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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
148 &lt;slow movement&gt; 5 - default for deep swamp 139 &lt;slow movement&gt; 5 - default for deep swamp
149 ... 140 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell) 141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute> 142 </attribute>
152 "> 143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
153]> 354]>
154 355
155<types> 356<types>
156 357
157<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
392 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
394 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
395 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
396 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
397</list> 599</list>
398 600
399<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
439 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
440 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
441 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.
442 </attribute> 644 </attribute>
443 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
444 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.
445 </attribute> 658 </attribute>
446 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
447 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:
448 100 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
449 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.
453 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ). 668 never know ;) ).
456 </attribute> 669 </attribute>
457 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
458 Adds a certain value to the object: It will be worth that many times the 671 Determines the value of the object, in units of silver coins (one
459 default value from it's archetype (E.g. "value = 3" means three times 672 platinum coin == 50 silver coins). Value for buying/selling will be
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
462 usually inevitable. 674 usually inevitable.
463 </attribute> 675 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
465 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
489 </attribute> 701 </attribute>
490 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
491 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
492 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
493 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
494 </attribute> 716 </attribute>
495</default_type> 717</default_type>
496 718
497<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
498 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
636 &move_on; 858 &move_on;
637 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
638 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
639 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
640 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.
641 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".
642 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
643 name: E.g. "drop 100 platinums")
644 </attribute> 865 </attribute>
645 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
646 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
647 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.
648 869
692 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
693 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
694 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
695 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
696 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.
697 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".
698 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
699 name: E.g. "drop 100 platinums")
700 </attribute> 920 </attribute>
701 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
702 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
703 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.
704 924
739 This text will be displayed to the player 959 This text will be displayed to the player
740 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
741 </attribute> 961 </attribute>
742</type> 962</type>
743 963
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>
744<!--####################################################################--> 980<!--####################################################################-->
745<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
746 <description><![CDATA[ 982 <description><![CDATA[
747 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
748 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
768 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
769 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
770 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
771 1007
772 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
773 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
774 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
775 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
776 </attribute> 1012 </attribute>
777 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
778 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
804 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
805 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
806 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
807 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
808 </attribute> 1044 </attribute>
809<section name="resistance"> 1045 &player_stat_resist_sections;
810 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
811 This adds physical resistance to the item (= armour value). The number is
812 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
813 and what they require to do for getting this-and-that artifact.
814 </attribute>
815 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
816 This adds magic resistance to the item. The number is a percent-value in
817 the range 0-100. Treat this with CARE. Look at other maps and what they
818 require to do for getting this-and-that artifact.
819 </attribute>
820 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
821 This adds fire resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 </attribute>
825 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
826 This adds electricity resistance to the item. The number is a percent-value in
827 the range 0-100. Treat this with CARE. Look at other maps and what they
828 require to do for getting this-and-that artifact.
829 </attribute>
830 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
831 This adds fire resistance to the item. The number is a percent-value in
832 the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
836 This adds confusion resistance to the item. The number is a percent-value in
837 the range 0-100. Confusion resistance is not very effective
838 unless the value comes close to 100 (= perfect immunity).
839 </attribute>
840 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
841 This adds acid resistance to the item. The number is a percent-value in
842 the range 0-100. Treat this with CARE. Look at other maps and what they
843 require to do for getting this-and-that artifact.
844 </attribute>
845 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
846 This adds draining resistance to the item. The number is a percent-value
847 in the range 0-100. Draining resistance is little effective
848 unless the value is 100 (= perfect immunity).
849 </attribute>
850 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
851 This adds weaponmagic resistance to the item. The number is a percent-value in
852 the range 0-100. Weaponmagic resistance generally should not exist on
853 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
854 are not meant to be easily resisted.
855 </attribute>
856 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
857 This adds ghosthit resistance to the item. The number is a percent-value
858 in 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_poison" editor="resist poison %" length="15" type="int">
862 This adds poison resistance to the item. The number is a percent-value in
863 the range 0-100. Treat this with CARE. Look at other maps and what they
864 require to do for getting this-and-that artifact.
865 </attribute>
866 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
867 This adds fear resistance to the item. The number is a percent-value in
868 the range 0-100. Resistance to fear is pretty useless.
869 </attribute>
870 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
871 This adds paralyze resistance to the item. The number is a percent-value in
872 the range 0-100. Paralyze resistance is little effective
873 unless the value is 100 (= perfect immunity).
874 </attribute>
875 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
876 This adds fear resistance to the item. The number is a percent-value in
877 the range 0-100. Resistance to fear is pretty useless.
878 </attribute>
879 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
880 This adds depletion resistance to the item. The number is a percent-value
881 in the range 0-100. Depletion resistance is little effective
882 unless the value is 100 (= perfect immunity).
883 </attribute>
884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
885 This adds death-attack resistance to the item. The number is a
886 percent-value in the range 0-100. Death-attack resistance is little
887 effective unless the value is 100 (= perfect immunity).
888 Generally, resistance to death-attack is not supposed to be
889 available to players!
890 </attribute>
891 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
892 This adds chaos resistance to the item. The number is a percent-value in
893 the range 0-100. Treat this with CARE. Look at other maps and what they
894 require to do for getting this-and-that artifact.
895 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
896 combination of other attacktypes.
897 </attribute>
898 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
899 This adds blinding resistance to the item. The number is a percent-value
900 in the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 </attribute>
903 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
904 This adds holy power resistance to the item. The number is a percent-value
905 in the range 0-100. Holy power is the attacktype that holyword-type spells
906 use to hurt undead creatures. This kind of resistance is only reasonable
907 for undead players (wraith or devourer cult).
908 Generally, resistance to holy word should not be available for players.
909 </attribute>
910</section>
911<section name="stats">
912 <attribute arch="Str" editor="strength" type="int">
913 The player's strentgh will rise/fall by the given value
914 while wearing this piece of equipment.
915 </attribute>
916 <attribute arch="Dex" editor="dexterity" type="int">
917 The player's dexterity will rise/fall by the given value
918 while wearing this piece of equipment.
919 </attribute>
920 <attribute arch="Con" editor="constitution" type="int">
921 The player's constitution will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Int" editor="intelligence" type="int">
925 The player's intelligence will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Pow" editor="power" type="int">
929 The player's power will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Wis" editor="wisdom" type="int">
933 The player's wisdom will rise/fall by the given value while
934 wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Cha" editor="charisma" type="int">
937 The player's charisma will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940</section>
941<section name="misc"> 1046<section name="misc">
942 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
943 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
944 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
945 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
1060 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1061 </attribute> 1166 </attribute>
1062</type> 1167</type>
1063 1168
1064<!--####################################################################--> 1169<!--####################################################################-->
1170<type number="165" name="Safe ground">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work.
1180 ]]>
1181 </description>
1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1188 </use>
1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191</type>
1192
1193<!--####################################################################-->
1065<type number="8" name="Book"> 1194<type number="8" name="Book">
1066 <description><![CDATA[ 1195 <description><![CDATA[
1067 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
1068 </description> 1197 </description>
1069 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1412 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1413 </ignore> 1542 </ignore>
1414 <description><![CDATA[ 1543 <description><![CDATA[
1415 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1416 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1417 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1418 </description> 1548 </description>
1419 <use><![CDATA[ 1549 <use><![CDATA[
1420 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1421 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1422 </use> 1552 </use>
1430 </attribute> 1560 </attribute>
1431 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1432 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1433 the creator gets triggered. 1563 the creator gets triggered.
1434 </attribute> 1564 </attribute>
1565 &activate_on;
1435 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1438 </attribute> 1574 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1440 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1441 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1442 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1484 </attribute> 1620 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float"> 1621 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks. 1622 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons, 1623 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0. 1624 set speed rather high, like &lt;detection speed&gt; 1.0.
1625 </attribute>
1626 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1.
1489 </attribute> 1631 </attribute>
1490</type> 1632</type>
1491 1633
1492<!--####################################################################--> 1634<!--####################################################################-->
1493<type number="112" name="Director"> 1635<type number="112" name="Director">
1525<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1526 <ignore> 1668 <ignore>
1527 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1528 </ignore> 1670 </ignore>
1529 <description><![CDATA[ 1671 <description><![CDATA[
1530 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1531 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
1532 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1533 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1534 </description> 1676 </description>
1535 <use><![CDATA[ 1677 <use><![CDATA[
1594 </attribute> 1736 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float"> 1737 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will 1738 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host. 1739 "move", thus how fast the symptoms strike the host.
1598 </attribute> 1740 </attribute>
1741 &speed_left;
1599</section> 1742</section>
1600<section name="symptoms"> 1743<section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;. 1745 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases. 1746 Godpower attacktype is commonly used for "unresistable" diseases.
1708 This string defines the object that will be created when the door was 1851 This string defines the object that will be created when the door was
1709 defeated. 1852 defeated.
1710 </attribute> 1853 </attribute>
1711 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1712 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1713 </attribute> 1860 </attribute>
1714</type> 1861</type>
1715 1862
1716<!--####################################################################--> 1863<!--####################################################################-->
1717<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1735 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1738 </use> 1885 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1742 </attribute> 1889 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the 1891 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects 1892 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed. 1893 will be destroyed.
1748 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1749 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot 1897 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff! 1898 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute> 1899 </attribute>
1900 &activate_on;
1753</type> 1901</type>
1754 1902
1755<!--####################################################################--> 1903<!--####################################################################-->
1756<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1757 <ignore> 1905 <ignore>
1804 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.
1805 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
1806 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
1807 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1808 </attribute> 1956 </attribute>
1809 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1810 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
1811 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.
1812 This feature is used for the permanent apartments
1813 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1814 than apartments, since Crossfire is a *multi*player game. In such a permanent
1815 apartment don't forget to set the unique-flag for all floor tiles too
1816 (see floors).
1817 An exit pointing outside of a personal unique map must have the
1818 "unique destination"-flag unset.
1819 </attribute> 1960 </attribute>
1820</type> 1961</type>
1821 1962
1822<!--####################################################################--> 1963<!--####################################################################-->
1823<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1824 <description><![CDATA[ 1965 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a 1966 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the 1968 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in 1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced 1971 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty. ]]>
1832 </description> 1973 </description>
1833 <use><![CDATA[ 1974 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many 1975 For dragon players, flesh items can be highly valuable. Note that many
1855 </attribute> 1996 </attribute>
1856 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1857 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1858 drops it to the ground. 1999 drops it to the ground.
1859 </attribute> 2000 </attribute>
1860<section name="resistance"> 2001 &resistances_flesh_section;
1861 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1868 Resistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1886 Resistances on flesh items make them more durable against spellcraft
1887 of the appropriate kind. It also allows dragon players to eventually gain
1888 resistance by eating it. Usually resistance should only be set for flesh
1889 items in a monster's inventory.
1890 </attribute>
1891 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1892 Resistances on flesh items make them more durable against spellcraft
1893 of the appropriate kind. It also allows dragon players to eventually gain
1894 resistance by eating it. Usually resistance should only be set for flesh
1895 items in a monster's inventory.
1896 </attribute>
1897 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1898 Resistances on flesh items make them more durable against spellcraft
1899 of the appropriate kind. It also allows dragon players to eventually gain
1900 resistance by eating it. Usually resistance should only be set for flesh
1901 items in a monster's inventory.
1902 </attribute>
1903 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1904 Resistances on flesh items make them more durable against spellcraft
1905 of the appropriate kind. It also allows dragon players to eventually gain
1906 resistance by eating it. Usually resistance should only be set for flesh
1907 items in a monster's inventory.
1908 </attribute>
1909 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1910 Resistances on flesh items make them more durable against spellcraft
1911 of the appropriate kind. It also allows dragon players to eventually gain
1912 resistance by eating it. Usually resistance should only be set for flesh
1913 items in a monster's inventory.
1914 </attribute>
1915 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1916 Resistances on flesh items make them more durable against spellcraft
1917 of the appropriate kind. It also allows dragon players to eventually gain
1918 resistance by eating it. Usually resistance should only be set for flesh
1919 items in a monster's inventory.
1920 </attribute>
1921 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1922 Resistances on flesh items make them more durable against spellcraft
1923 of the appropriate kind. It also allows dragon players to eventually gain
1924 resistance by eating it. Usually resistance should only be set for flesh
1925 items in a monster's inventory.
1926 </attribute>
1927 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1928 Resistances on flesh items make them more durable against spellcraft
1929 of the appropriate kind. It also allows dragon players to eventually gain
1930 resistance by eating it. Usually resistance should only be set for flesh
1931 items in a monster's inventory.
1932 </attribute>
1933 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1934 Resistances on flesh items make them more durable against spellcraft
1935 of the appropriate kind. It also allows dragon players to eventually gain
1936 resistance by eating it. Usually resistance should only be set for flesh
1937 items in a monster's inventory.
1938 </attribute>
1939 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1940 Resistances on flesh items make them more durable against spellcraft
1941 of the appropriate kind. It also allows dragon players to eventually gain
1942 resistance by eating it. Usually resistance should only be set for flesh
1943 items in a monster's inventory.
1944 </attribute>
1945 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1946 Resistances on flesh items make them more durable against spellcraft
1947 of the appropriate kind. It also allows dragon players to eventually gain
1948 resistance by eating it. Usually resistance should only be set for flesh
1949 items in a monster's inventory.
1950 </attribute>
1951 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1952 RResistances on flesh items make them more durable against spellcraft
1953 of the appropriate kind. It also allows dragon players to eventually gain
1954 resistance by eating it. Usually resistance should only be set for flesh
1955 items in a monster's inventory.
1956 </attribute>
1957 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1958 Resistances on flesh items make them more durable against spellcraft
1959 of the appropriate kind. It also allows dragon players to eventually gain
1960 resistance by eating it. Usually resistance should only be set for flesh
1961 items in a monster's inventory.
1962 </attribute>
1963 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1964 Resistances on flesh items make them more durable against spellcraft
1965 of the appropriate kind. It also allows dragon players to eventually gain
1966 resistance by eating it. Usually resistance should only be set for flesh
1967 items in a monster's inventory.
1968 </attribute>
1969</section>
1970 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1971 This text may describe the item. 2003 This text may describe the item.
1972 </attribute> 2004 </attribute>
1973</type> 2005</type>
1974 2006
2080<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2081 <ignore> 2113 <ignore>
2082 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2083 </ignore> 2115 </ignore>
2084 <description><![CDATA[ 2116 <description><![CDATA[
2085 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2086 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2087 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2088 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
2089 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2090 </description> 2122 </description>
2092 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way". ]]>
2095 </use> 2127 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute>
2097 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
2098 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with 2134 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
2101 </attribute> 2136 </attribute>
2319 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as 2355 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not 2356 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be. 2357 be re-consecrated, while other altars, like those in dungeons, could be.
2323 2358
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2359 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2325 Some characters might need those altars, they would be very unhappy to 2360 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2327 </attribute> 2362 </attribute>
2328</type> 2363</type>
2329 2364
2381 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2382 functionalities. ]]> 2417 functionalities. ]]>
2383 </description> 2418 </description>
2384 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2385 </attribute> 2420 </attribute>
2386<section name="resistance"> 2421 &resistances_basic;
2387 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2388 </attribute>
2389 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2390 </attribute>
2391 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2392 </attribute>
2393 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2394 </attribute>
2395 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2396 </attribute>
2397 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2398 </attribute>
2399 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2400 </attribute>
2401 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2402 </attribute>
2403 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2404 </attribute>
2405 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2406 </attribute>
2407 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2408 </attribute>
2409 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2410 </attribute>
2411</section>
2412</type> 2422</type>
2413 2423
2414<!--####################################################################--> 2424<!--####################################################################-->
2415<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2416 <ignore> 2426 <ignore>
2566 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2567 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2568 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
2569 &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.
2570 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
2571 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2572 2582
2573 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2574 </attribute> 2584 </attribute>
2575 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2576 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2676 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast 2687 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect. 2689 have much visible effect.
2680 </attribute> 2690 </attribute>
2691 &activate_on;
2681 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2693 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall 2694 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per 2695 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute> 2697 </attribute>
2698 &speed_left;
2687 <attribute arch="sp" editor="direction" type="list_direction"> 2699 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified 2700 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2701 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2702 always fire in a random direction.
2691 </attribute> 2703 </attribute>
2708 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
2709 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2710 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2711 </attribute> 2723 </attribute>
2712</section> 2724</section>
2713<section name="resistance"> 2725&resistances_basic;
2714 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2755 </attribute>
2756</section>
2757</type> 2726</type>
2758 2727
2759<!--####################################################################--> 2728<!--####################################################################-->
2760<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2761 <ignore> 2730 <ignore>
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2764 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make 2765 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2766 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine. 2767 should do fine.
2799 </attribute> 2768 </attribute>
2769 &speed_left;
2800 <attribute arch="food" editor="mark duration" type="int"> 2770 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts. 2771 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite: 2772 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2773 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever. 2774 means the mark will stay on the player forever.
2904 2874
2905 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2906 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2907 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2908 </attribute> 2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2882 </attribute>
2909 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute> 2886 </attribute>
2913 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it. 2888 Every monster should have a race set to categorize it.
2915 The monster's &lt;race&gt; can have different effects: 2889 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races 2890 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god. 2891 and holy word kills only enemy races of the god.
2918 </attribute> 2892 </attribute>
2919 <attribute arch="exp" editor="experience" type="int"> 2893 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this 2894 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into 2895 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill. 2896 the skill-category the player used for the kill.
2923 2897
2924 If you create special monsters of tweaked strenght/abilities, 2898 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a 2899 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling 2900 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters 2901 what reasonable means. Keep in mind that spellcasting monsters
2929 </attribute> 2903 </attribute>
2930 <attribute arch="speed" editor="speed" type="float"> 2904 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move 2905 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute> 2907 </attribute>
2908 &speed_left;
2934 <attribute arch="other_arch" editor="breed monster" type="string"> 2909 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2910 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2911 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster 2912 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used. 2913 should not be used.
2958 </attribute> 2933 </attribute>
2959 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2960 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2961 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2962 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2963 </attribute> 2944 </attribute>
2964 2945
2965<section name="melee"> 2946<section name="melee">
2966 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2967 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3139 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3140 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.
3141 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3142 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3143 3124
3144 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3145 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.
3146 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3147 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
3148 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3149 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3185 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3186 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3187 attacker. 3168 attacker.
3188 </attribute> 3169 </attribute>
3189</section> 3170</section>
3190 3171 &resistances_basic;
3191<section name="resistance">
3192 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3209 </attribute>
3210 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3233 </attribute>
3234</section>
3235 <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">
3236 </attribute> 3173 </attribute>
3237</type> 3174</type>
3238 3175
3239<!--####################################################################--> 3176<!--####################################################################-->
3244 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3245 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3246 <attribute arch="value" /> 3183 <attribute arch="value" />
3247 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3248 </ignore> 3185 </ignore>
3249 <description><![CDATA[ 3186 <description>
3250 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
3251 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3252 </description> 3189 </description>
3253<section name="grimreaper"> 3190<section name="grimreaper">
3254 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3255 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3256 </attribute> 3193 </attribute>
3367 </attribute> 3304 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float"> 3305 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of 3306 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2). 3307 these movers will push a player along (default is -0.2).
3371 </attribute> 3308 </attribute>
3309 &speed_left;
3372 <attribute arch="sp" editor="direction" type="list_direction"> 3310 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;. 3311 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3312 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions. 3313 thus pushing creatures in unpredictable directions.
3376 </attribute> 3314 </attribute>
3463 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3464 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed 3403 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection. 3404 by activating the connection.
3467 </attribute> 3405 </attribute>
3406 &activate_on;
3468 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square 3408 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates. 3409 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore! 3411 being filled up and not work anymore!
3482 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3483 about 6 or 7) means completely closed/up state. I suggest you don't 3422 about 6 or 7) means completely closed/up state. I suggest you don't
3484 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3485 </attribute> 3424 </attribute>
3486 &move_on; 3425 &move_on;
3426 <attribute arch="speed" editor="activation speed" type="float">
3427 If the &lt;activation speed&gt; is nonzero, the pit will
3428 automatically be activated in regular time-intervals. Hence, the
3429 player can just step on it and gets teleported sooner or later.
3430 The duration between two activates depends on the given value.
3431 Default in the pit arch is &lt;activation speed&gt; 0, i.e. disabled.
3432
3433 VERY IMPORTANT: If you want to have your pit activated via
3434 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
3435 </attribute>
3436 &speed_left;
3487</type> 3437</type>
3488 3438
3489<!--####################################################################--> 3439<!--####################################################################-->
3490<type number="7" name="Poison Food"> 3440<type number="7" name="Poison Food">
3491 <description><![CDATA[ 3441 <description><![CDATA[
3527 </attribute> 3477 </attribute>
3528 <attribute arch="startequip" editor="godgiven item" type="bool"> 3478 <attribute arch="startequip" editor="godgiven item" type="bool">
3529 A godgiven item vanishes as soon as the player 3479 A godgiven item vanishes as soon as the player
3530 drops it to the ground. 3480 drops it to the ground.
3531 </attribute> 3481 </attribute>
3532<section name="stats"> 3482 &player_stat_resist_sections;
3533 <attribute arch="Str" editor="strength" type="int">
3534 The player's strentgh will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Dex" editor="dexterity" type="int">
3540 The player's dexterity will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545 <attribute arch="Con" editor="constitution" type="int">
3546 The player's constitution will rise/fall by the given value for permanent
3547 (of course there is an upper limit). Generally there shouldn't be stat
3548 potions granting more than one stat. Cursed potions will subtract the
3549 stats if positive.
3550 </attribute>
3551 <attribute arch="Int" editor="intelligence" type="int">
3552 The player's intelligence will rise/fall by the given value for permanent
3553 (of course there is an upper limit). Generally there shouldn't be stat
3554 potions granting more than one stat. Cursed potions will subtract the
3555 stats if positive.
3556 </attribute>
3557 <attribute arch="Pow" editor="power" type="int">
3558 The player's power will rise/fall by the given value for permanent
3559 (of course there is an upper limit). Generally there shouldn't be stat
3560 potions granting more than one stat. Cursed potions will subtract the
3561 stats if positive.
3562 </attribute>
3563 <attribute arch="Wis" editor="wisdom" type="int">
3564 The player's wisdom will rise/fall by the given value for permanent
3565 (of course there is an upper limit). Generally there shouldn't be stat
3566 potions granting more than one stat. Cursed potions will subtract the
3567 stats if positive.
3568 </attribute>
3569 <attribute arch="Cha" editor="charisma" type="int">
3570 The player's charisma will rise/fall by the given value for permanent
3571 (of course there is an upper limit). Generally there shouldn't be stat
3572 potions granting more than one stat. Cursed potions will subtract the
3573 stats if positive.
3574 </attribute>
3575</section>
3576<section name="resistance">
3577 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3578 The player's resistance to physical will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3584 The player's resistance to magic will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3590 The player's resistance to fire will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3596 The player's resistance to electricity will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3602 The player's resistance to cold will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3608 The player's resistance to acid will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3614 The player's resistance to confusion will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3620 The player's resistance to weaponmagic will rise by this value in percent
3621 (range -100 till +100). The effect is only temporare, and it does NOT
3622 add on the values from the player's equipment.
3623 Cursed potions will make negative resistance.. very nasty in combat!
3624 </attribute>
3625 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3626 The player's resistance to paralyze will rise by this value in percent
3627 (range -100 till +100). The effect is only temporare, and it does NOT
3628 add on the values from the player's equipment.
3629 Cursed potions will make negative resistance.. very nasty in combat!
3630 </attribute>
3631 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3632 The player's resistance to draining will rise by this value in percent
3633 (range -100 till +100). The effect is only temporare, and it does NOT
3634 add on the values from the player's equipment.
3635 Cursed potions will make negative resistance.. very nasty in combat!
3636 </attribute>
3637 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3638 The player's resistance to depletion will rise by this value in percent
3639 (range -100 till +100). The effect is only temporare, and it does NOT
3640 add on the values from the player's equipment.
3641 Cursed potions will make negative resistance.. very nasty in combat!
3642 </attribute>
3643 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3644 The player's resistance to poison will rise by this value in percent
3645 (range -100 till +100). The effect is only temporare, and it does NOT
3646 add on the values from the player's equipment.
3647 Cursed potions will make negative resistance.. very nasty in combat!
3648 </attribute>
3649</section>
3650</type> 3483</type>
3651 3484
3652<!--####################################################################--> 3485<!--####################################################################-->
3653<type number="156" name="Power Crystal"> 3486<type number="156" name="Power Crystal">
3654 <description><![CDATA[ 3487 <description><![CDATA[
3923 It is absolutely neccessary that a place with savebeds is 100% secure. 3756 It is absolutely neccessary that a place with savebeds is 100% secure.
3924 That means: 3757 That means:
3925 <UL> 3758 <UL>
3926 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3759 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3927 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3760 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3928 <LI> Insert a relyable exit! Make sure there is no possibility that 3761 <LI> Insert a reliable exit! Make sure there is no possibility that
3929 players get trapped in a savebed location. 3762 players get trapped in a savebed location.
3930 <LI> If possible, mark the whole site as no-spell area (Insert this 3763 <LI> If possible, mark the whole site as no-spell area (Insert this
3931 arch called "dungeon_magic" everywhere). This is not required, 3764 arch called "dungeon_magic" everywhere). This is not required,
3932 but it makes the place much more safe. 3765 but it makes the place much more safe.
3933 </UL> ]]> 3766 </UL> ]]>
3988</type> 3821</type>
3989 3822
3990<!--####################################################################--> 3823<!--####################################################################-->
3991<type number="14" name="Shooting Weapon"> 3824<type number="14" name="Shooting Weapon">
3992 <description><![CDATA[ 3825 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles 3826 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3827 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment, 3828 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player. 3829 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br> 3830 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles. 3831 It's very easy to add new pairs of weapons &amp; projectiles.
4000 weapon and projectile. ]]> 3833 weapon and projectile. ]]>
4001 </description> 3834 </description>
4002 <use><![CDATA[ 3835 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already 3836 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player 3838 Shooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow 3839 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3840 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]> 3841 - still crap. ]]>
4009 </use> 3842 </use>
4010 <attribute arch="race" editor="ammunition class" type="string"> 3843 <attribute arch="race" editor="ammunition class" type="string">
4042 amount of &lt;item power&gt;, depending on their own level. This is the 3875 amount of &lt;item power&gt;, depending on their own level. This is the
4043 only way to prevent low level players to wear "undeserved" equipment 3876 only way to prevent low level players to wear "undeserved" equipment
4044 (like gifts from other players or cheated items). 3877 (like gifts from other players or cheated items).
4045 3878
4046 It is very important to adjust the &lt;item power&gt; value carefully 3879 It is very important to adjust the &lt;item power&gt; value carefully
4047 for every artifact you create! If zero/unset, the CF server will 3880 for every artifact you create! If zero/unset, the Deliantra server will
4048 calculate a provisional value at runtime, but this is never 3881 calculate a provisional value at runtime, but this is never
4049 going to be an accurate measurement of &lt;item power&gt;. 3882 going to be an accurate measurement of &lt;item power&gt;.
4050 </attribute> 3883 </attribute>
4051 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3884 <attribute arch="no_strength" editor="ignore strength" type="bool">
4052 Usually the player's strentgh takes effect on the damage 3885 Usually the player's strentgh takes effect on the damage
4218 the connection is triggered. This should be used in combination with 4051 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4052 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4053 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4054 printed to one player, but all players on the current map.
4222 </attribute> 4055 </attribute>
4056 &activate_on;
4223 &move_on; 4057 &move_on;
4224 <attribute arch="food" editor="counter" type="int"> 4058 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4059 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't 4060 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful. 4061 be used, while for magic_mouths it is extremely helpful.
4234 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4068 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4235 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4069 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4236 </attribute> 4070 </attribute>
4237 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4071 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4238 This text will be displayed to the player. 4072 This text will be displayed to the player.
4073 </attribute>
4074</type>
4075
4076<type number="150" name="Shop Inventory">
4077 <ignore>
4078 <ignore_list name="non_pickable" />
4079 </ignore>
4080 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4081 </description>
4082 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4083 </use>
4084 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4085 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4086 the map that will be searched for unpaid items.
4239 </attribute> 4087 </attribute>
4240</type> 4088</type>
4241 4089
4242<!--####################################################################--> 4090<!--####################################################################-->
4243<type number="43" name="Skill"> 4091<type number="43" name="Skill">
4280 expmul is 1, the player will get 500 added to that skill as well as 4128 expmul is 1, the player will get 500 added to that skill as well as
4281 500 to their total. 4129 500 to their total.
4282 </attribute> 4130 </attribute>
4283 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4131 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4284 The &lt;skill type&gt; defines the base functionality of the skill. 4132 The &lt;skill type&gt; defines the base functionality of the skill.
4285 Skill types are hardcoded in the Crossfire server. It isn't hard to 4133 Skill types are hardcoded in the Deliantra server. It isn't hard to
4286 create new skill types, but it requires a bit of server-coding. 4134 create new skill types, but it requires a bit of server-coding.
4287 </attribute> 4135 </attribute>
4288 <attribute arch="level" editor="level" type="int"> 4136 <attribute arch="level" editor="level" type="int">
4289 </attribute> 4137 </attribute>
4290 <attribute arch="exp" editor="experience" type="int"> 4138 <attribute arch="exp" editor="experience" type="int">
4512 <attribute arch="speed" editor="drowning speed" type="float"> 4360 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items 4361 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4362 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas. 4363 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute> 4364 </attribute>
4365 &speed_left;
4517 &move_on; 4366 &move_on;
4518 &movement_types_terrain; 4367 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool"> 4368 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-) 4369 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot. 4370 spells on that spot.
4598 <attribute arch="connected" editor="connection" type="int"> 4447 <attribute arch="connected" editor="connection" type="int">
4599 If a connection value is set, the teleporter will be activated 4448 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly, 4449 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero. 4450 &lt;activation speed&gt; must be zero.
4602 </attribute> 4451 </attribute>
4452 &activate_on;
4603 <attribute arch="speed" editor="activation speed" type="float"> 4453 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will 4454 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the 4455 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later. 4456 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value. 4457 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4458 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609 4459
4610 VERY IMPORTANT: If you want to have your teleporter activated via 4460 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4461 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute> 4462 </attribute>
4463 &speed_left;
4613</type> 4464</type>
4614 4465
4615<!--####################################################################--> 4466<!--####################################################################-->
4616<type number="26" name="Timed Gate"> 4467<type number="26" name="Timed Gate">
4617 <ignore> 4468 <ignore>
4618 <ignore_list name="non_pickable" /> 4469 <ignore_list name="non_pickable" />
4619 </ignore> 4470 </ignore>
4620 <description><![CDATA[ 4471 <description><![CDATA[
4621 Gates play an important role in Crossfire. Gates can be opened 4472 Gates play an important role in Deliantra. Gates can be opened
4622 by activating a button/trigger, by speaking passwords (-> magic_ear) 4473 by activating a button/trigger, by speaking passwords (-> magic_ear)
4623 or carrying special key-objects (-> inventory checker). 4474 or carrying special key-objects (-> inventory checker).
4624 Unlike locked doors, gates can get shut again after a player has 4475 Unlike locked doors, gates can get shut again after a player has
4625 passed, which makes them more practical in many cases. Unlike normal 4476 passed, which makes them more practical in many cases. Unlike normal
4626 gates, timed gates open when triggered but automatically close again 4477 gates, timed gates open when triggered but automatically close again
4636 Whenever the inventory checker is triggered, all objects with identical 4487 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with 4488 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time. 4490 after some time.
4640 </attribute> 4491 </attribute>
4492 &activate_on;
4641 <attribute arch="wc" editor="position state" type="int"> 4493 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate: 4494 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually 4495 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't 4496 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place. 4497 mess with this value - Leave the default in place.
4676 and generally have either a physical attack or trigger a reaction. 4528 and generally have either a physical attack or trigger a reaction.
4677 <br><br> 4529 <br><br>
4678 Traps hit any monster or person who steps on them for 'dam' damage in 4530 Traps hit any monster or person who steps on them for 'dam' damage in
4679 'attacktype' attacktype and/or trigger a reaction. 4531 'attacktype' attacktype and/or trigger a reaction.
4680 <br><br> 4532 <br><br>
4681 Many traps are already defined in the archetypes. ]]> 4533 Many traps are already defined in the archetypes.]]>
4682 </description> 4534 </description>
4683 <use><![CDATA[ 4535 <use><![CDATA[
4684 Avoid monsters stepping on your traps. For example, a party of orcs setting 4536 Avoid monsters stepping on your traps. For example, a party of orcs setting
4685off your lightning wall and pit trap is usually a bad idea. ]]> 4537 off your lightning wall and pit trap is usually a bad idea.]]>
4686 </use> 4538 </use>
4687 <attribute arch="no_pick" value="1" type="fixed" /> 4539 <attribute arch="no_pick" value="1" type="fixed" />
4688 &move_on; 4540 &move_on;
4689 <attribute arch="level" editor="trap level" type="int"> 4541 <attribute arch="level" editor="trap level" type="int">
4690 Level effects how easily a trap may be found and disarmed, and 4542 Level effects how easily a trap may be found and disarmed, and
4870<!--####################################################################--> 4722<!--####################################################################-->
4871<type number="0" name="Wall"> 4723<type number="0" name="Wall">
4872 <required> 4724 <required>
4873 <attribute arch="is_floor" value="0" /> 4725 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" /> 4726 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" /> 4727 <attribute arch="no_pass" value="1" />
4876 </required> 4728 </required>
4877 <ignore> 4729 <ignore>
4878 <attribute arch="nrof" /> 4730 <attribute arch="nrof" />
4879 <attribute arch="title" /> 4731 <attribute arch="title" />
4880 <attribute arch="name_pl" /> 4732 <attribute arch="name_pl" />
4987 </attribute> 4839 </attribute>
4988 <attribute arch="ac" editor="armour class" type="int"> 4840 <attribute arch="ac" editor="armour class" type="int">
4989 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4841 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4990 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4842 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4991 </attribute> 4843 </attribute>
4992<section name="resistance"> 4844 &resistances_basic;
4993 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4994 </attribute>
4995 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4996 </attribute>
4997 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4998 </attribute>
4999 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000 </attribute>
5001 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5002 </attribute>
5003 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5004 </attribute>
5005 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5006 </attribute>
5007 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5008 </attribute>
5009 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5010 </attribute>
5011 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5034 </attribute>
5035</section>
5036</type> 4845</type>
5037 4846
5038<!--####################################################################--> 4847<!--####################################################################-->
5039<type number="15" name="Weapon"> 4848<type number="15" name="Weapon">
5040 <description><![CDATA[ 4849 <description><![CDATA[
5108 amount of &lt;item power&gt;, depending on their own level. This is the 4917 amount of &lt;item power&gt;, depending on their own level. This is the
5109 only way to prevent low level players to wear "undeserved" equipment 4918 only way to prevent low level players to wear "undeserved" equipment
5110 (like gifts from other players or cheated items). 4919 (like gifts from other players or cheated items).
5111 4920
5112 It is very important to adjust the &lt;item power&gt; value carefully 4921 It is very important to adjust the &lt;item power&gt; value carefully
5113 for every artifact you create! If zero/unset, the CF server will 4922 for every artifact you create! If zero/unset, the Deliantra server will
5114 calculate a provisional value at runtime, but this is never 4923 calculate a provisional value at runtime, but this is never
5115 going to be an accurate measurement of &lt;item power&gt;. 4924 going to be an accurate measurement of &lt;item power&gt;.
5116 </attribute> 4925 </attribute>
5117 <attribute arch="damned" editor="damnation" type="bool"> 4926 <attribute arch="damned" editor="damnation" type="bool">
5118 A damned weapon cannot be unwielded unless 4927 A damned weapon cannot be unwielded unless
5138 </attribute> 4947 </attribute>
5139 <attribute arch="startequip" editor="godgiven item" type="bool"> 4948 <attribute arch="startequip" editor="godgiven item" type="bool">
5140 A godgiven item vanishes as soon as the player 4949 A godgiven item vanishes as soon as the player
5141 drops it to the ground. 4950 drops it to the ground.
5142 </attribute> 4951 </attribute>
5143<section name="resistance"> 4952 &player_stat_resist_sections;
5144 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5145 This adds physical resistance to the weapon (= armour value). The number is
5146 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5147 and what they require to do for getting this-and-that artifact.
5148 </attribute>
5149 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5150 This adds magic resistance to the weapon. The number is a percent-value in
5151 the range 0-100. Treat this with CARE. Look at other maps and what they
5152 require to do for getting this-and-that artifact.
5153 </attribute>
5154 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5155 This adds fire resistance to the weapon. The number is a percent-value in
5156 the range 0-100. Treat this with CARE. Look at other maps and what they
5157 require to do for getting this-and-that artifact.
5158 </attribute>
5159 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5160 This adds electricity resistance to the weapon. The number is a percent-value in
5161 the range 0-100. Treat this with CARE. Look at other maps and what they
5162 require to do for getting this-and-that artifact.
5163 </attribute>
5164 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5165 This adds fire resistance to the weapon. The number is a percent-value in
5166 the range 0-100. Treat this with CARE. Look at other maps and what they
5167 require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5170 This adds confusion resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Confusion resistance is not very effective
5172 unless the value comes close to 100 (= perfect immunity).
5173 </attribute>
5174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5175 This adds acid resistance to the weapon. The number is a percent-value in
5176 the range 0-100. Treat this with CARE. Look at other maps and what they
5177 require to do for getting this-and-that artifact.
5178 </attribute>
5179 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5180 This adds draining resistance to the weapon. The number is a percent-value
5181 in the range 0-100. Draining resistance is little effective
5182 unless the value is 100 (= perfect immunity).
5183 </attribute>
5184 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5185 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5186 the range 0-100. Weaponmagic resistance generally should not exist on
5187 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5188 are not meant to be easily resisted.
5189 </attribute>
5190 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5191 This adds ghosthit resistance to the weapon. The number is a percent-value
5192 in the range 0-100. Treat this with CARE. Look at other maps and what they
5193 require to do for getting this-and-that artifact.
5194 </attribute>
5195 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5196 This adds poison resistance to the weapon. The number is a percent-value in
5197 the range 0-100. Treat this with CARE. Look at other maps and what they
5198 require to do for getting this-and-that artifact.
5199 </attribute>
5200 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5201 This adds fear resistance to the weapon. The number is a percent-value in
5202 the range 0-100. Resistance to fear is pretty useless.
5203 </attribute>
5204 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5205 This adds paralyze resistance to the weapon. The number is a percent-value in
5206 the range 0-100. Paralyze resistance is little effective
5207 unless the value is 100 (= perfect immunity).
5208 </attribute>
5209 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5210 This adds fear resistance to the weapon. The number is a percent-value in
5211 the range 0-100. Resistance to fear is pretty useless.
5212 </attribute>
5213 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5214 This adds depletion resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Depletion resistance is little effective
5216 unless the value is 100 (= perfect immunity).
5217 </attribute>
5218 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5219 This adds death-attack resistance to the weapon. The number is a
5220 percent-value in the range 0-100. Death-attack resistance is little
5221 effective unless the value is 100 (= perfect immunity).
5222 Generally, resistance to death-attack is not supposed to be
5223 available to players!
5224 </attribute>
5225 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5226 This adds chaos resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Treat this with CARE. Look at other maps and what they
5228 require to do for getting this-and-that artifact.
5229 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5230 combination of other attacktypes.
5231 </attribute>
5232 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5233 This adds blinding resistance to the weapon. The number is a percent-value
5234 in the range 0-100. Treat this with CARE. Look at other maps and what they
5235 require to do for getting this-and-that artifact.
5236 </attribute>
5237 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5238 This adds holy power resistance to the weapon. The number is a percent-value
5239 in the range 0-100. Holy power is the attacktype that holyword-type spells
5240 use to hurt undead creatures. This kind of resistance is only reasonable
5241 for undead players (wraith or devourer cult).
5242 Generally, resistance to holy word should not be available for players.
5243 </attribute>
5244</section>
5245<section name="stats">
5246 <attribute arch="Str" editor="strength" type="int">
5247 The player's strentgh will rise/fall by the given value
5248 while wearing this weapon.
5249 </attribute>
5250 <attribute arch="Dex" editor="dexterity" type="int">
5251 The player's dexterity will rise/fall by the given value
5252 while wearing this weapon.
5253 </attribute>
5254 <attribute arch="Con" editor="constitution" type="int">
5255 The player's constitution will rise/fall by the given value
5256 while wearing this weapon.
5257 </attribute>
5258 <attribute arch="Int" editor="intelligence" type="int">
5259 The player's intelligence will rise/fall by the given value
5260 while wearing this weapon.
5261 </attribute>
5262 <attribute arch="Pow" editor="power" type="int">
5263 The player's power will rise/fall by the given value
5264 while wearing this weapon.
5265 </attribute>
5266 <attribute arch="Wis" editor="wisdom" type="int">
5267 The player's wisdom will rise/fall by the given value while
5268 wearing this weapon.
5269 </attribute>
5270 <attribute arch="Cha" editor="charisma" type="int">
5271 The player's charisma will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274</section>
5275<section name="misc"> 4953<section name="misc">
5276 <attribute arch="luck" editor="luck bonus" type="int"> 4954 <attribute arch="luck" editor="luck bonus" type="int">
5277 With positive luck bonus, the player is more likely to 4955 With positive luck bonus, the player is more likely to
5278 succeed in all sorts of things (spellcasting, praying,...). 4956 succeed in all sorts of things (spellcasting, praying,...).
5279 Unless the &lt;luck bonus&gt; is very high, the effect will be 4957 Unless the &lt;luck bonus&gt; is very high, the effect will be
5358</type> 5036</type>
5359 5037
5360<type number="116" name="Event Connector"> 5038<type number="116" name="Event Connector">
5361 <description><![CDATA[ 5039 <description><![CDATA[
5362 Event connectors link specific events that happen to objects to 5040 Event connectors link specific events that happen to objects to
5363 a crossfire plug-in. ]]> 5041 a crossfire plug-in. They are not used at all in Deliantra ]]>
5364 </description> 5042 </description>
5365 <attribute arch="subtype" editor="event type" type="list_event_type">
5366 The type of event that triggers a notify to the plug-in.
5367 </attribute>
5368 <attribute arch="title" editor="plug-in" type="string">
5369 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5370 for python and "perl" for the Crossfire-Perl plug-in.
5371 </attribute>
5372 <attribute arch="slaying" editor="extension" type="string">
5373 The name of the extension to invoke (for python, this is the path to a script,
5374 for perl this is the name of a extension package without the ".ext" extension.
5375 </attribute>
5376 <attribute arch="name" editor="options" type="string">
5377 A string that is passed unaltered to the extension above. Often used to pass
5378 options to the extension that alter its behaviour.
5379 </attribute>
5380</type> 5043</type>
5381 5044
5382</types> 5045</types>

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