artifact" treasurelist:
4621 This will generate powerful stuff like girdles, xray helmets, special 4797 This will generate powerful stuff like girdles, xray helmets, special
4622 swords etc. If you put this as reward to your quest, players might be 4798 swords etc. If you put this as reward to your quest, players might be
4623 motivated to do it more than once. BUT, by doing so they will get a huge 4799 motivated to do it more than once. BUT, by doing so they will get a huge
4624 number of different artifacts! Besides, players will always seek the place 4800 number of different artifacts! Besides, players will always seek the place
4625 with the most easy-to-get random artifact and ignore all others. 4801 with the most easy-to-get random artifact and ignore all others.
4626 My advice: Don't use it! Attract players with good fighting experience 4802 My advice: Don't use it! Attract players with good fighting experience
4627 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4803 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4628 </use> 4804 </use>
4629 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4805 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4630 This entry determines what kind of treasure will appear. Look into 4806 This entry determines what kind of treasure will appear. Look into
4631 /crossfire/share/crossfire/treasures for details about existing 4807 /crossfire/share/crossfire/treasures for details about existing
4632 treasurelists. 4808 treasurelists.
4663 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4839 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4664 &lt;key string&gt; which can be discovered by detectors or inventory 4840 &lt;key string&gt; which can be discovered by detectors or inventory
4665 checkers. It is also possible to use markers for removing marks again. 4841 checkers. It is also possible to use markers for removing marks again.
4666 <br><br> 4842 <br><br>
4667 Note that the player has no possibility to "see" his own marks, 4843 Note that the player has no possibility to "see" his own marks,
4668 except by the effect that they cause on the maps. ]]> 4844 except by the effect that they cause on the maps.]]>
4669 </description> 4845 </description>
4670 <use><![CDATA[ 4846 <use><![CDATA[
4671 Markers hold real cool possibilities for map-making. I encourage 4847 Markers hold real cool possibilities for map-making. I encourage
4672 you to use them frequently. However there is one negative point 4848 you to use them frequently. However there is one negative point
4673 about markers: Players don't "see" what's going on with them. It is 4849 about markers: Players don't "see" what's going on with them. It is
4674 your task, as map-creator, to make sure the player is always well 4850 your task, as map-creator, to make sure the player is always well
4675 informed and never confused. 4851 informed and never confused.
4676 <br><br> 4852 <br><br>
4677 Please avoid infinite markers when they aren't needed. They're 4853 Please avoid infinite markers when they aren't needed. They're
4678 using a little space in the player file after all, so if there 4854 using a little space in the player file after all, so if there
4679 is no real purpose, set an expire time. ]]> 4855 is no real purpose, set an expire time.]]>
4680 </use> 4856 </use>
4681 <attribute arch="no_pick" value="1" type="fixed" /> 4857 <attribute arch="no_pick" value="1" type="fixed" />
4682 <attribute arch="slaying" editor="key string" type="string"> 4858 <attribute arch="slaying" editor="key string" type="string">
4683 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4859 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4684 If the player already has a force with that &lt;key string&gt;, 4860 If the player already has a force with that &lt;key string&gt;,
4685 there won't be inserted a second one. 4861 there won't be inserted a second one.
4686 </attribute> 4862 </attribute>
4687 <attribute arch="connected" editor="connection" type="int"> 4863 <attribute arch="connected" editor="connection" type="string">
4688 Unlike a regular marker this is the connection that triggers this marker to activate. 4864 Unlike a regular marker this is the connection that triggers this marker to activate.
4689 </attribute> 4865 </attribute>
4690 <attribute arch="food" editor="mark duration" type="int"> 4866 <attribute arch="food" editor="mark duration" type="int">
4691 This value defines the duration of the force it inserts. 4867 This value defines the duration of the force it inserts.
4692 If nonzero, the duration of the player's mark is finite: 4868 If nonzero, the duration of the player's mark is finite:
4723 <attribute arch="name_pl" /> 4899 <attribute arch="name_pl" />
4724 <attribute arch="value" /> 4900 <attribute arch="value" />
4725 <attribute arch="unpaid" /> 4901 <attribute arch="unpaid" />
4726 </ignore> 4902 </ignore>
4727 <description><![CDATA[ 4903 <description><![CDATA[
4728 Walls usually block passage and sight. ]]> 4904 Walls usually block passage and sight.]]>
4729 </description> 4905 </description>
4730 &movement_types_terrain; 4906 &movement_types_terrain;
4731 <attribute arch="can_roll" editor="moveable" type="bool"> 4907 <attribute arch="can_roll" editor="moveable" type="bool">
4732 If set, the object is able to "roll", so it can be pushed around. 4908 If set, the object is able to "roll", so it can be pushed around.
4733 This setting is used for boulders and barrels. 4909 This setting is used for boulders and barrels.
4746<type number="109" name="Wand &amp; Staff"> 4922<type number="109" name="Wand &amp; Staff">
4747 <description><![CDATA[ 4923 <description><![CDATA[
4748 Wands contain a certain spell. The player can apply (ready) and 4924 Wands contain a certain spell. The player can apply (ready) and
4749 fire the wand. After a defined number of casts, the wand is 4925 fire the wand. After a defined number of casts, the wand is
4750 "used up". It is possible to recharge a wand with scrolls of 4926 "used up". It is possible to recharge a wand with scrolls of
4751 charging, but usually that isn't worth the cost. ]]> 4927 charging, but usually that isn't worth the cost.]]>
4752 </description> 4928 </description>
4753 <use><![CDATA[ 4929 <use><![CDATA[
4754 Wands are quite seldomly used. The reason prolly is that they're 4930 Wands are quite seldomly used. The reason prolly is that they're
4755 generally not cost-efficient. Handing out high-level wands with 4931 generally not cost-efficient. Handing out high-level wands with
4756 powerful special spells isn't a good idea either, because of 4932 powerful special spells isn't a good idea either, because of
4757 the recharge ability. 4933 the recharge ability.
4758 <br><br> 4934 <br><br>
4759 For low levels, staffs of healing/cure and word of recall are 4935 For low levels, staffs of healing/cure and word of recall are
4760 quite desirable though. Ideal rewards for low level quests. ]]> 4936 quite desirable though. Ideal rewards for low level quests.]]>
4761 </use> 4937 </use>
4762 <attribute arch="sp" editor="spell" type="spell"> 4938 <attribute arch="sp" editor="spell" type="spell">
4763 The &lt;spell&gt; specifies the contained spell. 4939 The &lt;spell&gt; specifies the contained spell.
4764 </attribute> 4940 </attribute>
4765 <attribute arch="level" editor="casting level" type="int"> 4941 <attribute arch="level" editor="casting level" type="int">
4790 <ignore_list name="non_pickable" /> 4966 <ignore_list name="non_pickable" />
4791 </ignore> 4967 </ignore>
4792 <description><![CDATA[ 4968 <description><![CDATA[
4793 A weak wall is a breakable spot amidsts a solid wall. Typically 4969 A weak wall is a breakable spot amidsts a solid wall. Typically
4794 these weak walls look similar to their solid "relatives" except 4970 these weak walls look similar to their solid "relatives" except
4795 for a small crack or little chunks of wall on the ground. ]]> 4971 for a small crack or little chunks of wall on the ground.]]>
4796 </description> 4972 </description>
4797 <use><![CDATA[ 4973 <use><![CDATA[
4798 If you want to create hidden rooms, using weak walls is alot 4974 If you want to create hidden rooms, using weak walls is alot
4799 better than completely indiscernible passages in a wall.<br> 4975 better than completely indiscernible passages in a wall.<br>
4800 Anyways, there can be a lot more to weak walls than just finding 4976 Anyways, there can be a lot more to weak walls than just finding
4801 them: Rising their defensive stats, weak walls can become a 4977 them: Rising their defensive stats, weak walls can become a
4802 serious obstacle. An ice wall might only be torn down by a fire 4978 serious obstacle. An ice wall might only be torn down by a fire
4803 attack for example. A granite wall for instance might be very 4979 attack for example. A granite wall for instance might be very
4804 hard to destroy. ]]> 4980 hard to destroy.]]>
4805 </use> 4981 </use>
4806 <attribute arch="alive" value="1" type="fixed" /> 4982 <attribute arch="alive" value="1" type="fixed" />
4807 <attribute arch="no_pick" value="1" type="fixed" /> 4983 <attribute arch="no_pick" value="1" type="fixed" />
4808 <attribute arch="tear_down" value="1" type="fixed" /> 4984 <attribute arch="tear_down" value="1" type="fixed" />
4809 <attribute arch="race" editor="race" type="string"> 4985 <attribute arch="race" editor="race" type="string">
4838<!--####################################################################--> 5014<!--####################################################################-->
4839<type number="15" name="Weapon"> 5015<type number="15" name="Weapon">
4840 <description><![CDATA[ 5016 <description><![CDATA[
4841 Wielding a weapon, the object's stats will directly be inherited to the 5017 Wielding a weapon, the object's stats will directly be inherited to the
4842 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5018 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4843 be improved with scrolls. ]]> 5019 be improved with scrolls.]]>
4844 </description> 5020 </description>
4845 <use><![CDATA[ 5021 <use><![CDATA[
4846 If you create artifacts (equipment) with stats- or resistance-bonus: 5022 If you create artifacts (equipment) with stats- or resistance-bonus:
4847 Keep playbalance in mind! Such items mustn't be reachable without hard 5023 Keep playbalance in mind! Such items mustn't be reachable without hard
4848 fighting AND questing. ]]> 5024 fighting AND questing.]]>
4849 </use> 5025 </use>
4850 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5026 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4851 This number is a bitmask, specifying the weapon's attacktypes. 5027 This number is a bitmask, specifying the weapon's attacktypes.
4852 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5028 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4853 have no more than one or two attacktypes. Keep in mind that all weapons 5029 have no more than one or two attacktypes. Keep in mind that all weapons
5027</type> 5203</type>
5028 5204
5029<type number="116" name="Event Connector"> 5205<type number="116" name="Event Connector">
5030 <description><![CDATA[ 5206 <description><![CDATA[
5031 Event connectors link specific events that happen to objects to 5207 Event connectors link specific events that happen to objects to
5032 a crossfire plug-in. They are not used at all in Deliantra ]]> 5208 a crossfire plug-in. They are not used at all in Deliantra.]]>
5033 </description> 5209 </description>
5034</type> 5210</type>
5035 5211
5036</types> 5212</types>

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