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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC vs.
Revision 1.54 by elmex, Thu Oct 22 06:07:50 2009 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type. ]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type. ]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 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)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick. 152 every tick.
150 </attribute> 153 </attribute>
151 "> 154 ">
152 <!ENTITY activate_on " 155 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
155 </attribute> 158 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
158 </attribute> 161 </attribute>
159 "> 162 ">
160 163
161 <!ENTITY resistances_flesh_desc " 164 <!ENTITY resistances_flesh_desc "
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
674 usually inevitable. 683 usually inevitable.
675 </attribute> 684 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 685 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 686 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value 687 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit. 688 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 689 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 690 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 691 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 692 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 693 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 701 Putting an invisible object under the floor always prevents it from being
693 shown. 702 shown.
694 </attribute> 703 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 704 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 705 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop. 706 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 707 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 708 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 709 If an item is identified, the player has full knowledge about it.
701 </attribute> 710 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 711 <attribute arch="unpaid" editor="unpaid" type="bool">
778 This text may describe the object. 787 This text may describe the object.
779 </attribute> 788 </attribute>
780</type> 789</type>
781 790
782<!--####################################################################--> 791<!--####################################################################-->
792<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 793<type number="999" name="Ability">
784 <ignore> 794 <ignore>
785 <ignore_list name="system_object" /> 795 <ignore_list name="system_object" />
786 </ignore> 796 </ignore>
787 <description><![CDATA[ 797 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 798 Abilities are to be put in a monster's inventory. They grant monsters the
789 knowledge to cast spells. Spells from abilities are usually magical in 799 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce. 800 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br> 801 <br><br>
792 A particularly nice feature of abilities is that they can hold two 802 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use. 803 spells: One for short range - and one for long range use.
794 \n\n 804 \n\n
795 You should know that spellcasting monsters receive abilities via 805 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]> 806 &lt;treasurelist&gt;.]]>
797 </description> 807 </description>
798 <use><![CDATA[ 808 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you 809 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something). 810 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more 811 The long/short-range spell feature can make boss-monsters more
803 <br><br> 813 <br><br>
804 You should keep in mind that magic abilities allow players 814 You should keep in mind that magic abilities allow players
805 to get better resistance. You can turn off the magic part to 815 to get better resistance. You can turn off the magic part to
806 make the spells more dangerous. However, this really shouldn't 816 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps. 817 be neccessary unless you work on very high level maps.
808 And what fun is a magic resistance cloak when it has no effect? ]]> 818 And what fun is a magic resistance cloak when it has no effect?]]>
809 </use> 819 </use>
810 <attribute arch="invisible" value="1" type="fixed" /> 820 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" /> 821 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell"> 822 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt; 823 The monster will use the specified &lt;short range spell&gt;
842 Note that non-magical abilities are more dangerous because 852 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 853 magic resistance does not protect from those.</attribute>
844</type> 854</type>
845 855
846<!--####################################################################--> 856<!--####################################################################-->
857
858<type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp that offer the option of lighting them
861 up without using a lighter (These torches are usually
862 called 'pyrophor torches'. See also the 'reignitable' setting).
863 The other kind of torches, that are reignitable, can be put out and
864 put on again using a lighter.]]>
865 </description>
866 <attribute arch="is_lightable" editor="reignitable" type="bool">
867 This flag controls whether the torch can be lit up again using
868 a lighter or whether it can only be used once, in which case
869 they can be enabled by simply applying them without any special tools.
870 </attribute>
871 <attribute arch="food" editor="burning duration" type="int">
872 This field specifies the burning duration of the torch.
873 </attribute>
874 <attribute arch="range" editor="enabled glow radius" type="int">
875 This field sets the glow radius of the torch if it is enabled.
876 If you want to make a torch that is already burning set the
877 "glow radius" field.
878 </attribute>
879 <attribute arch="level" editor="level" type="int">
880 If this field specyfies the cursed effect's level. If it is
881 0 no cursed effect will be generate. See also the "cursed" flag.
882 </attribute>
883 <attribute arch="cursed" editor="cursed" type="bool">
884 Cursed torches, which have a level above 0, explode if the
885 player applies them.
886 </attribute>
887</type>
888
889<type number="82" name="Lamp">
890 <description><![CDATA[
891 Lamps are carryable light sources for players with a fuel tank.]]>
892 </description>
893 <attribute arch="speed" editor="burn speed" type="float">
894 This field is the speed of the lamp. (If the value 0.00208 is given
895 here the fuel field will specify the burning duration in minutes.)
896 </attribute>
897 <attribute arch="food" editor="fuel" type="int">
898 This field sets the burning duration of the lamp, which depends on the speed
899 field of this object.
900 </attribute>
901 <attribute arch="range" editor="enabled glow radius" type="int">
902 This field sets the glow radius of the lamp if it is enabled.
903 If you want to make a lamp that is already burning set the
904 "glow radius" field.
905 </attribute>
906 <attribute arch="level" editor="level" type="int">
907 If this field specyfies the cursed effect's level. If it is
908 0 no cursed effect will be generate. See also the "cursed" flag.
909 </attribute>
910 <attribute arch="cursed" editor="cursed" type="bool">
911 Cursed lamps, which have a level above 0, explode if the
912 player applies them.
913 </attribute>
914</type>
915
916<!--####################################################################-->
847<type number="18" name="Altar"> 917<type number="18" name="Altar">
848 <ignore> 918 <ignore>
849 <ignore_list name="non_pickable" /> 919 <ignore_list name="non_pickable" />
850 </ignore> 920 </ignore>
851 <description><![CDATA[ 921 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar, 922 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is 923 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once. 924 triggered. If the latter is the case, the altar works only once.
855 Either way, the sacrificed item disappears. ]]> 925 Either way, the sacrificed item disappears.]]>
856 </description> 926 </description>
857 <attribute arch="no_pick" value="1" type="fixed" /> 927 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on; 928 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string"> 929 <attribute arch="slaying" editor="match item name" type="string">
860 This string specifies the item that must be put on the altar to 930 This string specifies the item that must be put on the altar to
861 activate it. It can either be the name of an archetype, or directly 931 activate it. It can either be the name of an archetype, or directly
862 the name of an object. Yet, titles are not recognized by altars. 932 the name of an object. Yet, titles are not recognized by altars.
863 If you want the player to have to drop a specific amount of money use "money". 933 If you want the player to have to drop a specific amount of money use "money".
864 See also the "drop amount" attribute. 934 See also the "drop amount" attribute.
935 &match_compat;
865 </attribute> 936 </attribute>
866 <attribute arch="food" editor="drop amount" type="int"> 937 <attribute arch="food" editor="drop amount" type="int">
867 The drop amount specifies the amount of items (specified 938 The drop amount specifies the amount of items (specified
868 in &lt;match item name&gt;) that must be dropped to activate the altar. 939 in &lt;match item name&gt;) that must be dropped to activate the altar.
869 940
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 942 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
872 200 silver, 20 gold, or 4 platinum will all work.) 943 200 silver, 20 gold, or 4 platinum will all work.)
873 944
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 945 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 946 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 947 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 948 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 949 with the same value, when activated. This will only work once.
879 </attribute> 950 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 951 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 952 When activated, the selected &lt;spell&gt; will be casted (once, on the
895 <ignore_list name="non_pickable" /> 966 <ignore_list name="non_pickable" />
896 </ignore> 967 </ignore>
897 <description><![CDATA[ 968 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars 969 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that 970 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 971 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
901 </description> 972 </description>
902 <use><![CDATA[ 973 <use><![CDATA[
903 Altar_triggers are very useful if you want to charge a price for... 974 Altar_triggers are very useful if you want to charge a price for...
904 <UL> 975 <UL>
905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 976 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 977 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 978 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
908 </UL> 979 </UL>
909 The big advantage over normal altars is the infinite usability 980 The big advantage over normal altars is the infinite usability
910 of altar_triggers! If there are ten players on one server, they're 981 of altar_triggers! If there are ten players on one server, they're
911 quite grateful if things work more than once. =) ]]> 982 quite grateful if things work more than once. =)]]>
912 </use> 983 </use>
913 <attribute arch="no_pick" value="1" type="fixed" /> 984 <attribute arch="no_pick" value="1" type="fixed" />
914 <attribute arch="slaying" editor="match item name" type="string"> 985 <attribute arch="slaying" editor="match item name" type="string">
915 This string specifies the item that must be put on the altar to 986 This string specifies the item that must be put on the altar to
916 activate it. It can either be the name of an archetype, or directly 987 activate it. It can either be the name of an archetype, or directly
917 the name of an object. Yet, titles are not recognized by altars. 988 the name of an object. Yet, titles are not recognized by altars.
918 If you want the player to have to drop a specific amount of money use "money". 989 If you want the player to have to drop a specific amount of money use "money".
919 See also the "drop amount" attribute. 990 See also the "drop amount" attribute.
991 &match_compat;
920 </attribute> 992 </attribute>
921 <attribute arch="food" editor="drop amount" type="int"> 993 <attribute arch="food" editor="drop amount" type="int">
922 The drop amount specifies the amount of items (specified 994 The drop amount specifies the amount of items (specified
923 in &lt;match item name&gt;) that must be dropped to activate the altar. 995 in &lt;match item name&gt;) that must be dropped to activate the altar.
924 996
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 998 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
927 200 silver, 20 gold, or 4 platinum will all work.) 999 200 silver, 20 gold, or 4 platinum will all work.)
928 1000
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1001 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 1002 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 1003 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 1004 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 1005 with the same value, when activated. This will only work once.
934 </attribute> 1006 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 1007 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 1008 When activated, this &lt;spell&gt; will be casted (once, on the player).
963 1035
964<!--####################################################################--> 1036<!--####################################################################-->
965<type number="74" name="Skill Tool"> 1037<type number="74" name="Skill Tool">
966 <description><![CDATA[ 1038 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill. 1039 Wearing a skill tool will give the player the ability to use a skill.
968 ]]> 1040 ]]>
969 </description> 1041 </description>
970 <use><![CDATA[ 1042 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change 1043 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given. 1044 the skill that is given.
973 ]]> 1045 ]]>
974 </use> 1046 </use>
975 <attribute arch="skill" editor="skill name" type="string"> 1047 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item. 1048 This field describes which skill the player will be able to use wearing this item.
977 </attribute> 1049 </attribute>
978 &player_stat_resist_sections; 1050 &player_stat_resist_sections;
979</type> 1051</type>
980<!--####################################################################--> 1052<!--####################################################################-->
981<type number="39" name="Amulet"> 1053<type number="39" name="Amulet">
982 <description><![CDATA[ 1054 <description><![CDATA[
983 Wearing an amulet, the object's stats will directly be inherited to 1055 Wearing an amulet, the object's stats will directly be inherited to
984 the player. Amulets are usually meant for protection and defense. ]]> 1056 the player. Amulets are usually meant for protection and defense.]]>
985 </description> 1057 </description>
986 <use><![CDATA[ 1058 <use><![CDATA[
987 Feel free to create your own special artifacts. However, it is very 1059 Feel free to create your own special artifacts. However, it is very
988 important that you keep your artifact in balance with existing maps. ]]> 1060 important that you keep your artifact in balance with existing maps.]]>
989 </use> 1061 </use>
990 <attribute arch="ac" editor="armour class" type="int"> 1062 <attribute arch="ac" editor="armour class" type="int">
991 This value defines the amount of armour-class bonus for wearing 1063 This value defines the amount of armour-class bonus for wearing
992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1064 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
993 values are better. It should usually be set only for armour-like equipment. 1065 values are better. It should usually be set only for armour-like equipment.
1138 Battleground is very special: In short, players can die on battleground 1210 Battleground is very special: In short, players can die on battleground
1139 without any death penalties. They don't loose or gain experience 1211 without any death penalties. They don't loose or gain experience
1140 while on battleground. Acid, draining and depletion effects don't 1212 while on battleground. Acid, draining and depletion effects don't
1141 work either. 1213 work either.
1142 When a player dies on battleground, he gets teleported to an exit 1214 When a player dies on battleground, he gets teleported to an exit
1143 location which is defined in the battleground object. ]]> 1215 location which is defined in the battleground object.]]>
1144 </description> 1216 </description>
1145 <use><![CDATA[ 1217 <use><![CDATA[
1146 Battleground is only meant for player vs. player duels. You can 1218 Battleground is only meant for player vs. player duels. You can
1147 design combat arenas similiar to the one in scorn.<br> 1219 design combat arenas similiar to the one in scorn.<br>
1148 What should NEVER be done is placing battleground tiles in 1220 What should NEVER be done is placing battleground tiles in
1150 It must not be possible to gain significant treasure for fighting 1222 It must not be possible to gain significant treasure for fighting
1151 on battleground, because it bears no risk.<br><br> 1223 on battleground, because it bears no risk.<br><br>
1152 (Battleground will cease to work when the image or name is changed, 1224 (Battleground will cease to work when the image or name is changed,
1153 or when it is placed beneath another floor tile. 1225 or when it is placed beneath another floor tile.
1154 This is not a bug, it is there to prevent any attempts of placing 1226 This is not a bug, it is there to prevent any attempts of placing
1155 "hidden" battleground tiles anywhere.) ]]> 1227 "hidden" battleground tiles anywhere.)]]>
1156 </use> 1228 </use>
1157 <attribute arch="no_pick" value="1" type="fixed" /> 1229 <attribute arch="no_pick" value="1" type="fixed" />
1158 <attribute arch="is_floor" value="1" type="fixed" /> 1230 <attribute arch="is_floor" value="1" type="fixed" />
1159 <attribute arch="hp" editor="destination X" type="int"> 1231 <attribute arch="hp" editor="destination X" type="int">
1160 The exit destinations define the (x, y)-coordinates where players 1232 The exit destinations define the (x, y)-coordinates where players
1175 Safe ground is a special object that prevents any effects that might 1247 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. 1248 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions 1249 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that 1250 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work. 1251 do cast spells still work.
1180 ]]> 1252 ]]>
1181 </description> 1253 </description>
1182 <use><![CDATA[ 1254 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning 1255 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 1256 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 1257 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. 1258 areas where really no kind of spell should be invoked by a player.
1187 ]]> 1259 ]]>
1188 </use> 1260 </use>
1189 &movement_types_terrain; 1261 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1262 <attribute arch="no_pick" value="1" type="fixed" />
1191</type> 1263</type>
1192 1264
1193<!--####################################################################--> 1265<!--####################################################################-->
1194<type number="8" name="Book"> 1266<type number="8" name="Book">
1195 <description><![CDATA[ 1267 <description><![CDATA[
1196 Applying a book, the containing message is displayed to the player. ]]> 1268 Applying a book, the containing message is displayed to the player.]]>
1197 </description> 1269 </description>
1198 <attribute arch="level" editor="literacy level" type="int"> 1270 <attribute arch="level" editor="literacy level" type="int">
1199 If this value is set to be greater than zero, the player needs a 1271 If this value is set to be greater than zero, the player needs a
1200 certain literacy level to succeed reading the book. The book can be 1272 certain literacy level to succeed reading the book. The book can be
1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1273 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1217 </attribute> 1289 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1290 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker. 1291 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn) 1292 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1293 </attribute>
1294 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295 If this flag is true the player won't be able to identify this
1296 item with by using a skill.
1297 </attribute>
1298</type>
1299
1300<!--####################################################################-->
1301<type number="110" name="Inscribable">
1302 <description><![CDATA[
1303 Inscribable Item - when inscribed, it becomes another object.]]>
1304 </description>
1305 <attribute arch="startequip" editor="godgiven item" type="bool">
1306 A godgiven item vanishes as soon as the player
1307 drops it to the ground.
1308 </attribute>
1309 <attribute arch="unique" editor="unique item" type="bool">
1310 Unique items exist only one time on a server. If the item
1311 is taken, lost or destroyed - it's gone for good.
1312 </attribute>
1313 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314 This is the item created after being inscribed - scrolls are treated
1315 like spell scrolls, all else will have it's message replaced.
1316 </attribute>
1222</type> 1317</type>
1223 1318
1224<!--####################################################################--> 1319<!--####################################################################-->
1225<type number="99" name="Boots"> 1320<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1321 <import_type name="Amulet" />
1227 <description><![CDATA[ 1322 <description><![CDATA[
1228 Wearing boots, the object's stats will directly be inherited to 1323 Wearing boots, the object's stats will directly be inherited to
1229 the player. Usually enhancing his speed, or granting some minor 1324 the player. Usually enhancing his speed, or granting some minor
1230 protection bonus. ]]> 1325 protection bonus.]]>
1231 </description> 1326 </description>
1232 <use><![CDATA[ 1327 <use><![CDATA[
1233 Feel free to create your own special artifacts. However, it is very 1328 Feel free to create your own special artifacts. However, it is very
1234 important that you keep your artifact in balance with existing maps. ]]> 1329 important that you keep your artifact in balance with existing maps.]]>
1235 </use> 1330 </use>
1236 <attribute arch="exp" editor="speed bonus" type="int"> 1331 <attribute arch="exp" editor="speed bonus" type="int">
1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1332 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1238 while worn. This kind of bonus is quite desirable for players of low- 1333 while worn. This kind of bonus is quite desirable for players of low-
1239 and medium level. High level players usually have fastest possible 1334 and medium level. High level players usually have fastest possible
1255<type number="104" name="Bracers"> 1350<type number="104" name="Bracers">
1256 <import_type name="Amulet" /> 1351 <import_type name="Amulet" />
1257 <description><![CDATA[ 1352 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists. 1353 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to 1354 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense. ]]> 1355 the player. Usually enhancing his defense.]]>
1261 </description> 1356 </description>
1262 <use><![CDATA[ 1357 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very 1358 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]> 1359 important that you keep your artifact in balance with existing maps.]]>
1265 </use> 1360 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int"> 1361 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1362 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1363 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the bracers. 1364 than direct armour-class bonus on the bracers.
1273<!--####################################################################--> 1368<!--####################################################################-->
1274<type number="16" name="Brestplate Armour"> 1369<type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" /> 1370 <import_type name="Amulet" />
1276 <description><![CDATA[ 1371 <description><![CDATA[
1277 Wearing an armour, the object's stats will directly be inherited to 1372 Wearing an armour, the object's stats will directly be inherited to
1278 the player. Usually enhancing his defense. ]]> 1373 the player. Usually enhancing his defense.]]>
1279 </description> 1374 </description>
1280 <use><![CDATA[ 1375 <use><![CDATA[
1281 Feel free to create your own special artifacts. However, it is very 1376 Feel free to create your own special artifacts. However, it is very
1282 important that you keep your artifact in balance with existing maps. ]]> 1377 important that you keep your artifact in balance with existing maps.]]>
1283 </use> 1378 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1379 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 This poses a penalty to spell regeneration speed, for wearing the armour. 1380 This poses a penalty to spell regeneration speed, for wearing the armour.
1286 The bigger the spellpoint penalty, the worse. 1381 The bigger the spellpoint penalty, the worse.
1287 </attribute> 1382 </attribute>
1303 </ignore> 1398 </ignore>
1304 <description><![CDATA[ 1399 <description><![CDATA[
1305 When a predefined amount of weigh is placed on a button, the 1400 When a predefined amount of weigh is placed on a button, the
1306 &lt;connection&gt; value is triggered. In most cases this happens when a 1401 &lt;connection&gt; value is triggered. In most cases this happens when a
1307 player or monster steps on it. When the button is "released", the 1402 player or monster steps on it. When the button is "released", the
1308 &lt;connection&gt; value get's triggered a second time. ]]> 1403 &lt;connection&gt; value get's triggered a second time.]]>
1309 </description> 1404 </description>
1310 &move_on; 1405 &move_on;
1311 &move_off; 1406 &move_off;
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1407 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1408 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1409 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1410 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1411 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1412 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1413 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1414 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1415 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1417 This text may describe the item. You can use this
1331 <ignore_list name="non_pickable" /> 1426 <ignore_list name="non_pickable" />
1332 </ignore> 1427 </ignore>
1333 <description><![CDATA[ 1428 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period 1429 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the 1430 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered. ]]> 1431 &lt;connection&gt; value is triggered.]]>
1337 </description> 1432 </description>
1338</type> 1433</type>
1339 1434
1340<!--####################################################################--> 1435<!--####################################################################-->
1341<type number="37" name="Class Changer"> 1436<type number="37" name="Class Changer">
1342 <ignore> 1437 <ignore>
1343 <ignore_list name="non_pickable" /> 1438 <ignore_list name="non_pickable" />
1344 </ignore> 1439 </ignore>
1345 <description><![CDATA[ 1440 <description><![CDATA[
1346 Class changer are used while creating a character. ]]> 1441 Class changer are used while creating a character.]]>
1347 </description> 1442 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1443 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives. 1444 This entry determines which initial items the character receives.
1350 </attribute> 1445 </attribute>
1351<section name="stats"> 1446<section name="stats">
1384<type number="87" name="Cloak"> 1479<type number="87" name="Cloak">
1385 <import_type name="Amulet" /> 1480 <import_type name="Amulet" />
1386 <description><![CDATA[ 1481 <description><![CDATA[
1387 Wearing a cloak, the object's stats will directly be inherited to 1482 Wearing a cloak, the object's stats will directly be inherited to
1388 the player. Cloaks usually add minor &lt;armour class&gt; and 1483 the player. Cloaks usually add minor &lt;armour class&gt; and
1389 sometimes a bit of resistance. ]]> 1484 sometimes a bit of resistance.]]>
1390 </description> 1485 </description>
1391 <use><![CDATA[ 1486 <use><![CDATA[
1392 Feel free to create your own special artifacts. However, it is very 1487 Feel free to create your own special artifacts. However, it is very
1393 important that you keep your artifact in balance with existing maps. ]]> 1488 important that you keep your artifact in balance with existing maps.]]>
1394 </use> 1489 </use>
1395 <attribute arch="magic" editor="magic bonus" type="int"> 1490 <attribute arch="magic" editor="magic bonus" type="int">
1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1491 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1492 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1398 than direct armour-class bonus on the cloak. 1493 than direct armour-class bonus on the cloak.
1403</type> 1498</type>
1404 1499
1405<!--####################################################################--> 1500<!--####################################################################-->
1406<type number="9" name="Clock"> 1501<type number="9" name="Clock">
1407 <description><![CDATA[ 1502 <description><![CDATA[
1408 Applying a clock, the time is displayed to the player. ]]> 1503 Applying a clock, the time is displayed to the player.]]>
1409 </description> 1504 </description>
1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1505 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411 This text may describe the item 1506 This text may describe the item
1412 </attribute> 1507 </attribute>
1413</type> 1508</type>
1418 A player can put (certain kinds of) items in the container. 1513 A player can put (certain kinds of) items in the container.
1419 The overall weight of items is reduced when put inside a 1514 The overall weight of items is reduced when put inside a
1420 container, depending on the settings. 1515 container, depending on the settings.
1421 <br><br> 1516 <br><br>
1422 A special feature of containers is the "cauldron", 1517 A special feature of containers is the "cauldron",
1423 capable of mixing alchemical receipes. ]]> 1518 capable of mixing alchemical receipes.]]>
1424 </description> 1519 </description>
1425 <use><![CDATA[ 1520 <use><![CDATA[
1426 Note on chests - There are two types of chests: 1521 Note on chests - There are two types of chests:
1427 <UL> 1522 <UL>
1428 <LI> First the random treasure chests - Those are NOT containers 1523 <LI> First the random treasure chests - Those are NOT containers
1429 (but object type Treasure), they create random treasures when 1524 (but object type Treasure), they create random treasures when
1430 applied. Archetype name is "chest". 1525 applied. Archetype name is "chest".
1431 <LI> Second there are the permanent chests - Those are containers, 1526 <LI> Second there are the permanent chests - Those are containers,
1432 they can be opened and closed again. Archetype name is "chest_2". 1527 they can be opened and closed again. Archetype name is "chest_2".
1433 </UL> ]]> 1528 </UL>]]>
1434 </use> 1529 </use>
1435 <attribute arch="race" editor="container class" type="string"> 1530 <attribute arch="race" editor="container class" type="string">
1436 If set, the container will hold only certain types of objects. 1531 If set, the container will hold only certain types of objects.
1437 Possible choices for &lt;container class&gt; are: "gold and jewels", 1532 Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 "arrows" and "keys". 1533 "arrows" and "keys".
1493 <attribute arch="title" /> 1588 <attribute arch="title" />
1494 </ignore> 1589 </ignore>
1495 <description><![CDATA[ 1590 <description><![CDATA[
1496 Converters are like "exchange tables". When the player drops a 1591 Converters are like "exchange tables". When the player drops a
1497 specific type of items, they get converted into other items, at a 1592 specific type of items, they get converted into other items, at a
1498 predefined exchange-ratio. ]]> 1593 predefined exchange-ratio.]]>
1499 </description> 1594 </description>
1500 <use><![CDATA[ 1595 <use><![CDATA[
1501 Converters are better than shopping with doormats, because the 1596 Converters are better than shopping with doormats, because the
1502 converters never get sold out. For some items like food or jewels 1597 converters never get sold out. For some items like food or jewels
1503 those "exchange tables" are really nice, while for the more important 1598 those "exchange tables" are really nice, while for the more important
1505 <br><br> 1600 <br><br>
1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1601 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507 items on a converter, the stuff you get must be of equal or lesser 1602 items on a converter, the stuff you get must be of equal or lesser
1508 value than before! (Except if you are using "rare" items like 1603 value than before! (Except if you are using "rare" items like
1509 dragonscales for payment). The code will not check if your ratio is 1604 dragonscales for payment). The code will not check if your ratio is
1510 sane, so the player could gain infinite wealth by using your converter. ]]> 1605 sane, so the player could gain infinite wealth by using your converter.]]>
1511 </use> 1606 </use>
1512 <attribute arch="no_pick" value="1" type="fixed" /> 1607 <attribute arch="no_pick" value="1" type="fixed" />
1513 <attribute arch="slaying" editor="cost arch" type="string"> 1608 <attribute arch="slaying" editor="cost arch" type="string">
1514 &lt;cost arch&gt; is the name of the archetype the player has to 1609 &lt;cost arch&gt; is the name of the archetype the player has to
1515 put on the converter, as payment. 1610 put on the converter, as payment.
1531 of &lt;receive arch&gt;. 1626 of &lt;receive arch&gt;.
1532 </attribute> 1627 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1628 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1629 This text may contain a description of the converter.
1535 </attribute> 1630 </attribute>
1631 <attribute arch="precious" editor="output unpaid" type="bool">
1632 If the converter has this flag set the generated items will
1633 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634 (For instance for 'dragon scale' to 'dragon shield' converters in some
1635 armour shops.)
1636 </attribute>
1536</type> 1637</type>
1537 1638
1538<!--####################################################################--> 1639<!--####################################################################-->
1539<type number="42" name="Creator"> 1640<type number="42" name="Creator">
1540 <ignore> 1641 <ignore>
1542 </ignore> 1643 </ignore>
1543 <description><![CDATA[ 1644 <description><![CDATA[
1544 A creator is an object which creates another object when it 1645 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are 1646 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even 1647 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]> 1648 periodically create things.]]>
1548 </description> 1649 </description>
1549 <use><![CDATA[ 1650 <use><![CDATA[
1550 Don't hesitate to hide your creators under the floor. 1651 Don't hesitate to hide your creators under the floor.
1551 The created items will still always appear ontop of the floor. ]]> 1652 The created items will still always appear ontop of the floor.]]>
1552 </use> 1653 </use>
1553 <attribute arch="no_pick" value="1" type="fixed" /> 1654 <attribute arch="no_pick" value="1" type="fixed" />
1554 <attribute arch="other_arch" editor="create arch" type="string"> 1655 <attribute arch="other_arch" editor="create arch" type="string">
1555 This string defines the object that will be created. 1656 This string defines the object that will be created.
1556 You can choose any of the existing arches. 1657 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1658 This field is ignored if the creator has items in inventory. In this case
1558 one of the inventory items is duplicated. The duplicated item is randomly 1659 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1660 chosen from all items present.
1560 </attribute> 1661 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1662 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1663 Whenever the connection value is activated,
1563 the creator gets triggered. 1664 the creator gets triggered.
1564 </attribute> 1665 </attribute>
1565 &activate_on; 1666 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1667 <attribute arch="lifesave" editor="infinit uses" type="bool">
1597 Detectors work quite much like inv. checkers/pedestals: If the detector 1698 Detectors work quite much like inv. checkers/pedestals: If the detector
1598 finds a specific object, it toggles its connected value. 1699 finds a specific object, it toggles its connected value.
1599 <br><br> 1700 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1701 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1702 - First, detectors check their square for a match periodically, not
1703 instantly, so generate much higher server load
1602 instantly. Second, detectors check directly for object names. Third, 1704 Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters. ]]> 1705 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1706 </description>
1605 <use><![CDATA[ 1707 <use>
1606 There is one major speciality about detectors: You can detect spells 1708 Best avoid this type at all costs, use a pedestal instead.
1607 blown over a detector! To detect a lighting bolt for example, set
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms. ]]>
1610 </use> 1709 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1711 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1712 &lt;match name&gt; specifies the name of the object we are looking for.
1614 Actually it does also check for the &lt;key string&gt; in key-objects, 1713 Actually it does also check for the &lt;key string&gt; in key-objects,
1615 but for this case inventory checkers are often more powerful to use. 1714 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1715 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1716 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1717 When the detector is triggered, all objects with the same
1619 connection value get activated. 1718 connection value get activated.
1620 </attribute> 1719 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1720 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1721 This value defines the time between two detector-checks.
1630 by 1. 1729 by 1.
1631 </attribute> 1730 </attribute>
1632</type> 1731</type>
1633 1732
1634<!--####################################################################--> 1733<!--####################################################################-->
1734<type number="164" name="Map Script">
1735 <ignore>
1736 <ignore_list name="system_object" />
1737 </ignore>
1738 <description><![CDATA[
1739 The map script object is a very special object that can react to connected
1740 events and executes a perl script in the msg slot.
1741 ]]>
1742 </description>
1743 <use><![CDATA[
1744 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1745 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 ]]>
1747 </use>
1748 <attribute arch="connected" editor="connection" type="string">
1749 When the map script object is triggered, it will execute
1750 the perl script with the triggering object as $activator.
1751 </attribute>
1752 &activate_on;
1753 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754 This perl script will be executed each time the objetc is triggered.
1755 </attribute>
1756</type>
1757
1758<!--####################################################################-->
1635<type number="112" name="Director"> 1759<type number="112" name="Director">
1636 <ignore> 1760 <ignore>
1637 <ignore_list name="non_pickable" /> 1761 <ignore_list name="non_pickable" />
1638 </ignore> 1762 </ignore>
1639 <description><![CDATA[ 1763 <description><![CDATA[
1640 Directors change the direction of spell objects and other projectiles 1764 Directors change the direction of spell objects and other projectiles
1641 that fly past. Unlike spinners, directors always move objects in the 1765 that fly past. Unlike spinners, directors always move objects in the
1642 same direction. It does not make a difference from what angle you 1766 same direction. It does not make a difference from what angle you
1643 shoot into it.<br> 1767 shoot into it.<br>
1644 Directors are visible per default. ]]> 1768 Directors are visible per default.]]>
1645 </description> 1769 </description>
1646 <use><![CDATA[ 1770 <use><![CDATA[
1647 Directors are rarely used in maps. Sometimes they are placed to 1771 Directors are rarely used in maps. Sometimes they are placed to
1648 change the direction of spells coming out of magic walls, 1772 change the direction of spells coming out of magic walls,
1649 "channeling" spell-projectiles in some direction. When doing this, 1773 "channeling" spell-projectiles in some direction. When doing this,
1651 into them!</B> The spell-projectiles bouncing between the directors 1775 into them!</B> The spell-projectiles bouncing between the directors
1652 would accumulate to huge numbers and at some point slow down the 1776 would accumulate to huge numbers and at some point slow down the
1653 server by eating memory- and CPU-time. 1777 server by eating memory- and CPU-time.
1654 <br><br> 1778 <br><br>
1655 You'd better not place directors in monster vs. player combat 1779 You'd better not place directors in monster vs. player combat
1656 areas too much, because that freaks out wizard-type players. ]]> 1780 areas too much, because that freaks out wizard-type players.]]>
1657 </use> 1781 </use>
1658 <attribute arch="sp" editor="direction" type="list_direction"> 1782 <attribute arch="sp" editor="direction" type="list_direction">
1659 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1783 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1660 A director with direction &lt;none&gt; simply stops projectiles. 1784 A director with direction &lt;none&gt; simply stops projectiles.
1661 (The latter works out a bit strange for some spells). 1785 (The latter works out a bit strange for some spells).
1670 </ignore> 1794 </ignore>
1671 <description><![CDATA[ 1795 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Deliantra. 1796 Diseases are an intersting form of spellcraft in Deliantra.
1673 Once casted, they can spread out and infect creatures in a large 1797 Once casted, they can spread out and infect creatures in a large
1674 area. Being infected can have various effects, from amusing farts 1798 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]> 1799 to horrible damage - almost everything is possible.]]>
1676 </description> 1800 </description>
1677 <use><![CDATA[ 1801 <use><![CDATA[
1678 Diseases are extremely flexible and usable in a many ways. 1802 Diseases are extremely flexible and usable in a many ways.
1679 So far they are mostly used for causing bad, unwanted effects. 1803 So far they are mostly used for causing bad, unwanted effects.
1680 You could just as well create a disease which helps the player 1804 You could just as well create a disease which helps the player
1681 (recharging mana for example). 1805 (recharging mana for example).
1682 Infection with a "positive disease" could even be a quest reward. ]]> 1806 Infection with a "positive disease" could even be a quest reward.]]>
1683 </use> 1807 </use>
1684 <attribute arch="invisible" value="1" type="fixed" /> 1808 <attribute arch="invisible" value="1" type="fixed" />
1685 <attribute arch="level" editor="plaque level" type="int"> 1809 <attribute arch="level" editor="plaque level" type="int">
1686 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1810 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1687 This mainly reflects in the &lt;damage&gt;. It has no effect on 1811 This mainly reflects in the &lt;damage&gt;. It has no effect on
1832 </ignore> 1956 </ignore>
1833 <description><![CDATA[ 1957 <description><![CDATA[
1834 A door can be opened with a normal key. It also can be broken by attacking 1958 A door can be opened with a normal key. It also can be broken by attacking
1835 it, and it can be defeated with the lockpicking skill. If a door is 1959 it, and it can be defeated with the lockpicking skill. If a door is
1836 defeated, horizontally and vertically adjacent doors are automatically 1960 defeated, horizontally and vertically adjacent doors are automatically
1837 removed. ]]> 1961 removed.]]>
1838 </description> 1962 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" /> 1963 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" /> 1964 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain; 1965 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int"> 1966 <attribute arch="hp" editor="hitpoints" type="int">
1869 When activated, a duplicator can duplicate, multiply or destroy a pile of 1993 When activated, a duplicator can duplicate, multiply or destroy a pile of
1870 objects which lies somewhere on top of the duplicator. 1994 objects which lies somewhere on top of the duplicator.
1871 The duplicator has one arch name specified as &lt;target arch&gt;, 1995 The duplicator has one arch name specified as &lt;target arch&gt;,
1872 and only objects of this archetype can be affected.<br> 1996 and only objects of this archetype can be affected.<br>
1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1997 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1874 If the latter is set to zero, it will destroy objects. ]]> 1998 If the latter is set to zero, it will destroy objects.]]>
1875 </description> 1999 </description>
1876 <use><![CDATA[ 2000 <use><![CDATA[
1877 I hope it is clear that one must be very cautious when inserting a duplicator 2001 I hope it is clear that one must be very cautious when inserting a duplicator
1878 anywhere with &lt;multiply factor&gt; greater than one. 2002 anywhere with &lt;multiply factor&gt; greater than one.
1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2003 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1880 It is <b>not acceptable</b> to allow duplication of anything other than 2004 It is <b>not acceptable</b> to allow duplication of anything other than
1881 coins, gold and jewels. Besides, it is very important that the chance to 2005 coins, gold and jewels. Besides, it is very important that the chance to
1882 loose the input matches the chance to earn winnings.<br> 2006 loose the input matches the chance to earn winnings.<br>
1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2007 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1884 loosing rate of 2/3 = 67%. ]]> 2008 loosing rate of 2/3 = 67%.]]>
1885 </use> 2009 </use>
1886 <attribute arch="other_arch" editor="target arch" type="string"> 2010 <attribute arch="other_arch" editor="target arch" type="string">
1887 Only objects of matching archtype, lying ontop of the duplicator will be 2011 Only objects of matching archtype, lying ontop of the duplicator will be
1888 duplicated, multiplied or removed. All other objects will be ignored. 2012 duplicated, multiplied or removed. All other objects will be ignored.
1889 </attribute> 2013 </attribute>
1890 <attribute arch="level" editor="multiply factor" type="int"> 2014 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 2015 The number of items in the target pile will be multiplied by the
1892 &lt;multiply factor&gt;. If it is set to zero, all target objects 2016 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 2017 will be destroyed.
1894 </attribute> 2018 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 2019 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 2020 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 2021 is able to trigger this duplicator. Be very careful that players cannot
1898 abuse it to create endless amounts of money or other valuable stuff! 2022 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 2023 </attribute>
1900 &activate_on; 2024 &activate_on;
1907 </ignore> 2031 </ignore>
1908 <description><![CDATA[ 2032 <description><![CDATA[
1909 When the player applies an exit, he is transferred to a different location. 2033 When the player applies an exit, he is transferred to a different location.
1910 (Monsters cannot use exits.) Depending on how it is set, the player applies 2034 (Monsters cannot use exits.) Depending on how it is set, the player applies
1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2035 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1912 the exit. ]]> 2036 the exit. ]]>
1913 </description> 2037 </description>
1914 <use><![CDATA[ 2038 <use><![CDATA[
1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2039 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2040 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1917 detected with the show_invisible spell. 2041 detected with the show_invisible spell.
1918 <br><br> 2042 <br><br>
1919 You can be quite creative with the outlook of secret exits (their "face"). 2043 You can be quite creative with the outlook of secret exits (their "face").
1920 Don't forget to give the player relyable hints about them though. ]]> 2044 Don't forget to give the player relyable hints about them though.]]>
1921 </use> 2045 </use>
1922 <attribute arch="slaying" editor="exit path" type="string"> 2046 <attribute arch="slaying" editor="exit path" type="string">
1923 The exit path defines the map that the player is transferred to. 2047 The exit path defines the map that the player is transferred to.
1924 You can enter an absolute path, beginning with '/' (for example 2048 You can enter an absolute path, beginning with '/' (for example
1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2049 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1967 little health by eating flesh-objects. <br> 2091 little health by eating flesh-objects. <br>
1968 For dragon players, flesh plays a very special role though: If the 2092 For dragon players, flesh plays a very special role though: If the
1969 flesh has resistances set, a dragon player has a chance to gain resistance in 2093 flesh has resistances set, a dragon player has a chance to gain resistance in
1970 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2094 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1971 Don't forget that flesh items with resistances have to be balanced 2095 Don't forget that flesh items with resistances have to be balanced
1972 according to map/monster difficulty. ]]> 2096 according to map/monster difficulty.]]>
1973 </description> 2097 </description>
1974 <use><![CDATA[ 2098 <use><![CDATA[
1975 For dragon players, flesh items can be highly valuable. Note that many 2099 For dragon players, flesh items can be highly valuable. Note that many
1976 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2100 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977 These flesh items "inherit" resistances and level from the monster they belong to. 2101 These flesh items "inherit" resistances and level from the monster they belong to.
1979 not the case - so you have to set it manually. 2103 not the case - so you have to set it manually.
1980 <br><br> 2104 <br><br>
1981 Generally adding special flesh-treaties for dragon players is a great thing 2105 Generally adding special flesh-treaties for dragon players is a great thing
1982 to do. Always consider that dragon players might really not be interested 2106 to do. Always consider that dragon players might really not be interested
1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2107 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1984 out on the reward completely. ]]> 2108 out on the reward completely.]]>
1985 </use> 2109 </use>
1986 <attribute arch="food" editor="foodpoints" type="int"> 2110 <attribute arch="food" editor="foodpoints" type="int">
1987 The player's stomache will get filled with this amount of foodpoints. 2111 The player's stomache will get filled with this amount of foodpoints.
1988 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2112 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1989 </attribute> 2113 </attribute>
2013 <ignore> 2137 <ignore>
2014 <ignore_list name="non_pickable" /> 2138 <ignore_list name="non_pickable" />
2015 </ignore> 2139 </ignore>
2016 <description><![CDATA[ 2140 <description><![CDATA[
2017 Floor is a very basic thing whithout too much 2141 Floor is a very basic thing whithout too much
2018 functionality. It's a floor - you stand on it. ]]> 2142 functionality. It's a floor - you stand on it.]]>
2019 </description> 2143 </description>
2020 <attribute arch="is_floor" value="1" type="fixed" /> 2144 <attribute arch="is_floor" value="1" type="fixed" />
2021 <attribute arch="no_pick" value="1" type="fixed" /> 2145 <attribute arch="no_pick" value="1" type="fixed" />
2022<section name="terrain"> 2146<section name="terrain">
2023 &movement_types_terrain; 2147 &movement_types_terrain;
2038 If enabled, it is impossible for players to use prayers 2162 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving. 2163 on that spot. It also prevents players from saving.
2040 </attribute> 2164 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool"> 2165 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot 2166 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments, 2167 will be saved beyond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;. 2168 all floor tiles must be set &lt;unique map&gt;.
2045 </attribute> 2169 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2170 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object. 2171 This text may describe the object.
2048 </attribute> 2172 </attribute>
2057 Encounter-Floor is pretty much the same as normal floor. 2181 Encounter-Floor is pretty much the same as normal floor.
2058 Most outdoor floor/ground-arches are set to be "encounters". 2182 Most outdoor floor/ground-arches are set to be "encounters".
2059 That is kind of a relict from former code: When walking over 2183 That is kind of a relict from former code: When walking over
2060 encounter-floor, players sometimes got beamed to little maps 2184 encounter-floor, players sometimes got beamed to little maps
2061 with monsters on them. Nowadays this feature is disabled - 2185 with monsters on them. Nowadays this feature is disabled -
2062 Hence encounter floor is not different from normal floor. ]]> 2186 Hence encounter floor is not different from normal floor.]]>
2063 </description> 2187 </description>
2064 <attribute arch="is_floor" value="1" type="fixed" /> 2188 <attribute arch="is_floor" value="1" type="fixed" />
2065 <attribute arch="no_pick" value="1" type="fixed" /> 2189 <attribute arch="no_pick" value="1" type="fixed" />
2066<section name="terrain"> 2190<section name="terrain">
2067 &movement_types_terrain; 2191 &movement_types_terrain;
2082 If enabled, it is impossible for players to use prayers 2206 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving. 2207 on that spot. It also prevents players from saving.
2084 </attribute> 2208 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool"> 2209 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot 2210 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments, 2211 will be saved beyond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;. 2212 all floor tiles must be set &lt;unique map&gt;.
2089 </attribute> 2213 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2214 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object. 2215 This text may describe the object.
2092 </attribute> 2216 </attribute>
2094 2218
2095<!--####################################################################--> 2219<!--####################################################################-->
2096<type number="6" name="Food"> 2220<type number="6" name="Food">
2097 <description><![CDATA[ 2221 <description><![CDATA[
2098 By eating/drinking food-objects, the player can fill his 2222 By eating/drinking food-objects, the player can fill his
2099 stomache and gain a little health. ]]> 2223 stomache and gain a little health.]]>
2100 </description> 2224 </description>
2101 <attribute arch="food" editor="foodpoints" type="int"> 2225 <attribute arch="food" editor="foodpoints" type="int">
2102 The player's stomache will get filled with this amount of foodpoints. 2226 The player's stomache will get filled with this amount of foodpoints.
2103 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2227 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2104 </attribute> 2228 </attribute>
2116 <description><![CDATA[ 2240 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened 2241 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2242 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2243 or carrying special key-objects (-> inventory checker).
2120 Unlike locked doors, gates can get shut again after a player has 2244 Unlike locked doors, gates can get shut again after a player has
2121 passed, which makes them more practical in many cases. ]]> 2245 passed, which makes them more practical in many cases.]]>
2122 </description> 2246 </description>
2123 <use><![CDATA[ 2247 <use><![CDATA[
2124 Use gates to divide your maps into seperated areas. After solving 2248 Use gates to divide your maps into seperated areas. After solving
2125 area A, the player gains access to area B, and so on. Make your 2249 area A, the player gains access to area B, and so on. Make your
2126 maps more complex than "one-way". ]]> 2250 maps more complex than "one-way".]]>
2127 </use> 2251 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2252 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2253 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2254 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2255 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2256 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2257 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2258 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2259 &lt;blocking passage&gt; disabled.
2136 </attribute> 2260 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2261 <attribute arch="wc" editor="position state" type="int">
2155<type number="113" name="Girdle"> 2279<type number="113" name="Girdle">
2156 <import_type name="Amulet" /> 2280 <import_type name="Amulet" />
2157 <description><![CDATA[ 2281 <description><![CDATA[
2158 Wearing a girdle, the object's stats will directly be inherited to 2282 Wearing a girdle, the object's stats will directly be inherited to
2159 the player. Girdles usually provide stats- or damage bonuses and no 2283 the player. Girdles usually provide stats- or damage bonuses and no
2160 defense. ]]> 2284 defense.]]>
2161 </description> 2285 </description>
2162 <use><![CDATA[ 2286 <use><![CDATA[
2163 Feel free to create your own special artifacts. However, it is very 2287 Feel free to create your own special artifacts. However, it is very
2164 important that you keep your artifact in balance with existing maps. ]]> 2288 important that you keep your artifact in balance with existing maps.]]>
2165 </use> 2289 </use>
2166 <attribute arch="magic" editor="magic bonus" type="int"> 2290 <attribute arch="magic" editor="magic bonus" type="int">
2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2291 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2292 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2169 than direct armour-class bonus on the helmet. 2293 than direct armour-class bonus on the helmet.
2177<!--####################################################################--> 2301<!--####################################################################-->
2178<type number="100" name="Gloves"> 2302<type number="100" name="Gloves">
2179 <import_type name="Amulet" /> 2303 <import_type name="Amulet" />
2180 <description><![CDATA[ 2304 <description><![CDATA[
2181 Wearing gloves, the object's stats will directly be inherited to 2305 Wearing gloves, the object's stats will directly be inherited to
2182 the player. Gloves can add defense or damage bonuses. ]]> 2306 the player. Gloves can add defense or damage bonuses.]]>
2183 </description> 2307 </description>
2184 <use><![CDATA[ 2308 <use><![CDATA[
2185 Feel free to create your own special artifacts. However, it is very 2309 Feel free to create your own special artifacts. However, it is very
2186 important that you keep your artifact in balance with existing maps. ]]> 2310 important that you keep your artifact in balance with existing maps.]]>
2187 </use> 2311 </use>
2188 <attribute arch="magic" editor="magic bonus" type="int"> 2312 <attribute arch="magic" editor="magic bonus" type="int">
2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2313 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2314 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2191 will increase that. 2315 will increase that.
2197 <ignore> 2321 <ignore>
2198 <ignore_list name="non_pickable" /> 2322 <ignore_list name="non_pickable" />
2199 </ignore> 2323 </ignore>
2200 <description><![CDATA[ 2324 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters. 2325 A handle can be applied by players and (certain) monsters.
2202 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2326 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2203 </description> 2327 </description>
2204 <use><![CDATA[ 2328 <use><![CDATA[
2205 Handles are commonly used to move gates. When placing your lever, 2329 Handles are commonly used to move gates. When placing your lever,
2206 don't forget that some monsters are able to apply it. 2330 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2331 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example. ]]> 2332 but vampires can do it for example.]]>
2209 </use> 2333 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2334 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2335 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2336 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2337 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2338 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2339 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2340 This text may describe the item. You can use this
2225 <ignore_list name="non_pickable" /> 2349 <ignore_list name="non_pickable" />
2226 </ignore> 2350 </ignore>
2227 <description><![CDATA[ 2351 <description><![CDATA[
2228 Handle triggers are handles which reset after a short period 2352 Handle triggers are handles which reset after a short period
2229 of time. Every time it is either applied or reset, the 2353 of time. Every time it is either applied or reset, the
2230 &lt;connection&gt; value is triggered. ]]> 2354 &lt;connection&gt; value is triggered.]]>
2231 </description> 2355 </description>
2232 <use><![CDATA[ 2356 <use><![CDATA[
2233 When you connect an ordinary handle to a gate, the gate normally remains 2357 When you connect an ordinary handle to a gate, the gate normally remains
2234 opened after the first player passed. If you want to keep the gate shut, 2358 opened after the first player passed. If you want to keep the gate shut,
2235 connecting it to a handle trigger is an easy solution. ]]> 2359 connecting it to a handle trigger is an easy solution. ]]>
2236 </use> 2360 </use>
2237</type> 2361</type>
2238 2362
2239<!--####################################################################--> 2363<!--####################################################################-->
2240<type number="88" name="Hazard Floor"> 2364<type number="88" name="Hazard Floor">
2245 <ignore_list name="non_pickable" /> 2369 <ignore_list name="non_pickable" />
2246 </ignore> 2370 </ignore>
2247 <description><![CDATA[ 2371 <description><![CDATA[
2248 The best example for Hazard Floor is lava. It works like standard 2372 The best example for Hazard Floor is lava. It works like standard
2249 floor, but damages all creatures standing on it. 2373 floor, but damages all creatures standing on it.
2250 Damage is taken in regular time intervals. ]]> 2374 Damage is taken in regular time intervals.]]>
2251 </description> 2375 </description>
2252 <use><![CDATA[ 2376 <use><![CDATA[
2253 The default lava for example does minor damage. But you can turn 2377 The default lava for example does minor damage. But you can turn
2254 it up so that your hazard floor poses a real threat.<br> 2378 it up so that your hazard floor poses a real threat.<br>
2255 Like magic walls, such floors add a permanent thrill to your map. 2379 Like magic walls, such floors add a permanent thrill to your map.
2256 You can use that to safely chase off too-weak players, or just 2380 You can use that to safely chase off too-weak players, or just
2257 to have something different. ]]> 2381 to have something different.]]>
2258 </use> 2382 </use>
2259 <attribute arch="is_floor" value="1" type="fixed" /> 2383 <attribute arch="is_floor" value="1" type="fixed" />
2260 <attribute arch="lifesave" value="1" type="fixed" /> 2384 <attribute arch="lifesave" value="1" type="fixed" />
2261 &move_on; 2385 &move_on;
2262 <attribute arch="no_pick" value="1" type="fixed" /> 2386 <attribute arch="no_pick" value="1" type="fixed" />
2301 If enabled, it is impossible for players to use prayers 2425 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving. 2426 on that spot. It also prevents players from saving.
2303 </attribute> 2427 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool"> 2428 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot 2429 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments, 2430 will be saved beyond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;. 2431 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute> 2432 </attribute>
2309</type> 2433</type>
2310 2434
2311<!--####################################################################--> 2435<!--####################################################################-->
2313 <import_type name="Amulet" /> 2437 <import_type name="Amulet" />
2314 <description><![CDATA[ 2438 <description><![CDATA[
2315 Wearing a helmet, the object's stats will directly be inherited to 2439 Wearing a helmet, the object's stats will directly be inherited to
2316 the player. Normal helmets usually increase defense, while crowns 2440 the player. Normal helmets usually increase defense, while crowns
2317 add more special bonuses like stats/resistances paired with 2441 add more special bonuses like stats/resistances paired with
2318 low defense. ]]> 2442 low defense.]]>
2319 </description> 2443 </description>
2320 <use><![CDATA[ 2444 <use><![CDATA[
2321 Feel free to create your own special artifacts. However, it is very 2445 Feel free to create your own special artifacts. However, it is very
2322 important that you keep your artifact in balance with existing maps. ]]> 2446 important that you keep your artifact in balance with existing maps.]]>
2323 </use> 2447 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int"> 2448 <attribute arch="magic" editor="magic bonus" type="int">
2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2449 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2450 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327 than direct armour-class bonus on the helmet. 2451 than direct armour-class bonus on the helmet.
2336<type number="56" name="Holy Altar"> 2460<type number="56" name="Holy Altar">
2337 <ignore> 2461 <ignore>
2338 <ignore_list name="non_pickable" /> 2462 <ignore_list name="non_pickable" />
2339 </ignore> 2463 </ignore>
2340 <description><![CDATA[ 2464 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2465 Holy Altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and 2466 at a Holy_altar will make you a follower of that god, and
2343 if you already follow that god, you may get some extra bonus. ]]> 2467 if you already follow that god, you may get some extra bonus.]]>
2344 </description> 2468 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2469 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2470 <attribute arch="other_arch" editor="god name" type="string">
2347 The altar belongs to the god of the given name. Possible options for 2471 The altar belongs to the god of the given name. Possible options for
2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2472 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2371 Horns are very similar to rods. The difference is that horns regenerate 2495 Horns are very similar to rods. The difference is that horns regenerate
2372 spellpoints faster and thus are more valuable than rods. 2496 spellpoints faster and thus are more valuable than rods.
2373 <br><br> 2497 <br><br>
2374 A horn contains a spell. The player can use this spell by applying and 2498 A horn contains a spell. The player can use this spell by applying and
2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2499 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 used endlessly. ]]> 2500 used endlessly.]]>
2377 </description> 2501 </description>
2378 <use><![CDATA[ 2502 <use><![CDATA[
2379 Horns are powerful due to their fast recharge rate. They should 2503 Horns are powerful due to their fast recharge rate. They should
2380 never contain high level attacking spells. Even curing/healing spells 2504 never contain high level attacking spells. Even curing/healing spells
2381 are almost too good on a horn. ]]> 2505 are almost too good on a horn.]]>
2382 </use> 2506 </use>
2383 <attribute arch="sp" editor="spell" type="spell"> 2507 <attribute arch="sp" editor="spell" type="spell">
2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2508 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2385 horns to players, since they can be used endlessly without any mana cost! 2509 horns to players, since they can be used endlessly without any mana cost!
2386 Horns with heal/ restoration/ protection spells, IF available, MUST be 2510 Horns with heal/ restoration/ protection spells, IF available, MUST be
2412<!--####################################################################--> 2536<!--####################################################################-->
2413<type number="73" name="Inorganic"> 2537<type number="73" name="Inorganic">
2414 <description><![CDATA[ 2538 <description><![CDATA[
2415 Inorganic materials are generally used as ingredients for 2539 Inorganic materials are generally used as ingredients for
2416 alchemical receipes. By themselves, they have no special 2540 alchemical receipes. By themselves, they have no special
2417 functionalities. ]]> 2541 functionalities.]]>
2418 </description> 2542 </description>
2419 <attribute arch="is_dust" editor="is dust" type="bool"> 2543 <attribute arch="is_dust" editor="is dust" type="bool">
2420 </attribute> 2544 </attribute>
2421 &resistances_basic; 2545 &resistances_basic;
2422</type> 2546</type>
2435 <br><br> 2559 <br><br>
2436 Alternatively, you can set your inv. checker to block all players 2560 Alternatively, you can set your inv. checker to block all players
2437 that do/don't carry the matching object. 2561 that do/don't carry the matching object.
2438 <br><br> 2562 <br><br>
2439 As you can see, inv. checkers are quite powerful, holding a 2563 As you can see, inv. checkers are quite powerful, holding a
2440 great variety of possibilities. ]]> 2564 great variety of possibilities.]]>
2441 </description> 2565 </description>
2442 <use><![CDATA[ 2566 <use><![CDATA[
2443 Putting a check_inventory space in front of a gate (one below) and 2567 Putting a check_inventory space in front of a gate (one below) and
2444 one on the opposite side works reasonably well as a control mechanism. 2568 one on the opposite side works reasonably well as a control mechanism.
2445 Unlike the key/door-combo, this one works infinite since it is 2569 Unlike the key/door-combo, this one works infinite since it is
2446 independant from map reset. Use it to put a "structure" into your 2570 independant from map reset. Use it to put a "structure" into your
2447 maps: Player must solve area A to gain access to area B. This concept 2571 maps: Player must solve area A to gain access to area B. This concept
2448 can be found in nearly every RPG - simple but effective. ]]> 2572 can be found in nearly every RPG - simple but effective.]]>
2449 </use> 2573 </use>
2450 <attribute arch="no_pick" value="1" type="fixed" /> 2574 <attribute arch="no_pick" value="1" type="fixed" />
2451 <attribute arch="slaying" editor="match key string" type="string"> 2575 <attribute arch="slaying" editor="match key string" type="string">
2452 This string specifies the object we are looking for: We have a match 2576 This string specifies the object we are looking for: We have a match
2453 if the player does/don't carry a key object or a mark with identical 2577 if the player does/don't carry a key object or a mark with identical
2469 </attribute> 2593 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2594 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2595 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2596 Disabled means not having that object is a match.
2473 </attribute> 2597 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2598 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2599 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2600 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2601 &lt;blocking passage&gt; disabled.
2478 </attribute> 2602 </attribute>
2479 &movement_types_terrain; 2603 &movement_types_terrain;
2529<!--####################################################################--> 2653<!--####################################################################-->
2530<type number="60" name="Jewel"> 2654<type number="60" name="Jewel">
2531 <description><![CDATA[ 2655 <description><![CDATA[
2532 Items of the type Gold &amp; Jewels are handled like a currency. 2656 Items of the type Gold &amp; Jewels are handled like a currency.
2533 Unlike for any other type of item, in shops, the buy- and selling 2657 Unlike for any other type of item, in shops, the buy- and selling
2534 prices differ only marginally. ]]> 2658 prices differ only marginally.]]>
2535 </description> 2659 </description>
2536 <attribute arch="race" value="gold and jewels" type="fixed" /> 2660 <attribute arch="race" value="gold and jewels" type="fixed" />
2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2661 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538 This text may describe the object. 2662 This text may describe the object.
2539 </attribute> 2663 </attribute>
2541 2665
2542<!--####################################################################--> 2666<!--####################################################################-->
2543<type number="24" name="Key"> 2667<type number="24" name="Key">
2544 <description><![CDATA[ 2668 <description><![CDATA[
2545 When carrying a key, a normal door can be opened. The key will 2669 When carrying a key, a normal door can be opened. The key will
2546 disappear. ]]> 2670 disappear.]]>
2547 </description> 2671 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool"> 2672 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player 2673 A godgiven item vanishes as soon as the player
2550 drops it to the ground. 2674 drops it to the ground.
2551 </attribute> 2675 </attribute>
2556 <ignore> 2680 <ignore>
2557 <ignore_list name="non_pickable" /> 2681 <ignore_list name="non_pickable" />
2558 </ignore> 2682 </ignore>
2559 <description><![CDATA[ 2683 <description><![CDATA[
2560 A locked door can be opened only when carrying 2684 A locked door can be opened only when carrying
2561 the appropriate special key. ]]> 2685 the appropriate special key.]]>
2562 </description> 2686 </description>
2563 <use><![CDATA[ 2687 <use><![CDATA[
2564 If you want to create a locked door that cannot be opened (no key), 2688 If you want to create a locked door that cannot be opened (no key),
2565 set a &lt;key string&gt; like "no_key_available". This will clearify things 2689 set a &lt;key string&gt; like "no_key_available". This will clearify things
2566 and only a fool would create a key matching that string. 2690 and only a fool would create a key matching that string.
2568 Door-objects can not only be used for "doors". In many maps these 2692 Door-objects can not only be used for "doors". In many maps these
2569 are used with all kinds of faces/names, especially often as 2693 are used with all kinds of faces/names, especially often as
2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2694 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2571 There you have magic forces (door objects) put under certain artifact 2695 There you have magic forces (door objects) put under certain artifact
2572 items. To get your hands on the artifacts, you need to bring up the 2696 items. To get your hands on the artifacts, you need to bring up the
2573 appropriate quest items (key objects). ]]> 2697 appropriate quest items (key objects).]]>
2574 </use> 2698 </use>
2575 <attribute arch="move_type" value="0" type="fixed" /> 2699 <attribute arch="move_type" value="0" type="fixed" />
2576 <attribute arch="no_pick" value="1" type="fixed" /> 2700 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string"> 2701 <attribute arch="slaying" editor="key string" type="string">
2578 The &lt;key string&gt; in the door must be identical with the 2702 The &lt;key string&gt; in the door must be identical with the
2605 <ignore> 2729 <ignore>
2606 <ignore_list name="system_object" /> 2730 <ignore_list name="system_object" />
2607 </ignore> 2731 </ignore>
2608 <description><![CDATA[ 2732 <description><![CDATA[
2609 Magic_ears trigger a connected value 2733 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword. ]]> 2734 when the player speaks a specific keyword.]]>
2611 </description> 2735 </description>
2612 <use><![CDATA[ 2736 <use><![CDATA[
2613 Whenever you put magic_ears on your maps, make sure there are 2737 Whenever you put magic_ears on your maps, make sure there are
2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2738 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615 something like a gate that is opened by speaking "open" or 2739 something like a gate that is opened by speaking "open" or
2617 <br><br> 2741 <br><br>
2618 Magic_ears are typically used for interaction with NPCs. You 2742 Magic_ears are typically used for interaction with NPCs. You
2619 can create the impression that the NPC actually *does* something 2743 can create the impression that the NPC actually *does* something
2620 according to his conversation with a player. Mostly this means 2744 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2745 opening a gate or handing out some item, but you could be quite
2622 creative here. ]]> 2746 creative here.]]>
2623 </use> 2747 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2748 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2749 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2750 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2751 same connection value, every time it is activated.
2628 </attribute> 2752 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2753 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2754 This textfield contains the keyword-matching-syntax. The text should
2649 Magic walls can contain any spell. However, some spells do not 2773 Magic walls can contain any spell. However, some spells do not
2650 operate very successfully in them. The only way to know is to test 2774 operate very successfully in them. The only way to know is to test
2651 the spell you want to use with a wall. 2775 the spell you want to use with a wall.
2652 <br><br> 2776 <br><br>
2653 Several types of magical walls are predefined for you in the 2777 Several types of magical walls are predefined for you in the
2654 archetypes, and can be found on the "connected" Pickmap. ]]> 2778 archetypes, and can be found on the "connected" Pickmap.]]>
2655 </description> 2779 </description>
2656 <use><![CDATA[ 2780 <use><![CDATA[
2657 Spellcasting walls pose an interesting alternative to monsters. 2781 Spellcasting walls pose an interesting alternative to monsters.
2658 Usually they are set to be undestroyable. Thus, while monsters 2782 Usually they are set to be undestroyable. Thus, while monsters
2659 in a map can be cleared out, the magic walls remain. Low level 2783 in a map can be cleared out, the magic walls remain. Low level
2670 walls' spell(s). 2794 walls' spell(s).
2671 <br><br> 2795 <br><br>
2672 It is possible to make walls rotate when triggered. But that is so 2796 It is possible to make walls rotate when triggered. But that is so
2673 confusing (and useless IMHO) that I did not mention it above. You 2797 confusing (and useless IMHO) that I did not mention it above. You
2674 can find a working example on the map 2798 can find a working example on the map
2675 "/pup_land/castle_eureca/castle_eureca8". ]]> 2799 "/pup_land/castle_eureca/castle_eureca8".]]>
2676 </use> 2800 </use>
2677 <attribute arch="dam" editor="spell" type="spell"> 2801 <attribute arch="dam" editor="spell" type="spell">
2678 The magic wall will cast this &lt;spell&gt;. 2802 The magic wall will cast this &lt;spell&gt;.
2679 </attribute> 2803 </attribute>
2680 <attribute arch="level" editor="spell level" type="int"> 2804 <attribute arch="level" editor="spell level" type="int">
2681 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2805 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2682 walls cast spells at minimal strength. "level 100" walls cast deadly 2806 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2807 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2808 to meet the overall difficulty of your map.
2685 </attribute> 2809 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2810 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2811 Every time the &lt;connection&gt; value is triggered, the wall will cast
2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2812 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2813 have much visible effect.
2690 </attribute> 2814 </attribute>
2691 &activate_on; 2815 &activate_on;
2735 player stepping on it. This force does nothing except containing a 2859 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory 2860 &lt;key string&gt; which can be discovered by detectors or inventory
2737 checkers. It is also possible to use markers for removing marks again. 2861 checkers. It is also possible to use markers for removing marks again.
2738 <br><br> 2862 <br><br>
2739 Note that the player has no possibility to "see" his own marks, 2863 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps. ]]> 2864 except by the effect that they cause on the maps.]]>
2741 </description> 2865 </description>
2742 <use><![CDATA[ 2866 <use><![CDATA[
2743 Markers hold real cool possibilities for map-making. I encourage 2867 Markers hold real cool possibilities for map-making. I encourage
2744 you to use them frequently. However there is one negative point 2868 you to use them frequently. However there is one negative point
2745 about markers: Players don't "see" what's going on with them. It is 2869 about markers: Players don't "see" what's going on with them. It is
2746 your task, as map-creator, to make sure the player is always well 2870 your task, as map-creator, to make sure the player is always well
2747 informed and never confused. 2871 informed and never confused.
2748 <br><br> 2872 <br><br>
2749 Please avoid infinite markers when they aren't needed. They're 2873 Please avoid infinite markers when they aren't needed. They're
2750 using a little space in the player file after all, so if there 2874 using a little space in the player file after all, so if there
2751 is no real purpose, set an expire time. ]]> 2875 is no real purpose, set an expire time.]]>
2752 </use> 2876 </use>
2753 <attribute arch="no_pick" value="1" type="fixed" /> 2877 <attribute arch="no_pick" value="1" type="fixed" />
2754 <attribute arch="slaying" editor="key string" type="string"> 2878 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756 If the player already has a force with that &lt;key string&gt;, 2880 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2881 there won't be inserted a second one.
2758 </attribute> 2882 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2883 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2884 When the detector is triggered, all objects with the same
2761 connection value get activated. 2885 connection value get activated.
2762 </attribute> 2886 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2887 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2888 The &lt;marking speed&gt; defines how quickly it will mark something
2802 When a player picks an item from a shop and attempts to 2926 When a player picks an item from a shop and attempts to
2803 walk over the shop mat, the item's selling-price is automatically 2927 walk over the shop mat, the item's selling-price is automatically
2804 subtracted from the player's money. 2928 subtracted from the player's money.
2805 <br><br> 2929 <br><br>
2806 For money, always use the default arches. 2930 For money, always use the default arches.
2807 Don't modify them. ]]> 2931 Don't modify them.]]>
2808 </description> 2932 </description>
2809 <attribute arch="race" value="gold and jewels" type="fixed" /> 2933 <attribute arch="race" value="gold and jewels" type="fixed" />
2810</type> 2934</type>
2811 2935
2812<!--####################################################################--> 2936<!--####################################################################-->
2827 Monsters can behave in various kinds of ways. 2951 Monsters can behave in various kinds of ways.
2828 They can be aggressive, attacking the player. Or peaceful, 2952 They can be aggressive, attacking the player. Or peaceful,
2829 helping the player - maybe joining him as pet. 2953 helping the player - maybe joining him as pet.
2830 The unagressive creatures who communicate with players are 2954 The unagressive creatures who communicate with players are
2831 usually called "NPCs" (Non Player Character), a well-known 2955 usually called "NPCs" (Non Player Character), a well-known
2832 term in role-play environments. ]]> 2956 term in role-play environments.]]>
2833 </description> 2957 </description>
2834 <use><![CDATA[ 2958 <use><![CDATA[
2835 Monsters play a central role in most maps. Choosing the right 2959 Monsters play a central role in most maps. Choosing the right
2836 combination of monsters for your map is vital: 2960 combination of monsters for your map is vital:
2837 <UL> 2961 <UL>
2862 can use. 2986 can use.
2863 </UL> 2987 </UL>
2864 I know it's impossible to make the perfectly balanced map. There's always 2988 I know it's impossible to make the perfectly balanced map. There's always
2865 some part which is found too easy or too hard for a certain kind of player. 2989 some part which is found too easy or too hard for a certain kind of player.
2866 Just give it your best shot. And listen to feedback from players if you 2990 Just give it your best shot. And listen to feedback from players if you
2867 receive some. :-) ]]> 2991 receive some. :-)]]>
2868 </use> 2992 </use>
2869 <attribute arch="alive" value="1" type="fixed" /> 2993 <attribute arch="alive" value="1" type="fixed" />
2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2994 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871 When the monster is killed, items from the treasurelist will 2995 When the monster is killed, items from the treasurelist will
2872 drop to the ground. This is a common way to reward players 2996 drop to the ground. This is a common way to reward players
3201 </ignore> 3325 </ignore>
3202 <description><![CDATA[ 3326 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of 3327 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be 3328 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster 3329 turned mad to start attacking. Similar, an agressive monster
3206 could be calmed. ]]> 3330 could be calmed.]]>
3207 </description> 3331 </description>
3208 <use><![CDATA[ 3332 <use><![CDATA[
3209 Mood floors are absolutely cool for NPC interaction. To make an 3333 Mood floors are absolutely cool for NPC interaction. To make an
3210 unaggressive monster/NPC attack, put a creator with "other_arch 3334 unaggressive monster/NPC attack, put a creator with "other_arch
3211 furious_floor" under it. Connect the creator to a magic_ear, so the 3335 furious_floor" under it. Connect the creator to a magic_ear, so the
3215 it directly to a magic_ear. Then the player speaks a keyword like 3339 it directly to a magic_ear. Then the player speaks a keyword like
3216 "help me" - and the NPC joins him as pet. 3340 "help me" - and the NPC joins him as pet.
3217 <br><br> 3341 <br><br>
3218 (Of course you must always give clear hints about keywords! 3342 (Of course you must always give clear hints about keywords!
3219 And there is no reason why you couldn't use a button/lever/pedestal 3343 And there is no reason why you couldn't use a button/lever/pedestal
3220 etc. instead of a magic_ear.) ]]> 3344 etc. instead of a magic_ear.)]]>
3221 </use> 3345 </use>
3222 <attribute arch="no_pick" value="1" type="fixed" /> 3346 <attribute arch="no_pick" value="1" type="fixed" />
3223 <attribute arch="last_sp" editor="mood" type="list_mood"> 3347 <attribute arch="last_sp" editor="mood" type="list_mood">
3224 &lt;mood&gt; is used to determine what will happen to the 3348 &lt;mood&gt; is used to determine what will happen to the
3225 monster when affected by the mood floor: 3349 monster when affected by the mood floor:
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3359 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3360 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3361 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3362 insert a &lt;connection&gt; value!
3239 </attribute> 3363 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3364 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3365 This should only be set in combination with &lt;mood number&gt; 4.
3242 Normally, monsters are affected by the mood floor as soon as they 3366 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3367 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3368 so it needs to be activated.
3245 3369
3269 can monsters. Motion is involuntary. Additionally, players or 3393 can monsters. Motion is involuntary. Additionally, players or
3270 monsters can be "frozen" while ontop of movers so that they MUST 3394 monsters can be "frozen" while ontop of movers so that they MUST
3271 move along a chain of them. 3395 move along a chain of them.
3272 <br><br> 3396 <br><br>
3273 Multisquare monsters can be moved as well, given 3397 Multisquare monsters can be moved as well, given
3274 enough space. Movers are usually invisible. ]]> 3398 enough space. Movers are usually invisible.]]>
3275 </description> 3399 </description>
3276 <use><![CDATA[ 3400 <use><![CDATA[
3277 NEVER EVER consider a mover being unpassable in the backwards 3401 NEVER EVER consider a mover being unpassable in the backwards
3278 direction. Setting "forced movement" makes it seemingly impossible 3402 direction. Setting "forced movement" makes it seemingly impossible
3279 but there is still a trick: One player can push a second player 3403 but there is still a trick: One player can push a second player
3286 cannot be discovered with the show_invisible spell. 3410 cannot be discovered with the show_invisible spell.
3287 <br><br> 3411 <br><br>
3288 Note that Movers and Directors are seperate objects, even though 3412 Note that Movers and Directors are seperate objects, even though
3289 they look and act similar. Directors only do spells/missiles, 3413 they look and act similar. Directors only do spells/missiles,
3290 while movers only do living creatures (depending on how it 3414 while movers only do living creatures (depending on how it
3291 is set: monsters and players). ]]> 3415 is set: monsters and players).]]>
3292 </use> 3416 </use>
3293 <attribute arch="attacktype" editor="forced movement" type="bool"> 3417 <attribute arch="attacktype" editor="forced movement" type="bool">
3294 If forced movement is enabled, the mover "freezes" anyone it 3418 If forced movement is enabled, the mover "freezes" anyone it
3295 moves (so they are forced to move along a chain). 3419 moves (so they are forced to move along a chain).
3296 For players there is no way to escape this forced movement, 3420 For players there is no way to escape this forced movement,
3348 <ignore_list name="non_pickable" /> 3472 <ignore_list name="non_pickable" />
3349 </ignore> 3473 </ignore>
3350 <description><![CDATA[ 3474 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects. 3475 Pedestals are designed to detect certain types of living objects.
3352 When a predefined type of living creature steps on the pedestal, the 3476 When a predefined type of living creature steps on the pedestal, the
3353 connected value is triggered. ]]> 3477 connected value is triggered.]]>
3354 </description> 3478 </description>
3355 <use><![CDATA[ 3479 <use><![CDATA[
3356 If you want to create a place where only players of a certain race 3480 If you want to create a place where only players of a certain race
3357 can enter, put a teleporter over your pedestal. So the teleporter is 3481 can enter, put a teleporter over your pedestal. So the teleporter is
3358 only activated for players of the matching race. Do not use gates, 3482 only activated for players of the matching race. Do not use gates,
3359 because many other players could sneak in. If you put powerful 3483 because many other players could sneak in. If you put powerful
3360 artifacts into such places, generally set "startequip 1", so that 3484 artifacts into such places, generally set "startequip 1", so that
3361 they are preserved for that one race and can't be traded to others. ]]> 3485 they are preserved for that one race and can't be traded to others.]]>
3362 </use> 3486 </use>
3363 <attribute arch="no_pick" value="1" type="fixed" /> 3487 <attribute arch="no_pick" value="1" type="fixed" />
3364 <attribute arch="slaying" editor="match race" type="string"> 3488 <attribute arch="slaying" editor="match race" type="string">
3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3489 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3366 matches the monster's or the player's race, we have a match. 3490 matches the monster's or the player's race, we have a match.
3368 place where only fireborns can enter, by setting "slaying unnatural". 3492 place where only fireborns can enter, by setting "slaying unnatural".
3369 3493
3370 If it is set to "player", any player stepping on the pedestal 3494 If it is set to "player", any player stepping on the pedestal
3371 is a match. Very useful if you want to open a gate for players 3495 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3496 but not for monsters.
3497
3498 &match_compat;
3373 </attribute> 3499 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3500 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3501 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3502 connection value get activated.
3377 </attribute> 3503 </attribute>
3378 &move_on; 3504 &move_on;
3379</type> 3505</type>
3380 3506
3381<!--####################################################################--> 3507<!--####################################################################-->
3508<type number="19" name="Item Match">
3509 <ignore>
3510 <ignore_list name="non_pickable" />
3511 </ignore>
3512 <description><![CDATA[
3513 Match objects use the deliantra matching language
3514 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3515 to match items on the same mapspace (if move_on/off are unset) or
3516 items trying to enter (if move_blocked is set).
3517
3518 If a connected value is given, then it is triggered if the first object
3519 matching the expression is put on it, and the last is removed.]]>
3520 </description>
3521 <use><![CDATA[
3522 If you want to trigger something else (e.g. a gate) when an item is above this object,
3523 use the move_on/move_off settings.
3524
3525 If you want to keep something from entering if it has (or lacks) a specific item,
3526 use the move_blocked setting.]]>
3527 </use>
3528 <attribute arch="no_pick" value="1" type="fixed" />
3529 <attribute arch="slaying" editor="match expression" type="string">
3530 &match_compat;
3531
3532 Optionally you can leave out the "match " prefix.
3533 </attribute>
3534 <attribute arch="connected" editor="connection" type="string">
3535 When the match is triggered, all objects with the same
3536 connection value get activated.
3537 </attribute>
3538 &move_on;
3539 &move_off;
3540 &move_block;
3541</type>
3542
3543<!--####################################################################-->
3382<type number="94" name="Pit"> 3544<type number="94" name="Pit">
3383 <ignore> 3545 <ignore>
3384 <ignore_list name="non_pickable" /> 3546 <ignore_list name="non_pickable" />
3385 </ignore> 3547 </ignore>
3386 <description><![CDATA[ 3548 <description><![CDATA[
3387 Pits are holes, transporting the player when he walks (and falls) into them. 3549 Pits are holes, transporting the player when he walks (and falls) into them.
3388 A speciality about pits is that they don't transport the player to 3550 A speciality about pits is that they don't transport the player to
3389 the exact destination, but within a two-square radius of the destination 3551 the exact destination, but within a configurable radius of the destination
3390 (never on blocked squares).<br> 3552 (never on blocked squares).<br>
3391 Optionally, pits can get closed and opened, similar to gates.<br><br> 3553 Optionally, pits can get closed and opened, similar to gates.<br><br>
3392 Monsters and items are affected by pits just as well as players. 3554 Monsters and items are affected by pits just as well as players.
3393 Even multipart monsters can fall through them, given enough space. ]]> 3555 Even multipart monsters can fall through them, given enough space.]]>
3394 </description> 3556 </description>
3395 <use><![CDATA[ 3557 <use><![CDATA[
3396 Pits can add interesting effects to your map. When using them, make 3558 Pits can add interesting effects to your map. When using them, make
3397 sure to use them in a "logical way": Pits should always drop the 3559 sure to use them in a "logical way": Pits should always drop the
3398 player to some kind of lower level. They should not be used to 3560 player to some kind of lower level. They should not be used to
3399 randomly interconnect maps like teleporters do. ]]> 3561 randomly interconnect maps like teleporters do.]]>
3400 </use> 3562 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3563 <attribute arch="no_pick" value="1" type="fixed" />
3564 <attribute arch="range" editor="spread radius" type="int">
3565 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3566 </attribute>
3402 <attribute arch="connected" editor="connection" type="int"> 3567 <attribute arch="connected" editor="connection" type="string">
3403 When a &lt;connection&gt; value is set, the pit can be opened/closed 3568 When a &lt;connection&gt; value is set, the pit can be opened/closed
3404 by activating the connection. 3569 by activating the connection.
3405 </attribute> 3570 </attribute>
3406 &activate_on; 3571 &activate_on;
3407 <attribute arch="hp" editor="destination X" type="int"> 3572 <attribute arch="hp" editor="destination X" type="int">
3421 Zero means completely open/down, the "number of animation-steps" (usually 3586 Zero means completely open/down, the "number of animation-steps" (usually
3422 about 6 or 7) means completely closed/up state. I suggest you don't 3587 about 6 or 7) means completely closed/up state. I suggest you don't
3423 mess with this value - Leave the default in place. 3588 mess with this value - Leave the default in place.
3424 </attribute> 3589 </attribute>
3425 &move_on; 3590 &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;
3437</type> 3591</type>
3438 3592
3439<!--####################################################################--> 3593<!--####################################################################-->
3440<type number="7" name="Poison Food"> 3594<type number="7" name="Poison Food">
3441 <description><![CDATA[ 3595 <description><![CDATA[
3442 When eating, the player's stomache is drained by 1/4 of food. 3596 When eating, the player's stomache is drained by 1/4 of food.
3443 If his food drops to zero, the player might even die. ]]> 3597 If his food drops to zero, the player might even die.]]>
3444 </description> 3598 </description>
3445</type> 3599</type>
3446 3600
3447<!--####################################################################--> 3601<!--####################################################################-->
3448<type number="5" name="Potion"> 3602<type number="5" name="Potion">
3449 <description><![CDATA[ 3603 <description><![CDATA[
3450 The player can drink these and gain various kinds of benefits 3604 The player can drink these and gain various kinds of benefits
3451 (/penalties) by doing so. ]]> 3605 (/penalties) by doing so.]]>
3452 </description> 3606 </description>
3453 <use><![CDATA[ 3607 <use><![CDATA[
3454 One potion should never give multiple benefits at once. ]]> 3608 One potion should never give multiple benefits at once.]]>
3455 </use> 3609 </use>
3456 <attribute arch="level" editor="potion level" type="int"> 3610 <attribute arch="level" editor="potion level" type="int">
3457 If the potion contains a spell, the spell is cast at this level. 3611 If the potion contains a spell, the spell is cast at this level.
3458 For other potions it should be set at least to 1. 3612 For other potions it should be set at least to 1.
3459 </attribute> 3613 </attribute>
3486<type number="156" name="Power Crystal"> 3640<type number="156" name="Power Crystal">
3487 <description><![CDATA[ 3641 <description><![CDATA[
3488 Power crystals can store a player's mana: 3642 Power crystals can store a player's mana:
3489 When the player applies the crystal with full mana, half of 3643 When the player applies the crystal with full mana, half of
3490 it flows into the crystal. When the player applies it with 3644 it flows into the crystal. When the player applies it with
3491 lacking mana, the crystal replenishes the player's mana. ]]> 3645 lacking mana, the crystal replenishes the player's mana.]]>
3492 </description> 3646 </description>
3493 <attribute arch="sp" editor="initial mana" type="int"> 3647 <attribute arch="sp" editor="initial mana" type="int">
3494 &lt;initial mana&gt; is the amount of spellpoints that the 3648 &lt;initial mana&gt; is the amount of spellpoints that the
3495 crystal holds when the map is loaded. 3649 crystal holds when the map is loaded.
3496 </attribute> 3650 </attribute>
3508 Projectiles like arrows/crossbow bolts are used as ammunition 3662 Projectiles like arrows/crossbow bolts are used as ammunition
3509 for shooting weapons. 3663 for shooting weapons.
3510 <br><br> 3664 <br><br>
3511 It's very easy to add new pairs of weapons &amp; projectiles. 3665 It's very easy to add new pairs of weapons &amp; projectiles.
3512 Just set matching &lt;ammunition class&gt; both for shooting 3666 Just set matching &lt;ammunition class&gt; both for shooting
3513 weapon and projectile. ]]> 3667 weapon and projectile.]]>
3514 </description> 3668 </description>
3515 <use><![CDATA[ 3669 <use><![CDATA[
3516 If you want to create new kinds of projectiles, you could 3670 If you want to create new kinds of projectiles, you could
3517 add an alchemical receipe to create these. 3671 add an alchemical receipe to create these.
3518 3672
3519 Don't create new pairs of weapons &amp; projectiles unless 3673 Don't create new pairs of weapons &amp; projectiles unless
3520 they really fullfill a useful purpose. In fact, even bows 3674 they really fullfill a useful purpose. In fact, even bows
3521 and crossbows are rarely ever used. ]]> 3675 and crossbows are rarely ever used.]]>
3522 </use> 3676 </use>
3523 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3677 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3524 This number is a bitmask, specifying the projectile's attacktypes. 3678 This number is a bitmask, specifying the projectile's attacktypes.
3525 Attacktypes are: physical, magical, fire, cold.. etc. 3679 Attacktypes are: physical, magical, fire, cold.. etc.
3526 This works identical to melee weapons. Note that shooting 3680 This works identical to melee weapons. Note that shooting
3588<type number="70" name="Ring"> 3742<type number="70" name="Ring">
3589 <import_type name="Amulet" /> 3743 <import_type name="Amulet" />
3590 <description><![CDATA[ 3744 <description><![CDATA[
3591 Rings are worn on the hands - one ring each. 3745 Rings are worn on the hands - one ring each.
3592 Wearing rings, the object's stats will directly be inherited to 3746 Wearing rings, the object's stats will directly be inherited to
3593 the player. Usually enhancing his spellcasting potential. ]]> 3747 the player. Usually enhancing his spellcasting potential.]]>
3594 </description> 3748 </description>
3595 <use><![CDATA[ 3749 <use><![CDATA[
3596 When you create an artifact ring, never forget that players can 3750 When you create an artifact ring, never forget that players can
3597 wear <B>two</B> rings! Due to that it is extremely important to 3751 wear <B>two</B> rings! Due to that it is extremely important to
3598 keep rings in balance with the game. 3752 keep rings in balance with the game.
3599 <br><br> 3753 <br><br>
3600 Also keep in mind that rings are generally the wizard's tools. 3754 Also keep in mind that rings are generally the wizard's tools.
3601 They should primarily grant bonuses to spellcasting abilities 3755 They should primarily grant bonuses to spellcasting abilities
3602 and non-physical resistances. ]]> 3756 and non-physical resistances.]]>
3603 </use> 3757 </use>
3604</type> 3758</type>
3605 3759
3606<!--####################################################################--> 3760<!--####################################################################-->
3607<type number="3" name="Rod"> 3761<type number="3" name="Rod">
3610 </ignore> 3764 </ignore>
3611 <description><![CDATA[ 3765 <description><![CDATA[
3612 A rod contains a spell. The player can use this spell by applying and 3766 A rod contains a spell. The player can use this spell by applying and
3613 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3767 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3614 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3768 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3615 used endlessly. ]]> 3769 used endlessly.]]>
3616 </description> 3770 </description>
3617 <use><![CDATA[ 3771 <use><![CDATA[
3618 Rods with healing/curing spells are extremely powerful. Usually, potions have 3772 Rods with healing/curing spells are extremely powerful. Usually, potions have
3619 to be used for that purpose. Though, potions are expensive and only good for 3773 to be used for that purpose. Though, potions are expensive and only good for
3620 one-time-use.<br> ]]> 3774 one-time-use.<br>]]>
3621 </use> 3775 </use>
3622 <attribute arch="sp" editor="spell" type="spell"> 3776 <attribute arch="sp" editor="spell" type="spell">
3623 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3777 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3624 rods to players, since they can be used endlessly without any mana cost! 3778 rods to players, since they can be used endlessly without any mana cost!
3625 Rods with heal/ restoration/ protection spells, IF available, MUST be 3779 Rods with heal/ restoration/ protection spells, IF available, MUST be
3665 Runes hit any monster or person who steps on them for 'dam' damage in 3819 Runes hit any monster or person who steps on them for 'dam' damage in
3666 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3820 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3667 and will cast this spell when it detonates. Yet another kind is the 3821 and will cast this spell when it detonates. Yet another kind is the
3668 "summoning rune", summoning predefined monsters of any kind, at detonation. 3822 "summoning rune", summoning predefined monsters of any kind, at detonation.
3669 <br><br> 3823 <br><br>
3670 Many runes are already defined in the archetypes. ]]> 3824 Many runes are already defined in the archetypes.]]>
3671 </description> 3825 </description>
3672 <use><![CDATA[ 3826 <use><![CDATA[
3673 Avoid monsters stepping on your runes. For example, summoning runes 3827 Avoid monsters stepping on your runes. For example, summoning runes
3674 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3828 together with spellcasting- and attack-runes is usually a bad idea.]]>
3675 </use> 3829 </use>
3676 <attribute arch="no_pick" value="1" type="fixed" /> 3830 <attribute arch="no_pick" value="1" type="fixed" />
3677 &move_on; 3831 &move_on;
3678 <attribute arch="level" editor="rune level" type="int"> 3832 <attribute arch="level" editor="rune level" type="int">
3679 This value sets the level the rune will cast the spell it contains at, 3833 This value sets the level the rune will cast the spell it contains at,
3747 <ignore_list name="non_pickable" /> 3901 <ignore_list name="non_pickable" />
3748 </ignore> 3902 </ignore>
3749 <description><![CDATA[ 3903 <description><![CDATA[
3750 When the player applies a savebed, he is not only saved. Both his 3904 When the player applies a savebed, he is not only saved. Both his
3751 respawn-after-death and his word-of-recall positions are pointing 3905 respawn-after-death and his word-of-recall positions are pointing
3752 to the last-applied savebed. ]]> 3906 to the last-applied savebed.]]>
3753 </description> 3907 </description>
3754 <use><![CDATA[ 3908 <use><![CDATA[
3755 Put savebed locations in towns, do not put them into dungeons. 3909 Put savebed locations in towns, do not put them into dungeons.
3756 It is absolutely neccessary that a place with savebeds is 100% secure. 3910 It is absolutely neccessary that a place with savebeds is 100% secure.
3757 That means: 3911 That means:
3761 <LI> Insert a reliable exit! Make sure there is no possibility that 3915 <LI> Insert a reliable exit! Make sure there is no possibility that
3762 players get trapped in a savebed location. 3916 players get trapped in a savebed location.
3763 <LI> If possible, mark the whole site as no-spell area (Insert this 3917 <LI> If possible, mark the whole site as no-spell area (Insert this
3764 arch called "dungeon_magic" everywhere). This is not required, 3918 arch called "dungeon_magic" everywhere). This is not required,
3765 but it makes the place much more safe. 3919 but it makes the place much more safe.
3766 </UL> ]]> 3920 </UL>]]>
3767 </use> 3921 </use>
3768 <attribute arch="no_pick" value="1" type="fixed" /> 3922 <attribute arch="no_pick" value="1" type="fixed" />
3769 <attribute arch="no_magic" value="1" type="fixed" /> 3923 <attribute arch="no_magic" value="1" type="fixed" />
3770 <attribute arch="damned" value="1" type="fixed" /> 3924 <attribute arch="damned" value="1" type="fixed" />
3771</type> 3925</type>
3778 <description><![CDATA[ 3932 <description><![CDATA[
3779 Scrolls contain spells (similar to spell-potions). Unlike potions, 3933 Scrolls contain spells (similar to spell-potions). Unlike potions,
3780 scrolls require a certain literacy skill to read successfully. 3934 scrolls require a certain literacy skill to read successfully.
3781 Accordingly, for a successful reading, a small amount of 3935 Accordingly, for a successful reading, a small amount of
3782 experience is gained. Scrolls allow only one time usage, but 3936 experience is gained. Scrolls allow only one time usage, but
3783 usually they are sold in bulks. ]]> 3937 usually they are sold in bulks.]]>
3784 </description> 3938 </description>
3785 <use><![CDATA[ 3939 <use><![CDATA[
3786 For low level quests, scrolls of healing/curing-spells 3940 For low level quests, scrolls of healing/curing-spells
3787 can be a nice reward. At higher levels, scrolls become less 3941 can be a nice reward. At higher levels, scrolls become less
3788 and less useful. ]]> 3942 and less useful.]]>
3789 </use> 3943 </use>
3790 <attribute arch="level" editor="casting level" type="int"> 3944 <attribute arch="level" editor="casting level" type="int">
3791 The spell of the scroll will be casted at this level. 3945 The spell of the scroll will be casted at this level.
3792 This value should always be set, at least to 1. 3946 This value should always be set, at least to 1.
3793 </attribute> 3947 </attribute>
3805<type number="33" name="Shield"> 3959<type number="33" name="Shield">
3806 <import_type name="Amulet" /> 3960 <import_type name="Amulet" />
3807 <description><![CDATA[ 3961 <description><![CDATA[
3808 Wearing a shield, the object's stats will directly be inherited to 3962 Wearing a shield, the object's stats will directly be inherited to
3809 the player. Shields usually provide good defense, only surpassed 3963 the player. Shields usually provide good defense, only surpassed
3810 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3964 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3811 </description> 3965 </description>
3812 <use><![CDATA[ 3966 <use><![CDATA[
3813 Feel free to create your own special artifacts. However, it is very 3967 Feel free to create your own special artifacts. However, it is very
3814 important that you keep your artifact in balance with existing maps. ]]> 3968 important that you keep your artifact in balance with existing maps.]]>
3815 </use> 3969 </use>
3816 <attribute arch="magic" editor="magic bonus" type="int"> 3970 <attribute arch="magic" editor="magic bonus" type="int">
3817 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3971 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3818 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3972 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3819 than direct armour-class bonus on the shield. 3973 than direct armour-class bonus on the shield.
3828 wielded both at the same time. Like with any other equipment, 3982 wielded both at the same time. Like with any other equipment,
3829 stats/bonuses from shooting weapons are directly inherited to the player. 3983 stats/bonuses from shooting weapons are directly inherited to the player.
3830 <br><br> 3984 <br><br>
3831 It's very easy to add new pairs of weapons &amp; projectiles. 3985 It's very easy to add new pairs of weapons &amp; projectiles.
3832 Just set matching &lt;ammunition class&gt; both for shooting 3986 Just set matching &lt;ammunition class&gt; both for shooting
3833 weapon and projectile. ]]> 3987 weapon and projectile.]]>
3834 </description> 3988 </description>
3835 <use><![CDATA[ 3989 <use><![CDATA[
3836 Shooting weapons should not add bonuses in general. There's already 3990 Shooting weapons should not add bonuses in general. There's already
3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3838 Shooting weapons should especially not add bonuses to the player 3992 Shooting weapons should especially not add bonuses to the player
3839 that have nothing to do with schooting. A Wisdom bonus on a bow 3993 that have nothing to do with schooting. A Wisdom bonus on a bow
3840 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3994 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3841 - still crap. ]]> 3995 - still crap.]]>
3842 </use> 3996 </use>
3843 <attribute arch="race" editor="ammunition class" type="string"> 3997 <attribute arch="race" editor="ammunition class" type="string">
3844 Only projectiles with matching &lt;ammunition class&gt; can be fired 3998 Only projectiles with matching &lt;ammunition class&gt; can be fired
3845 with this weapon. For normal bows set "arrows", for normal 3999 with this weapon. For normal bows set "arrows", for normal
3846 crossbows set "crossbow bolts". 4000 crossbows set "crossbow bolts".
3967 These items are all flagged as unpaid. 4121 These items are all flagged as unpaid.
3968 When a player drops an item onto shop floor, the item becomes 4122 When a player drops an item onto shop floor, the item becomes
3969 unpaid and the player receives payment according to the item's 4123 unpaid and the player receives payment according to the item's
3970 selling-value. 4124 selling-value.
3971 Shopfloor always prevents magic (To hinder players from burning 4125 Shopfloor always prevents magic (To hinder players from burning
3972 or freezing the goods). ]]> 4126 or freezing the goods).]]>
3973 </description> 4127 </description>
3974 <use><![CDATA[ 4128 <use><![CDATA[
3975 Tile your whole shop-interior space which shop floor. 4129 Tile your whole shop-interior space which shop floor.
3976 (That assures players receive payment for dropping items). 4130 (That assures players receive payment for dropping items).
3977 Place shop mats to enter/leave the shop, and make sure 4131 Place shop mats to enter/leave the shop, and make sure
3978 there is no other exit than the shop mat. ]]> 4132 there is no other exit than the shop mat.]]>
3979 </use> 4133 </use>
3980 <attribute arch="is_floor" value="1" type="fixed" /> 4134 <attribute arch="is_floor" value="1" type="fixed" />
3981 <attribute arch="no_pick" value="1" type="fixed" /> 4135 <attribute arch="no_pick" value="1" type="fixed" />
3982 <attribute arch="no_magic" value="1" type="fixed" /> 4136 <attribute arch="no_magic" value="1" type="fixed" />
3983 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4137 <attribute arch="auto_apply" editor="generate goods" type="bool">
4017 "shopping-area" and one outside. Shop mats don't use exit paths/ 4171 "shopping-area" and one outside. Shop mats don't use exit paths/
4018 or -destinations. When stepping onto a shopmat the player gets beamed 4172 or -destinations. When stepping onto a shopmat the player gets beamed
4019 to the nearest other mat. If the player has unpaid items in his 4173 to the nearest other mat. If the player has unpaid items in his
4020 inventory, the price gets charged from his coins automatically. 4174 inventory, the price gets charged from his coins automatically.
4021 If the player has insufficient coins to buy his unpaid items, he 4175 If the player has insufficient coins to buy his unpaid items, he
4022 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4176 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4023 </description> 4177 </description>
4024 <use><![CDATA[ 4178 <use><![CDATA[
4025 As stated above, always place TWO shop mats into your shop. 4179 As stated above, always place TWO shop mats into your shop.
4026 Not more and not less than that. ]]> 4180 Not more and not less than that.]]>
4027 </use> 4181 </use>
4028 <attribute arch="no_pick" value="1" type="fixed" /> 4182 <attribute arch="no_pick" value="1" type="fixed" />
4029 &move_on; 4183 &move_on;
4030</type> 4184</type>
4031 4185
4036 </ignore> 4190 </ignore>
4037 <description><![CDATA[ 4191 <description><![CDATA[
4038 The purpose of a sign or magic_mouth is to display a certain message to 4192 The purpose of a sign or magic_mouth is to display a certain message to
4039 the player. There are three ways to have the player get this message: 4193 the player. There are three ways to have the player get this message:
4040 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4194 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4041 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4195 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4042 </description> 4196 </description>
4043 <use><![CDATA[ 4197 <use><![CDATA[
4044 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4198 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4045 some true roleplay feeling to your maps, support your storyline or give 4199 some true roleplay feeling to your maps, support your storyline or give
4046 hints about hidden secrets/dangers. Place signs to provide the player 4200 hints about hidden secrets/dangers. Place signs to provide the player
4047 with all kinds of useful information for getting along in your maps. ]]> 4201 with all kinds of useful information for getting along in your maps.]]>
4048 </use> 4202 </use>
4049 <attribute arch="connected" editor="connection" type="int"> 4203 <attribute arch="connected" editor="connection" type="string">
4050 When a connection value is set, the message will be printed whenever 4204 When a connection value is set, the message will be printed whenever
4051 the connection is triggered. This should be used in combination with 4205 the connection is triggered. This should be used in combination with
4052 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4206 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4053 If activating your magic_mouth this way, the message will not only be 4207 If activating your magic_mouth this way, the message will not only be
4054 printed to one player, but all players on the current map. 4208 printed to one player, but all players on the current map.
4093 <ignore_list name="system_object" /> 4247 <ignore_list name="system_object" />
4094 </ignore> 4248 </ignore>
4095 <description><![CDATA[ 4249 <description><![CDATA[
4096 Skills are objects which exist in the player/monster inventory. 4250 Skills are objects which exist in the player/monster inventory.
4097 Both NPC/monsters and players use the same skill archetypes. Not all skills 4251 Both NPC/monsters and players use the same skill archetypes. Not all skills
4098 are enabled for monster use however. ]]> 4252 are enabled for monster use however.]]>
4099 </description> 4253 </description>
4100 <use><![CDATA[ 4254 <use><![CDATA[
4101 For mapmaking, Skill objects serve two purposes: 4255 For mapmaking, Skill objects serve two purposes:
4102 <p>First, the predefined skill archtypes (in the 'skills' directory) 4256 <p>First, the predefined skill archtypes (in the 'skills' directory)
4103 can be seen as the global skill definitions. A skill which doesn't 4257 can be seen as the global skill definitions. A skill which doesn't
4108 </p><p> 4262 </p><p>
4109 Secondly, in order to enable monsters to use skills, you will need to 4263 Secondly, in order to enable monsters to use skills, you will need to
4110 copy default skill archtypes into the monsters' inventories. 4264 copy default skill archtypes into the monsters' inventories.
4111 You can even customize the skills by changing stats. It is not 4265 You can even customize the skills by changing stats. It is not
4112 recommended however, to use skills in your maps which are totally 4266 recommended however, to use skills in your maps which are totally
4113 unrelated to any predefined skill archtype.</p> ]]> 4267 unrelated to any predefined skill archtype.</p>]]>
4114 </use> 4268 </use>
4115 <attribute arch="invisible" value="1" type="fixed" /> 4269 <attribute arch="invisible" value="1" type="fixed" />
4116 <attribute arch="no_drop" value="1" type="fixed" /> 4270 <attribute arch="no_drop" value="1" type="fixed" />
4117 <attribute arch="skill" editor="skill name" type="string"> 4271 <attribute arch="skill" editor="skill name" type="string">
4118 The &lt;skill name&gt; is used for matchings. When a usable 4272 The &lt;skill name&gt; is used for matchings. When a usable
4147 4301
4148<!--####################################################################--> 4302<!--####################################################################-->
4149<type number="130" name="Skill Scroll"> 4303<type number="130" name="Skill Scroll">
4150 <description><![CDATA[ 4304 <description><![CDATA[
4151 By reading a skill scroll, a player has a chance to learn the 4305 By reading a skill scroll, a player has a chance to learn the
4152 contained skill. ]]> 4306 contained skill.]]>
4153 </description> 4307 </description>
4154 <use><![CDATA[ 4308 <use><![CDATA[
4155 Skill scrolls are very much sought for by players. Currently, 4309 Skill scrolls are very much sought for by players. Currently,
4156 all skill scrolls are sold in shops randomly, which is in fact not 4310 all skill scrolls are sold in shops randomly, which is in fact not
4157 a good system. It would be nice to have some cool quests with 4311 a good system. It would be nice to have some cool quests with
4158 skill scrolls rewarded at the end. ]]> 4312 skill scrolls rewarded at the end.]]>
4159 </use> 4313 </use>
4160 <attribute arch="race" value="scrolls" type="fixed" /> 4314 <attribute arch="race" value="scrolls" type="fixed" />
4161 <attribute arch="skill" editor="skill name" type="string"> 4315 <attribute arch="skill" editor="skill name" type="string">
4162 The &lt;skill name&gt; matches the skill object that can 4316 The &lt;skill name&gt; matches the skill object that can
4163 be learned from this scroll. 4317 be learned from this scroll.
4173 When carrying the appropriate special key, a locked door can 4327 When carrying the appropriate special key, a locked door can
4174 be opened. The key will dissapear. 4328 be opened. The key will dissapear.
4175 <br><br> 4329 <br><br>
4176 This object-type can also be used for "passport"-like items: 4330 This object-type can also be used for "passport"-like items:
4177 When walking onto an invetory checker, a gate for example might 4331 When walking onto an invetory checker, a gate for example might
4178 get opened. The "passport" will stay in the player's inventory. ]]> 4332 get opened. The "passport" will stay in the player's inventory.]]>
4179 </description> 4333 </description>
4180 <use><![CDATA[ 4334 <use><![CDATA[
4181 How to make a "passport": You take the special key arch 4335 How to make a "passport": You take the special key arch
4182 (archetype name is "key2"), set the face to something like 4336 (archetype name is "key2"), set the face to something like
4183 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4337 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4184 certainly must match with the appropiate inventory checker. 4338 certainly must match with the appropiate inventory checker.
4185 <br><br> 4339 <br><br>
4186 Of course you can be creative with names and faces of 4340 Of course you can be creative with names and faces of
4187 key-objects. A "mysterious crystal" or a "big dragon claw" 4341 key-objects. A "mysterious crystal" or a "big dragon claw"
4188 (with appropriate faces) appear more interesting than just 4342 (with appropriate faces) appear more interesting than just
4189 a "strange key", or "passport". ]]> 4343 a "strange key", or "passport".]]>
4190 </use> 4344 </use>
4191 <attribute arch="slaying" editor="key string" type="string"> 4345 <attribute arch="slaying" editor="key string" type="string">
4192 This string must be identical with the &lt;key string&gt; in the 4346 This string must be identical with the &lt;key string&gt; in the
4193 locked door, then it can be unlocked. It can also be used 4347 locked door, then it can be unlocked. It can also be used
4194 to trigger inventory checkers. 4348 to trigger inventory checkers.
4229 players can learn it by reading the book. Once learned, players 4383 players can learn it by reading the book. Once learned, players
4230 can use the spell as often as they like. With increasing skill level 4384 can use the spell as often as they like. With increasing skill level
4231 of the player, spells may gain power but also increase cost.<br> 4385 of the player, spells may gain power but also increase cost.<br>
4232 Monsters can use spells which are put in their inventory (provided 4386 Monsters can use spells which are put in their inventory (provided
4233 that certain "enabling" settings are correct). The monster's 4387 that certain "enabling" settings are correct). The monster's
4234 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4388 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4235 </description> 4389 </description>
4236 <use><![CDATA[ 4390 <use><![CDATA[
4237 A lot of the spells' settings can be tuned and customized. 4391 A lot of the spells' settings can be tuned and customized.
4238 When creating new spells which are accessible to players, it is 4392 When creating new spells which are accessible to players, it is
4239 important to think about balance. A single spell which is too 4393 important to think about balance. A single spell which is too
4240 powerful and/or too easy to use can eventually toss the whole skill 4394 powerful and/or too easy to use can eventually toss the whole skill
4241 and magic school system out of whack. Testing new spells is 4395 and magic school system out of whack. Testing new spells is
4242 quite important therefore. ]]> 4396 quite important therefore.]]>
4243 </use> 4397 </use>
4244 <attribute arch="no_drop" value="1" type="fixed" /> 4398 <attribute arch="no_drop" value="1" type="fixed" />
4245 <attribute arch="invisible" value="1" type="fixed" /> 4399 <attribute arch="invisible" value="1" type="fixed" />
4246 <attribute arch="skill" editor="skill name" type="string"> 4400 <attribute arch="skill" editor="skill name" type="string">
4247 The &lt;skill name&gt; matches the skill which is needed 4401 The &lt;skill name&gt; matches the skill which is needed
4279 to read.<br><br> 4433 to read.<br><br>
4280 You can create widely customized spells only by adjusting the 4434 You can create widely customized spells only by adjusting the
4281 spell object in the spellbooks inventory. Refer to the description 4435 spell object in the spellbooks inventory. Refer to the description
4282 of spell objects for detailed information how to customize spells.<br> 4436 of spell objects for detailed information how to customize spells.<br>
4283 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4437 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4284 with a compilation of spells that the book may contain. ]]> 4438 with a compilation of spells that the book may contain.]]>
4285 </description> 4439 </description>
4286 <use><![CDATA[ 4440 <use><![CDATA[
4287 Don't put any of the godgiven spells into a spellbook! These are 4441 Don't put any of the godgiven spells into a spellbook! These are
4288 reserved for the followers of the appropriate cults. Handing them 4442 reserved for the followers of the appropriate cults. Handing them
4289 out in a spellbook would violate the balance between different religions. 4443 out in a spellbook would violate the balance between different religions.
4290 <br><br> 4444 <br><br>
4291 Note that there is no fundamental difference between the spellbooks 4445 Note that there is no fundamental difference between the spellbooks
4292 of varying schools (pyromancy, sorcery, evocation, summoning, and 4446 of varying schools (pyromancy, sorcery, evocation, summoning, and
4293 even praying). The difference lies only in the spells they contain. 4447 even praying). The difference lies only in the spells they contain.
4294 It is up to you, the mapmaker, to pick the right type of book 4448 It is up to you, the mapmaker, to pick the right type of book
4295 for your spells. ]]> 4449 for your spells.]]>
4296 </use> 4450 </use>
4297 <attribute arch="skill" value="literacy" type="fixed" /> 4451 <attribute arch="skill" value="literacy" type="fixed" />
4298 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4452 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4299 There are two ways to put spells into a spellbook: 4453 There are two ways to put spells into a spellbook:
4300 1. Put a spell object in the books inventory. In this case, 4454 1. Put a spell object in the books inventory. In this case,
4319 </ignore> 4473 </ignore>
4320 <description><![CDATA[ 4474 <description><![CDATA[
4321 Spinners change the direction of spell objects and other projectiles 4475 Spinners change the direction of spell objects and other projectiles
4322 that fly past. Unlike directors, it does make a difference from what 4476 that fly past. Unlike directors, it does make a difference from what
4323 angle you shoot into the spinner. The direction of objects flying past 4477 angle you shoot into the spinner. The direction of objects flying past
4324 is always changed by a certain degree. ]]> 4478 is always changed by a certain degree.]]>
4325 </description> 4479 </description>
4326 <use><![CDATA[ 4480 <use><![CDATA[
4327 Spinners are very rarely used. I believe they are quite 4481 Spinners are very rarely used. I believe they are quite
4328 confusing and pointless. The only use I can think of is building 4482 confusing and pointless. The only use I can think of is building
4329 some puzzle about where to shoot into spinners to shoot somewhere you 4483 some puzzle about where to shoot into spinners to shoot somewhere you
4330 otherwise couldn't. 4484 otherwise couldn't.
4331 4485
4332 When placing spinners on a map with magic walls, make sure the spell- 4486 When placing spinners on a map with magic walls, make sure the spell-
4333 projectiles from magic walls don't get to fly in loops. ]]> 4487 projectiles from magic walls don't get to fly in loops.]]>
4334 </use> 4488 </use>
4335 <attribute arch="sp" editor="direction number" type="int"> 4489 <attribute arch="sp" editor="direction number" type="int">
4336 The spinner will change the direction of flying objects by 4490 The spinner will change the direction of flying objects by
4337 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4491 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4338 positive values counter clockwise. 4492 positive values counter clockwise.
4351 Swamp areas show a special behaviour: 4505 Swamp areas show a special behaviour:
4352 When a player stands still on a swamp-square for too long, 4506 When a player stands still on a swamp-square for too long,
4353 he will start to sink in and eventually drown and die. 4507 he will start to sink in and eventually drown and die.
4354 Items dropped on the swamp sink in and dissapear. 4508 Items dropped on the swamp sink in and dissapear.
4355 Players with knowledge of the woodsman skill are a lot less likely 4509 Players with knowledge of the woodsman skill are a lot less likely
4356 to die in the swamp. ]]> 4510 to die in the swamp.]]>
4357 </description> 4511 </description>
4358 <attribute arch="is_floor" value="1" type="fixed" /> 4512 <attribute arch="is_floor" value="1" type="fixed" />
4359 <attribute arch="is_wooded" value="1" type="fixed" /> 4513 <attribute arch="is_wooded" value="1" type="fixed" />
4360 <attribute arch="speed" editor="drowning speed" type="float"> 4514 <attribute arch="speed" editor="drowning speed" type="float">
4361 The higher the &lt;drowning speed&gt;, the faster will players and items 4515 The higher the &lt;drowning speed&gt;, the faster will players and items
4385 different location. The main difference to the object-type exit 4539 different location. The main difference to the object-type exit
4386 is the possibility to have teleporters connected to levers/buttons/etc. 4540 is the possibility to have teleporters connected to levers/buttons/etc.
4387 Sometimes teleporters are activated even against the players will. 4541 Sometimes teleporters are activated even against the players will.
4388 <br><br> 4542 <br><br>
4389 Unlike exits, teleporters can also transfer items and 4543 Unlike exits, teleporters can also transfer items and
4390 monsters to different locations on the same map. ]]> 4544 monsters to different locations on the same map.]]>
4391 </description> 4545 </description>
4392 <use><![CDATA[ 4546 <use><![CDATA[
4393 When creating maps, I guess sooner or later you'll want to have 4547 When creating maps, I guess sooner or later you'll want to have
4394 an invisible teleporter. If using "invisible 1", the teleporter 4548 an invisible teleporter. If using "invisible 1", the teleporter
4395 can still be discovered with the show_invisible spell. And in 4549 can still be discovered with the show_invisible spell. And in
4396 some cases you can't place it under the floor to prevent this. 4550 some cases you can't place it under the floor to prevent this.
4397 <br><br> 4551 <br><br>
4398 Fortunately, there is a cool trick to make a perfectly invisible 4552 Fortunately, there is a cool trick to make a perfectly invisible
4399 teleporter: You simply add teleporter functionality to the floor 4553 teleporter: You simply add teleporter functionality to the floor
4400 itself. That means: You take the floor arch (e.g. "flagstone"), 4554 itself. That means: You take the floor arch (e.g. "flagstone"),
4401 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4555 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4402 </use> 4556 </use>
4403 <attribute arch="slaying" editor="exit path" type="string"> 4557 <attribute arch="slaying" editor="exit path" type="string">
4404 The exit path specifies the map that the player is transferred to. 4558 The exit path specifies the map that the player is transferred to.
4405 &lt;exit path&gt; can be an absolute path, beginning with '/' 4559 &lt;exit path&gt; can be an absolute path, beginning with '/'
4406 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4560 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4442 be transferred to the "default enter location" of the destined map. 4596 be transferred to the "default enter location" of the destined map.
4443 The latter can be set in the map-properties as "Enter X/Y". Though, 4597 The latter can be set in the map-properties as "Enter X/Y". Though,
4444 please DO NOT use that. It turned out to be a source for numerous 4598 please DO NOT use that. It turned out to be a source for numerous
4445 map-bugs. 4599 map-bugs.
4446 </attribute> 4600 </attribute>
4447 <attribute arch="connected" editor="connection" type="int"> 4601 <attribute arch="connected" editor="connection" type="string">
4448 If a connection value is set, the teleporter will be activated 4602 If a connection value is set, the teleporter will be activated
4449 whenever the connection is triggered. To use this properly, 4603 whenever the connection is triggered. To use this properly,
4450 &lt;activation speed&gt; must be zero. 4604 &lt;activation speed&gt; must be zero.
4451 </attribute> 4605 </attribute>
4452 &activate_on; 4606 &activate_on;
4478 after some time.]]> 4632 after some time.]]>
4479 </description> 4633 </description>
4480 <use><![CDATA[ 4634 <use><![CDATA[
4481 Use gates to divide your maps into separated areas. After solving 4635 Use gates to divide your maps into separated areas. After solving
4482 area A, the player gains access to area B, and so on. Make your 4636 area A, the player gains access to area B, and so on. Make your
4483 maps more complex than "one-way". ]]> 4637 maps more complex than "one-way".]]>
4484 </use> 4638 </use>
4485 <attribute arch="no_pick" value="1" type="fixed" /> 4639 <attribute arch="no_pick" value="1" type="fixed" />
4486 <attribute arch="connected" editor="connection" type="int"> 4640 <attribute arch="connected" editor="connection" type="string">
4487 Whenever the inventory checker is triggered, all objects with identical 4641 Whenever the inventory checker is triggered, all objects with identical
4488 &lt;connection&gt; value get activated. This only makes sense together with 4642 &lt;connection&gt; value get activated. This only makes sense together with
4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4643 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4490 after some time. 4644 after some time.
4491 </attribute> 4645 </attribute>
4558 </attribute> 4712 </attribute>
4559 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4713 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4560 This attribute defines what attacktype to use for direct damage when 4714 This attribute defines what attacktype to use for direct damage when
4561 the trap detonates. 4715 the trap detonates.
4562 </attribute> 4716 </attribute>
4563 <attribute arch="connected" editor="connection" type="int"> 4717 <attribute arch="connected" editor="connection" type="string">
4564 When the trap is detonated, all objects with the same 4718 When the trap is detonated, all objects with the same
4565 connection value get activated. 4719 connection value get activated.
4566 </attribute> 4720 </attribute>
4567 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4721 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4568 When the trap detonates, this text is displayed to the 4722 When the trap detonates, this text is displayed to the
4580 Trapdoors are very similar to pits. The difference is that they 4734 Trapdoors are very similar to pits. The difference is that they
4581 can not be closed. Instead, the weight of the object on the 4735 can not be closed. Instead, the weight of the object on the
4582 trapdoor determines weither it slams the trapdoor open and falls through 4736 trapdoor determines weither it slams the trapdoor open and falls through
4583 or not.<br> 4737 or not.<br>
4584 Once a trapdoor has been opened (by a creature or items of sufficient 4738 Once a trapdoor has been opened (by a creature or items of sufficient
4585 weight,) it remains open, acting like an opened pit. ]]> 4739 weight,) it remains open, acting like an opened pit.]]>
4586 </description> 4740 </description>
4587 <use><![CDATA[ 4741 <use><![CDATA[
4588 Trapdoors should be used in the same fashion as pits: 4742 Trapdoors should be used in the same fashion as pits:
4589 They should always drop the victims to some kind of lower level. They 4743 They should always drop the victims to some kind of lower level. They
4590 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4744 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4591 </use> 4745 </use>
4592 <attribute arch="no_pick" value="1" type="fixed" /> 4746 <attribute arch="no_pick" value="1" type="fixed" />
4593 &move_on; 4747 &move_on;
4594 <attribute arch="weight" editor="hold weight" type="int"> 4748 <attribute arch="weight" editor="hold weight" type="int">
4595 This value defines how much weight the trapdoor can hold. 4749 This value defines how much weight the trapdoor can hold.
4621 <attribute arch="value" /> 4775 <attribute arch="value" />
4622 <attribute arch="material" /> 4776 <attribute arch="material" />
4623 </ignore> 4777 </ignore>
4624 <description><![CDATA[ 4778 <description><![CDATA[
4625 A treasure-object turns into certain randomitems when the map is loaded 4779 A treasure-object turns into certain randomitems when the map is loaded
4626 into the game. ]]> 4780 into the game.]]>
4627 </description> 4781 </description>
4628 <use><![CDATA[ 4782 <use><![CDATA[
4629 About usage of the "random-artifact" treasurelist: 4783 About usage of the "random-artifact" treasurelist:
4630 This will generate powerful stuff like girdles, xray helmets, special 4784 This will generate powerful stuff like girdles, xray helmets, special
4631 swords etc. If you put this as reward to your quest, players might be 4785 swords etc. If you put this as reward to your quest, players might be
4632 motivated to do it more than once. BUT, by doing so they will get a huge 4786 motivated to do it more than once. BUT, by doing so they will get a huge
4633 number of different artifacts! Besides, players will always seek the place 4787 number of different artifacts! Besides, players will always seek the place
4634 with the most easy-to-get random artifact and ignore all others. 4788 with the most easy-to-get random artifact and ignore all others.
4635 My advice: Don't use it! Attract players with good fighting experience 4789 My advice: Don't use it! Attract players with good fighting experience
4636 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4790 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4637 </use> 4791 </use>
4638 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4792 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4639 This entry determines what kind of treasure will appear. Look into 4793 This entry determines what kind of treasure will appear. Look into
4640 /crossfire/share/crossfire/treasures for details about existing 4794 /crossfire/share/crossfire/treasures for details about existing
4641 treasurelists. 4795 treasurelists.
4672 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4826 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4673 &lt;key string&gt; which can be discovered by detectors or inventory 4827 &lt;key string&gt; which can be discovered by detectors or inventory
4674 checkers. It is also possible to use markers for removing marks again. 4828 checkers. It is also possible to use markers for removing marks again.
4675 <br><br> 4829 <br><br>
4676 Note that the player has no possibility to "see" his own marks, 4830 Note that the player has no possibility to "see" his own marks,
4677 except by the effect that they cause on the maps. ]]> 4831 except by the effect that they cause on the maps.]]>
4678 </description> 4832 </description>
4679 <use><![CDATA[ 4833 <use><![CDATA[
4680 Markers hold real cool possibilities for map-making. I encourage 4834 Markers hold real cool possibilities for map-making. I encourage
4681 you to use them frequently. However there is one negative point 4835 you to use them frequently. However there is one negative point
4682 about markers: Players don't "see" what's going on with them. It is 4836 about markers: Players don't "see" what's going on with them. It is
4683 your task, as map-creator, to make sure the player is always well 4837 your task, as map-creator, to make sure the player is always well
4684 informed and never confused. 4838 informed and never confused.
4685 <br><br> 4839 <br><br>
4686 Please avoid infinite markers when they aren't needed. They're 4840 Please avoid infinite markers when they aren't needed. They're
4687 using a little space in the player file after all, so if there 4841 using a little space in the player file after all, so if there
4688 is no real purpose, set an expire time. ]]> 4842 is no real purpose, set an expire time.]]>
4689 </use> 4843 </use>
4690 <attribute arch="no_pick" value="1" type="fixed" /> 4844 <attribute arch="no_pick" value="1" type="fixed" />
4691 <attribute arch="slaying" editor="key string" type="string"> 4845 <attribute arch="slaying" editor="key string" type="string">
4692 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4846 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4693 If the player already has a force with that &lt;key string&gt;, 4847 If the player already has a force with that &lt;key string&gt;,
4694 there won't be inserted a second one. 4848 there won't be inserted a second one.
4695 </attribute> 4849 </attribute>
4696 <attribute arch="connected" editor="connection" type="int"> 4850 <attribute arch="connected" editor="connection" type="string">
4697 Unlike a regular marker this is the connection that triggers this marker to activate. 4851 Unlike a regular marker this is the connection that triggers this marker to activate.
4698 </attribute> 4852 </attribute>
4699 <attribute arch="food" editor="mark duration" type="int"> 4853 <attribute arch="food" editor="mark duration" type="int">
4700 This value defines the duration of the force it inserts. 4854 This value defines the duration of the force it inserts.
4701 If nonzero, the duration of the player's mark is finite: 4855 If nonzero, the duration of the player's mark is finite:
4732 <attribute arch="name_pl" /> 4886 <attribute arch="name_pl" />
4733 <attribute arch="value" /> 4887 <attribute arch="value" />
4734 <attribute arch="unpaid" /> 4888 <attribute arch="unpaid" />
4735 </ignore> 4889 </ignore>
4736 <description><![CDATA[ 4890 <description><![CDATA[
4737 Walls usually block passage and sight. ]]> 4891 Walls usually block passage and sight.]]>
4738 </description> 4892 </description>
4739 &movement_types_terrain; 4893 &movement_types_terrain;
4740 <attribute arch="can_roll" editor="moveable" type="bool"> 4894 <attribute arch="can_roll" editor="moveable" type="bool">
4741 If set, the object is able to "roll", so it can be pushed around. 4895 If set, the object is able to "roll", so it can be pushed around.
4742 This setting is used for boulders and barrels. 4896 This setting is used for boulders and barrels.
4755<type number="109" name="Wand &amp; Staff"> 4909<type number="109" name="Wand &amp; Staff">
4756 <description><![CDATA[ 4910 <description><![CDATA[
4757 Wands contain a certain spell. The player can apply (ready) and 4911 Wands contain a certain spell. The player can apply (ready) and
4758 fire the wand. After a defined number of casts, the wand is 4912 fire the wand. After a defined number of casts, the wand is
4759 "used up". It is possible to recharge a wand with scrolls of 4913 "used up". It is possible to recharge a wand with scrolls of
4760 charging, but usually that isn't worth the cost. ]]> 4914 charging, but usually that isn't worth the cost.]]>
4761 </description> 4915 </description>
4762 <use><![CDATA[ 4916 <use><![CDATA[
4763 Wands are quite seldomly used. The reason prolly is that they're 4917 Wands are quite seldomly used. The reason prolly is that they're
4764 generally not cost-efficient. Handing out high-level wands with 4918 generally not cost-efficient. Handing out high-level wands with
4765 powerful special spells isn't a good idea either, because of 4919 powerful special spells isn't a good idea either, because of
4766 the recharge ability. 4920 the recharge ability.
4767 <br><br> 4921 <br><br>
4768 For low levels, staffs of healing/cure and word of recall are 4922 For low levels, staffs of healing/cure and word of recall are
4769 quite desirable though. Ideal rewards for low level quests. ]]> 4923 quite desirable though. Ideal rewards for low level quests.]]>
4770 </use> 4924 </use>
4771 <attribute arch="sp" editor="spell" type="spell"> 4925 <attribute arch="sp" editor="spell" type="spell">
4772 The &lt;spell&gt; specifies the contained spell. 4926 The &lt;spell&gt; specifies the contained spell.
4773 </attribute> 4927 </attribute>
4774 <attribute arch="level" editor="casting level" type="int"> 4928 <attribute arch="level" editor="casting level" type="int">
4799 <ignore_list name="non_pickable" /> 4953 <ignore_list name="non_pickable" />
4800 </ignore> 4954 </ignore>
4801 <description><![CDATA[ 4955 <description><![CDATA[
4802 A weak wall is a breakable spot amidsts a solid wall. Typically 4956 A weak wall is a breakable spot amidsts a solid wall. Typically
4803 these weak walls look similar to their solid "relatives" except 4957 these weak walls look similar to their solid "relatives" except
4804 for a small crack or little chunks of wall on the ground. ]]> 4958 for a small crack or little chunks of wall on the ground.]]>
4805 </description> 4959 </description>
4806 <use><![CDATA[ 4960 <use><![CDATA[
4807 If you want to create hidden rooms, using weak walls is alot 4961 If you want to create hidden rooms, using weak walls is alot
4808 better than completely indiscernible passages in a wall.<br> 4962 better than completely indiscernible passages in a wall.<br>
4809 Anyways, there can be a lot more to weak walls than just finding 4963 Anyways, there can be a lot more to weak walls than just finding
4810 them: Rising their defensive stats, weak walls can become a 4964 them: Rising their defensive stats, weak walls can become a
4811 serious obstacle. An ice wall might only be torn down by a fire 4965 serious obstacle. An ice wall might only be torn down by a fire
4812 attack for example. A granite wall for instance might be very 4966 attack for example. A granite wall for instance might be very
4813 hard to destroy. ]]> 4967 hard to destroy.]]>
4814 </use> 4968 </use>
4815 <attribute arch="alive" value="1" type="fixed" /> 4969 <attribute arch="alive" value="1" type="fixed" />
4816 <attribute arch="no_pick" value="1" type="fixed" /> 4970 <attribute arch="no_pick" value="1" type="fixed" />
4817 <attribute arch="tear_down" value="1" type="fixed" /> 4971 <attribute arch="tear_down" value="1" type="fixed" />
4818 <attribute arch="race" editor="race" type="string"> 4972 <attribute arch="race" editor="race" type="string">
4847<!--####################################################################--> 5001<!--####################################################################-->
4848<type number="15" name="Weapon"> 5002<type number="15" name="Weapon">
4849 <description><![CDATA[ 5003 <description><![CDATA[
4850 Wielding a weapon, the object's stats will directly be inherited to the 5004 Wielding a weapon, the object's stats will directly be inherited to the
4851 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5005 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4852 be improved with scrolls. ]]> 5006 be improved with scrolls.]]>
4853 </description> 5007 </description>
4854 <use><![CDATA[ 5008 <use><![CDATA[
4855 If you create artifacts (equipment) with stats- or resistance-bonus: 5009 If you create artifacts (equipment) with stats- or resistance-bonus:
4856 Keep playbalance in mind! Such items mustn't be reachable without hard 5010 Keep playbalance in mind! Such items mustn't be reachable without hard
4857 fighting AND questing. ]]> 5011 fighting AND questing.]]>
4858 </use> 5012 </use>
4859 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5013 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4860 This number is a bitmask, specifying the weapon's attacktypes. 5014 This number is a bitmask, specifying the weapon's attacktypes.
4861 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5015 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4862 have no more than one or two attacktypes. Keep in mind that all weapons 5016 have no more than one or two attacktypes. Keep in mind that all weapons
5036</type> 5190</type>
5037 5191
5038<type number="116" name="Event Connector"> 5192<type number="116" name="Event Connector">
5039 <description><![CDATA[ 5193 <description><![CDATA[
5040 Event connectors link specific events that happen to objects to 5194 Event connectors link specific events that happen to objects to
5041 a crossfire plug-in. They are not used at all in Deliantra ]]> 5195 a crossfire plug-in. They are not used at all in Deliantra.]]>
5042 </description> 5196 </description>
5043</type> 5197</type>
5044 5198
5045</types> 5199</types>

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