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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.24 by root, Wed May 9 11:44:41 2007 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# #
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 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
458 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.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 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.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 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:
465 100 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
466 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.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 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
508 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
509 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
510 </attribute> 716 </attribute>
511</default_type> 717</default_type>
512 718
513<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
652 &move_on; 858 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
654 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
655 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
656 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.
657 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".
658 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 865 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
663 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.
664 869
708 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
710 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
711 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
712 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.
713 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".
714 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 920 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
719 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.
720 924
755 This text will be displayed to the player 959 This text will be displayed to the player
756 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
757 </attribute> 961 </attribute>
758</type> 962</type>
759 963
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>
760<!--####################################################################--> 980<!--####################################################################-->
761<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
762 <description><![CDATA[ 982 <description><![CDATA[
763 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
764 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
784 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
785 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
787 1007
788 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
789 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
790 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1012 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
820 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
821 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
824 </attribute> 1044 </attribute>
825<section name="resistance"> 1045 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1046<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
961 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
1076 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1077 </attribute> 1166 </attribute>
1078</type> 1167</type>
1079 1168
1080<!--####################################################################--> 1169<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1082 <ignore> 1171 <ignore>
1083 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1084 </ignore> 1173 </ignore>
1085 <description><![CDATA[ 1174 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1178 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1179 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1180 ]]>
1093 </description> 1181 </description>
1094 <use><![CDATA[ 1182 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1184 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1185 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1186 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1187 ]]>
1100 </use> 1188 </use>
1189 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1191</type>
1103 1192
1104<!--####################################################################--> 1193<!--####################################################################-->
1105<type number="8" name="Book"> 1194<type number="8" name="Book">
1578<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1579 <ignore> 1668 <ignore>
1580 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1581 </ignore> 1670 </ignore>
1582 <description><![CDATA[ 1671 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1584 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
1585 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1587 </description> 1676 </description>
1588 <use><![CDATA[ 1677 <use><![CDATA[
1863 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.
1864 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
1865 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
1866 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1867 </attribute> 1956 </attribute>
1868 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1869 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
1870 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.
1871 This feature is used for the permanent apartments
1872 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1873 than apartments, since Crossfire is a *multi*player game. In such a permanent
1874 apartment don't forget to set the unique-flag for all floor tiles too
1875 (see floors).
1876 An exit pointing outside of a personal unique map must have the
1877 "unique destination"-flag unset.
1878 </attribute> 1960 </attribute>
1879</type> 1961</type>
1880 1962
1881<!--####################################################################--> 1963<!--####################################################################-->
1882<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1914 </attribute> 1996 </attribute>
1915 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1916 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1917 drops it to the ground. 1999 drops it to the ground.
1918 </attribute> 2000 </attribute>
1919<section name="resistance"> 2001 &resistances_flesh_section;
1920 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1921 Resistances on flesh items make them more durable against spellcraft
1922 of the appropriate kind. It also allows dragon players to eventually gain
1923 resistance by eating it. Usually resistance should only be set for flesh
1924 items in a monster's inventory.
1925 </attribute>
1926 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1927 Resistances on flesh items make them more durable against spellcraft
1928 of the appropriate kind. It also allows dragon players to eventually gain
1929 resistance by eating it. Usually resistance should only be set for flesh
1930 items in a monster's inventory.
1931 </attribute>
1932 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1933 Resistances on flesh items make them more durable against spellcraft
1934 of the appropriate kind. It also allows dragon players to eventually gain
1935 resistance by eating it. Usually resistance should only be set for flesh
1936 items in a monster's inventory.
1937 </attribute>
1938 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1939 Resistances on flesh items make them more durable against spellcraft
1940 of the appropriate kind. It also allows dragon players to eventually gain
1941 resistance by eating it. Usually resistance should only be set for flesh
1942 items in a monster's inventory.
1943 </attribute>
1944 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1945 Resistances on flesh items make them more durable against spellcraft
1946 of the appropriate kind. It also allows dragon players to eventually gain
1947 resistance by eating it. Usually resistance should only be set for flesh
1948 items in a monster's inventory.
1949 </attribute>
1950 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1951 Resistances on flesh items make them more durable against spellcraft
1952 of the appropriate kind. It also allows dragon players to eventually gain
1953 resistance by eating it. Usually resistance should only be set for flesh
1954 items in a monster's inventory.
1955 </attribute>
1956 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1957 Resistances on flesh items make them more durable against spellcraft
1958 of the appropriate kind. It also allows dragon players to eventually gain
1959 resistance by eating it. Usually resistance should only be set for flesh
1960 items in a monster's inventory.
1961 </attribute>
1962 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1963 Resistances on flesh items make them more durable against spellcraft
1964 of the appropriate kind. It also allows dragon players to eventually gain
1965 resistance by eating it. Usually resistance should only be set for flesh
1966 items in a monster's inventory.
1967 </attribute>
1968 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1969 Resistances on flesh items make them more durable against spellcraft
1970 of the appropriate kind. It also allows dragon players to eventually gain
1971 resistance by eating it. Usually resistance should only be set for flesh
1972 items in a monster's inventory.
1973 </attribute>
1974 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1975 Resistances on flesh items make them more durable against spellcraft
1976 of the appropriate kind. It also allows dragon players to eventually gain
1977 resistance by eating it. Usually resistance should only be set for flesh
1978 items in a monster's inventory.
1979 </attribute>
1980 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1981 Resistances on flesh items make them more durable against spellcraft
1982 of the appropriate kind. It also allows dragon players to eventually gain
1983 resistance by eating it. Usually resistance should only be set for flesh
1984 items in a monster's inventory.
1985 </attribute>
1986 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1987 Resistances on flesh items make them more durable against spellcraft
1988 of the appropriate kind. It also allows dragon players to eventually gain
1989 resistance by eating it. Usually resistance should only be set for flesh
1990 items in a monster's inventory.
1991 </attribute>
1992 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1993 Resistances on flesh items make them more durable against spellcraft
1994 of the appropriate kind. It also allows dragon players to eventually gain
1995 resistance by eating it. Usually resistance should only be set for flesh
1996 items in a monster's inventory.
1997 </attribute>
1998 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1999 Resistances on flesh items make them more durable against spellcraft
2000 of the appropriate kind. It also allows dragon players to eventually gain
2001 resistance by eating it. Usually resistance should only be set for flesh
2002 items in a monster's inventory.
2003 </attribute>
2004 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2005 Resistances on flesh items make them more durable against spellcraft
2006 of the appropriate kind. It also allows dragon players to eventually gain
2007 resistance by eating it. Usually resistance should only be set for flesh
2008 items in a monster's inventory.
2009 </attribute>
2010 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2011 RResistances on flesh items make them more durable against spellcraft
2012 of the appropriate kind. It also allows dragon players to eventually gain
2013 resistance by eating it. Usually resistance should only be set for flesh
2014 items in a monster's inventory.
2015 </attribute>
2016 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2017 Resistances on flesh items make them more durable against spellcraft
2018 of the appropriate kind. It also allows dragon players to eventually gain
2019 resistance by eating it. Usually resistance should only be set for flesh
2020 items in a monster's inventory.
2021 </attribute>
2022 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2023 Resistances on flesh items make them more durable against spellcraft
2024 of the appropriate kind. It also allows dragon players to eventually gain
2025 resistance by eating it. Usually resistance should only be set for flesh
2026 items in a monster's inventory.
2027 </attribute>
2028</section>
2029 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030 This text may describe the item. 2003 This text may describe the item.
2031 </attribute> 2004 </attribute>
2032</type> 2005</type>
2033 2006
2139<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2140 <ignore> 2113 <ignore>
2141 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2142 </ignore> 2115 </ignore>
2143 <description><![CDATA[ 2116 <description><![CDATA[
2144 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2145 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2146 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2147 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
2148 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2149 </description> 2122 </description>
2443 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2444 functionalities. ]]> 2417 functionalities. ]]>
2445 </description> 2418 </description>
2446 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2447 </attribute> 2420 </attribute>
2448<section name="resistance"> 2421 &resistances_basic;
2449 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2468 </attribute>
2469 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2470 </attribute>
2471 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2472 </attribute>
2473</section>
2474</type> 2422</type>
2475 2423
2476<!--####################################################################--> 2424<!--####################################################################-->
2477<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2478 <ignore> 2426 <ignore>
2628 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2629 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2630 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
2631 &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.
2632 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
2633 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2634 2582
2635 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2636 </attribute> 2584 </attribute>
2637 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2638 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2772 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
2773 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2774 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2775 </attribute> 2723 </attribute>
2776</section> 2724</section>
2777<section name="resistance"> 2725&resistances_basic;
2778 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2815 </attribute>
2816 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2817 </attribute>
2818 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2819 </attribute>
2820</section>
2821</type> 2726</type>
2822 2727
2823<!--####################################################################--> 2728<!--####################################################################-->
2824<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2825 <ignore> 2730 <ignore>
3030 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
3031 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
3032 the carried weight. 2937 the carried weight.
3033 </attribute> 2938 </attribute>
3034 <attribute arch="precious" editor="precious" type="bool"> 2939 <attribute arch="precious" editor="precious" type="bool">
3035 Set this flag to indicate that this monster is <i>precious</i>, i.e. 2940 Set this flag to indicate that this monster is precious, i.e.
3036 it should not be lightly destroyed. This is most useful on pets and 2941 it should not be lightly destroyed. This is most useful on pets and
3037 keeps the server from destroying them on destroy_pets/monster floors 2942 keeps the server from destroying them on destroy_pets/monster floors
3038 and will try to save them when the player logs out. 2943 and will try to save them when the player logs out.
3039 </attribute> 2944 </attribute>
3040 2945
3215 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3216 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.
3217 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3218 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3219 3124
3220 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3221 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.
3222 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3223 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
3224 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3225 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3261 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3262 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3263 attacker. 3168 attacker.
3264 </attribute> 3169 </attribute>
3265</section> 3170</section>
3266 3171 &resistances_basic;
3267<section name="resistance">
3268 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3295 </attribute>
3296 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3297 </attribute>
3298 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3299 </attribute>
3300 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3301 </attribute>
3302 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3303 </attribute>
3304 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3305 </attribute>
3306 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3307 </attribute>
3308 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3309 </attribute>
3310</section>
3311 <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">
3312 </attribute> 3173 </attribute>
3313</type> 3174</type>
3314 3175
3315<!--####################################################################--> 3176<!--####################################################################-->
3320 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3321 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3322 <attribute arch="value" /> 3183 <attribute arch="value" />
3323 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3324 </ignore> 3185 </ignore>
3325 <description><![CDATA[ 3186 <description>
3326 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
3327 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3328 </description> 3189 </description>
3329<section name="grimreaper"> 3190<section name="grimreaper">
3330 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3331 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3332 </attribute> 3193 </attribute>
3605 </attribute> 3466 </attribute>
3606 <attribute arch="startequip" editor="godgiven item" type="bool"> 3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3607 A godgiven item vanishes as soon as the player 3468 A godgiven item vanishes as soon as the player
3608 drops it to the ground. 3469 drops it to the ground.
3609 </attribute> 3470 </attribute>
3610<section name="stats"> 3471 &player_stat_resist_sections;
3611 <attribute arch="Str" editor="strength" type="int">
3612 The player's strentgh will rise/fall by the given value for permanent
3613 (of course there is an upper limit). Generally there shouldn't be stat
3614 potions granting more than one stat. Cursed potions will subtract the
3615 stats if positive.
3616 </attribute>
3617 <attribute arch="Dex" editor="dexterity" type="int">
3618 The player's dexterity will rise/fall by the given value for permanent
3619 (of course there is an upper limit). Generally there shouldn't be stat
3620 potions granting more than one stat. Cursed potions will subtract the
3621 stats if positive.
3622 </attribute>
3623 <attribute arch="Con" editor="constitution" type="int">
3624 The player's constitution will rise/fall by the given value for permanent
3625 (of course there is an upper limit). Generally there shouldn't be stat
3626 potions granting more than one stat. Cursed potions will subtract the
3627 stats if positive.
3628 </attribute>
3629 <attribute arch="Int" editor="intelligence" type="int">
3630 The player's intelligence will rise/fall by the given value for permanent
3631 (of course there is an upper limit). Generally there shouldn't be stat
3632 potions granting more than one stat. Cursed potions will subtract the
3633 stats if positive.
3634 </attribute>
3635 <attribute arch="Pow" editor="power" type="int">
3636 The player's power will rise/fall by the given value for permanent
3637 (of course there is an upper limit). Generally there shouldn't be stat
3638 potions granting more than one stat. Cursed potions will subtract the
3639 stats if positive.
3640 </attribute>
3641 <attribute arch="Wis" editor="wisdom" type="int">
3642 The player's wisdom will rise/fall by the given value for permanent
3643 (of course there is an upper limit). Generally there shouldn't be stat
3644 potions granting more than one stat. Cursed potions will subtract the
3645 stats if positive.
3646 </attribute>
3647 <attribute arch="Cha" editor="charisma" type="int">
3648 The player's charisma will rise/fall by the given value for permanent
3649 (of course there is an upper limit). Generally there shouldn't be stat
3650 potions granting more than one stat. Cursed potions will subtract the
3651 stats if positive.
3652 </attribute>
3653</section>
3654<section name="resistance">
3655 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3656 The player's resistance to physical will rise by this value in percent
3657 (range -100 till +100). The effect is only temporare, and it does NOT
3658 add on the values from the player's equipment.
3659 Cursed potions will make negative resistance.. very nasty in combat!
3660 </attribute>
3661 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3662 The player's resistance to magic will rise by this value in percent
3663 (range -100 till +100). The effect is only temporare, and it does NOT
3664 add on the values from the player's equipment.
3665 Cursed potions will make negative resistance.. very nasty in combat!
3666 </attribute>
3667 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3668 The player's resistance to fire will rise by this value in percent
3669 (range -100 till +100). The effect is only temporare, and it does NOT
3670 add on the values from the player's equipment.
3671 Cursed potions will make negative resistance.. very nasty in combat!
3672 </attribute>
3673 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3674 The player's resistance to electricity will rise by this value in percent
3675 (range -100 till +100). The effect is only temporare, and it does NOT
3676 add on the values from the player's equipment.
3677 Cursed potions will make negative resistance.. very nasty in combat!
3678 </attribute>
3679 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3680 The player's resistance to cold will rise by this value in percent
3681 (range -100 till +100). The effect is only temporare, and it does NOT
3682 add on the values from the player's equipment.
3683 Cursed potions will make negative resistance.. very nasty in combat!
3684 </attribute>
3685 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3686 The player's resistance to acid will rise by this value in percent
3687 (range -100 till +100). The effect is only temporare, and it does NOT
3688 add on the values from the player's equipment.
3689 Cursed potions will make negative resistance.. very nasty in combat!
3690 </attribute>
3691 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3692 The player's resistance to confusion will rise by this value in percent
3693 (range -100 till +100). The effect is only temporare, and it does NOT
3694 add on the values from the player's equipment.
3695 Cursed potions will make negative resistance.. very nasty in combat!
3696 </attribute>
3697 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3698 The player's resistance to weaponmagic will rise by this value in percent
3699 (range -100 till +100). The effect is only temporare, and it does NOT
3700 add on the values from the player's equipment.
3701 Cursed potions will make negative resistance.. very nasty in combat!
3702 </attribute>
3703 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3704 The player's resistance to paralyze will rise by this value in percent
3705 (range -100 till +100). The effect is only temporare, and it does NOT
3706 add on the values from the player's equipment.
3707 Cursed potions will make negative resistance.. very nasty in combat!
3708 </attribute>
3709 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3710 The player's resistance to draining will rise by this value in percent
3711 (range -100 till +100). The effect is only temporare, and it does NOT
3712 add on the values from the player's equipment.
3713 Cursed potions will make negative resistance.. very nasty in combat!
3714 </attribute>
3715 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3716 The player's resistance to depletion will rise by this value in percent
3717 (range -100 till +100). The effect is only temporare, and it does NOT
3718 add on the values from the player's equipment.
3719 Cursed potions will make negative resistance.. very nasty in combat!
3720 </attribute>
3721 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3722 The player's resistance to poison will rise by this value in percent
3723 (range -100 till +100). The effect is only temporare, and it does NOT
3724 add on the values from the player's equipment.
3725 Cursed potions will make negative resistance.. very nasty in combat!
3726 </attribute>
3727</section>
3728</type> 3472</type>
3729 3473
3730<!--####################################################################--> 3474<!--####################################################################-->
3731<type number="156" name="Power Crystal"> 3475<type number="156" name="Power Crystal">
3732 <description><![CDATA[ 3476 <description><![CDATA[
4001 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.
4002 That means: 3746 That means:
4003 <UL> 3747 <UL>
4004 <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!
4005 <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.
4006 <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
4007 players get trapped in a savebed location. 3751 players get trapped in a savebed location.
4008 <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
4009 arch called "dungeon_magic" everywhere). This is not required, 3753 arch called "dungeon_magic" everywhere). This is not required,
4010 but it makes the place much more safe. 3754 but it makes the place much more safe.
4011 </UL> ]]> 3755 </UL> ]]>
4120 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
4121 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
4122 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
4123 3867
4124 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
4125 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
4126 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
4127 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
4128 </attribute> 3872 </attribute>
4129 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
4130 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4373 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
4374 500 to their total. 4118 500 to their total.
4375 </attribute> 4119 </attribute>
4376 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4377 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.
4378 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
4379 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.
4380 </attribute> 4124 </attribute>
4381 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4382 </attribute> 4126 </attribute>
4383 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4712<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4713 <ignore> 4457 <ignore>
4714 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4715 </ignore> 4459 </ignore>
4716 <description><![CDATA[ 4460 <description><![CDATA[
4717 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4718 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4719 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4720 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
4721 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4722 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
4773 and generally have either a physical attack or trigger a reaction. 4517 and generally have either a physical attack or trigger a reaction.
4774 <br><br> 4518 <br><br>
4775 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
4776 'attacktype' attacktype and/or trigger a reaction. 4520 'attacktype' attacktype and/or trigger a reaction.
4777 <br><br> 4521 <br><br>
4778 Many traps are already defined in the archetypes. ]]> 4522 Many traps are already defined in the archetypes.]]>
4779 </description> 4523 </description>
4780 <use><![CDATA[ 4524 <use><![CDATA[
4781 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
4782off your lightning wall and pit trap is usually a bad idea. ]]> 4526 off your lightning wall and pit trap is usually a bad idea.]]>
4783 </use> 4527 </use>
4784 <attribute arch="no_pick" value="1" type="fixed" /> 4528 <attribute arch="no_pick" value="1" type="fixed" />
4785 &move_on; 4529 &move_on;
4786 <attribute arch="level" editor="trap level" type="int"> 4530 <attribute arch="level" editor="trap level" type="int">
4787 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
5084 </attribute> 4828 </attribute>
5085 <attribute arch="ac" editor="armour class" type="int"> 4829 <attribute arch="ac" editor="armour class" type="int">
5086 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.
5087 &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;.
5088 </attribute> 4832 </attribute>
5089<section name="resistance"> 4833 &resistances_basic;
5090 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5103 </attribute>
5104 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5105 </attribute>
5106 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5107 </attribute>
5108 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5109 </attribute>
5110 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5111 </attribute>
5112 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5113 </attribute>
5114 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5115 </attribute>
5116 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5117 </attribute>
5118 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5119 </attribute>
5120 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5121 </attribute>
5122 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5123 </attribute>
5124 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5125 </attribute>
5126 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5127 </attribute>
5128 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5129 </attribute>
5130 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5131 </attribute>
5132</section>
5133</type> 4834</type>
5134 4835
5135<!--####################################################################--> 4836<!--####################################################################-->
5136<type number="15" name="Weapon"> 4837<type number="15" name="Weapon">
5137 <description><![CDATA[ 4838 <description><![CDATA[
5205 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
5206 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
5207 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
5208 4909
5209 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
5210 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
5211 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
5212 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
5213 </attribute> 4914 </attribute>
5214 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
5215 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5235 </attribute> 4936 </attribute>
5236 <attribute arch="startequip" editor="godgiven item" type="bool"> 4937 <attribute arch="startequip" editor="godgiven item" type="bool">
5237 A godgiven item vanishes as soon as the player 4938 A godgiven item vanishes as soon as the player
5238 drops it to the ground. 4939 drops it to the ground.
5239 </attribute> 4940 </attribute>
5240<section name="resistance"> 4941 &player_stat_resist_sections;
5241 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5242 This adds physical resistance to the weapon (= armour value). The number is
5243 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5244 and what they require to do for getting this-and-that artifact.
5245 </attribute>
5246 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5247 This adds magic 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 </attribute>
5251 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5252 This adds fire resistance to the weapon. The number is a percent-value in
5253 the range 0-100. Treat this with CARE. Look at other maps and what they
5254 require to do for getting this-and-that artifact.
5255 </attribute>
5256 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5257 This adds electricity resistance to the weapon. The number is a percent-value in
5258 the range 0-100. Treat this with CARE. Look at other maps and what they
5259 require to do for getting this-and-that artifact.
5260 </attribute>
5261 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5262 This adds fire resistance to the weapon. The number is a percent-value in
5263 the range 0-100. Treat this with CARE. Look at other maps and what they
5264 require to do for getting this-and-that artifact.
5265 </attribute>
5266 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5267 This adds confusion resistance to the weapon. The number is a percent-value in
5268 the range 0-100. Confusion resistance is not very effective
5269 unless the value comes close to 100 (= perfect immunity).
5270 </attribute>
5271 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5272 This adds acid resistance to the weapon. The number is a percent-value in
5273 the range 0-100. Treat this with CARE. Look at other maps and what they
5274 require to do for getting this-and-that artifact.
5275 </attribute>
5276 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5277 This adds draining resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Draining resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5282 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5283 the range 0-100. Weaponmagic resistance generally should not exist on
5284 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5285 are not meant to be easily resisted.
5286 </attribute>
5287 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5288 This adds ghosthit resistance to the weapon. The number is a percent-value
5289 in the range 0-100. Treat this with CARE. Look at other maps and what they
5290 require to do for getting this-and-that artifact.
5291 </attribute>
5292 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5293 This adds poison resistance to the weapon. The number is a percent-value in
5294 the range 0-100. Treat this with CARE. Look at other maps and what they
5295 require to do for getting this-and-that artifact.
5296 </attribute>
5297 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5298 This adds fear resistance to the weapon. The number is a percent-value in
5299 the range 0-100. Resistance to fear is pretty useless.
5300 </attribute>
5301 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5302 This adds paralyze resistance to the weapon. The number is a percent-value in
5303 the range 0-100. Paralyze resistance is little effective
5304 unless the value is 100 (= perfect immunity).
5305 </attribute>
5306 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5307 This adds fear resistance to the weapon. The number is a percent-value in
5308 the range 0-100. Resistance to fear is pretty useless.
5309 </attribute>
5310 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5311 This adds depletion resistance to the weapon. The number is a percent-value
5312 in the range 0-100. Depletion resistance is little effective
5313 unless the value is 100 (= perfect immunity).
5314 </attribute>
5315 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5316 This adds death-attack resistance to the weapon. The number is a
5317 percent-value in the range 0-100. Death-attack resistance is little
5318 effective unless the value is 100 (= perfect immunity).
5319 Generally, resistance to death-attack is not supposed to be
5320 available to players!
5321 </attribute>
5322 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5323 This adds chaos resistance to the weapon. The number is a percent-value in
5324 the range 0-100. Treat this with CARE. Look at other maps and what they
5325 require to do for getting this-and-that artifact.
5326 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5327 combination of other attacktypes.
5328 </attribute>
5329 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5330 This adds blinding resistance to the weapon. The number is a percent-value
5331 in the range 0-100. Treat this with CARE. Look at other maps and what they
5332 require to do for getting this-and-that artifact.
5333 </attribute>
5334 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5335 This adds holy power resistance to the weapon. The number is a percent-value
5336 in the range 0-100. Holy power is the attacktype that holyword-type spells
5337 use to hurt undead creatures. This kind of resistance is only reasonable
5338 for undead players (wraith or devourer cult).
5339 Generally, resistance to holy word should not be available for players.
5340 </attribute>
5341</section>
5342<section name="stats">
5343 <attribute arch="Str" editor="strength" type="int">
5344 The player's strentgh will rise/fall by the given value
5345 while wearing this weapon.
5346 </attribute>
5347 <attribute arch="Dex" editor="dexterity" type="int">
5348 The player's dexterity will rise/fall by the given value
5349 while wearing this weapon.
5350 </attribute>
5351 <attribute arch="Con" editor="constitution" type="int">
5352 The player's constitution will rise/fall by the given value
5353 while wearing this weapon.
5354 </attribute>
5355 <attribute arch="Int" editor="intelligence" type="int">
5356 The player's intelligence will rise/fall by the given value
5357 while wearing this weapon.
5358 </attribute>
5359 <attribute arch="Pow" editor="power" type="int">
5360 The player's power will rise/fall by the given value
5361 while wearing this weapon.
5362 </attribute>
5363 <attribute arch="Wis" editor="wisdom" type="int">
5364 The player's wisdom will rise/fall by the given value while
5365 wearing this weapon.
5366 </attribute>
5367 <attribute arch="Cha" editor="charisma" type="int">
5368 The player's charisma will rise/fall by the given value
5369 while wearing this weapon.
5370 </attribute>
5371</section>
5372<section name="misc"> 4942<section name="misc">
5373 <attribute arch="luck" editor="luck bonus" type="int"> 4943 <attribute arch="luck" editor="luck bonus" type="int">
5374 With positive luck bonus, the player is more likely to 4944 With positive luck bonus, the player is more likely to
5375 succeed in all sorts of things (spellcasting, praying,...). 4945 succeed in all sorts of things (spellcasting, praying,...).
5376 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
5455</type> 5025</type>
5456 5026
5457<type number="116" name="Event Connector"> 5027<type number="116" name="Event Connector">
5458 <description><![CDATA[ 5028 <description><![CDATA[
5459 Event connectors link specific events that happen to objects to 5029 Event connectors link specific events that happen to objects to
5460 a crossfire plug-in. ]]> 5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5461 </description> 5031 </description>
5462 <attribute arch="subtype" editor="event type" type="list_event_type">
5463 The type of event that triggers a notify to the plug-in.
5464 </attribute>
5465 <attribute arch="title" editor="plug-in" type="string">
5466 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5467 for python and "perl" for the Crossfire-Perl plug-in.
5468 </attribute>
5469 <attribute arch="slaying" editor="extension" type="string">
5470 The name of the extension to invoke (for python, this is the path to a script,
5471 for perl this is the name of a extension package without the ".ext" extension.
5472 </attribute>
5473 <attribute arch="name" editor="options" type="string">
5474 A string that is passed unaltered to the extension above. Often used to pass
5475 options to the extension that alter its behaviour.
5476 </attribute>
5477</type> 5032</type>
5478 5033
5479</types> 5034</types>

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