ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
(Generate patch)

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.15 by elmex, Tue Aug 8 20:29:31 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.
156 than 0, the object acts/triggers/moves etc. and the value gets 147 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
161]> 354]>
162 355
163<types> 356<types>
164 357
165<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
405</list> 599</list>
406 600
407<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
447 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
448 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 </attribute> 644 </attribute>
451 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
452 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
453 </attribute> 658 </attribute>
454 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
455 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
496 </attribute> 701 </attribute>
497 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
498 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
499 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
500 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
501 </attribute> 716 </attribute>
502</default_type> 717</default_type>
503 718
504<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
505 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
643 &move_on; 858 &move_on;
644 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
645 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
646 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
647 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.
648 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".
649 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
650 name: E.g. "drop 100 platinums")
651 </attribute> 865 </attribute>
652 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
653 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
654 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.
655 869
699 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
700 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
701 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
702 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
703 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.
704 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".
705 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
706 name: E.g. "drop 100 platinums")
707 </attribute> 920 </attribute>
708 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
709 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
710 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.
711 924
746 This text will be displayed to the player 959 This text will be displayed to the player
747 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
748 </attribute> 961 </attribute>
749</type> 962</type>
750 963
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>
751<!--####################################################################--> 980<!--####################################################################-->
752<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
753 <description><![CDATA[ 982 <description><![CDATA[
754 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
755 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
775 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
776 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
777 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
778 1007
779 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
780 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
781 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
782 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
783 </attribute> 1012 </attribute>
784 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
785 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
811 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
812 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
813 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
814 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
815 </attribute> 1044 </attribute>
816<section name="resistance"> 1045 &player_stat_resist_sections;
817 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
818 This adds physical resistance to the item (= armour value). The number is
819 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
820 and what they require to do for getting this-and-that artifact.
821 </attribute>
822 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
823 This adds magic resistance to the item. The number is a percent-value in
824 the range 0-100. Treat this with CARE. Look at other maps and what they
825 require to do for getting this-and-that artifact.
826 </attribute>
827 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
828 This adds fire resistance to the item. The number is a percent-value in
829 the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
833 This adds electricity resistance to the item. The number is a percent-value in
834 the range 0-100. Treat this with CARE. Look at other maps and what they
835 require to do for getting this-and-that artifact.
836 </attribute>
837 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
838 This adds fire resistance to the item. The number is a percent-value in
839 the range 0-100. Treat this with CARE. Look at other maps and what they
840 require to do for getting this-and-that artifact.
841 </attribute>
842 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
843 This adds confusion resistance to the item. The number is a percent-value in
844 the range 0-100. Confusion resistance is not very effective
845 unless the value comes close to 100 (= perfect immunity).
846 </attribute>
847 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
848 This adds acid resistance to the item. The number is a percent-value in
849 the range 0-100. Treat this with CARE. Look at other maps and what they
850 require to do for getting this-and-that artifact.
851 </attribute>
852 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
853 This adds draining resistance to the item. The number is a percent-value
854 in the range 0-100. Draining resistance is little effective
855 unless the value is 100 (= perfect immunity).
856 </attribute>
857 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
858 This adds weaponmagic resistance to the item. The number is a percent-value in
859 the range 0-100. Weaponmagic resistance generally should not exist on
860 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
861 are not meant to be easily resisted.
862 </attribute>
863 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
864 This adds ghosthit resistance to the item. The number is a percent-value
865 in the range 0-100. Treat this with CARE. Look at other maps and what they
866 require to do for getting this-and-that artifact.
867 </attribute>
868 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
869 This adds poison resistance to the item. The number is a percent-value in
870 the range 0-100. Treat this with CARE. Look at other maps and what they
871 require to do for getting this-and-that artifact.
872 </attribute>
873 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
874 This adds fear resistance to the item. The number is a percent-value in
875 the range 0-100. Resistance to fear is pretty useless.
876 </attribute>
877 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
878 This adds paralyze resistance to the item. The number is a percent-value in
879 the range 0-100. Paralyze resistance is little effective
880 unless the value is 100 (= perfect immunity).
881 </attribute>
882 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
887 This adds depletion resistance to the item. The number is a percent-value
888 in the range 0-100. Depletion resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
892 This adds death-attack resistance to the item. The number is a
893 percent-value in the range 0-100. Death-attack resistance is little
894 effective unless the value is 100 (= perfect immunity).
895 Generally, resistance to death-attack is not supposed to be
896 available to players!
897 </attribute>
898 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
899 This adds chaos resistance to the item. The number is a percent-value in
900 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 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
903 combination of other attacktypes.
904 </attribute>
905 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
906 This adds blinding resistance to the item. The number is a percent-value
907 in the range 0-100. Treat this with CARE. Look at other maps and what they
908 require to do for getting this-and-that artifact.
909 </attribute>
910 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
911 This adds holy power resistance to the item. The number is a percent-value
912 in the range 0-100. Holy power is the attacktype that holyword-type spells
913 use to hurt undead creatures. This kind of resistance is only reasonable
914 for undead players (wraith or devourer cult).
915 Generally, resistance to holy word should not be available for players.
916 </attribute>
917</section>
918<section name="stats">
919 <attribute arch="Str" editor="strength" type="int">
920 The player's strentgh will rise/fall by the given value
921 while wearing this piece of equipment.
922 </attribute>
923 <attribute arch="Dex" editor="dexterity" type="int">
924 The player's dexterity will rise/fall by the given value
925 while wearing this piece of equipment.
926 </attribute>
927 <attribute arch="Con" editor="constitution" type="int">
928 The player's constitution will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Int" editor="intelligence" type="int">
932 The player's intelligence will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Pow" editor="power" type="int">
936 The player's power will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Wis" editor="wisdom" type="int">
940 The player's wisdom will rise/fall by the given value while
941 wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Cha" editor="charisma" type="int">
944 The player's charisma will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947</section>
948<section name="misc"> 1046<section name="misc">
949 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
950 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
951 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
952 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
1067 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1068 </attribute> 1166 </attribute>
1069</type> 1167</type>
1070 1168
1071<!--####################################################################--> 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<!--####################################################################-->
1072<type number="8" name="Book"> 1194<type number="8" name="Book">
1073 <description><![CDATA[ 1195 <description><![CDATA[
1074 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
1075 </description> 1197 </description>
1076 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1419 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1420 </ignore> 1542 </ignore>
1421 <description><![CDATA[ 1543 <description><![CDATA[
1422 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1423 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1424 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1425 </description> 1548 </description>
1426 <use><![CDATA[ 1549 <use><![CDATA[
1427 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1428 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1429 </use> 1552 </use>
1437 </attribute> 1560 </attribute>
1438 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1439 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1440 the creator gets triggered. 1563 the creator gets triggered.
1441 </attribute> 1564 </attribute>
1565 &activate_on;
1442 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1444 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.
1445 </attribute> 1574 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1447 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
1448 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1449 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).
1538<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1539 <ignore> 1668 <ignore>
1540 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1541 </ignore> 1670 </ignore>
1542 <description><![CDATA[ 1671 <description><![CDATA[
1543 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1544 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
1545 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1546 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1547 </description> 1676 </description>
1548 <use><![CDATA[ 1677 <use><![CDATA[
1722 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
1723 defeated. 1852 defeated.
1724 </attribute> 1853 </attribute>
1725 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726 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.
1727 </attribute> 1860 </attribute>
1728</type> 1861</type>
1729 1862
1730<!--####################################################################--> 1863<!--####################################################################-->
1731<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1749 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1750 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
1751 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1752 </use> 1885 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1754 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
1755 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1756 </attribute> 1889 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1758 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
1759 &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
1760 will be destroyed. 1893 will be destroyed.
1762 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1763 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1764 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
1765 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!
1766 </attribute> 1899 </attribute>
1900 &activate_on;
1767</type> 1901</type>
1768 1902
1769<!--####################################################################--> 1903<!--####################################################################-->
1770<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1771 <ignore> 1905 <ignore>
1818 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.
1819 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
1820 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
1821 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1822 </attribute> 1956 </attribute>
1823 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1824 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
1825 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.
1826 This feature is used for the permanent apartments
1827 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1828 than apartments, since Crossfire is a *multi*player game. In such a permanent
1829 apartment don't forget to set the unique-flag for all floor tiles too
1830 (see floors).
1831 An exit pointing outside of a personal unique map must have the
1832 "unique destination"-flag unset.
1833 </attribute> 1960 </attribute>
1834</type> 1961</type>
1835 1962
1836<!--####################################################################--> 1963<!--####################################################################-->
1837<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1869 </attribute> 1996 </attribute>
1870 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1871 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1872 drops it to the ground. 1999 drops it to the ground.
1873 </attribute> 2000 </attribute>
1874<section name="resistance"> 2001 &resistances_flesh_section;
1875 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1876 Resistances on flesh items make them more durable against spellcraft
1877 of the appropriate kind. It also allows dragon players to eventually gain
1878 resistance by eating it. Usually resistance should only be set for flesh
1879 items in a monster's inventory.
1880 </attribute>
1881 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1882 Resistances on flesh items make them more durable against spellcraft
1883 of the appropriate kind. It also allows dragon players to eventually gain
1884 resistance by eating it. Usually resistance should only be set for flesh
1885 items in a monster's inventory.
1886 </attribute>
1887 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1888 Resistances on flesh items make them more durable against spellcraft
1889 of the appropriate kind. It also allows dragon players to eventually gain
1890 resistance by eating it. Usually resistance should only be set for flesh
1891 items in a monster's inventory.
1892 </attribute>
1893 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1894 Resistances on flesh items make them more durable against spellcraft
1895 of the appropriate kind. It also allows dragon players to eventually gain
1896 resistance by eating it. Usually resistance should only be set for flesh
1897 items in a monster's inventory.
1898 </attribute>
1899 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1900 Resistances on flesh items make them more durable against spellcraft
1901 of the appropriate kind. It also allows dragon players to eventually gain
1902 resistance by eating it. Usually resistance should only be set for flesh
1903 items in a monster's inventory.
1904 </attribute>
1905 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1906 Resistances on flesh items make them more durable against spellcraft
1907 of the appropriate kind. It also allows dragon players to eventually gain
1908 resistance by eating it. Usually resistance should only be set for flesh
1909 items in a monster's inventory.
1910 </attribute>
1911 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1912 Resistances on flesh items make them more durable against spellcraft
1913 of the appropriate kind. It also allows dragon players to eventually gain
1914 resistance by eating it. Usually resistance should only be set for flesh
1915 items in a monster's inventory.
1916 </attribute>
1917 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1918 Resistances on flesh items make them more durable against spellcraft
1919 of the appropriate kind. It also allows dragon players to eventually gain
1920 resistance by eating it. Usually resistance should only be set for flesh
1921 items in a monster's inventory.
1922 </attribute>
1923 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1966 RResistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983</section>
1984 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1985 This text may describe the item. 2003 This text may describe the item.
1986 </attribute> 2004 </attribute>
1987</type> 2005</type>
1988 2006
2094<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2095 <ignore> 2113 <ignore>
2096 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2097 </ignore> 2115 </ignore>
2098 <description><![CDATA[ 2116 <description><![CDATA[
2099 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2100 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2101 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2102 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
2103 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2104 </description> 2122 </description>
2336 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2337 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
2338 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
2339 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.
2340 2358
2341 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.
2342 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
2343 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2344 </attribute> 2362 </attribute>
2345</type> 2363</type>
2346 2364
2398 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2399 functionalities. ]]> 2417 functionalities. ]]>
2400 </description> 2418 </description>
2401 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2402 </attribute> 2420 </attribute>
2403<section name="resistance"> 2421 &resistances_basic;
2404 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2425 </attribute>
2426 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2427 </attribute>
2428</section>
2429</type> 2422</type>
2430 2423
2431<!--####################################################################--> 2424<!--####################################################################-->
2432<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2433 <ignore> 2426 <ignore>
2583 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2584 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2585 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
2586 &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.
2587 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
2588 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2589 2582
2590 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2591 </attribute> 2584 </attribute>
2592 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2593 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2693 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2694 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
2695 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
2696 have much visible effect. 2689 have much visible effect.
2697 </attribute> 2690 </attribute>
2691 &activate_on;
2698 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2699 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.
2700 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
2701 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
2702 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2726 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
2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2729 </attribute> 2723 </attribute>
2730</section> 2724</section>
2731<section name="resistance"> 2725&resistances_basic;
2732 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2773 </attribute>
2774</section>
2775</type> 2726</type>
2776 2727
2777<!--####################################################################--> 2728<!--####################################################################-->
2778<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2779 <ignore> 2730 <ignore>
2923 2874
2924 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2925 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2926 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2927 </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>
2928 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2929 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2930 &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.
2931 </attribute> 2886 </attribute>
2932 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2978 </attribute> 2933 </attribute>
2979 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2980 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2981 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2982 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.
2983 </attribute> 2944 </attribute>
2984 2945
2985<section name="melee"> 2946<section name="melee">
2986 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2987 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3159 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3160 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.
3161 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3162 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3163 3124
3164 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3165 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.
3166 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3167 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
3168 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3169 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3205 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3206 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3207 attacker. 3168 attacker.
3208 </attribute> 3169 </attribute>
3209</section> 3170</section>
3210 3171 &resistances_basic;
3211<section name="resistance">
3212 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3253 </attribute>
3254</section>
3255 <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">
3256 </attribute> 3173 </attribute>
3257</type> 3174</type>
3258 3175
3259<!--####################################################################--> 3176<!--####################################################################-->
3264 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3265 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3266 <attribute arch="value" /> 3183 <attribute arch="value" />
3267 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3268 </ignore> 3185 </ignore>
3269 <description><![CDATA[ 3186 <description>
3270 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
3271 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3272 </description> 3189 </description>
3273<section name="grimreaper"> 3190<section name="grimreaper">
3274 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3275 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3276 </attribute> 3193 </attribute>
3484 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3485 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3486 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
3487 by activating the connection. 3404 by activating the connection.
3488 </attribute> 3405 </attribute>
3406 &activate_on;
3489 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3490 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
3491 radius of the destination coordinates. 3409 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore! 3411 being filled up and not work anymore!
3503 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3504 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
3505 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3506 </attribute> 3424 </attribute>
3507 &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;
3508</type> 3437</type>
3509 3438
3510<!--####################################################################--> 3439<!--####################################################################-->
3511<type number="7" name="Poison Food"> 3440<type number="7" name="Poison Food">
3512 <description><![CDATA[ 3441 <description><![CDATA[
3548 </attribute> 3477 </attribute>
3549 <attribute arch="startequip" editor="godgiven item" type="bool"> 3478 <attribute arch="startequip" editor="godgiven item" type="bool">
3550 A godgiven item vanishes as soon as the player 3479 A godgiven item vanishes as soon as the player
3551 drops it to the ground. 3480 drops it to the ground.
3552 </attribute> 3481 </attribute>
3553<section name="stats"> 3482 &player_stat_resist_sections;
3554 <attribute arch="Str" editor="strength" type="int">
3555 The player's strentgh will rise/fall by the given value for permanent
3556 (of course there is an upper limit). Generally there shouldn't be stat
3557 potions granting more than one stat. Cursed potions will subtract the
3558 stats if positive.
3559 </attribute>
3560 <attribute arch="Dex" editor="dexterity" type="int">
3561 The player's dexterity will rise/fall by the given value for permanent
3562 (of course there is an upper limit). Generally there shouldn't be stat
3563 potions granting more than one stat. Cursed potions will subtract the
3564 stats if positive.
3565 </attribute>
3566 <attribute arch="Con" editor="constitution" type="int">
3567 The player's constitution will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572 <attribute arch="Int" editor="intelligence" type="int">
3573 The player's intelligence will rise/fall by the given value for permanent
3574 (of course there is an upper limit). Generally there shouldn't be stat
3575 potions granting more than one stat. Cursed potions will subtract the
3576 stats if positive.
3577 </attribute>
3578 <attribute arch="Pow" editor="power" type="int">
3579 The player's power will rise/fall by the given value for permanent
3580 (of course there is an upper limit). Generally there shouldn't be stat
3581 potions granting more than one stat. Cursed potions will subtract the
3582 stats if positive.
3583 </attribute>
3584 <attribute arch="Wis" editor="wisdom" type="int">
3585 The player's wisdom will rise/fall by the given value for permanent
3586 (of course there is an upper limit). Generally there shouldn't be stat
3587 potions granting more than one stat. Cursed potions will subtract the
3588 stats if positive.
3589 </attribute>
3590 <attribute arch="Cha" editor="charisma" type="int">
3591 The player's charisma will rise/fall by the given value for permanent
3592 (of course there is an upper limit). Generally there shouldn't be stat
3593 potions granting more than one stat. Cursed potions will subtract the
3594 stats if positive.
3595 </attribute>
3596</section>
3597<section name="resistance">
3598 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3599 The player's resistance to physical will rise by this value in percent
3600 (range -100 till +100). The effect is only temporare, and it does NOT
3601 add on the values from the player's equipment.
3602 Cursed potions will make negative resistance.. very nasty in combat!
3603 </attribute>
3604 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3605 The player's resistance to magic will rise by this value in percent
3606 (range -100 till +100). The effect is only temporare, and it does NOT
3607 add on the values from the player's equipment.
3608 Cursed potions will make negative resistance.. very nasty in combat!
3609 </attribute>
3610 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3611 The player's resistance to fire will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3617 The player's resistance to electricity will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3623 The player's resistance to cold will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3629 The player's resistance to acid will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3635 The player's resistance to confusion will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3641 The player's resistance to weaponmagic will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3647 The player's resistance to paralyze will rise by this value in percent
3648 (range -100 till +100). The effect is only temporare, and it does NOT
3649 add on the values from the player's equipment.
3650 Cursed potions will make negative resistance.. very nasty in combat!
3651 </attribute>
3652 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3653 The player's resistance to draining will rise by this value in percent
3654 (range -100 till +100). The effect is only temporare, and it does NOT
3655 add on the values from the player's equipment.
3656 Cursed potions will make negative resistance.. very nasty in combat!
3657 </attribute>
3658 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3659 The player's resistance to depletion will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3665 The player's resistance to poison will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670</section>
3671</type> 3483</type>
3672 3484
3673<!--####################################################################--> 3485<!--####################################################################-->
3674<type number="156" name="Power Crystal"> 3486<type number="156" name="Power Crystal">
3675 <description><![CDATA[ 3487 <description><![CDATA[
3944 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.
3945 That means: 3757 That means:
3946 <UL> 3758 <UL>
3947 <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!
3948 <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.
3949 <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
3950 players get trapped in a savebed location. 3762 players get trapped in a savebed location.
3951 <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
3952 arch called "dungeon_magic" everywhere). This is not required, 3764 arch called "dungeon_magic" everywhere). This is not required,
3953 but it makes the place much more safe. 3765 but it makes the place much more safe.
3954 </UL> ]]> 3766 </UL> ]]>
4009</type> 3821</type>
4010 3822
4011<!--####################################################################--> 3823<!--####################################################################-->
4012<type number="14" name="Shooting Weapon"> 3824<type number="14" name="Shooting Weapon">
4013 <description><![CDATA[ 3825 <description><![CDATA[
4014 Schooting weapons like bows/crossbows are used to shoot projectiles 3826 Shooting weapons like bows/crossbows are used to shoot projectiles
4015 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3827 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016 wielded both at the same time. Like with any other equipment, 3828 wielded both at the same time. Like with any other equipment,
4017 stats/bonuses from shooting weapons are directly inherited to the player. 3829 stats/bonuses from shooting weapons are directly inherited to the player.
4018 <br><br> 3830 <br><br>
4019 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.
4021 weapon and projectile. ]]> 3833 weapon and projectile. ]]>
4022 </description> 3834 </description>
4023 <use><![CDATA[ 3835 <use><![CDATA[
4024 Shooting weapons should not add bonuses in general. There's already 3836 Shooting weapons should not add bonuses in general. There's already
4025 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026 Schooting weapons should especially not add bonuses to the player 3838 Shooting weapons should especially not add bonuses to the player
4027 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
4028 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
4029 - still crap. ]]> 3841 - still crap. ]]>
4030 </use> 3842 </use>
4031 <attribute arch="race" editor="ammunition class" type="string"> 3843 <attribute arch="race" editor="ammunition class" type="string">
4063 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
4064 only way to prevent low level players to wear "undeserved" equipment 3876 only way to prevent low level players to wear "undeserved" equipment
4065 (like gifts from other players or cheated items). 3877 (like gifts from other players or cheated items).
4066 3878
4067 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
4068 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
4069 calculate a provisional value at runtime, but this is never 3881 calculate a provisional value at runtime, but this is never
4070 going to be an accurate measurement of &lt;item power&gt;. 3882 going to be an accurate measurement of &lt;item power&gt;.
4071 </attribute> 3883 </attribute>
4072 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3884 <attribute arch="no_strength" editor="ignore strength" type="bool">
4073 Usually the player's strentgh takes effect on the damage 3885 Usually the player's strentgh takes effect on the damage
4239 the connection is triggered. This should be used in combination with 4051 the connection is triggered. This should be used in combination with
4240 &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.
4241 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
4242 printed to one player, but all players on the current map. 4054 printed to one player, but all players on the current map.
4243 </attribute> 4055 </attribute>
4056 &activate_on;
4244 &move_on; 4057 &move_on;
4245 <attribute arch="food" editor="counter" type="int"> 4058 <attribute arch="food" editor="counter" type="int">
4246 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
4247 (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
4248 be used, while for magic_mouths it is extremely helpful. 4061 be used, while for magic_mouths it is extremely helpful.
4255 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.
4256 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).
4257 </attribute> 4070 </attribute>
4258 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4071 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4259 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.
4260 </attribute> 4087 </attribute>
4261</type> 4088</type>
4262 4089
4263<!--####################################################################--> 4090<!--####################################################################-->
4264<type number="43" name="Skill"> 4091<type number="43" name="Skill">
4301 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
4302 500 to their total. 4129 500 to their total.
4303 </attribute> 4130 </attribute>
4304 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4131 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4305 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.
4306 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
4307 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.
4308 </attribute> 4135 </attribute>
4309 <attribute arch="level" editor="level" type="int"> 4136 <attribute arch="level" editor="level" type="int">
4310 </attribute> 4137 </attribute>
4311 <attribute arch="exp" editor="experience" type="int"> 4138 <attribute arch="exp" editor="experience" type="int">
4620 <attribute arch="connected" editor="connection" type="int"> 4447 <attribute arch="connected" editor="connection" type="int">
4621 If a connection value is set, the teleporter will be activated 4448 If a connection value is set, the teleporter will be activated
4622 whenever the connection is triggered. To use this properly, 4449 whenever the connection is triggered. To use this properly,
4623 &lt;activation speed&gt; must be zero. 4450 &lt;activation speed&gt; must be zero.
4624 </attribute> 4451 </attribute>
4452 &activate_on;
4625 <attribute arch="speed" editor="activation speed" type="float"> 4453 <attribute arch="speed" editor="activation speed" type="float">
4626 If the &lt;activation speed&gt; is nonzero, the teleporter will 4454 If the &lt;activation speed&gt; is nonzero, the teleporter will
4627 automatically be activated in regular time-intervals. Hence, the 4455 automatically be activated in regular time-intervals. Hence, the
4628 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.
4629 The duration between two activates depends on the given value. 4457 The duration between two activates depends on the given value.
4639<type number="26" name="Timed Gate"> 4467<type number="26" name="Timed Gate">
4640 <ignore> 4468 <ignore>
4641 <ignore_list name="non_pickable" /> 4469 <ignore_list name="non_pickable" />
4642 </ignore> 4470 </ignore>
4643 <description><![CDATA[ 4471 <description><![CDATA[
4644 Gates play an important role in Crossfire. Gates can be opened 4472 Gates play an important role in Deliantra. Gates can be opened
4645 by activating a button/trigger, by speaking passwords (-> magic_ear) 4473 by activating a button/trigger, by speaking passwords (-> magic_ear)
4646 or carrying special key-objects (-> inventory checker). 4474 or carrying special key-objects (-> inventory checker).
4647 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
4648 passed, which makes them more practical in many cases. Unlike normal 4476 passed, which makes them more practical in many cases. Unlike normal
4649 gates, timed gates open when triggered but automatically close again 4477 gates, timed gates open when triggered but automatically close again
4659 Whenever the inventory checker is triggered, all objects with identical 4487 Whenever the inventory checker is triggered, all objects with identical
4660 &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
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4490 after some time.
4663 </attribute> 4491 </attribute>
4492 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4493 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4494 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4495 Zero means completely open/down, the "number of animation-steps" (usually
4667 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
4668 mess with this value - Leave the default in place. 4497 mess with this value - Leave the default in place.
4699 and generally have either a physical attack or trigger a reaction. 4528 and generally have either a physical attack or trigger a reaction.
4700 <br><br> 4529 <br><br>
4701 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
4702 'attacktype' attacktype and/or trigger a reaction. 4531 'attacktype' attacktype and/or trigger a reaction.
4703 <br><br> 4532 <br><br>
4704 Many traps are already defined in the archetypes. ]]> 4533 Many traps are already defined in the archetypes.]]>
4705 </description> 4534 </description>
4706 <use><![CDATA[ 4535 <use><![CDATA[
4707 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
4708off your lightning wall and pit trap is usually a bad idea. ]]> 4537 off your lightning wall and pit trap is usually a bad idea.]]>
4709 </use> 4538 </use>
4710 <attribute arch="no_pick" value="1" type="fixed" /> 4539 <attribute arch="no_pick" value="1" type="fixed" />
4711 &move_on; 4540 &move_on;
4712 <attribute arch="level" editor="trap level" type="int"> 4541 <attribute arch="level" editor="trap level" type="int">
4713 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
5010 </attribute> 4839 </attribute>
5011 <attribute arch="ac" editor="armour class" type="int"> 4840 <attribute arch="ac" editor="armour class" type="int">
5012 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.
5013 &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;.
5014 </attribute> 4843 </attribute>
5015<section name="resistance"> 4844 &resistances_basic;
5016 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5055 </attribute>
5056 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5057 </attribute>
5058</section>
5059</type> 4845</type>
5060 4846
5061<!--####################################################################--> 4847<!--####################################################################-->
5062<type number="15" name="Weapon"> 4848<type number="15" name="Weapon">
5063 <description><![CDATA[ 4849 <description><![CDATA[
5131 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
5132 only way to prevent low level players to wear "undeserved" equipment 4918 only way to prevent low level players to wear "undeserved" equipment
5133 (like gifts from other players or cheated items). 4919 (like gifts from other players or cheated items).
5134 4920
5135 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
5136 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
5137 calculate a provisional value at runtime, but this is never 4923 calculate a provisional value at runtime, but this is never
5138 going to be an accurate measurement of &lt;item power&gt;. 4924 going to be an accurate measurement of &lt;item power&gt;.
5139 </attribute> 4925 </attribute>
5140 <attribute arch="damned" editor="damnation" type="bool"> 4926 <attribute arch="damned" editor="damnation" type="bool">
5141 A damned weapon cannot be unwielded unless 4927 A damned weapon cannot be unwielded unless
5161 </attribute> 4947 </attribute>
5162 <attribute arch="startequip" editor="godgiven item" type="bool"> 4948 <attribute arch="startequip" editor="godgiven item" type="bool">
5163 A godgiven item vanishes as soon as the player 4949 A godgiven item vanishes as soon as the player
5164 drops it to the ground. 4950 drops it to the ground.
5165 </attribute> 4951 </attribute>
5166<section name="resistance"> 4952 &player_stat_resist_sections;
5167 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5168 This adds physical resistance to the weapon (= armour value). The number is
5169 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5170 and what they require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5173 This adds magic resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5178 This adds fire resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5183 This adds electricity resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5188 This adds fire resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5193 This adds confusion resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Confusion resistance is not very effective
5195 unless the value comes close to 100 (= perfect immunity).
5196 </attribute>
5197 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5198 This adds acid resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Treat this with CARE. Look at other maps and what they
5200 require to do for getting this-and-that artifact.
5201 </attribute>
5202 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5203 This adds draining resistance to the weapon. The number is a percent-value
5204 in the range 0-100. Draining resistance is little effective
5205 unless the value is 100 (= perfect immunity).
5206 </attribute>
5207 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5208 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5209 the range 0-100. Weaponmagic resistance generally should not exist on
5210 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5211 are not meant to be easily resisted.
5212 </attribute>
5213 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5214 This adds ghosthit resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5219 This adds poison resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Treat this with CARE. Look at other maps and what they
5221 require to do for getting this-and-that artifact.
5222 </attribute>
5223 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5224 This adds fear resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Resistance to fear is pretty useless.
5226 </attribute>
5227 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5228 This adds paralyze resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Paralyze resistance is little effective
5230 unless the value is 100 (= perfect immunity).
5231 </attribute>
5232 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5233 This adds fear resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Resistance to fear is pretty useless.
5235 </attribute>
5236 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5237 This adds depletion resistance to the weapon. The number is a percent-value
5238 in the range 0-100. Depletion resistance is little effective
5239 unless the value is 100 (= perfect immunity).
5240 </attribute>
5241 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5242 This adds death-attack resistance to the weapon. The number is a
5243 percent-value in the range 0-100. Death-attack resistance is little
5244 effective unless the value is 100 (= perfect immunity).
5245 Generally, resistance to death-attack is not supposed to be
5246 available to players!
5247 </attribute>
5248 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5249 This adds chaos resistance to the weapon. The number is a percent-value in
5250 the range 0-100. Treat this with CARE. Look at other maps and what they
5251 require to do for getting this-and-that artifact.
5252 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5253 combination of other attacktypes.
5254 </attribute>
5255 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5256 This adds blinding resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Treat this with CARE. Look at other maps and what they
5258 require to do for getting this-and-that artifact.
5259 </attribute>
5260 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5261 This adds holy power resistance to the weapon. The number is a percent-value
5262 in the range 0-100. Holy power is the attacktype that holyword-type spells
5263 use to hurt undead creatures. This kind of resistance is only reasonable
5264 for undead players (wraith or devourer cult).
5265 Generally, resistance to holy word should not be available for players.
5266 </attribute>
5267</section>
5268<section name="stats">
5269 <attribute arch="Str" editor="strength" type="int">
5270 The player's strentgh will rise/fall by the given value
5271 while wearing this weapon.
5272 </attribute>
5273 <attribute arch="Dex" editor="dexterity" type="int">
5274 The player's dexterity will rise/fall by the given value
5275 while wearing this weapon.
5276 </attribute>
5277 <attribute arch="Con" editor="constitution" type="int">
5278 The player's constitution will rise/fall by the given value
5279 while wearing this weapon.
5280 </attribute>
5281 <attribute arch="Int" editor="intelligence" type="int">
5282 The player's intelligence will rise/fall by the given value
5283 while wearing this weapon.
5284 </attribute>
5285 <attribute arch="Pow" editor="power" type="int">
5286 The player's power will rise/fall by the given value
5287 while wearing this weapon.
5288 </attribute>
5289 <attribute arch="Wis" editor="wisdom" type="int">
5290 The player's wisdom will rise/fall by the given value while
5291 wearing this weapon.
5292 </attribute>
5293 <attribute arch="Cha" editor="charisma" type="int">
5294 The player's charisma will rise/fall by the given value
5295 while wearing this weapon.
5296 </attribute>
5297</section>
5298<section name="misc"> 4953<section name="misc">
5299 <attribute arch="luck" editor="luck bonus" type="int"> 4954 <attribute arch="luck" editor="luck bonus" type="int">
5300 With positive luck bonus, the player is more likely to 4955 With positive luck bonus, the player is more likely to
5301 succeed in all sorts of things (spellcasting, praying,...). 4956 succeed in all sorts of things (spellcasting, praying,...).
5302 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
5381</type> 5036</type>
5382 5037
5383<type number="116" name="Event Connector"> 5038<type number="116" name="Event Connector">
5384 <description><![CDATA[ 5039 <description><![CDATA[
5385 Event connectors link specific events that happen to objects to 5040 Event connectors link specific events that happen to objects to
5386 a crossfire plug-in. ]]> 5041 a crossfire plug-in. They are not used at all in Deliantra ]]>
5387 </description> 5042 </description>
5388 <attribute arch="subtype" editor="event type" type="list_event_type">
5389 The type of event that triggers a notify to the plug-in.
5390 </attribute>
5391 <attribute arch="title" editor="plug-in" type="string">
5392 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5393 for python and "perl" for the Crossfire-Perl plug-in.
5394 </attribute>
5395 <attribute arch="slaying" editor="extension" type="string">
5396 The name of the extension to invoke (for python, this is the path to a script,
5397 for perl this is the name of a extension package without the ".ext" extension.
5398 </attribute>
5399 <attribute arch="name" editor="options" type="string">
5400 A string that is passed unaltered to the extension above. Often used to pass
5401 options to the extension that alter its behaviour.
5402 </attribute>
5403</type> 5043</type>
5404 5044
5405</types> 5045</types>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines