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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.12 by root, Sun Mar 26 07:20:24 2006 UTC vs.
Revision 1.34 by elmex, Thu Apr 10 06:42:21 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
156 than 0, the object acts/triggers/moves etc. and the value gets 147 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
161]> 354]>
162 355
163<types> 356<types>
164 357
165<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
405</list> 599</list>
406 600
407<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
447 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
448 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 </attribute> 644 </attribute>
451 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
452 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
453 </attribute> 658 </attribute>
454 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
455 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
461 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
462 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
463 never know ;) ). 668 never know ;) ).
464 </attribute> 669 </attribute>
465 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
466 Adds a certain value to the object: It will be worth that many times the 671 Determines the value of the object, in units of silver coins (one
467 default value from it's archetype (E.g. "value = 3" means three times 672 platinum coin == 50 silver coins). Value for buying/selling will be
468 worth the default value). Value for buying/selling will be
469 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
470 usually inevitable. 674 usually inevitable.
471 </attribute> 675 </attribute>
472 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
473 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
497 </attribute> 701 </attribute>
498 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
499 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
500 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
501 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
502 </attribute> 716 </attribute>
503</default_type> 717</default_type>
504 718
505<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
506 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
644 &move_on; 858 &move_on;
645 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
646 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
647 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
648 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
649 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
650 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
651 name: E.g. "drop 100 platinums")
652 </attribute> 865 </attribute>
653 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
654 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
655 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
656 869
700 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
701 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
702 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
703 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
704 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
705 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
706 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
707 name: E.g. "drop 100 platinums")
708 </attribute> 920 </attribute>
709 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
710 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
711 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
712 924
747 This text will be displayed to the player 959 This text will be displayed to the player
748 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
749 </attribute> 961 </attribute>
750</type> 962</type>
751 963
964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
752<!--####################################################################--> 980<!--####################################################################-->
753<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
754 <description><![CDATA[ 982 <description><![CDATA[
755 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
756 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
776 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
777 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
778 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
779 1007
780 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
781 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
782 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
783 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
784 </attribute> 1012 </attribute>
785 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
786 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
812 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
813 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
814 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
815 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
816 </attribute> 1044 </attribute>
817<section name="resistance"> 1045 &player_stat_resist_sections;
818 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
819 This adds physical resistance to the item (= armour value). The number is
820 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
821 and what they require to do for getting this-and-that artifact.
822 </attribute>
823 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
824 This adds magic resistance to the item. The number is a percent-value in
825 the range 0-100. Treat this with CARE. Look at other maps and what they
826 require to do for getting this-and-that artifact.
827 </attribute>
828 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
829 This adds fire resistance to the item. The number is a percent-value in
830 the range 0-100. Treat this with CARE. Look at other maps and what they
831 require to do for getting this-and-that artifact.
832 </attribute>
833 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
834 This adds electricity resistance to the item. The number is a percent-value in
835 the range 0-100. Treat this with CARE. Look at other maps and what they
836 require to do for getting this-and-that artifact.
837 </attribute>
838 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
839 This adds fire resistance to the item. The number is a percent-value in
840 the range 0-100. Treat this with CARE. Look at other maps and what they
841 require to do for getting this-and-that artifact.
842 </attribute>
843 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
844 This adds confusion resistance to the item. The number is a percent-value in
845 the range 0-100. Confusion resistance is not very effective
846 unless the value comes close to 100 (= perfect immunity).
847 </attribute>
848 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
849 This adds acid resistance to the item. The number is a percent-value in
850 the range 0-100. Treat this with CARE. Look at other maps and what they
851 require to do for getting this-and-that artifact.
852 </attribute>
853 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
854 This adds draining resistance to the item. The number is a percent-value
855 in the range 0-100. Draining resistance is little effective
856 unless the value is 100 (= perfect immunity).
857 </attribute>
858 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
859 This adds weaponmagic resistance to the item. The number is a percent-value in
860 the range 0-100. Weaponmagic resistance generally should not exist on
861 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
862 are not meant to be easily resisted.
863 </attribute>
864 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
865 This adds ghosthit resistance to the item. The number is a percent-value
866 in the range 0-100. Treat this with CARE. Look at other maps and what they
867 require to do for getting this-and-that artifact.
868 </attribute>
869 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
870 This adds poison resistance to the item. The number is a percent-value in
871 the range 0-100. Treat this with CARE. Look at other maps and what they
872 require to do for getting this-and-that artifact.
873 </attribute>
874 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
875 This adds fear resistance to the item. The number is a percent-value in
876 the range 0-100. Resistance to fear is pretty useless.
877 </attribute>
878 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
879 This adds paralyze resistance to the item. The number is a percent-value in
880 the range 0-100. Paralyze resistance is little effective
881 unless the value is 100 (= perfect immunity).
882 </attribute>
883 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
884 This adds fear resistance to the item. The number is a percent-value in
885 the range 0-100. Resistance to fear is pretty useless.
886 </attribute>
887 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
888 This adds depletion resistance to the item. The number is a percent-value
889 in the range 0-100. Depletion resistance is little effective
890 unless the value is 100 (= perfect immunity).
891 </attribute>
892 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
893 This adds death-attack resistance to the item. The number is a
894 percent-value in the range 0-100. Death-attack resistance is little
895 effective unless the value is 100 (= perfect immunity).
896 Generally, resistance to death-attack is not supposed to be
897 available to players!
898 </attribute>
899 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
900 This adds chaos resistance to the item. The number is a percent-value in
901 the range 0-100. Treat this with CARE. Look at other maps and what they
902 require to do for getting this-and-that artifact.
903 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
904 combination of other attacktypes.
905 </attribute>
906 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
907 This adds blinding resistance to the item. The number is a percent-value
908 in the range 0-100. Treat this with CARE. Look at other maps and what they
909 require to do for getting this-and-that artifact.
910 </attribute>
911 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
912 This adds holy power resistance to the item. The number is a percent-value
913 in the range 0-100. Holy power is the attacktype that holyword-type spells
914 use to hurt undead creatures. This kind of resistance is only reasonable
915 for undead players (wraith or devourer cult).
916 Generally, resistance to holy word should not be available for players.
917 </attribute>
918</section>
919<section name="stats">
920 <attribute arch="Str" editor="strength" type="int">
921 The player's strentgh will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Dex" editor="dexterity" type="int">
925 The player's dexterity will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Con" editor="constitution" type="int">
929 The player's constitution will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Int" editor="intelligence" type="int">
933 The player's intelligence will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Pow" editor="power" type="int">
937 The player's power will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Wis" editor="wisdom" type="int">
941 The player's wisdom will rise/fall by the given value while
942 wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Cha" editor="charisma" type="int">
945 The player's charisma will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948</section>
949<section name="misc"> 1046<section name="misc">
950 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
951 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
952 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
953 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
1068 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1069 </attribute> 1166 </attribute>
1070</type> 1167</type>
1071 1168
1072<!--####################################################################--> 1169<!--####################################################################-->
1170<type number="165" name="Safe ground">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work.
1180 ]]>
1181 </description>
1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1188 </use>
1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191</type>
1192
1193<!--####################################################################-->
1073<type number="8" name="Book"> 1194<type number="8" name="Book">
1074 <description><![CDATA[ 1195 <description><![CDATA[
1075 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
1076 </description> 1197 </description>
1077 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1420 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1421 </ignore> 1542 </ignore>
1422 <description><![CDATA[ 1543 <description><![CDATA[
1423 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1424 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1425 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1426 </description> 1548 </description>
1427 <use><![CDATA[ 1549 <use><![CDATA[
1428 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1429 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1430 </use> 1552 </use>
1438 </attribute> 1560 </attribute>
1439 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1440 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1441 the creator gets triggered. 1563 the creator gets triggered.
1442 </attribute> 1564 </attribute>
1565 &activate_on;
1443 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1444 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1445 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1446 </attribute> 1574 </attribute>
1447 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1448 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1449 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1450 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1539<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1540 <ignore> 1668 <ignore>
1541 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1542 </ignore> 1670 </ignore>
1543 <description><![CDATA[ 1671 <description><![CDATA[
1544 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1545 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1546 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1547 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1548 </description> 1676 </description>
1549 <use><![CDATA[ 1677 <use><![CDATA[
1723 This string defines the object that will be created when the door was 1851 This string defines the object that will be created when the door was
1724 defeated. 1852 defeated.
1725 </attribute> 1853 </attribute>
1726 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1727 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1728 </attribute> 1860 </attribute>
1729</type> 1861</type>
1730 1862
1731<!--####################################################################--> 1863<!--####################################################################-->
1732<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1750 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1751 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1753 </use> 1885 </use>
1754 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1755 Only objects of matching archtype, lying ontop of the dublicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1756 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1757 </attribute> 1889 </attribute>
1758 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1759 The number of items in the target pile will be multiplied by the 1891 The number of items in the target pile will be multiplied by the
1760 &lt;multiply factor&gt;. If it is set to zero, all target objects 1892 &lt;multiply factor&gt;. If it is set to zero, all target objects
1761 will be destroyed. 1893 will be destroyed.
1763 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1764 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1765 is able to trigger this duplicator. Be very careful that players cannot 1897 is able to trigger this duplicator. Be very careful that players cannot
1766 abuse it to create endless amounts of money or other valuable stuff! 1898 abuse it to create endless amounts of money or other valuable stuff!
1767 </attribute> 1899 </attribute>
1900 &activate_on;
1768</type> 1901</type>
1769 1902
1770<!--####################################################################--> 1903<!--####################################################################-->
1771<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1772 <ignore> 1905 <ignore>
1819 If set, this message will be displayed to the player when he applies the exit. 1952 If set, this message will be displayed to the player when he applies the exit.
1820 This is quite useful to throw in some "role-play feeling": "As you enter the 1953 This is quite useful to throw in some "role-play feeling": "As you enter the
1821 dark cave you hear the sound of rustling dragonscales...". Well, my english 1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1822 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1823 </attribute> 1956 </attribute>
1824 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1825 This flag defines the destined map as "personal unique map". If set, 1958 If set, then players using this exit will have their savebed position
1826 there will be a seperate version of that map for every player out there. 1959 set to the destination of the exit when passing through.
1827 This feature is used for the permanent apartments
1828 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1829 than apartments, since Crossfire is a *multi*player game. In such a permanent
1830 apartment don't forget to set the unique-flag for all floor tiles too
1831 (see floors).
1832 An exit pointing outside of a personal unique map must have the
1833 "unique destination"-flag unset.
1834 </attribute> 1960 </attribute>
1835</type> 1961</type>
1836 1962
1837<!--####################################################################--> 1963<!--####################################################################-->
1838<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1870 </attribute> 1996 </attribute>
1871 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1872 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1873 drops it to the ground. 1999 drops it to the ground.
1874 </attribute> 2000 </attribute>
1875<section name="resistance"> 2001 &resistances_flesh_section;
1876 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1877 Resistances on flesh items make them more durable against spellcraft
1878 of the appropriate kind. It also allows dragon players to eventually gain
1879 resistance by eating it. Usually resistance should only be set for flesh
1880 items in a monster's inventory.
1881 </attribute>
1882 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1883 Resistances on flesh items make them more durable against spellcraft
1884 of the appropriate kind. It also allows dragon players to eventually gain
1885 resistance by eating it. Usually resistance should only be set for flesh
1886 items in a monster's inventory.
1887 </attribute>
1888 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1889 Resistances on flesh items make them more durable against spellcraft
1890 of the appropriate kind. It also allows dragon players to eventually gain
1891 resistance by eating it. Usually resistance should only be set for flesh
1892 items in a monster's inventory.
1893 </attribute>
1894 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1895 Resistances on flesh items make them more durable against spellcraft
1896 of the appropriate kind. It also allows dragon players to eventually gain
1897 resistance by eating it. Usually resistance should only be set for flesh
1898 items in a monster's inventory.
1899 </attribute>
1900 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1901 Resistances on flesh items make them more durable against spellcraft
1902 of the appropriate kind. It also allows dragon players to eventually gain
1903 resistance by eating it. Usually resistance should only be set for flesh
1904 items in a monster's inventory.
1905 </attribute>
1906 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1907 Resistances on flesh items make them more durable against spellcraft
1908 of the appropriate kind. It also allows dragon players to eventually gain
1909 resistance by eating it. Usually resistance should only be set for flesh
1910 items in a monster's inventory.
1911 </attribute>
1912 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1913 Resistances on flesh items make them more durable against spellcraft
1914 of the appropriate kind. It also allows dragon players to eventually gain
1915 resistance by eating it. Usually resistance should only be set for flesh
1916 items in a monster's inventory.
1917 </attribute>
1918 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1919 Resistances on flesh items make them more durable against spellcraft
1920 of the appropriate kind. It also allows dragon players to eventually gain
1921 resistance by eating it. Usually resistance should only be set for flesh
1922 items in a monster's inventory.
1923 </attribute>
1924 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1925 Resistances on flesh items make them more durable against spellcraft
1926 of the appropriate kind. It also allows dragon players to eventually gain
1927 resistance by eating it. Usually resistance should only be set for flesh
1928 items in a monster's inventory.
1929 </attribute>
1930 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1931 Resistances on flesh items make them more durable against spellcraft
1932 of the appropriate kind. It also allows dragon players to eventually gain
1933 resistance by eating it. Usually resistance should only be set for flesh
1934 items in a monster's inventory.
1935 </attribute>
1936 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1937 Resistances on flesh items make them more durable against spellcraft
1938 of the appropriate kind. It also allows dragon players to eventually gain
1939 resistance by eating it. Usually resistance should only be set for flesh
1940 items in a monster's inventory.
1941 </attribute>
1942 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1943 Resistances on flesh items make them more durable against spellcraft
1944 of the appropriate kind. It also allows dragon players to eventually gain
1945 resistance by eating it. Usually resistance should only be set for flesh
1946 items in a monster's inventory.
1947 </attribute>
1948 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1949 Resistances on flesh items make them more durable against spellcraft
1950 of the appropriate kind. It also allows dragon players to eventually gain
1951 resistance by eating it. Usually resistance should only be set for flesh
1952 items in a monster's inventory.
1953 </attribute>
1954 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1955 Resistances on flesh items make them more durable against spellcraft
1956 of the appropriate kind. It also allows dragon players to eventually gain
1957 resistance by eating it. Usually resistance should only be set for flesh
1958 items in a monster's inventory.
1959 </attribute>
1960 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1961 Resistances on flesh items make them more durable against spellcraft
1962 of the appropriate kind. It also allows dragon players to eventually gain
1963 resistance by eating it. Usually resistance should only be set for flesh
1964 items in a monster's inventory.
1965 </attribute>
1966 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1967 RResistances on flesh items make them more durable against spellcraft
1968 of the appropriate kind. It also allows dragon players to eventually gain
1969 resistance by eating it. Usually resistance should only be set for flesh
1970 items in a monster's inventory.
1971 </attribute>
1972 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1973 Resistances on flesh items make them more durable against spellcraft
1974 of the appropriate kind. It also allows dragon players to eventually gain
1975 resistance by eating it. Usually resistance should only be set for flesh
1976 items in a monster's inventory.
1977 </attribute>
1978 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1979 Resistances on flesh items make them more durable against spellcraft
1980 of the appropriate kind. It also allows dragon players to eventually gain
1981 resistance by eating it. Usually resistance should only be set for flesh
1982 items in a monster's inventory.
1983 </attribute>
1984</section>
1985 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1986 This text may describe the item. 2003 This text may describe the item.
1987 </attribute> 2004 </attribute>
1988</type> 2005</type>
1989 2006
2095<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2096 <ignore> 2113 <ignore>
2097 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2098 </ignore> 2115 </ignore>
2099 <description><![CDATA[ 2116 <description><![CDATA[
2100 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2101 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2102 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2103 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2104 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2105 </description> 2122 </description>
2107 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2108 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2109 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way". ]]>
2110 </use> 2127 </use>
2111 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute>
2112 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
2113 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
2114 &lt;connection&gt; value get activated. This only makes sense together with 2134 &lt;connection&gt; value get activated. This only makes sense together with
2115 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
2116 </attribute> 2136 </attribute>
2334 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2335 To re-consecrate an altar, the player's wisdom level must be as 2355 To re-consecrate an altar, the player's wisdom level must be as
2336 high or higher than this value. In that way, some altars can not 2356 high or higher than this value. In that way, some altars can not
2337 be re-consecrated, while other altars, like those in dungeons, could be. 2357 be re-consecrated, while other altars, like those in dungeons, could be.
2338 2358
2339 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2359 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2340 Some characters might need those altars, they would be very unhappy to 2360 Some characters might need those altars, they would be very unhappy to
2341 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2342 </attribute> 2362 </attribute>
2343</type> 2363</type>
2344 2364
2396 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2397 functionalities. ]]> 2417 functionalities. ]]>
2398 </description> 2418 </description>
2399 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2400 </attribute> 2420 </attribute>
2401<section name="resistance"> 2421 &resistances_basic;
2402 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2403 </attribute>
2404 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2425 </attribute>
2426</section>
2427</type> 2422</type>
2428 2423
2429<!--####################################################################--> 2424<!--####################################################################-->
2430<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2431 <ignore> 2426 <ignore>
2581 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2582 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2583 The &lt;key string&gt; in the door must be identical with the 2578 The &lt;key string&gt; in the door must be identical with the
2584 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2585 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2586 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2587 2582
2588 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2589 </attribute> 2584 </attribute>
2590 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2591 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2691 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast 2687 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect. 2689 have much visible effect.
2695 </attribute> 2690 </attribute>
2691 &activate_on;
2696 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2693 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698 You can fine-tune how long the duration between two casts shall 2694 You can fine-tune how long the duration between two casts shall
2699 be. If you want to create a wall that can be activated (cast per 2695 be. If you want to create a wall that can be activated (cast per
2700 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2724 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2720 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2725 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2726 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2727 </attribute> 2723 </attribute>
2728</section> 2724</section>
2729<section name="resistance"> 2725&resistances_basic;
2730 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2771 </attribute>
2772</section>
2773</type> 2726</type>
2774 2727
2775<!--####################################################################--> 2728<!--####################################################################-->
2776<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2777 <ignore> 2730 <ignore>
2921 2874
2922 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2923 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2924 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2925 </attribute> 2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2882 </attribute>
2926 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2927 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2928 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2929 </attribute> 2886 </attribute>
2930 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2976 </attribute> 2933 </attribute>
2977 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2978 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2979 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2980 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2981 </attribute> 2944 </attribute>
2982 2945
2983<section name="melee"> 2946<section name="melee">
2984 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2985 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3157 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3158 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3159 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3160 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3161 3124
3162 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3163 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3164 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3165 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3166 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3167 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3203 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3204 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3205 attacker. 3168 attacker.
3206 </attribute> 3169 </attribute>
3207</section> 3170</section>
3208 3171 &resistances_basic;
3209<section name="resistance">
3210 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3251 </attribute>
3252</section>
3253 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3254 </attribute> 3173 </attribute>
3255</type> 3174</type>
3256 3175
3257<!--####################################################################--> 3176<!--####################################################################-->
3262 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3263 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3264 <attribute arch="value" /> 3183 <attribute arch="value" />
3265 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3266 </ignore> 3185 </ignore>
3267 <description><![CDATA[ 3186 <description>
3268 A grimreaper is a monster that vanishes after it did some number of 3187 A grimreaper is a monster that vanishes after it did some number of
3269 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3270 </description> 3189 </description>
3271<section name="grimreaper"> 3190<section name="grimreaper">
3272 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3273 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3274 </attribute> 3193 </attribute>
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3484 When a &lt;connection&gt; value is set, the pit can be opened/closed 3403 When a &lt;connection&gt; value is set, the pit can be opened/closed
3485 by activating the connection. 3404 by activating the connection.
3486 </attribute> 3405 </attribute>
3406 &activate_on;
3487 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3488 The pit will transport creatures (and items) randomly into a two-square 3408 The pit will transport creatures (and items) randomly into a two-square
3489 radius of the destination coordinates. 3409 radius of the destination coordinates.
3490 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3491 being filled up and not work anymore! 3411 being filled up and not work anymore!
3546 </attribute> 3466 </attribute>
3547 <attribute arch="startequip" editor="godgiven item" type="bool"> 3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3548 A godgiven item vanishes as soon as the player 3468 A godgiven item vanishes as soon as the player
3549 drops it to the ground. 3469 drops it to the ground.
3550 </attribute> 3470 </attribute>
3551<section name="stats"> 3471 &player_stat_resist_sections;
3552 <attribute arch="Str" editor="strength" type="int">
3553 The player's strentgh will rise/fall by the given value for permanent
3554 (of course there is an upper limit). Generally there shouldn't be stat
3555 potions granting more than one stat. Cursed potions will subtract the
3556 stats if positive.
3557 </attribute>
3558 <attribute arch="Dex" editor="dexterity" type="int">
3559 The player's dexterity will rise/fall by the given value for permanent
3560 (of course there is an upper limit). Generally there shouldn't be stat
3561 potions granting more than one stat. Cursed potions will subtract the
3562 stats if positive.
3563 </attribute>
3564 <attribute arch="Con" editor="constitution" type="int">
3565 The player's constitution will rise/fall by the given value for permanent
3566 (of course there is an upper limit). Generally there shouldn't be stat
3567 potions granting more than one stat. Cursed potions will subtract the
3568 stats if positive.
3569 </attribute>
3570 <attribute arch="Int" editor="intelligence" type="int">
3571 The player's intelligence will rise/fall by the given value for permanent
3572 (of course there is an upper limit). Generally there shouldn't be stat
3573 potions granting more than one stat. Cursed potions will subtract the
3574 stats if positive.
3575 </attribute>
3576 <attribute arch="Pow" editor="power" type="int">
3577 The player's power will rise/fall by the given value for permanent
3578 (of course there is an upper limit). Generally there shouldn't be stat
3579 potions granting more than one stat. Cursed potions will subtract the
3580 stats if positive.
3581 </attribute>
3582 <attribute arch="Wis" editor="wisdom" type="int">
3583 The player's wisdom will rise/fall by the given value for permanent
3584 (of course there is an upper limit). Generally there shouldn't be stat
3585 potions granting more than one stat. Cursed potions will subtract the
3586 stats if positive.
3587 </attribute>
3588 <attribute arch="Cha" editor="charisma" type="int">
3589 The player's charisma will rise/fall by the given value for permanent
3590 (of course there is an upper limit). Generally there shouldn't be stat
3591 potions granting more than one stat. Cursed potions will subtract the
3592 stats if positive.
3593 </attribute>
3594</section>
3595<section name="resistance">
3596 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3597 The player's resistance to physical will rise by this value in percent
3598 (range -100 till +100). The effect is only temporare, and it does NOT
3599 add on the values from the player's equipment.
3600 Cursed potions will make negative resistance.. very nasty in combat!
3601 </attribute>
3602 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3603 The player's resistance to magic will rise by this value in percent
3604 (range -100 till +100). The effect is only temporare, and it does NOT
3605 add on the values from the player's equipment.
3606 Cursed potions will make negative resistance.. very nasty in combat!
3607 </attribute>
3608 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3609 The player's resistance to fire will rise by this value in percent
3610 (range -100 till +100). The effect is only temporare, and it does NOT
3611 add on the values from the player's equipment.
3612 Cursed potions will make negative resistance.. very nasty in combat!
3613 </attribute>
3614 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3615 The player's resistance to electricity will rise by this value in percent
3616 (range -100 till +100). The effect is only temporare, and it does NOT
3617 add on the values from the player's equipment.
3618 Cursed potions will make negative resistance.. very nasty in combat!
3619 </attribute>
3620 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3621 The player's resistance to cold will rise by this value in percent
3622 (range -100 till +100). The effect is only temporare, and it does NOT
3623 add on the values from the player's equipment.
3624 Cursed potions will make negative resistance.. very nasty in combat!
3625 </attribute>
3626 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3627 The player's resistance to acid will rise by this value in percent
3628 (range -100 till +100). The effect is only temporare, and it does NOT
3629 add on the values from the player's equipment.
3630 Cursed potions will make negative resistance.. very nasty in combat!
3631 </attribute>
3632 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3633 The player's resistance to confusion will rise by this value in percent
3634 (range -100 till +100). The effect is only temporare, and it does NOT
3635 add on the values from the player's equipment.
3636 Cursed potions will make negative resistance.. very nasty in combat!
3637 </attribute>
3638 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3639 The player's resistance to weaponmagic will rise by this value in percent
3640 (range -100 till +100). The effect is only temporare, and it does NOT
3641 add on the values from the player's equipment.
3642 Cursed potions will make negative resistance.. very nasty in combat!
3643 </attribute>
3644 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3645 The player's resistance to paralyze will rise by this value in percent
3646 (range -100 till +100). The effect is only temporare, and it does NOT
3647 add on the values from the player's equipment.
3648 Cursed potions will make negative resistance.. very nasty in combat!
3649 </attribute>
3650 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3651 The player's resistance to draining will rise by this value in percent
3652 (range -100 till +100). The effect is only temporare, and it does NOT
3653 add on the values from the player's equipment.
3654 Cursed potions will make negative resistance.. very nasty in combat!
3655 </attribute>
3656 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3657 The player's resistance to depletion will rise by this value in percent
3658 (range -100 till +100). The effect is only temporare, and it does NOT
3659 add on the values from the player's equipment.
3660 Cursed potions will make negative resistance.. very nasty in combat!
3661 </attribute>
3662 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3663 The player's resistance to poison will rise by this value in percent
3664 (range -100 till +100). The effect is only temporare, and it does NOT
3665 add on the values from the player's equipment.
3666 Cursed potions will make negative resistance.. very nasty in combat!
3667 </attribute>
3668</section>
3669</type> 3472</type>
3670 3473
3671<!--####################################################################--> 3474<!--####################################################################-->
3672<type number="156" name="Power Crystal"> 3475<type number="156" name="Power Crystal">
3673 <description><![CDATA[ 3476 <description><![CDATA[
3942 It is absolutely neccessary that a place with savebeds is 100% secure. 3745 It is absolutely neccessary that a place with savebeds is 100% secure.
3943 That means: 3746 That means:
3944 <UL> 3747 <UL>
3945 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3748 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3946 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3749 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3947 <LI> Insert a relyable exit! Make sure there is no possibility that 3750 <LI> Insert a reliable exit! Make sure there is no possibility that
3948 players get trapped in a savebed location. 3751 players get trapped in a savebed location.
3949 <LI> If possible, mark the whole site as no-spell area (Insert this 3752 <LI> If possible, mark the whole site as no-spell area (Insert this
3950 arch called "dungeon_magic" everywhere). This is not required, 3753 arch called "dungeon_magic" everywhere). This is not required,
3951 but it makes the place much more safe. 3754 but it makes the place much more safe.
3952 </UL> ]]> 3755 </UL> ]]>
4007</type> 3810</type>
4008 3811
4009<!--####################################################################--> 3812<!--####################################################################-->
4010<type number="14" name="Shooting Weapon"> 3813<type number="14" name="Shooting Weapon">
4011 <description><![CDATA[ 3814 <description><![CDATA[
4012 Schooting weapons like bows/crossbows are used to shoot projectiles 3815 Shooting weapons like bows/crossbows are used to shoot projectiles
4013 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3816 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014 wielded both at the same time. Like with any other equipment, 3817 wielded both at the same time. Like with any other equipment,
4015 stats/bonuses from shooting weapons are directly inherited to the player. 3818 stats/bonuses from shooting weapons are directly inherited to the player.
4016 <br><br> 3819 <br><br>
4017 It's very easy to add new pairs of weapons &amp; projectiles. 3820 It's very easy to add new pairs of weapons &amp; projectiles.
4019 weapon and projectile. ]]> 3822 weapon and projectile. ]]>
4020 </description> 3823 </description>
4021 <use><![CDATA[ 3824 <use><![CDATA[
4022 Shooting weapons should not add bonuses in general. There's already 3825 Shooting weapons should not add bonuses in general. There's already
4023 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3826 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024 Schooting weapons should especially not add bonuses to the player 3827 Shooting weapons should especially not add bonuses to the player
4025 that have nothing to do with schooting. A Wisdom bonus on a bow 3828 that have nothing to do with schooting. A Wisdom bonus on a bow
4026 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3829 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027 - still crap. ]]> 3830 - still crap. ]]>
4028 </use> 3831 </use>
4029 <attribute arch="race" editor="ammunition class" type="string"> 3832 <attribute arch="race" editor="ammunition class" type="string">
4061 amount of &lt;item power&gt;, depending on their own level. This is the 3864 amount of &lt;item power&gt;, depending on their own level. This is the
4062 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
4063 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
4064 3867
4065 It is very important to adjust the &lt;item power&gt; value carefully 3868 It is very important to adjust the &lt;item power&gt; value carefully
4066 for every artifact you create! If zero/unset, the CF server will 3869 for every artifact you create! If zero/unset, the Deliantra server will
4067 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
4068 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
4069 </attribute> 3872 </attribute>
4070 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
4071 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4237 the connection is triggered. This should be used in combination with 4040 the connection is triggered. This should be used in combination with
4238 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4041 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239 If activating your magic_mouth this way, the message will not only be 4042 If activating your magic_mouth this way, the message will not only be
4240 printed to one player, but all players on the current map. 4043 printed to one player, but all players on the current map.
4241 </attribute> 4044 </attribute>
4045 &activate_on;
4242 &move_on; 4046 &move_on;
4243 <attribute arch="food" editor="counter" type="int"> 4047 <attribute arch="food" editor="counter" type="int">
4244 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4048 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245 (printing the message) only that many times. For signs this really shouldn't 4049 (printing the message) only that many times. For signs this really shouldn't
4246 be used, while for magic_mouths it is extremely helpful. 4050 be used, while for magic_mouths it is extremely helpful.
4253 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4057 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4254 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4058 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4255 </attribute> 4059 </attribute>
4256 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4060 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4257 This text will be displayed to the player. 4061 This text will be displayed to the player.
4062 </attribute>
4063</type>
4064
4065<type number="150" name="Shop Inventory">
4066 <ignore>
4067 <ignore_list name="non_pickable" />
4068 </ignore>
4069 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4070 </description>
4071 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4072 </use>
4073 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4074 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4075 the map that will be searched for unpaid items.
4258 </attribute> 4076 </attribute>
4259</type> 4077</type>
4260 4078
4261<!--####################################################################--> 4079<!--####################################################################-->
4262<type number="43" name="Skill"> 4080<type number="43" name="Skill">
4299 expmul is 1, the player will get 500 added to that skill as well as 4117 expmul is 1, the player will get 500 added to that skill as well as
4300 500 to their total. 4118 500 to their total.
4301 </attribute> 4119 </attribute>
4302 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4303 The &lt;skill type&gt; defines the base functionality of the skill. 4121 The &lt;skill type&gt; defines the base functionality of the skill.
4304 Skill types are hardcoded in the Crossfire server. It isn't hard to 4122 Skill types are hardcoded in the Deliantra server. It isn't hard to
4305 create new skill types, but it requires a bit of server-coding. 4123 create new skill types, but it requires a bit of server-coding.
4306 </attribute> 4124 </attribute>
4307 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4308 </attribute> 4126 </attribute>
4309 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4618 <attribute arch="connected" editor="connection" type="int"> 4436 <attribute arch="connected" editor="connection" type="int">
4619 If a connection value is set, the teleporter will be activated 4437 If a connection value is set, the teleporter will be activated
4620 whenever the connection is triggered. To use this properly, 4438 whenever the connection is triggered. To use this properly,
4621 &lt;activation speed&gt; must be zero. 4439 &lt;activation speed&gt; must be zero.
4622 </attribute> 4440 </attribute>
4441 &activate_on;
4623 <attribute arch="speed" editor="activation speed" type="float"> 4442 <attribute arch="speed" editor="activation speed" type="float">
4624 If the &lt;activation speed&gt; is nonzero, the teleporter will 4443 If the &lt;activation speed&gt; is nonzero, the teleporter will
4625 automatically be activated in regular time-intervals. Hence, the 4444 automatically be activated in regular time-intervals. Hence, the
4626 player can just step on it and gets teleported sooner or later. 4445 player can just step on it and gets teleported sooner or later.
4627 The duration between two activates depends on the given value. 4446 The duration between two activates depends on the given value.
4637<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4638 <ignore> 4457 <ignore>
4639 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4640 </ignore> 4459 </ignore>
4641 <description><![CDATA[ 4460 <description><![CDATA[
4642 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4643 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4644 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4645 Unlike locked doors, gates can get shut again after a player has 4464 Unlike locked doors, gates can get shut again after a player has
4646 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4647 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
4657 Whenever the inventory checker is triggered, all objects with identical 4476 Whenever the inventory checker is triggered, all objects with identical
4658 &lt;connection&gt; value get activated. This only makes sense together with 4477 &lt;connection&gt; value get activated. This only makes sense together with
4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4478 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660 after some time. 4479 after some time.
4661 </attribute> 4480 </attribute>
4481 &activate_on;
4662 <attribute arch="wc" editor="position state" type="int"> 4482 <attribute arch="wc" editor="position state" type="int">
4663 The &lt;position state&gt; defines the position of the gate: 4483 The &lt;position state&gt; defines the position of the gate:
4664 Zero means completely open/down, the "number of animation-steps" (usually 4484 Zero means completely open/down, the "number of animation-steps" (usually
4665 about 6 or 7) means completely closed/up state. I suggest you don't 4485 about 6 or 7) means completely closed/up state. I suggest you don't
4666 mess with this value - Leave the default in place. 4486 mess with this value - Leave the default in place.
4697 and generally have either a physical attack or trigger a reaction. 4517 and generally have either a physical attack or trigger a reaction.
4698 <br><br> 4518 <br><br>
4699 Traps hit any monster or person who steps on them for 'dam' damage in 4519 Traps hit any monster or person who steps on them for 'dam' damage in
4700 'attacktype' attacktype and/or trigger a reaction. 4520 'attacktype' attacktype and/or trigger a reaction.
4701 <br><br> 4521 <br><br>
4702 Many traps are already defined in the archetypes. ]]> 4522 Many traps are already defined in the archetypes.]]>
4703 </description> 4523 </description>
4704 <use><![CDATA[ 4524 <use><![CDATA[
4705 Avoid monsters stepping on your traps. For example, a party of orcs setting 4525 Avoid monsters stepping on your traps. For example, a party of orcs setting
4706off your lightning wall and pit trap is usually a bad idea. ]]> 4526 off your lightning wall and pit trap is usually a bad idea.]]>
4707 </use> 4527 </use>
4708 <attribute arch="no_pick" value="1" type="fixed" /> 4528 <attribute arch="no_pick" value="1" type="fixed" />
4709 &move_on; 4529 &move_on;
4710 <attribute arch="level" editor="trap level" type="int"> 4530 <attribute arch="level" editor="trap level" type="int">
4711 Level effects how easily a trap may be found and disarmed, and 4531 Level effects how easily a trap may be found and disarmed, and
4891<!--####################################################################--> 4711<!--####################################################################-->
4892<type number="0" name="Wall"> 4712<type number="0" name="Wall">
4893 <required> 4713 <required>
4894 <attribute arch="is_floor" value="0" /> 4714 <attribute arch="is_floor" value="0" />
4895 <attribute arch="alive" value="0" /> 4715 <attribute arch="alive" value="0" />
4896 <attribute arch="move_block" value="255" /> 4716 <attribute arch="no_pass" value="1" />
4897 </required> 4717 </required>
4898 <ignore> 4718 <ignore>
4899 <attribute arch="nrof" /> 4719 <attribute arch="nrof" />
4900 <attribute arch="title" /> 4720 <attribute arch="title" />
4901 <attribute arch="name_pl" /> 4721 <attribute arch="name_pl" />
5008 </attribute> 4828 </attribute>
5009 <attribute arch="ac" editor="armour class" type="int"> 4829 <attribute arch="ac" editor="armour class" type="int">
5010 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4830 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5011 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4831 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5012 </attribute> 4832 </attribute>
5013<section name="resistance"> 4833 &resistances_basic;
5014 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5055 </attribute>
5056</section>
5057</type> 4834</type>
5058 4835
5059<!--####################################################################--> 4836<!--####################################################################-->
5060<type number="15" name="Weapon"> 4837<type number="15" name="Weapon">
5061 <description><![CDATA[ 4838 <description><![CDATA[
5129 amount of &lt;item power&gt;, depending on their own level. This is the 4906 amount of &lt;item power&gt;, depending on their own level. This is the
5130 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
5131 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
5132 4909
5133 It is very important to adjust the &lt;item power&gt; value carefully 4910 It is very important to adjust the &lt;item power&gt; value carefully
5134 for every artifact you create! If zero/unset, the CF server will 4911 for every artifact you create! If zero/unset, the Deliantra server will
5135 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
5136 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
5137 </attribute> 4914 </attribute>
5138 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
5139 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5159 </attribute> 4936 </attribute>
5160 <attribute arch="startequip" editor="godgiven item" type="bool"> 4937 <attribute arch="startequip" editor="godgiven item" type="bool">
5161 A godgiven item vanishes as soon as the player 4938 A godgiven item vanishes as soon as the player
5162 drops it to the ground. 4939 drops it to the ground.
5163 </attribute> 4940 </attribute>
5164<section name="resistance"> 4941 &player_stat_resist_sections;
5165 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5166 This adds physical resistance to the weapon (= armour value). The number is
5167 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5168 and what they require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5171 This adds magic resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Treat this with CARE. Look at other maps and what they
5173 require to do for getting this-and-that artifact.
5174 </attribute>
5175 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5176 This adds fire resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5181 This adds electricity resistance to the weapon. The number is a percent-value in
5182 the range 0-100. Treat this with CARE. Look at other maps and what they
5183 require to do for getting this-and-that artifact.
5184 </attribute>
5185 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5186 This adds fire resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Treat this with CARE. Look at other maps and what they
5188 require to do for getting this-and-that artifact.
5189 </attribute>
5190 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5191 This adds confusion resistance to the weapon. The number is a percent-value in
5192 the range 0-100. Confusion resistance is not very effective
5193 unless the value comes close to 100 (= perfect immunity).
5194 </attribute>
5195 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5196 This adds acid resistance to the weapon. The number is a percent-value in
5197 the range 0-100. Treat this with CARE. Look at other maps and what they
5198 require to do for getting this-and-that artifact.
5199 </attribute>
5200 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5201 This adds draining resistance to the weapon. The number is a percent-value
5202 in the range 0-100. Draining resistance is little effective
5203 unless the value is 100 (= perfect immunity).
5204 </attribute>
5205 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5206 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Weaponmagic resistance generally should not exist on
5208 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5209 are not meant to be easily resisted.
5210 </attribute>
5211 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5212 This adds ghosthit resistance to the weapon. The number is a percent-value
5213 in the range 0-100. Treat this with CARE. Look at other maps and what they
5214 require to do for getting this-and-that artifact.
5215 </attribute>
5216 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5217 This adds poison resistance to the weapon. The number is a percent-value in
5218 the range 0-100. Treat this with CARE. Look at other maps and what they
5219 require to do for getting this-and-that artifact.
5220 </attribute>
5221 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5222 This adds fear resistance to the weapon. The number is a percent-value in
5223 the range 0-100. Resistance to fear is pretty useless.
5224 </attribute>
5225 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5226 This adds paralyze resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Paralyze resistance is little effective
5228 unless the value is 100 (= perfect immunity).
5229 </attribute>
5230 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5231 This adds fear resistance to the weapon. The number is a percent-value in
5232 the range 0-100. Resistance to fear is pretty useless.
5233 </attribute>
5234 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5235 This adds depletion resistance to the weapon. The number is a percent-value
5236 in the range 0-100. Depletion resistance is little effective
5237 unless the value is 100 (= perfect immunity).
5238 </attribute>
5239 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5240 This adds death-attack resistance to the weapon. The number is a
5241 percent-value in the range 0-100. Death-attack resistance is little
5242 effective unless the value is 100 (= perfect immunity).
5243 Generally, resistance to death-attack is not supposed to be
5244 available to players!
5245 </attribute>
5246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5247 This adds chaos resistance to the weapon. The number is a percent-value in
5248 the range 0-100. Treat this with CARE. Look at other maps and what they
5249 require to do for getting this-and-that artifact.
5250 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5251 combination of other attacktypes.
5252 </attribute>
5253 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5254 This adds blinding resistance to the weapon. The number is a percent-value
5255 in the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 </attribute>
5258 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5259 This adds holy power resistance to the weapon. The number is a percent-value
5260 in the range 0-100. Holy power is the attacktype that holyword-type spells
5261 use to hurt undead creatures. This kind of resistance is only reasonable
5262 for undead players (wraith or devourer cult).
5263 Generally, resistance to holy word should not be available for players.
5264 </attribute>
5265</section>
5266<section name="stats">
5267 <attribute arch="Str" editor="strength" type="int">
5268 The player's strentgh will rise/fall by the given value
5269 while wearing this weapon.
5270 </attribute>
5271 <attribute arch="Dex" editor="dexterity" type="int">
5272 The player's dexterity will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275 <attribute arch="Con" editor="constitution" type="int">
5276 The player's constitution will rise/fall by the given value
5277 while wearing this weapon.
5278 </attribute>
5279 <attribute arch="Int" editor="intelligence" type="int">
5280 The player's intelligence will rise/fall by the given value
5281 while wearing this weapon.
5282 </attribute>
5283 <attribute arch="Pow" editor="power" type="int">
5284 The player's power will rise/fall by the given value
5285 while wearing this weapon.
5286 </attribute>
5287 <attribute arch="Wis" editor="wisdom" type="int">
5288 The player's wisdom will rise/fall by the given value while
5289 wearing this weapon.
5290 </attribute>
5291 <attribute arch="Cha" editor="charisma" type="int">
5292 The player's charisma will rise/fall by the given value
5293 while wearing this weapon.
5294 </attribute>
5295</section>
5296<section name="misc"> 4942<section name="misc">
5297 <attribute arch="luck" editor="luck bonus" type="int"> 4943 <attribute arch="luck" editor="luck bonus" type="int">
5298 With positive luck bonus, the player is more likely to 4944 With positive luck bonus, the player is more likely to
5299 succeed in all sorts of things (spellcasting, praying,...). 4945 succeed in all sorts of things (spellcasting, praying,...).
5300 Unless the &lt;luck bonus&gt; is very high, the effect will be 4946 Unless the &lt;luck bonus&gt; is very high, the effect will be
5379</type> 5025</type>
5380 5026
5381<type number="116" name="Event Connector"> 5027<type number="116" name="Event Connector">
5382 <description><![CDATA[ 5028 <description><![CDATA[
5383 Event connectors link specific events that happen to objects to 5029 Event connectors link specific events that happen to objects to
5384 a crossfire plug-in. ]]> 5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5385 </description> 5031 </description>
5386 <attribute arch="subtype" editor="event type" type="list_event_type">
5387 The type of event that triggers a notify to the plug-in.
5388 </attribute>
5389 <attribute arch="title" editor="plug-in" type="string">
5390 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5391 for python and "perl" for the Crossfire-Perl plug-in.
5392 </attribute>
5393 <attribute arch="slaying" editor="extension" type="string">
5394 The name of the extension to invoke (for python, this is the path to a script,
5395 for perl this is the name of a extension package without the ".ext" extension.
5396 </attribute>
5397 <attribute arch="name" editor="options" type="string">
5398 A string that is passed unaltered to the extension above. Often used to pass
5399 options to the extension that alter its behaviour.
5400 </attribute>
5401</type> 5032</type>
5402 5033
5403</types> 5034</types>

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