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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.28 by root, Sun Aug 19 09:18:41 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.
662 &move_on; 858 &move_on;
663 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
664 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
665 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
666 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.
667 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".
668 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
669 name: E.g. "drop 100 platinums")
670 </attribute> 865 </attribute>
671 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
672 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
673 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.
674 869
718 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
719 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
720 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
721 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
722 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.
723 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".
724 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
725 name: E.g. "drop 100 platinums")
726 </attribute> 920 </attribute>
727 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
728 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
729 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.
730 924
765 This text will be displayed to the player 959 This text will be displayed to the player
766 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
767 </attribute> 961 </attribute>
768</type> 962</type>
769 963
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>
770<!--####################################################################--> 980<!--####################################################################-->
771<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
772 <description><![CDATA[ 982 <description><![CDATA[
773 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
774 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
794 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
795 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
796 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
797 1007
798 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
799 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
800 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
801 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
802 </attribute> 1012 </attribute>
803 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
804 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
830 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
831 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
832 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
833 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
834 </attribute> 1044 </attribute>
835<section name="resistance"> 1045 &player_stat_resist_sections;
836 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
837 This adds physical resistance to the item (= armour value). The number is
838 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
839 and what they require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
842 This adds magic 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" length="15" type="int">
852 This adds electricity resistance to the item. The number is a percent-value in
853 the range 0-100. Treat this with CARE. Look at other maps and what they
854 require to do for getting this-and-that artifact.
855 </attribute>
856 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
857 This adds fire 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_confusion" editor="resist confusion %" length="15" type="int">
862 This adds confusion resistance to the item. The number is a percent-value in
863 the range 0-100. Confusion resistance is not very effective
864 unless the value comes close to 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
867 This adds acid resistance to the item. The number is a percent-value in
868 the range 0-100. Treat this with CARE. Look at other maps and what they
869 require to do for getting this-and-that artifact.
870 </attribute>
871 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
872 This adds draining resistance to the item. The number is a percent-value
873 in the range 0-100. Draining resistance is little effective
874 unless the value is 100 (= perfect immunity).
875 </attribute>
876 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
877 This adds weaponmagic resistance to the item. The number is a percent-value in
878 the range 0-100. Weaponmagic resistance generally should not exist on
879 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
880 are not meant to be easily resisted.
881 </attribute>
882 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
883 This adds ghosthit resistance to the item. The number is a percent-value
884 in the range 0-100. Treat this with CARE. Look at other maps and what they
885 require to do for getting this-and-that artifact.
886 </attribute>
887 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
888 This adds poison resistance to the item. The number is a percent-value in
889 the range 0-100. Treat this with CARE. Look at other maps and what they
890 require to do for getting this-and-that artifact.
891 </attribute>
892 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
893 This adds fear resistance to the item. The number is a percent-value in
894 the range 0-100. Resistance to fear is pretty useless.
895 </attribute>
896 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
897 This adds paralyze resistance to the item. The number is a percent-value in
898 the range 0-100. Paralyze resistance is little effective
899 unless the value is 100 (= perfect immunity).
900 </attribute>
901 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
902 This adds fear resistance to the item. The number is a percent-value in
903 the range 0-100. Resistance to fear is pretty useless.
904 </attribute>
905 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
906 This adds depletion resistance to the item. The number is a percent-value
907 in the range 0-100. Depletion resistance is little effective
908 unless the value is 100 (= perfect immunity).
909 </attribute>
910 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
911 This adds death-attack resistance to the item. The number is a
912 percent-value in the range 0-100. Death-attack resistance is little
913 effective unless the value is 100 (= perfect immunity).
914 Generally, resistance to death-attack is not supposed to be
915 available to players!
916 </attribute>
917 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
918 This adds chaos resistance to the item. The number is a percent-value in
919 the range 0-100. Treat this with CARE. Look at other maps and what they
920 require to do for getting this-and-that artifact.
921 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
922 combination of other attacktypes.
923 </attribute>
924 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
925 This adds blinding resistance to the item. The number is a percent-value
926 in the range 0-100. Treat this with CARE. Look at other maps and what they
927 require to do for getting this-and-that artifact.
928 </attribute>
929 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
930 This adds holy power resistance to the item. The number is a percent-value
931 in the range 0-100. Holy power is the attacktype that holyword-type spells
932 use to hurt undead creatures. This kind of resistance is only reasonable
933 for undead players (wraith or devourer cult).
934 Generally, resistance to holy word should not be available for players.
935 </attribute>
936</section>
937<section name="stats">
938 <attribute arch="Str" editor="strength" type="int">
939 The player's strentgh will rise/fall by the given value
940 while wearing this piece of equipment.
941 </attribute>
942 <attribute arch="Dex" editor="dexterity" type="int">
943 The player's dexterity will rise/fall by the given value
944 while wearing this piece of equipment.
945 </attribute>
946 <attribute arch="Con" editor="constitution" type="int">
947 The player's constitution will rise/fall by the given value
948 while wearing this piece of equipment.
949 </attribute>
950 <attribute arch="Int" editor="intelligence" type="int">
951 The player's intelligence will rise/fall by the given value
952 while wearing this piece of equipment.
953 </attribute>
954 <attribute arch="Pow" editor="power" type="int">
955 The player's power will rise/fall by the given value
956 while wearing this piece of equipment.
957 </attribute>
958 <attribute arch="Wis" editor="wisdom" type="int">
959 The player's wisdom will rise/fall by the given value while
960 wearing this piece of equipment.
961 </attribute>
962 <attribute arch="Cha" editor="charisma" type="int">
963 The player's charisma will rise/fall by the given value
964 while wearing this piece of equipment.
965 </attribute>
966</section>
967<section name="misc"> 1046<section name="misc">
968 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
969 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
970 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
971 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
1086 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1087 </attribute> 1166 </attribute>
1088</type> 1167</type>
1089 1168
1090<!--####################################################################--> 1169<!--####################################################################-->
1091<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1092 <ignore> 1171 <ignore>
1093 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1094 </ignore> 1173 </ignore>
1095 <description><![CDATA[ 1174 <description><![CDATA[
1096 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
1097 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.
1098 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1099 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
1100 do cast spells still work. 1179 do cast spells still work.
1101 (This is a Crossfire+ feature, and might not work elsewhere)
1102 ]]> 1180 ]]>
1103 </description> 1181 </description>
1104 <use><![CDATA[ 1182 <use><![CDATA[
1105 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1106 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
1107 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
1108 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.
1109 ]]> 1187 ]]>
1110 </use> 1188 </use>
1189 &movement_types_terrain;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1112</type> 1191</type>
1113 1192
1114<!--####################################################################--> 1193<!--####################################################################-->
1115<type number="8" name="Book"> 1194<type number="8" name="Book">
1588<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1589 <ignore> 1668 <ignore>
1590 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1591 </ignore> 1670 </ignore>
1592 <description><![CDATA[ 1671 <description><![CDATA[
1593 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1594 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
1595 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1596 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1597 </description> 1676 </description>
1598 <use><![CDATA[ 1677 <use><![CDATA[
1917 </attribute> 1996 </attribute>
1918 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1919 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1920 drops it to the ground. 1999 drops it to the ground.
1921 </attribute> 2000 </attribute>
1922<section name="resistance"> 2001 &resistances_flesh_section;
1923 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1966 Resistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1984 Resistances on flesh items make them more durable against spellcraft
1985 of the appropriate kind. It also allows dragon players to eventually gain
1986 resistance by eating it. Usually resistance should only be set for flesh
1987 items in a monster's inventory.
1988 </attribute>
1989 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1990 Resistances on flesh items make them more durable against spellcraft
1991 of the appropriate kind. It also allows dragon players to eventually gain
1992 resistance by eating it. Usually resistance should only be set for flesh
1993 items in a monster's inventory.
1994 </attribute>
1995 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1996 Resistances on flesh items make them more durable against spellcraft
1997 of the appropriate kind. It also allows dragon players to eventually gain
1998 resistance by eating it. Usually resistance should only be set for flesh
1999 items in a monster's inventory.
2000 </attribute>
2001 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2002 Resistances on flesh items make them more durable against spellcraft
2003 of the appropriate kind. It also allows dragon players to eventually gain
2004 resistance by eating it. Usually resistance should only be set for flesh
2005 items in a monster's inventory.
2006 </attribute>
2007 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2008 Resistances on flesh items make them more durable against spellcraft
2009 of the appropriate kind. It also allows dragon players to eventually gain
2010 resistance by eating it. Usually resistance should only be set for flesh
2011 items in a monster's inventory.
2012 </attribute>
2013 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2014 RResistances on flesh items make them more durable against spellcraft
2015 of the appropriate kind. It also allows dragon players to eventually gain
2016 resistance by eating it. Usually resistance should only be set for flesh
2017 items in a monster's inventory.
2018 </attribute>
2019 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2020 Resistances on flesh items make them more durable against spellcraft
2021 of the appropriate kind. It also allows dragon players to eventually gain
2022 resistance by eating it. Usually resistance should only be set for flesh
2023 items in a monster's inventory.
2024 </attribute>
2025 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2026 Resistances on flesh items make them more durable against spellcraft
2027 of the appropriate kind. It also allows dragon players to eventually gain
2028 resistance by eating it. Usually resistance should only be set for flesh
2029 items in a monster's inventory.
2030 </attribute>
2031</section>
2032 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033 This text may describe the item. 2003 This text may describe the item.
2034 </attribute> 2004 </attribute>
2035</type> 2005</type>
2036 2006
2142<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2143 <ignore> 2113 <ignore>
2144 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2145 </ignore> 2115 </ignore>
2146 <description><![CDATA[ 2116 <description><![CDATA[
2147 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2148 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2149 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2150 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
2151 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2152 </description> 2122 </description>
2446 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2447 functionalities. ]]> 2417 functionalities. ]]>
2448 </description> 2418 </description>
2449 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2450 </attribute> 2420 </attribute>
2451<section name="resistance"> 2421 &resistances_basic;
2452 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2453 </attribute>
2454 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2455 </attribute>
2456 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2457 </attribute>
2458 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2459 </attribute>
2460 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2461 </attribute>
2462 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2463 </attribute>
2464 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2465 </attribute>
2466 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2467 </attribute>
2468 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2469 </attribute>
2470 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2471 </attribute>
2472 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2473 </attribute>
2474 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2475 </attribute>
2476</section>
2477</type> 2422</type>
2478 2423
2479<!--####################################################################--> 2424<!--####################################################################-->
2480<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2481 <ignore> 2426 <ignore>
2631 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2632 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2633 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
2634 &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.
2635 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
2636 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2637 2582
2638 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2639 </attribute> 2584 </attribute>
2640 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2641 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2775 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
2776 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2777 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2778 </attribute> 2723 </attribute>
2779</section> 2724</section>
2780<section name="resistance"> 2725&resistances_basic;
2781 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2784 </attribute>
2785 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2786 </attribute>
2787 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2788 </attribute>
2789 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2790 </attribute>
2791 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2792 </attribute>
2793 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2794 </attribute>
2795 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2796 </attribute>
2797 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2798 </attribute>
2799 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2800 </attribute>
2801 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2802 </attribute>
2803 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2804 </attribute>
2805 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2806 </attribute>
2807 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2808 </attribute>
2809 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2810 </attribute>
2811 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2812 </attribute>
2813 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2814 </attribute>
2815 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2816 </attribute>
2817 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2818 </attribute>
2819 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2820 </attribute>
2821 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2822 </attribute>
2823</section>
2824</type> 2726</type>
2825 2727
2826<!--####################################################################--> 2728<!--####################################################################-->
2827<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2828 <ignore> 2730 <ignore>
3218 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3219 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.
3220 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3221 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3222 3124
3223 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3224 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.
3225 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3226 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
3227 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3228 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3264 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3265 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3266 attacker. 3168 attacker.
3267 </attribute> 3169 </attribute>
3268</section> 3170</section>
3269 3171 &resistances_basic;
3270<section name="resistance">
3271 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3272 </attribute>
3273 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3274 </attribute>
3275 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3276 </attribute>
3277 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3278 </attribute>
3279 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3280 </attribute>
3281 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3282 </attribute>
3283 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3284 </attribute>
3285 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3286 </attribute>
3287 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3288 </attribute>
3289 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3290 </attribute>
3291 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3292 </attribute>
3293 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3294 </attribute>
3295 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3296 </attribute>
3297 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3298 </attribute>
3299 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3300 </attribute>
3301 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3302 </attribute>
3303 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3304 </attribute>
3305 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3306 </attribute>
3307 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3308 </attribute>
3309 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3310 </attribute>
3311 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3312 </attribute>
3313</section>
3314 <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">
3315 </attribute> 3173 </attribute>
3316</type> 3174</type>
3317 3175
3318<!--####################################################################--> 3176<!--####################################################################-->
3608 </attribute> 3466 </attribute>
3609 <attribute arch="startequip" editor="godgiven item" type="bool"> 3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3610 A godgiven item vanishes as soon as the player 3468 A godgiven item vanishes as soon as the player
3611 drops it to the ground. 3469 drops it to the ground.
3612 </attribute> 3470 </attribute>
3613<section name="stats"> 3471 &player_stat_resist_sections;
3614 <attribute arch="Str" editor="strength" type="int">
3615 The player's strentgh will rise/fall by the given value for permanent
3616 (of course there is an upper limit). Generally there shouldn't be stat
3617 potions granting more than one stat. Cursed potions will subtract the
3618 stats if positive.
3619 </attribute>
3620 <attribute arch="Dex" editor="dexterity" type="int">
3621 The player's dexterity will rise/fall by the given value for permanent
3622 (of course there is an upper limit). Generally there shouldn't be stat
3623 potions granting more than one stat. Cursed potions will subtract the
3624 stats if positive.
3625 </attribute>
3626 <attribute arch="Con" editor="constitution" type="int">
3627 The player's constitution will rise/fall by the given value for permanent
3628 (of course there is an upper limit). Generally there shouldn't be stat
3629 potions granting more than one stat. Cursed potions will subtract the
3630 stats if positive.
3631 </attribute>
3632 <attribute arch="Int" editor="intelligence" type="int">
3633 The player's intelligence will rise/fall by the given value for permanent
3634 (of course there is an upper limit). Generally there shouldn't be stat
3635 potions granting more than one stat. Cursed potions will subtract the
3636 stats if positive.
3637 </attribute>
3638 <attribute arch="Pow" editor="power" type="int">
3639 The player's power will rise/fall by the given value for permanent
3640 (of course there is an upper limit). Generally there shouldn't be stat
3641 potions granting more than one stat. Cursed potions will subtract the
3642 stats if positive.
3643 </attribute>
3644 <attribute arch="Wis" editor="wisdom" type="int">
3645 The player's wisdom will rise/fall by the given value for permanent
3646 (of course there is an upper limit). Generally there shouldn't be stat
3647 potions granting more than one stat. Cursed potions will subtract the
3648 stats if positive.
3649 </attribute>
3650 <attribute arch="Cha" editor="charisma" type="int">
3651 The player's charisma will rise/fall by the given value for permanent
3652 (of course there is an upper limit). Generally there shouldn't be stat
3653 potions granting more than one stat. Cursed potions will subtract the
3654 stats if positive.
3655 </attribute>
3656</section>
3657<section name="resistance">
3658 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3659 The player's resistance to physical will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3665 The player's resistance to magic will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3671 The player's resistance to fire will rise by this value in percent
3672 (range -100 till +100). The effect is only temporare, and it does NOT
3673 add on the values from the player's equipment.
3674 Cursed potions will make negative resistance.. very nasty in combat!
3675 </attribute>
3676 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3677 The player's resistance to electricity will rise by this value in percent
3678 (range -100 till +100). The effect is only temporare, and it does NOT
3679 add on the values from the player's equipment.
3680 Cursed potions will make negative resistance.. very nasty in combat!
3681 </attribute>
3682 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3683 The player's resistance to cold will rise by this value in percent
3684 (range -100 till +100). The effect is only temporare, and it does NOT
3685 add on the values from the player's equipment.
3686 Cursed potions will make negative resistance.. very nasty in combat!
3687 </attribute>
3688 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3689 The player's resistance to acid will rise by this value in percent
3690 (range -100 till +100). The effect is only temporare, and it does NOT
3691 add on the values from the player's equipment.
3692 Cursed potions will make negative resistance.. very nasty in combat!
3693 </attribute>
3694 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3695 The player's resistance to confusion will rise by this value in percent
3696 (range -100 till +100). The effect is only temporare, and it does NOT
3697 add on the values from the player's equipment.
3698 Cursed potions will make negative resistance.. very nasty in combat!
3699 </attribute>
3700 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3701 The player's resistance to weaponmagic will rise by this value in percent
3702 (range -100 till +100). The effect is only temporare, and it does NOT
3703 add on the values from the player's equipment.
3704 Cursed potions will make negative resistance.. very nasty in combat!
3705 </attribute>
3706 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3707 The player's resistance to paralyze will rise by this value in percent
3708 (range -100 till +100). The effect is only temporare, and it does NOT
3709 add on the values from the player's equipment.
3710 Cursed potions will make negative resistance.. very nasty in combat!
3711 </attribute>
3712 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3713 The player's resistance to draining will rise by this value in percent
3714 (range -100 till +100). The effect is only temporare, and it does NOT
3715 add on the values from the player's equipment.
3716 Cursed potions will make negative resistance.. very nasty in combat!
3717 </attribute>
3718 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3719 The player's resistance to depletion will rise by this value in percent
3720 (range -100 till +100). The effect is only temporare, and it does NOT
3721 add on the values from the player's equipment.
3722 Cursed potions will make negative resistance.. very nasty in combat!
3723 </attribute>
3724 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3725 The player's resistance to poison will rise by this value in percent
3726 (range -100 till +100). The effect is only temporare, and it does NOT
3727 add on the values from the player's equipment.
3728 Cursed potions will make negative resistance.. very nasty in combat!
3729 </attribute>
3730</section>
3731</type> 3472</type>
3732 3473
3733<!--####################################################################--> 3474<!--####################################################################-->
3734<type number="156" name="Power Crystal"> 3475<type number="156" name="Power Crystal">
3735 <description><![CDATA[ 3476 <description><![CDATA[
4004 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.
4005 That means: 3746 That means:
4006 <UL> 3747 <UL>
4007 <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!
4008 <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.
4009 <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
4010 players get trapped in a savebed location. 3751 players get trapped in a savebed location.
4011 <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
4012 arch called "dungeon_magic" everywhere). This is not required, 3753 arch called "dungeon_magic" everywhere). This is not required,
4013 but it makes the place much more safe. 3754 but it makes the place much more safe.
4014 </UL> ]]> 3755 </UL> ]]>
4123 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
4124 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
4125 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
4126 3867
4127 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
4128 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
4129 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
4130 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
4131 </attribute> 3872 </attribute>
4132 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
4133 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4376 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
4377 500 to their total. 4118 500 to their total.
4378 </attribute> 4119 </attribute>
4379 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4380 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.
4381 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
4382 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.
4383 </attribute> 4124 </attribute>
4384 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4385 </attribute> 4126 </attribute>
4386 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4715<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4716 <ignore> 4457 <ignore>
4717 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4718 </ignore> 4459 </ignore>
4719 <description><![CDATA[ 4460 <description><![CDATA[
4720 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4721 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4722 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4723 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
4724 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4725 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
5087 </attribute> 4828 </attribute>
5088 <attribute arch="ac" editor="armour class" type="int"> 4829 <attribute arch="ac" editor="armour class" type="int">
5089 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.
5090 &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;.
5091 </attribute> 4832 </attribute>
5092<section name="resistance"> 4833 &resistances_basic;
5093 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5094 </attribute>
5095 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5096 </attribute>
5097 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5098 </attribute>
5099 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5100 </attribute>
5101 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5102 </attribute>
5103 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5104 </attribute>
5105 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5106 </attribute>
5107 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5108 </attribute>
5109 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5110 </attribute>
5111 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5112 </attribute>
5113 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5114 </attribute>
5115 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5116 </attribute>
5117 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5118 </attribute>
5119 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5120 </attribute>
5121 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5122 </attribute>
5123 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5124 </attribute>
5125 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5126 </attribute>
5127 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5128 </attribute>
5129 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5130 </attribute>
5131 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5132 </attribute>
5133 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5134 </attribute>
5135</section>
5136</type> 4834</type>
5137 4835
5138<!--####################################################################--> 4836<!--####################################################################-->
5139<type number="15" name="Weapon"> 4837<type number="15" name="Weapon">
5140 <description><![CDATA[ 4838 <description><![CDATA[
5208 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
5209 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
5210 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
5211 4909
5212 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
5213 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
5214 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
5215 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
5216 </attribute> 4914 </attribute>
5217 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
5218 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5238 </attribute> 4936 </attribute>
5239 <attribute arch="startequip" editor="godgiven item" type="bool"> 4937 <attribute arch="startequip" editor="godgiven item" type="bool">
5240 A godgiven item vanishes as soon as the player 4938 A godgiven item vanishes as soon as the player
5241 drops it to the ground. 4939 drops it to the ground.
5242 </attribute> 4940 </attribute>
5243<section name="resistance"> 4941 &player_stat_resist_sections;
5244 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5245 This adds physical resistance to the weapon (= armour value). The number is
5246 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5247 and what they require to do for getting this-and-that artifact.
5248 </attribute>
5249 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5250 This adds magic resistance to the weapon. The number is a percent-value in
5251 the range 0-100. Treat this with CARE. Look at other maps and what they
5252 require to do for getting this-and-that artifact.
5253 </attribute>
5254 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5255 This adds fire resistance to the weapon. The number is a percent-value in
5256 the range 0-100. Treat this with CARE. Look at other maps and what they
5257 require to do for getting this-and-that artifact.
5258 </attribute>
5259 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5260 This adds electricity resistance to the weapon. The number is a percent-value in
5261 the range 0-100. Treat this with CARE. Look at other maps and what they
5262 require to do for getting this-and-that artifact.
5263 </attribute>
5264 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5265 This adds fire resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 </attribute>
5269 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5270 This adds confusion resistance to the weapon. The number is a percent-value in
5271 the range 0-100. Confusion resistance is not very effective
5272 unless the value comes close to 100 (= perfect immunity).
5273 </attribute>
5274 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5275 This adds acid resistance to the weapon. The number is a percent-value in
5276 the range 0-100. Treat this with CARE. Look at other maps and what they
5277 require to do for getting this-and-that artifact.
5278 </attribute>
5279 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5280 This adds draining resistance to the weapon. The number is a percent-value
5281 in the range 0-100. Draining resistance is little effective
5282 unless the value is 100 (= perfect immunity).
5283 </attribute>
5284 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5285 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5286 the range 0-100. Weaponmagic resistance generally should not exist on
5287 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5288 are not meant to be easily resisted.
5289 </attribute>
5290 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5291 This adds ghosthit resistance to the weapon. The number is a percent-value
5292 in the range 0-100. Treat this with CARE. Look at other maps and what they
5293 require to do for getting this-and-that artifact.
5294 </attribute>
5295 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5296 This adds poison resistance to the weapon. The number is a percent-value in
5297 the range 0-100. Treat this with CARE. Look at other maps and what they
5298 require to do for getting this-and-that artifact.
5299 </attribute>
5300 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5301 This adds fear resistance to the weapon. The number is a percent-value in
5302 the range 0-100. Resistance to fear is pretty useless.
5303 </attribute>
5304 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5305 This adds paralyze resistance to the weapon. The number is a percent-value in
5306 the range 0-100. Paralyze resistance is little effective
5307 unless the value is 100 (= perfect immunity).
5308 </attribute>
5309 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5310 This adds fear resistance to the weapon. The number is a percent-value in
5311 the range 0-100. Resistance to fear is pretty useless.
5312 </attribute>
5313 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5314 This adds depletion resistance to the weapon. The number is a percent-value
5315 in the range 0-100. Depletion resistance is little effective
5316 unless the value is 100 (= perfect immunity).
5317 </attribute>
5318 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5319 This adds death-attack resistance to the weapon. The number is a
5320 percent-value in the range 0-100. Death-attack resistance is little
5321 effective unless the value is 100 (= perfect immunity).
5322 Generally, resistance to death-attack is not supposed to be
5323 available to players!
5324 </attribute>
5325 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5326 This adds chaos resistance to the weapon. The number is a percent-value in
5327 the range 0-100. Treat this with CARE. Look at other maps and what they
5328 require to do for getting this-and-that artifact.
5329 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5330 combination of other attacktypes.
5331 </attribute>
5332 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5333 This adds blinding resistance to the weapon. The number is a percent-value
5334 in the range 0-100. Treat this with CARE. Look at other maps and what they
5335 require to do for getting this-and-that artifact.
5336 </attribute>
5337 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5338 This adds holy power resistance to the weapon. The number is a percent-value
5339 in the range 0-100. Holy power is the attacktype that holyword-type spells
5340 use to hurt undead creatures. This kind of resistance is only reasonable
5341 for undead players (wraith or devourer cult).
5342 Generally, resistance to holy word should not be available for players.
5343 </attribute>
5344</section>
5345<section name="stats">
5346 <attribute arch="Str" editor="strength" type="int">
5347 The player's strentgh will rise/fall by the given value
5348 while wearing this weapon.
5349 </attribute>
5350 <attribute arch="Dex" editor="dexterity" type="int">
5351 The player's dexterity will rise/fall by the given value
5352 while wearing this weapon.
5353 </attribute>
5354 <attribute arch="Con" editor="constitution" type="int">
5355 The player's constitution will rise/fall by the given value
5356 while wearing this weapon.
5357 </attribute>
5358 <attribute arch="Int" editor="intelligence" type="int">
5359 The player's intelligence will rise/fall by the given value
5360 while wearing this weapon.
5361 </attribute>
5362 <attribute arch="Pow" editor="power" type="int">
5363 The player's power will rise/fall by the given value
5364 while wearing this weapon.
5365 </attribute>
5366 <attribute arch="Wis" editor="wisdom" type="int">
5367 The player's wisdom will rise/fall by the given value while
5368 wearing this weapon.
5369 </attribute>
5370 <attribute arch="Cha" editor="charisma" type="int">
5371 The player's charisma will rise/fall by the given value
5372 while wearing this weapon.
5373 </attribute>
5374</section>
5375<section name="misc"> 4942<section name="misc">
5376 <attribute arch="luck" editor="luck bonus" type="int"> 4943 <attribute arch="luck" editor="luck bonus" type="int">
5377 With positive luck bonus, the player is more likely to 4944 With positive luck bonus, the player is more likely to
5378 succeed in all sorts of things (spellcasting, praying,...). 4945 succeed in all sorts of things (spellcasting, praying,...).
5379 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
5458</type> 5025</type>
5459 5026
5460<type number="116" name="Event Connector"> 5027<type number="116" name="Event Connector">
5461 <description><![CDATA[ 5028 <description><![CDATA[
5462 Event connectors link specific events that happen to objects to 5029 Event connectors link specific events that happen to objects to
5463 a crossfire plug-in. ]]> 5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5464 </description> 5031 </description>
5465 <attribute arch="subtype" editor="event type" type="list_event_type">
5466 The type of event that triggers a notify to the plug-in.
5467 </attribute>
5468 <attribute arch="title" editor="plug-in" type="string">
5469 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5470 for python and "perl" for the Crossfire-Perl plug-in.
5471 </attribute>
5472 <attribute arch="slaying" editor="extension" type="string">
5473 The name of the extension to invoke (for python, this is the path to a script,
5474 for perl this is the name of a extension package without the ".ext" extension.
5475 </attribute>
5476 <attribute arch="name" editor="options" type="string">
5477 A string that is passed unaltered to the extension above. Often used to pass
5478 options to the extension that alter its behaviour.
5479 </attribute>
5480</type> 5032</type>
5481 5033
5482</types> 5034</types>

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