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 1.26 by root, Sat Jul 14 13:30:44 2007 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# #
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 716 </attribute>
511</default_type> 717</default_type>
512 718
513<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
652 &move_on; 858 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 865 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 869
708 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 920 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 924
755 This text will be displayed to the player 959 This text will be displayed to the player
756 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
757 </attribute> 961 </attribute>
758</type> 962</type>
759 963
964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
760<!--####################################################################--> 980<!--####################################################################-->
761<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
762 <description><![CDATA[ 982 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
784 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
787 1007
788 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1012 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
824 </attribute> 1044 </attribute>
825<section name="resistance"> 1045 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1046<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
1076 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1077 </attribute> 1166 </attribute>
1078</type> 1167</type>
1079 1168
1080<!--####################################################################--> 1169<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1082 <ignore> 1171 <ignore>
1083 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1084 </ignore> 1173 </ignore>
1085 <description><![CDATA[ 1174 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1178 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1179 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1180 ]]>
1093 </description> 1181 </description>
1094 <use><![CDATA[ 1182 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1184 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1185 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1186 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1187 ]]>
1100 </use> 1188 </use>
1189 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1191</type>
1103 1192
1104<!--####################################################################--> 1193<!--####################################################################-->
1105<type number="8" name="Book"> 1194<type number="8" name="Book">
1578<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1579 <ignore> 1668 <ignore>
1580 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1581 </ignore> 1670 </ignore>
1582 <description><![CDATA[ 1671 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1584 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1585 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1587 </description> 1676 </description>
1588 <use><![CDATA[ 1677 <use><![CDATA[
1907 </attribute> 1996 </attribute>
1908 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1909 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1910 drops it to the ground. 1999 drops it to the ground.
1911 </attribute> 2000 </attribute>
1912<section name="resistance"> 2001 &resistances_flesh_section;
1913 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1914 Resistances on flesh items make them more durable against spellcraft
1915 of the appropriate kind. It also allows dragon players to eventually gain
1916 resistance by eating it. Usually resistance should only be set for flesh
1917 items in a monster's inventory.
1918 </attribute>
1919 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1920 Resistances on flesh items make them more durable against spellcraft
1921 of the appropriate kind. It also allows dragon players to eventually gain
1922 resistance by eating it. Usually resistance should only be set for flesh
1923 items in a monster's inventory.
1924 </attribute>
1925 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1926 Resistances on flesh items make them more durable against spellcraft
1927 of the appropriate kind. It also allows dragon players to eventually gain
1928 resistance by eating it. Usually resistance should only be set for flesh
1929 items in a monster's inventory.
1930 </attribute>
1931 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1932 Resistances on flesh items make them more durable against spellcraft
1933 of the appropriate kind. It also allows dragon players to eventually gain
1934 resistance by eating it. Usually resistance should only be set for flesh
1935 items in a monster's inventory.
1936 </attribute>
1937 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1938 Resistances on flesh items make them more durable against spellcraft
1939 of the appropriate kind. It also allows dragon players to eventually gain
1940 resistance by eating it. Usually resistance should only be set for flesh
1941 items in a monster's inventory.
1942 </attribute>
1943 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1944 Resistances on flesh items make them more durable against spellcraft
1945 of the appropriate kind. It also allows dragon players to eventually gain
1946 resistance by eating it. Usually resistance should only be set for flesh
1947 items in a monster's inventory.
1948 </attribute>
1949 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1950 Resistances on flesh items make them more durable against spellcraft
1951 of the appropriate kind. It also allows dragon players to eventually gain
1952 resistance by eating it. Usually resistance should only be set for flesh
1953 items in a monster's inventory.
1954 </attribute>
1955 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1956 Resistances on flesh items make them more durable against spellcraft
1957 of the appropriate kind. It also allows dragon players to eventually gain
1958 resistance by eating it. Usually resistance should only be set for flesh
1959 items in a monster's inventory.
1960 </attribute>
1961 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1962 Resistances on flesh items make them more durable against spellcraft
1963 of the appropriate kind. It also allows dragon players to eventually gain
1964 resistance by eating it. Usually resistance should only be set for flesh
1965 items in a monster's inventory.
1966 </attribute>
1967 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1968 Resistances on flesh items make them more durable against spellcraft
1969 of the appropriate kind. It also allows dragon players to eventually gain
1970 resistance by eating it. Usually resistance should only be set for flesh
1971 items in a monster's inventory.
1972 </attribute>
1973 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1974 Resistances on flesh items make them more durable against spellcraft
1975 of the appropriate kind. It also allows dragon players to eventually gain
1976 resistance by eating it. Usually resistance should only be set for flesh
1977 items in a monster's inventory.
1978 </attribute>
1979 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1980 Resistances on flesh items make them more durable against spellcraft
1981 of the appropriate kind. It also allows dragon players to eventually gain
1982 resistance by eating it. Usually resistance should only be set for flesh
1983 items in a monster's inventory.
1984 </attribute>
1985 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1986 Resistances on flesh items make them more durable against spellcraft
1987 of the appropriate kind. It also allows dragon players to eventually gain
1988 resistance by eating it. Usually resistance should only be set for flesh
1989 items in a monster's inventory.
1990 </attribute>
1991 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1992 Resistances on flesh items make them more durable against spellcraft
1993 of the appropriate kind. It also allows dragon players to eventually gain
1994 resistance by eating it. Usually resistance should only be set for flesh
1995 items in a monster's inventory.
1996 </attribute>
1997 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1998 Resistances on flesh items make them more durable against spellcraft
1999 of the appropriate kind. It also allows dragon players to eventually gain
2000 resistance by eating it. Usually resistance should only be set for flesh
2001 items in a monster's inventory.
2002 </attribute>
2003 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2004 RResistances on flesh items make them more durable against spellcraft
2005 of the appropriate kind. It also allows dragon players to eventually gain
2006 resistance by eating it. Usually resistance should only be set for flesh
2007 items in a monster's inventory.
2008 </attribute>
2009 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2010 Resistances on flesh items make them more durable against spellcraft
2011 of the appropriate kind. It also allows dragon players to eventually gain
2012 resistance by eating it. Usually resistance should only be set for flesh
2013 items in a monster's inventory.
2014 </attribute>
2015 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2016 Resistances on flesh items make them more durable against spellcraft
2017 of the appropriate kind. It also allows dragon players to eventually gain
2018 resistance by eating it. Usually resistance should only be set for flesh
2019 items in a monster's inventory.
2020 </attribute>
2021</section>
2022 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2023 This text may describe the item. 2003 This text may describe the item.
2024 </attribute> 2004 </attribute>
2025</type> 2005</type>
2026 2006
2132<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2133 <ignore> 2113 <ignore>
2134 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2135 </ignore> 2115 </ignore>
2136 <description><![CDATA[ 2116 <description><![CDATA[
2137 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2138 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2139 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2140 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
2141 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2142 </description> 2122 </description>
2436 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2437 functionalities. ]]> 2417 functionalities. ]]>
2438 </description> 2418 </description>
2439 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2440 </attribute> 2420 </attribute>
2441<section name="resistance"> 2421 &resistances_basic;
2442 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2443 </attribute>
2444 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2445 </attribute>
2446 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2447 </attribute>
2448 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2449 </attribute>
2450 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2451 </attribute>
2452 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2453 </attribute>
2454 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2455 </attribute>
2456 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2457 </attribute>
2458 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2459 </attribute>
2460 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2461 </attribute>
2462 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2463 </attribute>
2464 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2465 </attribute>
2466</section>
2467</type> 2422</type>
2468 2423
2469<!--####################################################################--> 2424<!--####################################################################-->
2470<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2471 <ignore> 2426 <ignore>
2621 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2622 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2623 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
2624 &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.
2625 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
2626 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2627 2582
2628 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2629 </attribute> 2584 </attribute>
2630 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2631 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2765 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
2766 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2767 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2768 </attribute> 2723 </attribute>
2769</section> 2724</section>
2770<section name="resistance"> 2725&resistances_basic;
2771 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2772 </attribute>
2773 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2774 </attribute>
2775 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2776 </attribute>
2777 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2778 </attribute>
2779 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2780 </attribute>
2781 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2784 </attribute>
2785 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2786 </attribute>
2787 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2788 </attribute>
2789 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2790 </attribute>
2791 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2792 </attribute>
2793 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2794 </attribute>
2795 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2796 </attribute>
2797 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2798 </attribute>
2799 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2800 </attribute>
2801 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2802 </attribute>
2803 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2804 </attribute>
2805 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2806 </attribute>
2807 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2808 </attribute>
2809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2810 </attribute>
2811 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2812 </attribute>
2813</section>
2814</type> 2726</type>
2815 2727
2816<!--####################################################################--> 2728<!--####################################################################-->
2817<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2818 <ignore> 2730 <ignore>
3023 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
3024 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
3025 the carried weight. 2937 the carried weight.
3026 </attribute> 2938 </attribute>
3027 <attribute arch="precious" editor="precious" type="bool"> 2939 <attribute arch="precious" editor="precious" type="bool">
3028 Set this flag to indicate that this monster is <i>precious</i>, i.e. 2940 Set this flag to indicate that this monster is precious, i.e.
3029 it should not be lightly destroyed. This is most useful on pets and 2941 it should not be lightly destroyed. This is most useful on pets and
3030 keeps the server from destroying them on destroy_pets/monster floors 2942 keeps the server from destroying them on destroy_pets/monster floors
3031 and will try to save them when the player logs out. 2943 and will try to save them when the player logs out.
3032 </attribute> 2944 </attribute>
3033 2945
3208 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3209 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.
3210 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3211 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3212 3124
3213 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3214 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.
3215 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3216 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
3217 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3218 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3254 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3255 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3256 attacker. 3168 attacker.
3257 </attribute> 3169 </attribute>
3258</section> 3170</section>
3259 3171 &resistances_basic;
3260<section name="resistance">
3261 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3262 </attribute>
3263 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3264 </attribute>
3265 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3266 </attribute>
3267 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3268 </attribute>
3269 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3270 </attribute>
3271 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3272 </attribute>
3273 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3274 </attribute>
3275 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3276 </attribute>
3277 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3278 </attribute>
3279 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3280 </attribute>
3281 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3282 </attribute>
3283 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3284 </attribute>
3285 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3286 </attribute>
3287 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3288 </attribute>
3289 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3290 </attribute>
3291 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3292 </attribute>
3293 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3294 </attribute>
3295 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3296 </attribute>
3297 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3298 </attribute>
3299 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3300 </attribute>
3301 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3302 </attribute>
3303</section>
3304 <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">
3305 </attribute> 3173 </attribute>
3306</type> 3174</type>
3307 3175
3308<!--####################################################################--> 3176<!--####################################################################-->
3313 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3314 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3315 <attribute arch="value" /> 3183 <attribute arch="value" />
3316 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3317 </ignore> 3185 </ignore>
3318 <description><![CDATA[ 3186 <description>
3319 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
3320 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3321 </description> 3189 </description>
3322<section name="grimreaper"> 3190<section name="grimreaper">
3323 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3324 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3325 </attribute> 3193 </attribute>
3553 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3554 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
3555 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3556 </attribute> 3424 </attribute>
3557 &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;
3558</type> 3437</type>
3559 3438
3560<!--####################################################################--> 3439<!--####################################################################-->
3561<type number="7" name="Poison Food"> 3440<type number="7" name="Poison Food">
3562 <description><![CDATA[ 3441 <description><![CDATA[
3598 </attribute> 3477 </attribute>
3599 <attribute arch="startequip" editor="godgiven item" type="bool"> 3478 <attribute arch="startequip" editor="godgiven item" type="bool">
3600 A godgiven item vanishes as soon as the player 3479 A godgiven item vanishes as soon as the player
3601 drops it to the ground. 3480 drops it to the ground.
3602 </attribute> 3481 </attribute>
3603<section name="stats"> 3482 &player_stat_resist_sections;
3604 <attribute arch="Str" editor="strength" type="int">
3605 The player's strentgh will rise/fall by the given value for permanent
3606 (of course there is an upper limit). Generally there shouldn't be stat
3607 potions granting more than one stat. Cursed potions will subtract the
3608 stats if positive.
3609 </attribute>
3610 <attribute arch="Dex" editor="dexterity" type="int">
3611 The player's dexterity will rise/fall by the given value for permanent
3612 (of course there is an upper limit). Generally there shouldn't be stat
3613 potions granting more than one stat. Cursed potions will subtract the
3614 stats if positive.
3615 </attribute>
3616 <attribute arch="Con" editor="constitution" type="int">
3617 The player's constitution will rise/fall by the given value for permanent
3618 (of course there is an upper limit). Generally there shouldn't be stat
3619 potions granting more than one stat. Cursed potions will subtract the
3620 stats if positive.
3621 </attribute>
3622 <attribute arch="Int" editor="intelligence" type="int">
3623 The player's intelligence will rise/fall by the given value for permanent
3624 (of course there is an upper limit). Generally there shouldn't be stat
3625 potions granting more than one stat. Cursed potions will subtract the
3626 stats if positive.
3627 </attribute>
3628 <attribute arch="Pow" editor="power" type="int">
3629 The player's power will rise/fall by the given value for permanent
3630 (of course there is an upper limit). Generally there shouldn't be stat
3631 potions granting more than one stat. Cursed potions will subtract the
3632 stats if positive.
3633 </attribute>
3634 <attribute arch="Wis" editor="wisdom" type="int">
3635 The player's wisdom will rise/fall by the given value for permanent
3636 (of course there is an upper limit). Generally there shouldn't be stat
3637 potions granting more than one stat. Cursed potions will subtract the
3638 stats if positive.
3639 </attribute>
3640 <attribute arch="Cha" editor="charisma" type="int">
3641 The player's charisma will rise/fall by the given value for permanent
3642 (of course there is an upper limit). Generally there shouldn't be stat
3643 potions granting more than one stat. Cursed potions will subtract the
3644 stats if positive.
3645 </attribute>
3646</section>
3647<section name="resistance">
3648 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3649 The player's resistance to physical will rise by this value in percent
3650 (range -100 till +100). The effect is only temporare, and it does NOT
3651 add on the values from the player's equipment.
3652 Cursed potions will make negative resistance.. very nasty in combat!
3653 </attribute>
3654 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3655 The player's resistance to magic will rise by this value in percent
3656 (range -100 till +100). The effect is only temporare, and it does NOT
3657 add on the values from the player's equipment.
3658 Cursed potions will make negative resistance.. very nasty in combat!
3659 </attribute>
3660 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3661 The player's resistance to fire will rise by this value in percent
3662 (range -100 till +100). The effect is only temporare, and it does NOT
3663 add on the values from the player's equipment.
3664 Cursed potions will make negative resistance.. very nasty in combat!
3665 </attribute>
3666 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3667 The player's resistance to electricity will rise by this value in percent
3668 (range -100 till +100). The effect is only temporare, and it does NOT
3669 add on the values from the player's equipment.
3670 Cursed potions will make negative resistance.. very nasty in combat!
3671 </attribute>
3672 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3673 The player's resistance to cold will rise by this value in percent
3674 (range -100 till +100). The effect is only temporare, and it does NOT
3675 add on the values from the player's equipment.
3676 Cursed potions will make negative resistance.. very nasty in combat!
3677 </attribute>
3678 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3679 The player's resistance to acid will rise by this value in percent
3680 (range -100 till +100). The effect is only temporare, and it does NOT
3681 add on the values from the player's equipment.
3682 Cursed potions will make negative resistance.. very nasty in combat!
3683 </attribute>
3684 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3685 The player's resistance to confusion will rise by this value in percent
3686 (range -100 till +100). The effect is only temporare, and it does NOT
3687 add on the values from the player's equipment.
3688 Cursed potions will make negative resistance.. very nasty in combat!
3689 </attribute>
3690 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3691 The player's resistance to weaponmagic will rise by this value in percent
3692 (range -100 till +100). The effect is only temporare, and it does NOT
3693 add on the values from the player's equipment.
3694 Cursed potions will make negative resistance.. very nasty in combat!
3695 </attribute>
3696 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3697 The player's resistance to paralyze will rise by this value in percent
3698 (range -100 till +100). The effect is only temporare, and it does NOT
3699 add on the values from the player's equipment.
3700 Cursed potions will make negative resistance.. very nasty in combat!
3701 </attribute>
3702 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3703 The player's resistance to draining will rise by this value in percent
3704 (range -100 till +100). The effect is only temporare, and it does NOT
3705 add on the values from the player's equipment.
3706 Cursed potions will make negative resistance.. very nasty in combat!
3707 </attribute>
3708 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3709 The player's resistance to depletion will rise by this value in percent
3710 (range -100 till +100). The effect is only temporare, and it does NOT
3711 add on the values from the player's equipment.
3712 Cursed potions will make negative resistance.. very nasty in combat!
3713 </attribute>
3714 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3715 The player's resistance to poison will rise by this value in percent
3716 (range -100 till +100). The effect is only temporare, and it does NOT
3717 add on the values from the player's equipment.
3718 Cursed potions will make negative resistance.. very nasty in combat!
3719 </attribute>
3720</section>
3721</type> 3483</type>
3722 3484
3723<!--####################################################################--> 3485<!--####################################################################-->
3724<type number="156" name="Power Crystal"> 3486<type number="156" name="Power Crystal">
3725 <description><![CDATA[ 3487 <description><![CDATA[
3994 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.
3995 That means: 3757 That means:
3996 <UL> 3758 <UL>
3997 <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!
3998 <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.
3999 <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
4000 players get trapped in a savebed location. 3762 players get trapped in a savebed location.
4001 <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
4002 arch called "dungeon_magic" everywhere). This is not required, 3764 arch called "dungeon_magic" everywhere). This is not required,
4003 but it makes the place much more safe. 3765 but it makes the place much more safe.
4004 </UL> ]]> 3766 </UL> ]]>
4113 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
4114 only way to prevent low level players to wear "undeserved" equipment 3876 only way to prevent low level players to wear "undeserved" equipment
4115 (like gifts from other players or cheated items). 3877 (like gifts from other players or cheated items).
4116 3878
4117 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
4118 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
4119 calculate a provisional value at runtime, but this is never 3881 calculate a provisional value at runtime, but this is never
4120 going to be an accurate measurement of &lt;item power&gt;. 3882 going to be an accurate measurement of &lt;item power&gt;.
4121 </attribute> 3883 </attribute>
4122 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3884 <attribute arch="no_strength" editor="ignore strength" type="bool">
4123 Usually the player's strentgh takes effect on the damage 3885 Usually the player's strentgh takes effect on the damage
4366 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
4367 500 to their total. 4129 500 to their total.
4368 </attribute> 4130 </attribute>
4369 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4131 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4370 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.
4371 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
4372 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.
4373 </attribute> 4135 </attribute>
4374 <attribute arch="level" editor="level" type="int"> 4136 <attribute arch="level" editor="level" type="int">
4375 </attribute> 4137 </attribute>
4376 <attribute arch="exp" editor="experience" type="int"> 4138 <attribute arch="exp" editor="experience" type="int">
4705<type number="26" name="Timed Gate"> 4467<type number="26" name="Timed Gate">
4706 <ignore> 4468 <ignore>
4707 <ignore_list name="non_pickable" /> 4469 <ignore_list name="non_pickable" />
4708 </ignore> 4470 </ignore>
4709 <description><![CDATA[ 4471 <description><![CDATA[
4710 Gates play an important role in Crossfire. Gates can be opened 4472 Gates play an important role in Deliantra. Gates can be opened
4711 by activating a button/trigger, by speaking passwords (-> magic_ear) 4473 by activating a button/trigger, by speaking passwords (-> magic_ear)
4712 or carrying special key-objects (-> inventory checker). 4474 or carrying special key-objects (-> inventory checker).
4713 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
4714 passed, which makes them more practical in many cases. Unlike normal 4476 passed, which makes them more practical in many cases. Unlike normal
4715 gates, timed gates open when triggered but automatically close again 4477 gates, timed gates open when triggered but automatically close again
4766 and generally have either a physical attack or trigger a reaction. 4528 and generally have either a physical attack or trigger a reaction.
4767 <br><br> 4529 <br><br>
4768 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
4769 'attacktype' attacktype and/or trigger a reaction. 4531 'attacktype' attacktype and/or trigger a reaction.
4770 <br><br> 4532 <br><br>
4771 Many traps are already defined in the archetypes. ]]> 4533 Many traps are already defined in the archetypes.]]>
4772 </description> 4534 </description>
4773 <use><![CDATA[ 4535 <use><![CDATA[
4774 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
4775off your lightning wall and pit trap is usually a bad idea. ]]> 4537 off your lightning wall and pit trap is usually a bad idea.]]>
4776 </use> 4538 </use>
4777 <attribute arch="no_pick" value="1" type="fixed" /> 4539 <attribute arch="no_pick" value="1" type="fixed" />
4778 &move_on; 4540 &move_on;
4779 <attribute arch="level" editor="trap level" type="int"> 4541 <attribute arch="level" editor="trap level" type="int">
4780 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
5077 </attribute> 4839 </attribute>
5078 <attribute arch="ac" editor="armour class" type="int"> 4840 <attribute arch="ac" editor="armour class" type="int">
5079 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.
5080 &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;.
5081 </attribute> 4843 </attribute>
5082<section name="resistance"> 4844 &resistances_basic;
5083 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5084 </attribute>
5085 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5086 </attribute>
5087 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5088 </attribute>
5089 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5090 </attribute>
5091 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5092 </attribute>
5093 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5094 </attribute>
5095 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5096 </attribute>
5097 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5098 </attribute>
5099 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5100 </attribute>
5101 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5102 </attribute>
5103 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5104 </attribute>
5105 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5106 </attribute>
5107 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5108 </attribute>
5109 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5110 </attribute>
5111 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5112 </attribute>
5113 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5114 </attribute>
5115 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5116 </attribute>
5117 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5118 </attribute>
5119 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5120 </attribute>
5121 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5122 </attribute>
5123 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5124 </attribute>
5125</section>
5126</type> 4845</type>
5127 4846
5128<!--####################################################################--> 4847<!--####################################################################-->
5129<type number="15" name="Weapon"> 4848<type number="15" name="Weapon">
5130 <description><![CDATA[ 4849 <description><![CDATA[
5198 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
5199 only way to prevent low level players to wear "undeserved" equipment 4918 only way to prevent low level players to wear "undeserved" equipment
5200 (like gifts from other players or cheated items). 4919 (like gifts from other players or cheated items).
5201 4920
5202 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
5203 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
5204 calculate a provisional value at runtime, but this is never 4923 calculate a provisional value at runtime, but this is never
5205 going to be an accurate measurement of &lt;item power&gt;. 4924 going to be an accurate measurement of &lt;item power&gt;.
5206 </attribute> 4925 </attribute>
5207 <attribute arch="damned" editor="damnation" type="bool"> 4926 <attribute arch="damned" editor="damnation" type="bool">
5208 A damned weapon cannot be unwielded unless 4927 A damned weapon cannot be unwielded unless
5228 </attribute> 4947 </attribute>
5229 <attribute arch="startequip" editor="godgiven item" type="bool"> 4948 <attribute arch="startequip" editor="godgiven item" type="bool">
5230 A godgiven item vanishes as soon as the player 4949 A godgiven item vanishes as soon as the player
5231 drops it to the ground. 4950 drops it to the ground.
5232 </attribute> 4951 </attribute>
5233<section name="resistance"> 4952 &player_stat_resist_sections;
5234 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5235 This adds physical resistance to the weapon (= armour value). The number is
5236 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5237 and what they require to do for getting this-and-that artifact.
5238 </attribute>
5239 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5240 This adds magic resistance to the weapon. The number is a percent-value in
5241 the range 0-100. Treat this with CARE. Look at other maps and what they
5242 require to do for getting this-and-that artifact.
5243 </attribute>
5244 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5245 This adds fire resistance to the weapon. The number is a percent-value in
5246 the range 0-100. Treat this with CARE. Look at other maps and what they
5247 require to do for getting this-and-that artifact.
5248 </attribute>
5249 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5250 This adds electricity resistance to the weapon. The number is a percent-value in
5251 the range 0-100. Treat this with CARE. Look at other maps and what they
5252 require to do for getting this-and-that artifact.
5253 </attribute>
5254 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5255 This adds fire resistance to the weapon. The number is a percent-value in
5256 the range 0-100. Treat this with CARE. Look at other maps and what they
5257 require to do for getting this-and-that artifact.
5258 </attribute>
5259 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5260 This adds confusion resistance to the weapon. The number is a percent-value in
5261 the range 0-100. Confusion resistance is not very effective
5262 unless the value comes close to 100 (= perfect immunity).
5263 </attribute>
5264 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5265 This adds acid resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 </attribute>
5269 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5270 This adds draining resistance to the weapon. The number is a percent-value
5271 in the range 0-100. Draining resistance is little effective
5272 unless the value is 100 (= perfect immunity).
5273 </attribute>
5274 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5275 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5276 the range 0-100. Weaponmagic resistance generally should not exist on
5277 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5278 are not meant to be easily resisted.
5279 </attribute>
5280 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5281 This adds ghosthit resistance to the weapon. The number is a percent-value
5282 in the range 0-100. Treat this with CARE. Look at other maps and what they
5283 require to do for getting this-and-that artifact.
5284 </attribute>
5285 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5286 This adds poison resistance to the weapon. The number is a percent-value in
5287 the range 0-100. Treat this with CARE. Look at other maps and what they
5288 require to do for getting this-and-that artifact.
5289 </attribute>
5290 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5291 This adds fear resistance to the weapon. The number is a percent-value in
5292 the range 0-100. Resistance to fear is pretty useless.
5293 </attribute>
5294 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5295 This adds paralyze resistance to the weapon. The number is a percent-value in
5296 the range 0-100. Paralyze resistance is little effective
5297 unless the value is 100 (= perfect immunity).
5298 </attribute>
5299 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5300 This adds fear resistance to the weapon. The number is a percent-value in
5301 the range 0-100. Resistance to fear is pretty useless.
5302 </attribute>
5303 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5304 This adds depletion resistance to the weapon. The number is a percent-value
5305 in the range 0-100. Depletion resistance is little effective
5306 unless the value is 100 (= perfect immunity).
5307 </attribute>
5308 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5309 This adds death-attack resistance to the weapon. The number is a
5310 percent-value in the range 0-100. Death-attack resistance is little
5311 effective unless the value is 100 (= perfect immunity).
5312 Generally, resistance to death-attack is not supposed to be
5313 available to players!
5314 </attribute>
5315 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5316 This adds chaos resistance to the weapon. The number is a percent-value in
5317 the range 0-100. Treat this with CARE. Look at other maps and what they
5318 require to do for getting this-and-that artifact.
5319 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5320 combination of other attacktypes.
5321 </attribute>
5322 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5323 This adds blinding resistance to the weapon. The number is a percent-value
5324 in the range 0-100. Treat this with CARE. Look at other maps and what they
5325 require to do for getting this-and-that artifact.
5326 </attribute>
5327 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5328 This adds holy power resistance to the weapon. The number is a percent-value
5329 in the range 0-100. Holy power is the attacktype that holyword-type spells
5330 use to hurt undead creatures. This kind of resistance is only reasonable
5331 for undead players (wraith or devourer cult).
5332 Generally, resistance to holy word should not be available for players.
5333 </attribute>
5334</section>
5335<section name="stats">
5336 <attribute arch="Str" editor="strength" type="int">
5337 The player's strentgh will rise/fall by the given value
5338 while wearing this weapon.
5339 </attribute>
5340 <attribute arch="Dex" editor="dexterity" type="int">
5341 The player's dexterity will rise/fall by the given value
5342 while wearing this weapon.
5343 </attribute>
5344 <attribute arch="Con" editor="constitution" type="int">
5345 The player's constitution will rise/fall by the given value
5346 while wearing this weapon.
5347 </attribute>
5348 <attribute arch="Int" editor="intelligence" type="int">
5349 The player's intelligence will rise/fall by the given value
5350 while wearing this weapon.
5351 </attribute>
5352 <attribute arch="Pow" editor="power" type="int">
5353 The player's power will rise/fall by the given value
5354 while wearing this weapon.
5355 </attribute>
5356 <attribute arch="Wis" editor="wisdom" type="int">
5357 The player's wisdom will rise/fall by the given value while
5358 wearing this weapon.
5359 </attribute>
5360 <attribute arch="Cha" editor="charisma" type="int">
5361 The player's charisma will rise/fall by the given value
5362 while wearing this weapon.
5363 </attribute>
5364</section>
5365<section name="misc"> 4953<section name="misc">
5366 <attribute arch="luck" editor="luck bonus" type="int"> 4954 <attribute arch="luck" editor="luck bonus" type="int">
5367 With positive luck bonus, the player is more likely to 4955 With positive luck bonus, the player is more likely to
5368 succeed in all sorts of things (spellcasting, praying,...). 4956 succeed in all sorts of things (spellcasting, praying,...).
5369 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
5448</type> 5036</type>
5449 5037
5450<type number="116" name="Event Connector"> 5038<type number="116" name="Event Connector">
5451 <description><![CDATA[ 5039 <description><![CDATA[
5452 Event connectors link specific events that happen to objects to 5040 Event connectors link specific events that happen to objects to
5453 a crossfire plug-in. ]]> 5041 a crossfire plug-in. They are not used at all in Deliantra ]]>
5454 </description> 5042 </description>
5455 <attribute arch="subtype" editor="event type" type="list_event_type">
5456 The type of event that triggers a notify to the plug-in.
5457 </attribute>
5458 <attribute arch="title" editor="plug-in" type="string">
5459 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5460 for python and "perl" for the Crossfire-Perl plug-in.
5461 </attribute>
5462 <attribute arch="slaying" editor="extension" type="string">
5463 The name of the extension to invoke (for python, this is the path to a script,
5464 for perl this is the name of a extension package without the ".ext" extension.
5465 </attribute>
5466 <attribute arch="name" editor="options" type="string">
5467 A string that is passed unaltered to the extension above. Often used to pass
5468 options to the extension that alter its behaviour.
5469 </attribute>
5470</type> 5043</type>
5471 5044
5472</types> 5045</types>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines