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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.8 by elmex, Mon Mar 20 02:41:18 2006 UTC vs.
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_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)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
113]> 354]>
114 355
115<types> 356<types>
116 357
117<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 437 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 438 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 439 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 440 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 441 <entry bit="6" name="All" />
442</bitmask>
443
444<bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
201</bitmask> 451</bitmask>
202 452
203<!--###################### list definitions ######################--> 453<!--###################### list definitions ######################-->
204 454
205<list name="direction"> 455<list name="direction">
343 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
344 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
345 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599</list>
600
601<list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611</list>
612
613<list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
348</list> 624</list>
349 625
350<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
351 627
352<!-- 628<!--
365 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
366 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
367 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
368 </attribute> 644 </attribute>
369 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
370 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
371 </attribute> 658 </attribute>
372 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
373 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
374 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
375 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 668 never know ;) ).
382 </attribute> 669 </attribute>
383 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 671 Determines the value of the object, in units of silver coins (one
385 default value from it's archetype (E.g. "value = 3" means three times 672 platinum coin == 50 silver coins). Value for buying/selling will be
386 worth the default value). Value for buying/selling will be
387 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 674 usually inevitable.
389 </attribute> 675 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
415 </attribute> 701 </attribute>
416 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
417 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
418 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
419 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
420 </attribute> 716 </attribute>
421</default_type> 717</default_type>
422 718
423<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
424 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
458 the fallback for all types which don't match any other defined types. 754 the fallback for all types which don't match any other defined types.
459 The required attribute "misc x" prevents that it gets confused with 755 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 756 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 757 <attribute arch="misc" value="x" />
462 </required> 758 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 759 &movement_types_terrain;
464 If set, the object cannot be passed by players nor monsters.
465 </attribute>
466 <attribute arch="cursed" editor="cursed" type="bool"> 760 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 761 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 762 they generally harm the player in some way.
469 </attribute> 763 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 764 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 853 then either a spell is casted (on the player) or a connector is
560 triggered. If the latter is the case, the altar works only once. 854 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears. ]]>
562 </description> 856 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 858 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
567 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
568 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
569 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
570 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
571 name: E.g. "drop 100 platinums")
572 </attribute> 865 </attribute>
573 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
574 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
575 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
576 869
620 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
621 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
622 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
623 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
624 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
625 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
626 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
627 name: E.g. "drop 100 platinums")
628 </attribute> 920 </attribute>
629 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
630 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
631 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
632 924
660 will push the connected value TWICE per sacrifice: First by 952 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 953 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 954 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 955 gate being opened and closed again.
664 </attribute> 956 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 957 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 958 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 959 This text will be displayed to the player
669 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
670 </attribute> 961 </attribute>
671</type> 962</type>
672 963
964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
673<!--####################################################################--> 980<!--####################################################################-->
674<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
675 <description><![CDATA[ 982 <description><![CDATA[
676 Wearing an amulet, the object's stats will directly be inherited to 983 Wearing an amulet, the object's stats will directly be inherited to
677 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
697 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
698 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
699 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
700 1007
701 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
702 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
703 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
704 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
705 </attribute> 1012 </attribute>
706 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
707 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
733 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
734 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
735 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
736 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
737 </attribute> 1044 </attribute>
738<section name="resistance"> 1045 &player_stat_resist_sections;
739 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
740 This adds physical resistance to the item (= armour value). The number is
741 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
742 and what they require to do for getting this-and-that artifact.
743 </attribute>
744 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
745 This adds magic resistance to the item. The number is a percent-value in
746 the range 0-100. Treat this with CARE. Look at other maps and what they
747 require to do for getting this-and-that artifact.
748 </attribute>
749 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
750 This adds fire resistance to the item. The number is a percent-value in
751 the range 0-100. Treat this with CARE. Look at other maps and what they
752 require to do for getting this-and-that artifact.
753 </attribute>
754 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
755 This adds electricity resistance to the item. The number is a percent-value in
756 the range 0-100. Treat this with CARE. Look at other maps and what they
757 require to do for getting this-and-that artifact.
758 </attribute>
759 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
760 This adds fire resistance to the item. The number is a percent-value in
761 the range 0-100. Treat this with CARE. Look at other maps and what they
762 require to do for getting this-and-that artifact.
763 </attribute>
764 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
765 This adds confusion resistance to the item. The number is a percent-value in
766 the range 0-100. Confusion resistance is not very effective
767 unless the value comes close to 100 (= perfect immunity).
768 </attribute>
769 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
770 This adds acid resistance to the item. The number is a percent-value in
771 the range 0-100. Treat this with CARE. Look at other maps and what they
772 require to do for getting this-and-that artifact.
773 </attribute>
774 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
775 This adds draining resistance to the item. The number is a percent-value
776 in the range 0-100. Draining resistance is little effective
777 unless the value is 100 (= perfect immunity).
778 </attribute>
779 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
780 This adds weaponmagic resistance to the item. The number is a percent-value in
781 the range 0-100. Weaponmagic resistance generally should not exist on
782 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
783 are not meant to be easily resisted.
784 </attribute>
785 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
786 This adds ghosthit resistance to the item. The number is a percent-value
787 in the range 0-100. Treat this with CARE. Look at other maps and what they
788 require to do for getting this-and-that artifact.
789 </attribute>
790 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
791 This adds poison resistance to the item. The number is a percent-value in
792 the range 0-100. Treat this with CARE. Look at other maps and what they
793 require to do for getting this-and-that artifact.
794 </attribute>
795 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
796 This adds fear resistance to the item. The number is a percent-value in
797 the range 0-100. Resistance to fear is pretty useless.
798 </attribute>
799 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
800 This adds paralyze resistance to the item. The number is a percent-value in
801 the range 0-100. Paralyze resistance is little effective
802 unless the value is 100 (= perfect immunity).
803 </attribute>
804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
805 This adds fear resistance to the item. The number is a percent-value in
806 the range 0-100. Resistance to fear is pretty useless.
807 </attribute>
808 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
809 This adds depletion resistance to the item. The number is a percent-value
810 in the range 0-100. Depletion resistance is little effective
811 unless the value is 100 (= perfect immunity).
812 </attribute>
813 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
814 This adds death-attack resistance to the item. The number is a
815 percent-value in the range 0-100. Death-attack resistance is little
816 effective unless the value is 100 (= perfect immunity).
817 Generally, resistance to death-attack is not supposed to be
818 available to players!
819 </attribute>
820 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
821 This adds chaos resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
825 combination of other attacktypes.
826 </attribute>
827 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
828 This adds blinding resistance to the item. The number is a percent-value
829 in the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
833 This adds holy power resistance to the item. The number is a percent-value
834 in the range 0-100. Holy power is the attacktype that holyword-type spells
835 use to hurt undead creatures. This kind of resistance is only reasonable
836 for undead players (wraith or devourer cult).
837 Generally, resistance to holy word should not be available for players.
838 </attribute>
839</section>
840<section name="stats">
841 <attribute arch="Str" editor="strength" type="int">
842 The player's strentgh will rise/fall by the given value
843 while wearing this piece of equipment.
844 </attribute>
845 <attribute arch="Dex" editor="dexterity" type="int">
846 The player's dexterity will rise/fall by the given value
847 while wearing this piece of equipment.
848 </attribute>
849 <attribute arch="Con" editor="constitution" type="int">
850 The player's constitution will rise/fall by the given value
851 while wearing this piece of equipment.
852 </attribute>
853 <attribute arch="Int" editor="intelligence" type="int">
854 The player's intelligence will rise/fall by the given value
855 while wearing this piece of equipment.
856 </attribute>
857 <attribute arch="Pow" editor="power" type="int">
858 The player's power will rise/fall by the given value
859 while wearing this piece of equipment.
860 </attribute>
861 <attribute arch="Wis" editor="wisdom" type="int">
862 The player's wisdom will rise/fall by the given value while
863 wearing this piece of equipment.
864 </attribute>
865 <attribute arch="Cha" editor="charisma" type="int">
866 The player's charisma will rise/fall by the given value
867 while wearing this piece of equipment.
868 </attribute>
869</section>
870<section name="misc"> 1046<section name="misc">
871 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
872 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
873 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
874 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
928 projectiles (e.g. arrows, bolts, boulders) will 1104 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1105 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1106 times, to avoid players being completely immune to
931 certain types of attacks. 1107 certain types of attacks.
932 </attribute> 1108 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1109 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1110 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1111 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1112 The player will get attuned to the specified spellpaths
940 while wearing this item. 1113 while wearing this item.
941 </attribute> 1114 </attribute>
992 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
993 </attribute> 1166 </attribute>
994</type> 1167</type>
995 1168
996<!--####################################################################--> 1169<!--####################################################################-->
1170<type number="165" name="Safe ground">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work.
1180 ]]>
1181 </description>
1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1188 </use>
1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191</type>
1192
1193<!--####################################################################-->
997<type number="8" name="Book"> 1194<type number="8" name="Book">
998 <description><![CDATA[ 1195 <description><![CDATA[
999 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
1000 </description> 1197 </description>
1001 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1108 When a predefined amount of weigh is placed on a button, the 1305 When a predefined amount of weigh is placed on a button, the
1109 &lt;connection&gt; value is triggered. In most cases this happens when a 1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1110 player or monster steps on it. When the button is "released", the 1307 player or monster steps on it. When the button is "released", the
1111 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time. ]]>
1112 </description> 1309 </description>
1113 <attribute arch="walk_on" value="1" type="fixed" /> 1310 &move_on;
1114 <attribute arch="walk_off" value="1" type="fixed" /> 1311 &move_off;
1115 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1116 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1117 The button is pressed (triggered), as soon as 1314 The button is pressed (triggered), as soon as
1118 &lt;press weigh&gt; gram are placed ontop of it. 1315 &lt;press weigh&gt; gram are placed ontop of it.
1119 </attribute> 1316 </attribute>
1344 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1345 </ignore> 1542 </ignore>
1346 <description><![CDATA[ 1543 <description><![CDATA[
1347 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1348 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1349 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1350 </description> 1548 </description>
1351 <use><![CDATA[ 1549 <use><![CDATA[
1352 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1353 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1354 </use> 1552 </use>
1362 </attribute> 1560 </attribute>
1363 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1364 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1365 the creator gets triggered. 1563 the creator gets triggered.
1366 </attribute> 1564 </attribute>
1565 &activate_on;
1367 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1368 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1369 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1370 </attribute> 1574 </attribute>
1371 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1372 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1373 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1374 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1416 </attribute> 1620 </attribute>
1417 <attribute arch="speed" editor="detection speed" type="float"> 1621 <attribute arch="speed" editor="detection speed" type="float">
1418 This value defines the time between two detector-checks. 1622 This value defines the time between two detector-checks.
1419 If you want the detector to behave almost like pedestals/buttons, 1623 If you want the detector to behave almost like pedestals/buttons,
1420 set speed rather high, like &lt;detection speed&gt; 1.0. 1624 set speed rather high, like &lt;detection speed&gt; 1.0.
1625 </attribute>
1626 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1.
1421 </attribute> 1631 </attribute>
1422</type> 1632</type>
1423 1633
1424<!--####################################################################--> 1634<!--####################################################################-->
1425<type number="112" name="Director"> 1635<type number="112" name="Director">
1448 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1449 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1450 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1451 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1452 </attribute> 1662 </attribute>
1453 <attribute arch="walk_on" value="1" type="fixed" /> 1663 &move_on;
1454 <attribute arch="fly_on" value="1" type="fixed" />
1455</type> 1664</type>
1456 1665
1457<!--####################################################################--> 1666<!--####################################################################-->
1458<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1459 <ignore> 1668 <ignore>
1460 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1461 </ignore> 1670 </ignore>
1462 <description><![CDATA[ 1671 <description><![CDATA[
1463 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1464 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1465 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1466 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1467 </description> 1676 </description>
1468 <use><![CDATA[ 1677 <use><![CDATA[
1527 </attribute> 1736 </attribute>
1528 <attribute arch="speed" editor="moving speed" type="float"> 1737 <attribute arch="speed" editor="moving speed" type="float">
1529 The &lt;speed&gt; of the disease determines how fast the disease will 1738 The &lt;speed&gt; of the disease determines how fast the disease will
1530 "move", thus how fast the symptoms strike the host. 1739 "move", thus how fast the symptoms strike the host.
1531 </attribute> 1740 </attribute>
1741 &speed_left;
1532</section> 1742</section>
1533<section name="symptoms"> 1743<section name="symptoms">
1534 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1535 The disease will attack the host with the given &lt;attacktype&gt;. 1745 The disease will attack the host with the given &lt;attacktype&gt;.
1536 Godpower attacktype is commonly used for "unresistable" diseases. 1746 Godpower attacktype is commonly used for "unresistable" diseases.
1626 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1627 removed. ]]> 1837 removed. ]]>
1628 </description> 1838 </description>
1629 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1630 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1631 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1841 &movement_types_terrain;
1632 If set, a player must defeat the door to enter.
1633 </attribute>
1634 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1635 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1843 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1636 </attribute> 1844 </attribute>
1637 <attribute arch="ac" editor="armour class" type="int"> 1845 <attribute arch="ac" editor="armour class" type="int">
1638 Doors of high &lt;armour class&gt; are less likely to get hit. 1846 Doors of high &lt;armour class&gt; are less likely to get hit.
1643 This string defines the object that will be created when the door was 1851 This string defines the object that will be created when the door was
1644 defeated. 1852 defeated.
1645 </attribute> 1853 </attribute>
1646 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1647 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1648 </attribute> 1860 </attribute>
1649</type> 1861</type>
1650 1862
1651<!--####################################################################--> 1863<!--####################################################################-->
1652<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1670 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1671 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1672 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1673 </use> 1885 </use>
1674 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1675 Only objects of matching archtype, lying ontop of the dublicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1676 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1677 </attribute> 1889 </attribute>
1678 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1679 The number of items in the target pile will be multiplied by the 1891 The number of items in the target pile will be multiplied by the
1680 &lt;multiply factor&gt;. If it is set to zero, all target objects 1892 &lt;multiply factor&gt;. If it is set to zero, all target objects
1681 will be destroyed. 1893 will be destroyed.
1683 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1684 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1685 is able to trigger this duplicator. Be very careful that players cannot 1897 is able to trigger this duplicator. Be very careful that players cannot
1686 abuse it to create endless amounts of money or other valuable stuff! 1898 abuse it to create endless amounts of money or other valuable stuff!
1687 </attribute> 1899 </attribute>
1900 &activate_on;
1688</type> 1901</type>
1689 1902
1690<!--####################################################################--> 1903<!--####################################################################-->
1691<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1692 <ignore> 1905 <ignore>
1732 If both are set to zero, the player will be transferred to the "default 1945 If both are set to zero, the player will be transferred to the "default
1733 enter location" of the destined map. The latter can be set in the map- 1946 enter location" of the destined map. The latter can be set in the map-
1734 properties as "Enter X/Y". Though, please DO NOT use that. 1947 properties as "Enter X/Y". Though, please DO NOT use that.
1735 It turned out to be a source for numerous map-bugs. 1948 It turned out to be a source for numerous map-bugs.
1736 </attribute> 1949 </attribute>
1737 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1950 &move_on;
1738 If set, the player will apply the exit by just walking into it. This must
1739 be set for the invisible exits for example. If unset, the player has
1740 to step onto the exit and press 'a' to get transferred.
1741 </attribute>
1742 <attribute arch="fly_on" editor="apply by flying" type="bool">
1743 If set, the player will apply the exit by "flying into it". Flying means
1744 the player is levitating. E.g. wearing levitation boots.
1745 </attribute>
1746 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1951 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1747 If set, this message will be displayed to the player when he applies the exit. 1952 If set, this message will be displayed to the player when he applies the exit.
1748 This is quite useful to throw in some "role-play feeling": "As you enter the 1953 This is quite useful to throw in some "role-play feeling": "As you enter the
1749 dark cave you hear the sound of rustling dragonscales...". Well, my english 1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1750 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1751 </attribute> 1956 </attribute>
1752 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1753 This flag defines the destined map as "personal unique map". If set, 1958 If set, then players using this exit will have their savebed position
1754 there will be a seperate version of that map for every player out there. 1959 set to the destination of the exit when passing through.
1755 This feature is used for the permanent apartments
1756 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1757 than apartments, since Crossfire is a *multi*player game. In such a permanent
1758 apartment don't forget to set the unique-flag for all floor tiles too
1759 (see floors).
1760 An exit pointing outside of a personal unique map must have the
1761 "unique destination"-flag unset.
1762 </attribute> 1960 </attribute>
1763</type> 1961</type>
1764 1962
1765<!--####################################################################--> 1963<!--####################################################################-->
1766<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1767 <description><![CDATA[ 1965 <description><![CDATA[
1768 Just like with food, the player can fill his stomache and gain a 1966 Just like with food, the player can fill his stomache and gain a
1769 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1770 For dragon players, flesh plays a very special role though: If the 1968 For dragon players, flesh plays a very special role though: If the
1771 flesh has resistances set, a dragon player has a chance to gain resistance in 1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1772 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1773 Don't forget that flesh items with resistances have to be balanced 1971 Don't forget that flesh items with resistances have to be balanced
1774 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty. ]]>
1775 </description> 1973 </description>
1776 <use><![CDATA[ 1974 <use><![CDATA[
1777 For dragon players, flesh items can be highly valuable. Note that many 1975 For dragon players, flesh items can be highly valuable. Note that many
1798 </attribute> 1996 </attribute>
1799 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1800 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1801 drops it to the ground. 1999 drops it to the ground.
1802 </attribute> 2000 </attribute>
1803<section name="resistance"> 2001 &resistances_flesh_section;
1804 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1805 Resistances on flesh items make them more durable against spellcraft
1806 of the appropriate kind. It also allows dragon players to eventually gain
1807 resistance by eating it. Usually resistance should only be set for flesh
1808 items in a monster's inventory.
1809 </attribute>
1810 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1811 Resistances on flesh items make them more durable against spellcraft
1812 of the appropriate kind. It also allows dragon players to eventually gain
1813 resistance by eating it. Usually resistance should only be set for flesh
1814 items in a monster's inventory.
1815 </attribute>
1816 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1817 Resistances on flesh items make them more durable against spellcraft
1818 of the appropriate kind. It also allows dragon players to eventually gain
1819 resistance by eating it. Usually resistance should only be set for flesh
1820 items in a monster's inventory.
1821 </attribute>
1822 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1823 Resistances on flesh items make them more durable against spellcraft
1824 of the appropriate kind. It also allows dragon players to eventually gain
1825 resistance by eating it. Usually resistance should only be set for flesh
1826 items in a monster's inventory.
1827 </attribute>
1828 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1829 Resistances on flesh items make them more durable against spellcraft
1830 of the appropriate kind. It also allows dragon players to eventually gain
1831 resistance by eating it. Usually resistance should only be set for flesh
1832 items in a monster's inventory.
1833 </attribute>
1834 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1835 Resistances on flesh items make them more durable against spellcraft
1836 of the appropriate kind. It also allows dragon players to eventually gain
1837 resistance by eating it. Usually resistance should only be set for flesh
1838 items in a monster's inventory.
1839 </attribute>
1840 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1841 Resistances on flesh items make them more durable against spellcraft
1842 of the appropriate kind. It also allows dragon players to eventually gain
1843 resistance by eating it. Usually resistance should only be set for flesh
1844 items in a monster's inventory.
1845 </attribute>
1846 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1847 Resistances on flesh items make them more durable against spellcraft
1848 of the appropriate kind. It also allows dragon players to eventually gain
1849 resistance by eating it. Usually resistance should only be set for flesh
1850 items in a monster's inventory.
1851 </attribute>
1852 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1853 Resistances on flesh items make them more durable against spellcraft
1854 of the appropriate kind. It also allows dragon players to eventually gain
1855 resistance by eating it. Usually resistance should only be set for flesh
1856 items in a monster's inventory.
1857 </attribute>
1858 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1859 Resistances on flesh items make them more durable against spellcraft
1860 of the appropriate kind. It also allows dragon players to eventually gain
1861 resistance by eating it. Usually resistance should only be set for flesh
1862 items in a monster's inventory.
1863 </attribute>
1864 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1865 Resistances on flesh items make them more durable against spellcraft
1866 of the appropriate kind. It also allows dragon players to eventually gain
1867 resistance by eating it. Usually resistance should only be set for flesh
1868 items in a monster's inventory.
1869 </attribute>
1870 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1871 Resistances on flesh items make them more durable against spellcraft
1872 of the appropriate kind. It also allows dragon players to eventually gain
1873 resistance by eating it. Usually resistance should only be set for flesh
1874 items in a monster's inventory.
1875 </attribute>
1876 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1877 Resistances on flesh items make them more durable against spellcraft
1878 of the appropriate kind. It also allows dragon players to eventually gain
1879 resistance by eating it. Usually resistance should only be set for flesh
1880 items in a monster's inventory.
1881 </attribute>
1882 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1883 Resistances on flesh items make them more durable against spellcraft
1884 of the appropriate kind. It also allows dragon players to eventually gain
1885 resistance by eating it. Usually resistance should only be set for flesh
1886 items in a monster's inventory.
1887 </attribute>
1888 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1889 Resistances on flesh items make them more durable against spellcraft
1890 of the appropriate kind. It also allows dragon players to eventually gain
1891 resistance by eating it. Usually resistance should only be set for flesh
1892 items in a monster's inventory.
1893 </attribute>
1894 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1895 RResistances on flesh items make them more durable against spellcraft
1896 of the appropriate kind. It also allows dragon players to eventually gain
1897 resistance by eating it. Usually resistance should only be set for flesh
1898 items in a monster's inventory.
1899 </attribute>
1900 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1901 Resistances on flesh items make them more durable against spellcraft
1902 of the appropriate kind. It also allows dragon players to eventually gain
1903 resistance by eating it. Usually resistance should only be set for flesh
1904 items in a monster's inventory.
1905 </attribute>
1906 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1907 Resistances on flesh items make them more durable against spellcraft
1908 of the appropriate kind. It also allows dragon players to eventually gain
1909 resistance by eating it. Usually resistance should only be set for flesh
1910 items in a monster's inventory.
1911 </attribute>
1912</section>
1913 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1914 This text may describe the item. 2003 This text may describe the item.
1915 </attribute> 2004 </attribute>
1916</type> 2005</type>
1917 2006
1928 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
1929 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it. ]]>
1930 </description> 2019 </description>
1931 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
1932 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
1933 <attribute arch="no_pass" editor="blocking passage" type="bool">
1934 If set, the object cannot be passed by players nor monsters.
1935 </attribute>
1936<section name="terrain"> 2022<section name="terrain">
1937 <attribute arch="slow_move" editor="slow movement" type="int"> 2023 &movement_types_terrain;
1938 If &lt;slow movement&gt; is set to a value greater zero, all
1939 creatures moving over this spot will be slower than normal.
1940
1941 &lt;slow movement&gt; 1 - rough terrain
1942 &lt;slow movement&gt; 2 - very rough terrain
1943 ...
1944 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1945 </attribute>
1946 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2024 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1947 This flag indicates this spot contains wood or high grass. 2025 This flag indicates this spot contains wood or high grass.
1948 Players with activated woodsman skill can move faster here. 2026 Players with activated woodsman skill can move faster here.
1949 </attribute> 2027 </attribute>
1950 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2028 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1983 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
1984 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor. ]]>
1985 </description> 2063 </description>
1986 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
1987 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
1988 <attribute arch="no_pass" editor="blocking passage" type="bool">
1989 If set, the object cannot be passed by players nor monsters.
1990 </attribute>
1991<section name="terrain"> 2066<section name="terrain">
1992 <attribute arch="slow_move" editor="slow movement" type="int"> 2067 &movement_types_terrain;
1993 If &lt;slow movement&gt; is set to a value greater zero, all
1994 creatures moving over this spot will be slower than normal.
1995
1996 &lt;slow movement&gt; 1 - rough terrain
1997 &lt;slow movement&gt; 2 - very rough terrain
1998 ...
1999 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2000 </attribute>
2001 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2068 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2002 This flag indicates this spot contains wood or high grass. 2069 This flag indicates this spot contains wood or high grass.
2003 Players with activated woodsman skill can move faster here. 2070 Players with activated woodsman skill can move faster here.
2004 </attribute> 2071 </attribute>
2005 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2072 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2045<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2046 <ignore> 2113 <ignore>
2047 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2048 </ignore> 2115 </ignore>
2049 <description><![CDATA[ 2116 <description><![CDATA[
2050 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2051 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2052 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2053 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2054 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2055 </description> 2122 </description>
2057 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2058 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2059 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way". ]]>
2060 </use> 2127 </use>
2061 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute>
2062 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
2063 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
2064 &lt;connection&gt; value get activated. This only makes sense together with 2134 &lt;connection&gt; value get activated. This only makes sense together with
2065 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
2066 </attribute> 2136 </attribute>
2068 The &lt;position state&gt; defines the position of the gate: 2138 The &lt;position state&gt; defines the position of the gate:
2069 Zero means completely open/down, the "number of animation-steps" (usually 2139 Zero means completely open/down, the "number of animation-steps" (usually
2070 about 6 or 7) means completely closed/up state. I suggest you don't 2140 about 6 or 7) means completely closed/up state. I suggest you don't
2071 mess with this value - Leave the default in place. 2141 mess with this value - Leave the default in place.
2072 </attribute> 2142 </attribute>
2073 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2143 &movement_types_terrain;
2074 For open gates, &lt;blocking passage&gt; should be unset.
2075 For closed gates it must be set.
2076 </attribute>
2077 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2144 <attribute arch="no_magic" editor="restrict spells" type="bool">
2078 Restricting the use of spells to pass this gate. This has 2145 Restricting the use of spells to pass this gate. This has
2079 an effect only if &lt;block view&gt; is disabled. 2146 an effect only if &lt;block view&gt; is disabled.
2080 </attribute> 2147 </attribute>
2081 <attribute arch="damned" editor="restrict prayers" type="bool"> 2148 <attribute arch="damned" editor="restrict prayers" type="bool">
2189 You can use that to safely chase off too-weak players, or just 2256 You can use that to safely chase off too-weak players, or just
2190 to have something different. ]]> 2257 to have something different. ]]>
2191 </use> 2258 </use>
2192 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2193 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2194 <attribute arch="walk_on" value="1" type="fixed" /> 2261 &move_on;
2195 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2196 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2263 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2197 This attribute specifys the attacktypes that this floor uses to 2264 This attribute specifys the attacktypes that this floor uses to
2198 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2265 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2199 If you want a real tough hazard floor, add more than just one attacktype. 2266 If you want a real tough hazard floor, add more than just one attacktype.
2214 I guess this value is supposed to work similar to monster levels. 2281 I guess this value is supposed to work similar to monster levels.
2215 But in fact, it does not seem to have an effect. Set any non-zero 2282 But in fact, it does not seem to have an effect. Set any non-zero
2216 value to be on the safe side. 2283 value to be on the safe side.
2217 </attribute> 2284 </attribute>
2218<section name="terrain"> 2285<section name="terrain">
2219 <attribute arch="slow_move" editor="slow movement" type="int"> 2286 &movement_types_terrain;
2220 If &lt;slow movement&gt; is set to a value greater zero, all
2221 creatures moving over this spot will be slower than normal.
2222
2223 &lt;slow movement&gt; 1 - rough terrain
2224 &lt;slow movement&gt; 2 - very rough terrain
2225 ...
2226 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2227 </attribute>
2228 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2287 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2229 This flag indicates this spot contains wood or high grass. 2288 This flag indicates this spot contains wood or high grass.
2230 Players with activated woodsman skill can move faster here. 2289 Players with activated woodsman skill can move faster here.
2231 </attribute> 2290 </attribute>
2232 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2291 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2295 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2296 To re-consecrate an altar, the player's wisdom level must be as 2355 To re-consecrate an altar, the player's wisdom level must be as
2297 high or higher than this value. In that way, some altars can not 2356 high or higher than this value. In that way, some altars can not
2298 be re-consecrated, while other altars, like those in dungeons, could be. 2357 be re-consecrated, while other altars, like those in dungeons, could be.
2299 2358
2300 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2359 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2301 Some characters might need those altars, they would be very unhappy to 2360 Some characters might need those altars, they would be very unhappy to
2302 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2303 </attribute> 2362 </attribute>
2304</type> 2363</type>
2305 2364
2357 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2358 functionalities. ]]> 2417 functionalities. ]]>
2359 </description> 2418 </description>
2360 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2361 </attribute> 2420 </attribute>
2362<section name="resistance"> 2421 &resistances_basic;
2363 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2382 </attribute>
2383 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2384 </attribute>
2385 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2386 </attribute>
2387</section>
2388</type> 2422</type>
2389 2423
2390<!--####################################################################--> 2424<!--####################################################################-->
2391<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2392 <ignore> 2426 <ignore>
2398 either if that object is present or missing (-&gt; "last_sp") when a 2432 either if that object is present or missing (-&gt; "last_sp") when a
2399 player walks over the inv. checker. A valid option is to remove the 2433 player walks over the inv. checker. A valid option is to remove the
2400 matching object (usually not recommended, see "last_heal"). 2434 matching object (usually not recommended, see "last_heal").
2401 <br><br> 2435 <br><br>
2402 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2403 that do/don't carry the matching object (-&gt; "no_pass"). 2437 that do/don't carry the matching object.
2404 <br><br> 2438 <br><br>
2405 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2406 great variety of possibilities. ]]> 2440 great variety of possibilities. ]]>
2407 </description> 2441 </description>
2408 <use><![CDATA[ 2442 <use><![CDATA[
2440 <attribute arch="connected" editor="connection" type="int"> 2474 <attribute arch="connected" editor="connection" type="int">
2441 Whenever the inventory checker is triggered, all objects with identical 2475 Whenever the inventory checker is triggered, all objects with identical
2442 &lt;connection&gt; value get activated. This only makes sense together with 2476 &lt;connection&gt; value get activated. This only makes sense together with
2443 &lt;blocking passage&gt; disabled. 2477 &lt;blocking passage&gt; disabled.
2444 </attribute> 2478 </attribute>
2445 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2479 &movement_types_terrain;
2446 If set, only players meeting the match criteria can pass
2447 through that space. If unset (default), the inventory
2448 checker acts like a trigger/button.
2449 </attribute>
2450 <attribute arch="last_heal" editor="remove match" type="bool"> 2480 <attribute arch="last_heal" editor="remove match" type="bool">
2451 &lt;remove match&gt; means remove object if found. Setting this is usually not 2481 &lt;remove match&gt; means remove object if found. Setting this is usually not
2452 recommended because inv. checkers are in general invisible. So, unlike 2482 recommended because inv. checkers are in general invisible. So, unlike
2453 for altars/ locked doors, the player won't expect to lose an object when 2483 for altars/ locked doors, the player won't expect to lose an object when
2454 walking over that square. And he doesn't even get a message either. 2484 walking over that square. And he doesn't even get a message either.
2540 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2541 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2542 items. To get your hands on the artifacts, you need to bring up the 2572 items. To get your hands on the artifacts, you need to bring up the
2543 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects). ]]>
2544 </use> 2574 </use>
2545 <attribute arch="no_pass" value="1" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2546 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2547 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2548 The &lt;key string&gt; in the door must be identical with the 2578 The &lt;key string&gt; in the door must be identical with the
2549 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2550 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2551 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2552 2582
2553 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2554 </attribute> 2584 </attribute>
2555 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2556 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2656 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2657 Every time the &lt;connection&gt; value is triggered, the wall will cast 2687 Every time the &lt;connection&gt; value is triggered, the wall will cast
2658 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2659 have much visible effect. 2689 have much visible effect.
2660 </attribute> 2690 </attribute>
2691 &activate_on;
2661 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2662 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2693 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2663 You can fine-tune how long the duration between two casts shall 2694 You can fine-tune how long the duration between two casts shall
2664 be. If you want to create a wall that can be activated (cast per 2695 be. If you want to create a wall that can be activated (cast per
2665 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2666 </attribute> 2697 </attribute>
2698 &speed_left;
2667 <attribute arch="sp" editor="direction" type="list_direction"> 2699 <attribute arch="sp" editor="direction" type="list_direction">
2668 The magic wall will cast it's spells always in the specified 2700 The magic wall will cast it's spells always in the specified
2669 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2701 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2670 always fire in a random direction. 2702 always fire in a random direction.
2671 </attribute> 2703 </attribute>
2672 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2704 &movement_types_terrain;
2673 If set, the object cannot be passed by players nor monsters.
2674 </attribute>
2675<section name="destroyable"> 2705<section name="destroyable">
2676 <attribute arch="alive" editor="is destroyable" type="bool"> 2706 <attribute arch="alive" editor="is destroyable" type="bool">
2677 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2707 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2678 destroyed by the player. If disabled, all other attributes on 2708 destroyed by the player. If disabled, all other attributes on
2679 this tab, as well as resistances, are meaningless. 2709 this tab, as well as resistances, are meaningless.
2690 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2720 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2691 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2692 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2693 </attribute> 2723 </attribute>
2694</section> 2724</section>
2695<section name="resistance"> 2725&resistances_basic;
2696 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2737 </attribute>
2738</section>
2739</type> 2726</type>
2740 2727
2741<!--####################################################################--> 2728<!--####################################################################-->
2742<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2743 <ignore> 2730 <ignore>
2777 The &lt;marking speed&gt; defines how quickly it will mark something 2764 The &lt;marking speed&gt; defines how quickly it will mark something
2778 standing on the marker. Set this value rather high to make 2765 standing on the marker. Set this value rather high to make
2779 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2766 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2780 should do fine. 2767 should do fine.
2781 </attribute> 2768 </attribute>
2769 &speed_left;
2782 <attribute arch="food" editor="mark duration" type="int"> 2770 <attribute arch="food" editor="mark duration" type="int">
2783 This value defines the duration of the force it inserts. 2771 This value defines the duration of the force it inserts.
2784 If nonzero, the duration of the player's mark is finite: 2772 If nonzero, the duration of the player's mark is finite:
2785 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2773 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2786 means the mark will stay on the player forever. 2774 means the mark will stay on the player forever.
2886 2874
2887 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2888 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2889 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2890 </attribute> 2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2882 </attribute>
2891 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2892 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2893 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2894 </attribute> 2886 </attribute>
2895 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2896 Every monster should have a race set to cathegorize it. 2888 Every monster should have a race set to categorize it.
2897 The monster's &lt;race&gt; can have different effects: 2889 The monster's &lt;race&gt; can have different effects:
2898 Slaying weapons inflict tripple damage against enemy races 2890 Slaying weapons inflict tripple damage against enemy races
2899 and holy word kills only enemy races of the god. 2891 and holy word kills only enemy races of the god.
2900 </attribute> 2892 </attribute>
2901 <attribute arch="exp" editor="experience" type="int"> 2893 <attribute arch="exp" editor="experience" type="int">
2902 When a player kills this monster, he will get exactly this 2894 When a player kills this monster, he will get exactly this
2903 amount of &lt;experience&gt;. The experience will flow into 2895 amount of &lt;experience&gt;. The experience will flow into
2904 the skill-cathegory the player used for the kill. 2896 the skill-category the player used for the kill.
2905 2897
2906 If you create special monsters of tweaked strenght/abilities, 2898 If you create special monsters of tweaked strenght/abilities,
2907 always make sure that the &lt;experience&gt; is set to a 2899 always make sure that the &lt;experience&gt; is set to a
2908 reasonable value. Compare with existing arches to get a feeling 2900 reasonable value. Compare with existing arches to get a feeling
2909 what reasonable means. Keep in mind that spellcasting monsters 2901 what reasonable means. Keep in mind that spellcasting monsters
2911 </attribute> 2903 </attribute>
2912 <attribute arch="speed" editor="speed" type="float"> 2904 <attribute arch="speed" editor="speed" type="float">
2913 The &lt;speed&gt; determines how fast a monster will both move 2905 The &lt;speed&gt; determines how fast a monster will both move
2914 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2915 </attribute> 2907 </attribute>
2908 &speed_left;
2916 <attribute arch="other_arch" editor="breed monster" type="string"> 2909 <attribute arch="other_arch" editor="breed monster" type="string">
2917 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2910 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2918 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2911 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2919 can be set to any valid arch-name of a monster. Multipart monster 2912 can be set to any valid arch-name of a monster. Multipart monster
2920 should not be used. 2913 should not be used.
2931 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2924 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932 Each time the monster need to generate an object, it will be 2925 Each time the monster need to generate an object, it will be
2933 a randomly chosen item from the inventory. When generator is destroyed, 2926 a randomly chosen item from the inventory. When generator is destroyed,
2934 inventory is destroyed. 2927 inventory is destroyed.
2935 </attribute> 2928 </attribute>
2936 <attribute arch="flying" editor="flying" type="bool"> 2929 &move_type;
2937 Flying monsters won't get slowed down in rough terrain
2938 and they won't be affected by movers.
2939 </attribute>
2940 <attribute arch="undead" editor="undead" type="bool"> 2930 <attribute arch="undead" editor="undead" type="bool">
2941 Several spells only affect undead monsters: 2931 Several spells only affect undead monsters:
2942 turn undead, banish undead, holy word, etc. 2932 turn undead, banish undead, holy word, etc.
2943 </attribute> 2933 </attribute>
2944 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2945 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2946 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2947 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2948 </attribute> 2944 </attribute>
2949 2945
2950<section name="melee"> 2946<section name="melee">
2951 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2952 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3124 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3125 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3126 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3127 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3128 3124
3129 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3130 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3131 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3132 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3133 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3134 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3156 the creature wakes up. This is done as a square, for reasons of speed. 3152 the creature wakes up. This is done as a square, for reasons of speed.
3157 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3158 11x11 square of the monster will wake the monster up. If the player 3154 11x11 square of the monster will wake the monster up. If the player
3159 has stealth, the size of this square is reduced in half plus 1. 3155 has stealth, the size of this square is reduced in half plus 1.
3160 </attribute> 3156 </attribute>
3161 <attribute arch="attack_movement" editor="attack movement" type="int"> 3157 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3158 If this is set to default, the standard mode of movement will be used.
3159 </attribute>
3160 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3161 This movement is not in effect when the monster has an enemy and should
3162 only be used for non agressive monsters.
3162 </attribute> 3163 </attribute>
3163 <attribute arch="run_away" editor="run at % health" type="int"> 3164 <attribute arch="run_away" editor="run at % health" type="int">
3164 This is a percentage value in the range 0-100. 3165 This is a percentage value in the range 0-100.
3165 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3166 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3167 attacker. 3168 attacker.
3168 </attribute> 3169 </attribute>
3169</section> 3170</section>
3170 3171 &resistances_basic;
3171<section name="resistance">
3172 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3209 </attribute>
3210 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3213 </attribute>
3214</section>
3215 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3216 </attribute> 3173 </attribute>
3217</type> 3174</type>
3218 3175
3219<!--####################################################################--> 3176<!--####################################################################-->
3224 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3225 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3226 <attribute arch="value" /> 3183 <attribute arch="value" />
3227 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3228 </ignore> 3185 </ignore>
3229 <description><![CDATA[ 3186 <description>
3230 A grimreaper is a monster that vanishes after it did some number of 3187 A grimreaper is a monster that vanishes after it did some number of
3231 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3232 </description> 3189 </description>
3233<section name="grimreaper"> 3190<section name="grimreaper">
3234 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3235 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3236 </attribute> 3193 </attribute>
3347 </attribute> 3304 </attribute>
3348 <attribute arch="speed" editor="movement speed" type="float"> 3305 <attribute arch="speed" editor="movement speed" type="float">
3349 The movement speed value determines how fast a chain of 3306 The movement speed value determines how fast a chain of
3350 these movers will push a player along (default is -0.2). 3307 these movers will push a player along (default is -0.2).
3351 </attribute> 3308 </attribute>
3309 &speed_left;
3352 <attribute arch="sp" editor="direction" type="list_direction"> 3310 <attribute arch="sp" editor="direction" type="list_direction">
3353 The mover will push creatures in the specified &lt;direction&gt;. 3311 The mover will push creatures in the specified &lt;direction&gt;.
3354 A mover with direction set to &lt;none&gt; will spin clockwise, 3312 A mover with direction set to &lt;none&gt; will spin clockwise,
3355 thus pushing creatures in unpredictable directions. 3313 thus pushing creatures in unpredictable directions.
3356 </attribute> 3314 </attribute>
3376 activates creators, creating (per default: monster-only) movers 3334 activates creators, creating (per default: monster-only) movers
3377 under the NPC's feet. The NPC starts "walking" on a predefined 3335 under the NPC's feet. The NPC starts "walking" on a predefined
3378 route! Note that it's useful to set this NPC immune to everything, 3336 route! Note that it's useful to set this NPC immune to everything,
3379 preventing the player to push the NPC off his trace. 3337 preventing the player to push the NPC off his trace.
3380 </attribute> 3338 </attribute>
3381 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3339 <attribute arch="move_on" editor="movement type" type="movement_type">
3382 This should always be set. 3340 Which movement types activate the mover.
3383 </attribute>
3384 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3385 Move flying creatures enabled means all flying (living)
3386 objects will get moved too. If disabled, only walking
3387 (non-flying) creatures will get moved.
3388 </attribute> 3341 </attribute>
3389</section> 3342</section>
3390</type> 3343</type>
3391 3344
3392<!--####################################################################--> 3345<!--####################################################################-->
3420 </attribute> 3373 </attribute>
3421 <attribute arch="connected" editor="connection" type="int"> 3374 <attribute arch="connected" editor="connection" type="int">
3422 When the pedestal is triggered, all objects with the same 3375 When the pedestal is triggered, all objects with the same
3423 connection value get activated. 3376 connection value get activated.
3424 </attribute> 3377 </attribute>
3425 <attribute arch="walk_on" value="1" type="fixed" /> 3378 &move_on;
3426 <attribute arch="walk_off" value="1" type="fixed" />
3427</type> 3379</type>
3428 3380
3429<!--####################################################################--> 3381<!--####################################################################-->
3430<type number="94" name="Pit"> 3382<type number="94" name="Pit">
3431 <ignore> 3383 <ignore>
3449 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3450 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3451 When a &lt;connection&gt; value is set, the pit can be opened/closed 3403 When a &lt;connection&gt; value is set, the pit can be opened/closed
3452 by activating the connection. 3404 by activating the connection.
3453 </attribute> 3405 </attribute>
3406 &activate_on;
3454 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3455 The pit will transport creatures (and items) randomly into a two-square 3408 The pit will transport creatures (and items) randomly into a two-square
3456 radius of the destination coordinates. 3409 radius of the destination coordinates.
3457 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3458 being filled up and not work anymore! 3411 being filled up and not work anymore!
3467 The &lt;position state&gt; defines the position of the gate: 3420 The &lt;position state&gt; defines the position of the gate:
3468 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3469 about 6 or 7) means completely closed/up state. I suggest you don't 3422 about 6 or 7) means completely closed/up state. I suggest you don't
3470 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3471 </attribute> 3424 </attribute>
3472 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3425 &move_on;
3473 If set, all walking creatures will fall into the pit. 3426 <attribute arch="speed" editor="activation speed" type="float">
3474 This does NOT need to be set for closed pits! 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!
3475 </attribute> 3435 </attribute>
3476 <attribute arch="fly_on" editor="swallow flying" type="bool"> 3436 &speed_left;
3477 If set, all flying creatures will fall into the pit as well.
3478 This is not the behaviour expected from a pit, and it should
3479 only be used for map-mechanisms (e.g. for transporting flying
3480 monsters).
3481 An interesting side-effect: If this flag is enabled, spell
3482 effects like fire/snow also make their way through the pit.
3483 </attribute>
3484</type> 3437</type>
3485 3438
3486<!--####################################################################--> 3439<!--####################################################################-->
3487<type number="7" name="Poison Food"> 3440<type number="7" name="Poison Food">
3488 <description><![CDATA[ 3441 <description><![CDATA[
3524 </attribute> 3477 </attribute>
3525 <attribute arch="startequip" editor="godgiven item" type="bool"> 3478 <attribute arch="startequip" editor="godgiven item" type="bool">
3526 A godgiven item vanishes as soon as the player 3479 A godgiven item vanishes as soon as the player
3527 drops it to the ground. 3480 drops it to the ground.
3528 </attribute> 3481 </attribute>
3529<section name="stats"> 3482 &player_stat_resist_sections;
3530 <attribute arch="Str" editor="strength" type="int">
3531 The player's strentgh will rise/fall by the given value for permanent
3532 (of course there is an upper limit). Generally there shouldn't be stat
3533 potions granting more than one stat. Cursed potions will subtract the
3534 stats if positive.
3535 </attribute>
3536 <attribute arch="Dex" editor="dexterity" type="int">
3537 The player's dexterity will rise/fall by the given value for permanent
3538 (of course there is an upper limit). Generally there shouldn't be stat
3539 potions granting more than one stat. Cursed potions will subtract the
3540 stats if positive.
3541 </attribute>
3542 <attribute arch="Con" editor="constitution" type="int">
3543 The player's constitution will rise/fall by the given value for permanent
3544 (of course there is an upper limit). Generally there shouldn't be stat
3545 potions granting more than one stat. Cursed potions will subtract the
3546 stats if positive.
3547 </attribute>
3548 <attribute arch="Int" editor="intelligence" type="int">
3549 The player's intelligence will rise/fall by the given value for permanent
3550 (of course there is an upper limit). Generally there shouldn't be stat
3551 potions granting more than one stat. Cursed potions will subtract the
3552 stats if positive.
3553 </attribute>
3554 <attribute arch="Pow" editor="power" type="int">
3555 The player's power will rise/fall by the given value for permanent
3556 (of course there is an upper limit). Generally there shouldn't be stat
3557 potions granting more than one stat. Cursed potions will subtract the
3558 stats if positive.
3559 </attribute>
3560 <attribute arch="Wis" editor="wisdom" type="int">
3561 The player's wisdom will rise/fall by the given value for permanent
3562 (of course there is an upper limit). Generally there shouldn't be stat
3563 potions granting more than one stat. Cursed potions will subtract the
3564 stats if positive.
3565 </attribute>
3566 <attribute arch="Cha" editor="charisma" type="int">
3567 The player's charisma will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572</section>
3573<section name="resistance">
3574 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3575 The player's resistance to physical will rise by this value in percent
3576 (range -100 till +100). The effect is only temporare, and it does NOT
3577 add on the values from the player's equipment.
3578 Cursed potions will make negative resistance.. very nasty in combat!
3579 </attribute>
3580 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3581 The player's resistance to magic will rise by this value in percent
3582 (range -100 till +100). The effect is only temporare, and it does NOT
3583 add on the values from the player's equipment.
3584 Cursed potions will make negative resistance.. very nasty in combat!
3585 </attribute>
3586 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3587 The player's resistance to fire will rise by this value in percent
3588 (range -100 till +100). The effect is only temporare, and it does NOT
3589 add on the values from the player's equipment.
3590 Cursed potions will make negative resistance.. very nasty in combat!
3591 </attribute>
3592 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3593 The player's resistance to electricity will rise by this value in percent
3594 (range -100 till +100). The effect is only temporare, and it does NOT
3595 add on the values from the player's equipment.
3596 Cursed potions will make negative resistance.. very nasty in combat!
3597 </attribute>
3598 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3599 The player's resistance to cold will rise by this value in percent
3600 (range -100 till +100). The effect is only temporare, and it does NOT
3601 add on the values from the player's equipment.
3602 Cursed potions will make negative resistance.. very nasty in combat!
3603 </attribute>
3604 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3605 The player's resistance to acid will rise by this value in percent
3606 (range -100 till +100). The effect is only temporare, and it does NOT
3607 add on the values from the player's equipment.
3608 Cursed potions will make negative resistance.. very nasty in combat!
3609 </attribute>
3610 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3611 The player's resistance to confusion will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3617 The player's resistance to weaponmagic will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3623 The player's resistance to paralyze will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3629 The player's resistance to draining will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3635 The player's resistance to depletion will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3641 The player's resistance to poison will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646</section>
3647</type> 3483</type>
3648 3484
3649<!--####################################################################--> 3485<!--####################################################################-->
3650<type number="156" name="Power Crystal"> 3486<type number="156" name="Power Crystal">
3651 <description><![CDATA[ 3487 <description><![CDATA[
3836 <use><![CDATA[ 3672 <use><![CDATA[
3837 Avoid monsters stepping on your runes. For example, summoning runes 3673 Avoid monsters stepping on your runes. For example, summoning runes
3838 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3674 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3839 </use> 3675 </use>
3840 <attribute arch="no_pick" value="1" type="fixed" /> 3676 <attribute arch="no_pick" value="1" type="fixed" />
3841 <attribute arch="walk_on" value="1" type="fixed" /> 3677 &move_on;
3842 <attribute arch="level" editor="rune level" type="int"> 3678 <attribute arch="level" editor="rune level" type="int">
3843 This value sets the level the rune will cast the spell it contains at, 3679 This value sets the level the rune will cast the spell it contains at,
3844 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3680 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3845 (&lt;rune level&gt; 0 runes won't detonate at all!) 3681 (&lt;rune level&gt; 0 runes won't detonate at all!)
3846 3682
3920 It is absolutely neccessary that a place with savebeds is 100% secure. 3756 It is absolutely neccessary that a place with savebeds is 100% secure.
3921 That means: 3757 That means:
3922 <UL> 3758 <UL>
3923 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3759 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3924 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3760 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3925 <LI> Insert a relyable exit! Make sure there is no possibility that 3761 <LI> Insert a reliable exit! Make sure there is no possibility that
3926 players get trapped in a savebed location. 3762 players get trapped in a savebed location.
3927 <LI> If possible, mark the whole site as no-spell area (Insert this 3763 <LI> If possible, mark the whole site as no-spell area (Insert this
3928 arch called "dungeon_magic" everywhere). This is not required, 3764 arch called "dungeon_magic" everywhere). This is not required,
3929 but it makes the place much more safe. 3765 but it makes the place much more safe.
3930 </UL> ]]> 3766 </UL> ]]>
3985</type> 3821</type>
3986 3822
3987<!--####################################################################--> 3823<!--####################################################################-->
3988<type number="14" name="Shooting Weapon"> 3824<type number="14" name="Shooting Weapon">
3989 <description><![CDATA[ 3825 <description><![CDATA[
3990 Schooting weapons like bows/crossbows are used to shoot projectiles 3826 Shooting weapons like bows/crossbows are used to shoot projectiles
3991 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3827 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3992 wielded both at the same time. Like with any other equipment, 3828 wielded both at the same time. Like with any other equipment,
3993 stats/bonuses from shooting weapons are directly inherited to the player. 3829 stats/bonuses from shooting weapons are directly inherited to the player.
3994 <br><br> 3830 <br><br>
3995 It's very easy to add new pairs of weapons &amp; projectiles. 3831 It's very easy to add new pairs of weapons &amp; projectiles.
3997 weapon and projectile. ]]> 3833 weapon and projectile. ]]>
3998 </description> 3834 </description>
3999 <use><![CDATA[ 3835 <use><![CDATA[
4000 Shooting weapons should not add bonuses in general. There's already 3836 Shooting weapons should not add bonuses in general. There's already
4001 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4002 Schooting weapons should especially not add bonuses to the player 3838 Shooting weapons should especially not add bonuses to the player
4003 that have nothing to do with schooting. A Wisdom bonus on a bow 3839 that have nothing to do with schooting. A Wisdom bonus on a bow
4004 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3840 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4005 - still crap. ]]> 3841 - still crap. ]]>
4006 </use> 3842 </use>
4007 <attribute arch="race" editor="ammunition class" type="string"> 3843 <attribute arch="race" editor="ammunition class" type="string">
4039 amount of &lt;item power&gt;, depending on their own level. This is the 3875 amount of &lt;item power&gt;, depending on their own level. This is the
4040 only way to prevent low level players to wear "undeserved" equipment 3876 only way to prevent low level players to wear "undeserved" equipment
4041 (like gifts from other players or cheated items). 3877 (like gifts from other players or cheated items).
4042 3878
4043 It is very important to adjust the &lt;item power&gt; value carefully 3879 It is very important to adjust the &lt;item power&gt; value carefully
4044 for every artifact you create! If zero/unset, the CF server will 3880 for every artifact you create! If zero/unset, the Deliantra server will
4045 calculate a provisional value at runtime, but this is never 3881 calculate a provisional value at runtime, but this is never
4046 going to be an accurate measurement of &lt;item power&gt;. 3882 going to be an accurate measurement of &lt;item power&gt;.
4047 </attribute> 3883 </attribute>
4048 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3884 <attribute arch="no_strength" editor="ignore strength" type="bool">
4049 Usually the player's strentgh takes effect on the damage 3885 Usually the player's strentgh takes effect on the damage
4188 <use><![CDATA[ 4024 <use><![CDATA[
4189 As stated above, always place TWO shop mats into your shop. 4025 As stated above, always place TWO shop mats into your shop.
4190 Not more and not less than that. ]]> 4026 Not more and not less than that. ]]>
4191 </use> 4027 </use>
4192 <attribute arch="no_pick" value="1" type="fixed" /> 4028 <attribute arch="no_pick" value="1" type="fixed" />
4193 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4029 &move_on;
4194 If set, the player can enter/leave the
4195 shop by just walking into the shop mat.
4196 </attribute>
4197 <attribute arch="fly_on" editor="apply by flying" type="bool">
4198 If set, the player can enter/leave the
4199 shop by "flying" into the shop mat.
4200 </attribute>
4201</type> 4030</type>
4202 4031
4203<!--####################################################################--> 4032<!--####################################################################-->
4204<type number="98" name="Sign &amp; MagicMouth"> 4033<type number="98" name="Sign &amp; MagicMouth">
4205 <ignore> 4034 <ignore>
4222 the connection is triggered. This should be used in combination with 4051 the connection is triggered. This should be used in combination with
4223 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4052 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4224 If activating your magic_mouth this way, the message will not only be 4053 If activating your magic_mouth this way, the message will not only be
4225 printed to one player, but all players on the current map. 4054 printed to one player, but all players on the current map.
4226 </attribute> 4055 </attribute>
4227 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4056 &activate_on;
4228 If set, the player gets the message when walking ontop of the object. 4057 &move_on;
4229 "invisible 1" should be set in this case. This is the typical configuration
4230 for a "magic_mouth": The player walks through a dungeon and suddenly he
4231 gets a message. Use this to create some roleplay atmosphere, and to inform
4232 the player about possible dangers or secrets.
4233 </attribute>
4234 <attribute arch="fly_on" editor="activate by flying" type="bool">
4235 If set, the player gets the message when flying (=levitating) ontop
4236 of the object. Usually this should be set together with walk_on.
4237 </attribute>
4238 <attribute arch="food" editor="counter" type="int"> 4058 <attribute arch="food" editor="counter" type="int">
4239 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4059 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4240 (printing the message) only that many times. For signs this really shouldn't 4060 (printing the message) only that many times. For signs this really shouldn't
4241 be used, while for magic_mouths it is extremely helpful. 4061 be used, while for magic_mouths it is extremely helpful.
4242 Monsters walking over the magic_mouth do not decrease the counter. 4062 Monsters walking over the magic_mouth do not decrease the counter.
4248 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4068 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4249 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4069 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4250 </attribute> 4070 </attribute>
4251 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4071 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4252 This text will be displayed to the player. 4072 This text will be displayed to the player.
4073 </attribute>
4074</type>
4075
4076<type number="150" name="Shop Inventory">
4077 <ignore>
4078 <ignore_list name="non_pickable" />
4079 </ignore>
4080 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4081 </description>
4082 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4083 </use>
4084 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4085 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4086 the map that will be searched for unpaid items.
4253 </attribute> 4087 </attribute>
4254</type> 4088</type>
4255 4089
4256<!--####################################################################--> 4090<!--####################################################################-->
4257<type number="43" name="Skill"> 4091<type number="43" name="Skill">
4294 expmul is 1, the player will get 500 added to that skill as well as 4128 expmul is 1, the player will get 500 added to that skill as well as
4295 500 to their total. 4129 500 to their total.
4296 </attribute> 4130 </attribute>
4297 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4131 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4298 The &lt;skill type&gt; defines the base functionality of the skill. 4132 The &lt;skill type&gt; defines the base functionality of the skill.
4299 Skill types are hardcoded in the Crossfire server. It isn't hard to 4133 Skill types are hardcoded in the Deliantra server. It isn't hard to
4300 create new skill types, but it requires a bit of server-coding. 4134 create new skill types, but it requires a bit of server-coding.
4301 </attribute> 4135 </attribute>
4302 <attribute arch="level" editor="level" type="int"> 4136 <attribute arch="level" editor="level" type="int">
4303 </attribute> 4137 </attribute>
4304 <attribute arch="exp" editor="experience" type="int"> 4138 <attribute arch="exp" editor="experience" type="int">
4503 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4337 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4504 positive values counter clockwise. 4338 positive values counter clockwise.
4505 4339
4506 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4340 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4507 </attribute> 4341 </attribute>
4508 <attribute arch="walk_on" value="1" type="fixed" /> 4342 &move_on;
4509 <attribute arch="fly_on" value="1" type="fixed" />
4510</type> 4343</type>
4511 4344
4512<!--####################################################################--> 4345<!--####################################################################-->
4513<type number="138" name="Swamp"> 4346<type number="138" name="Swamp">
4514 <ignore> 4347 <ignore>
4520 he will start to sink in and eventually drown and die. 4353 he will start to sink in and eventually drown and die.
4521 Items dropped on the swamp sink in and dissapear. 4354 Items dropped on the swamp sink in and dissapear.
4522 Players with knowledge of the woodsman skill are a lot less likely 4355 Players with knowledge of the woodsman skill are a lot less likely
4523 to die in the swamp. ]]> 4356 to die in the swamp. ]]>
4524 </description> 4357 </description>
4525 <attribute arch="walk_on" value="1" type="fixed" />
4526 <attribute arch="is_floor" value="1" type="fixed" /> 4358 <attribute arch="is_floor" value="1" type="fixed" />
4527 <attribute arch="is_wooded" value="1" type="fixed" /> 4359 <attribute arch="is_wooded" value="1" type="fixed" />
4528 <attribute arch="speed" editor="drowning speed" type="float"> 4360 <attribute arch="speed" editor="drowning speed" type="float">
4529 The higher the &lt;drowning speed&gt;, the faster will players and items 4361 The higher the &lt;drowning speed&gt;, the faster will players and items
4530 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4362 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4531 and unexpected death-trap. Players should get a warning before such areas. 4363 and unexpected death-trap. Players should get a warning before such areas.
4532 </attribute> 4364 </attribute>
4533 <attribute arch="slow_move" editor="slow movement" type="int"> 4365 &speed_left;
4534 If &lt;slow movement&gt; is set to a value greater zero, all 4366 &move_on;
4535 creatures moving over this spot will be slower than normal. 4367 &movement_types_terrain;
4536
4537 &lt;slow movement&gt; 1 - rough terrain
4538 &lt;slow movement&gt; 2 - very rough terrain
4539 ...
4540 &lt;slow movement&gt; 5 - default for deep swamp
4541 </attribute>
4542 <attribute arch="no_magic" editor="no spells" type="bool"> 4368 <attribute arch="no_magic" editor="no spells" type="bool">
4543 If enabled, it is impossible for players to use (wizard-) 4369 If enabled, it is impossible for players to use (wizard-)
4544 spells on that spot. 4370 spells on that spot.
4545 </attribute> 4371 </attribute>
4546 <attribute arch="damned" editor="no prayers" type="bool"> 4372 <attribute arch="damned" editor="no prayers" type="bool">
4621 <attribute arch="connected" editor="connection" type="int"> 4447 <attribute arch="connected" editor="connection" type="int">
4622 If a connection value is set, the teleporter will be activated 4448 If a connection value is set, the teleporter will be activated
4623 whenever the connection is triggered. To use this properly, 4449 whenever the connection is triggered. To use this properly,
4624 &lt;activation speed&gt; must be zero. 4450 &lt;activation speed&gt; must be zero.
4625 </attribute> 4451 </attribute>
4452 &activate_on;
4626 <attribute arch="speed" editor="activation speed" type="float"> 4453 <attribute arch="speed" editor="activation speed" type="float">
4627 If the &lt;activation speed&gt; is nonzero, the teleporter will 4454 If the &lt;activation speed&gt; is nonzero, the teleporter will
4628 automatically be activated in regular time-intervals. Hence, the 4455 automatically be activated in regular time-intervals. Hence, the
4629 player can just step on it and gets teleported sooner or later. 4456 player can just step on it and gets teleported sooner or later.
4630 The duration between two activates depends on the given value. 4457 The duration between two activates depends on the given value.
4631 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4458 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4632 4459
4633 VERY IMPORTANT: If you want to have your teleporter activated via 4460 VERY IMPORTANT: If you want to have your teleporter activated via
4634 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4461 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4635 </attribute> 4462 </attribute>
4463 &speed_left;
4636</type> 4464</type>
4637 4465
4638<!--####################################################################--> 4466<!--####################################################################-->
4639<type number="26" name="Timed Gate"> 4467<type number="26" name="Timed Gate">
4640 <ignore> 4468 <ignore>
4641 <ignore_list name="non_pickable" /> 4469 <ignore_list name="non_pickable" />
4642 </ignore> 4470 </ignore>
4643 <description><![CDATA[ 4471 <description><![CDATA[
4644 Gates play an important role in Crossfire. Gates can be opened 4472 Gates play an important role in Deliantra. Gates can be opened
4645 by activating a button/trigger, by speaking passwords (-> magic_ear) 4473 by activating a button/trigger, by speaking passwords (-> magic_ear)
4646 or carrying special key-objects (-> inventory checker). 4474 or carrying special key-objects (-> inventory checker).
4647 Unlike locked doors, gates can get shut again after a player has 4475 Unlike locked doors, gates can get shut again after a player has
4648 passed, which makes them more practical in many cases. Unlike normal 4476 passed, which makes them more practical in many cases. Unlike normal
4649 gates, timed gates open when triggered but automatically close again 4477 gates, timed gates open when triggered but automatically close again
4659 Whenever the inventory checker is triggered, all objects with identical 4487 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with 4488 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4490 after some time.
4663 </attribute> 4491 </attribute>
4492 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4493 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4494 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4495 Zero means completely open/down, the "number of animation-steps" (usually
4667 about 6 or 7) means completely closed/up state. I suggest you don't 4496 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4497 mess with this value - Leave the default in place.
4669 </attribute> 4498 </attribute>
4670 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4499 &movement_types_terrain;
4671 For open gates, &lt;blocking passage&gt; should be unset.
4672 For closed gates it must be set.
4673 </attribute>
4674 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4500 <attribute arch="no_magic" editor="restrict spells" type="bool">
4675 Restricting the use of spells to pass this gate. This has 4501 Restricting the use of spells to pass this gate. This has
4676 an effect only if &lt;block view&gt; is disabled. 4502 an effect only if &lt;block view&gt; is disabled.
4677 </attribute> 4503 </attribute>
4678 <attribute arch="damned" editor="restrict prayers" type="bool"> 4504 <attribute arch="damned" editor="restrict prayers" type="bool">
4702 and generally have either a physical attack or trigger a reaction. 4528 and generally have either a physical attack or trigger a reaction.
4703 <br><br> 4529 <br><br>
4704 Traps hit any monster or person who steps on them for 'dam' damage in 4530 Traps hit any monster or person who steps on them for 'dam' damage in
4705 'attacktype' attacktype and/or trigger a reaction. 4531 'attacktype' attacktype and/or trigger a reaction.
4706 <br><br> 4532 <br><br>
4707 Many traps are already defined in the archetypes. ]]> 4533 Many traps are already defined in the archetypes.]]>
4708 </description> 4534 </description>
4709 <use><![CDATA[ 4535 <use><![CDATA[
4710 Avoid monsters stepping on your traps. For example, a party of orcs setting 4536 Avoid monsters stepping on your traps. For example, a party of orcs setting
4711off your lightning wall and pit trap is usually a bad idea. ]]> 4537 off your lightning wall and pit trap is usually a bad idea.]]>
4712 </use> 4538 </use>
4713 <attribute arch="no_pick" value="1" type="fixed" /> 4539 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="walk_on" value="1" type="fixed" /> 4540 &move_on;
4715 <attribute arch="level" editor="trap level" type="int"> 4541 <attribute arch="level" editor="trap level" type="int">
4716 Level effects how easily a trap may be found and disarmed, and 4542 Level effects how easily a trap may be found and disarmed, and
4717 how much experience the player gets for doing so. Beware: High level 4543 how much experience the player gets for doing so. Beware: High level
4718 traps can be quite a cheap source of experience! So either make them 4544 traps can be quite a cheap source of experience! So either make them
4719 tough, or keep the level low. 4545 tough, or keep the level low.
4762 Trapdoors should be used in the same fashion as pits: 4588 Trapdoors should be used in the same fashion as pits:
4763 They should always drop the victims to some kind of lower level. They 4589 They should always drop the victims to some kind of lower level. They
4764 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4590 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4765 </use> 4591 </use>
4766 <attribute arch="no_pick" value="1" type="fixed" /> 4592 <attribute arch="no_pick" value="1" type="fixed" />
4767 <attribute arch="walk_on" value="1" type="fixed" /> 4593 &move_on;
4768 <attribute arch="weight" editor="hold weight" type="int"> 4594 <attribute arch="weight" editor="hold weight" type="int">
4769 This value defines how much weight the trapdoor can hold. 4595 This value defines how much weight the trapdoor can hold.
4770 Once items or creatures are gathered on the trapdoor, with 4596 Once items or creatures are gathered on the trapdoor, with
4771 a total weight surpassing this value, then the trapdoor will 4597 a total weight surpassing this value, then the trapdoor will
4772 open and things start falling through. 4598 open and things start falling through.
4908 <attribute arch="unpaid" /> 4734 <attribute arch="unpaid" />
4909 </ignore> 4735 </ignore>
4910 <description><![CDATA[ 4736 <description><![CDATA[
4911 Walls usually block passage and sight. ]]> 4737 Walls usually block passage and sight. ]]>
4912 </description> 4738 </description>
4913 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4739 &movement_types_terrain;
4914 If set, the object cannot be passed by players nor monsters.
4915 </attribute>
4916 <attribute arch="can_roll" editor="moveable" type="bool"> 4740 <attribute arch="can_roll" editor="moveable" type="bool">
4917 If set, the object is able to "roll", so it can be pushed around. 4741 If set, the object is able to "roll", so it can be pushed around.
4918 This setting is used for boulders and barrels. 4742 This setting is used for boulders and barrels.
4919 </attribute> 4743 </attribute>
4920 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4744 <attribute arch="no_magic" editor="restrict spells" type="bool">
5015 </attribute> 4839 </attribute>
5016 <attribute arch="ac" editor="armour class" type="int"> 4840 <attribute arch="ac" editor="armour class" type="int">
5017 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4841 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5018 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4842 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5019 </attribute> 4843 </attribute>
5020<section name="resistance"> 4844 &resistances_basic;
5021 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5062 </attribute>
5063</section>
5064</type> 4845</type>
5065 4846
5066<!--####################################################################--> 4847<!--####################################################################-->
5067<type number="15" name="Weapon"> 4848<type number="15" name="Weapon">
5068 <description><![CDATA[ 4849 <description><![CDATA[
5136 amount of &lt;item power&gt;, depending on their own level. This is the 4917 amount of &lt;item power&gt;, depending on their own level. This is the
5137 only way to prevent low level players to wear "undeserved" equipment 4918 only way to prevent low level players to wear "undeserved" equipment
5138 (like gifts from other players or cheated items). 4919 (like gifts from other players or cheated items).
5139 4920
5140 It is very important to adjust the &lt;item power&gt; value carefully 4921 It is very important to adjust the &lt;item power&gt; value carefully
5141 for every artifact you create! If zero/unset, the CF server will 4922 for every artifact you create! If zero/unset, the Deliantra server will
5142 calculate a provisional value at runtime, but this is never 4923 calculate a provisional value at runtime, but this is never
5143 going to be an accurate measurement of &lt;item power&gt;. 4924 going to be an accurate measurement of &lt;item power&gt;.
5144 </attribute> 4925 </attribute>
5145 <attribute arch="damned" editor="damnation" type="bool"> 4926 <attribute arch="damned" editor="damnation" type="bool">
5146 A damned weapon cannot be unwielded unless 4927 A damned weapon cannot be unwielded unless
5166 </attribute> 4947 </attribute>
5167 <attribute arch="startequip" editor="godgiven item" type="bool"> 4948 <attribute arch="startequip" editor="godgiven item" type="bool">
5168 A godgiven item vanishes as soon as the player 4949 A godgiven item vanishes as soon as the player
5169 drops it to the ground. 4950 drops it to the ground.
5170 </attribute> 4951 </attribute>
5171<section name="resistance"> 4952 &player_stat_resist_sections;
5172 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5173 This adds physical resistance to the weapon (= armour value). The number is
5174 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5175 and what they require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5178 This adds magic resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5183 This adds fire resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5188 This adds electricity resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5193 This adds fire resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5198 This adds confusion resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Confusion resistance is not very effective
5200 unless the value comes close to 100 (= perfect immunity).
5201 </attribute>
5202 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5203 This adds acid resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Treat this with CARE. Look at other maps and what they
5205 require to do for getting this-and-that artifact.
5206 </attribute>
5207 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5208 This adds draining resistance to the weapon. The number is a percent-value
5209 in the range 0-100. Draining resistance is little effective
5210 unless the value is 100 (= perfect immunity).
5211 </attribute>
5212 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5213 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Weaponmagic resistance generally should not exist on
5215 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5216 are not meant to be easily resisted.
5217 </attribute>
5218 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5219 This adds ghosthit resistance to the weapon. The number is a percent-value
5220 in the range 0-100. Treat this with CARE. Look at other maps and what they
5221 require to do for getting this-and-that artifact.
5222 </attribute>
5223 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5224 This adds poison resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Treat this with CARE. Look at other maps and what they
5226 require to do for getting this-and-that artifact.
5227 </attribute>
5228 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5229 This adds fear resistance to the weapon. The number is a percent-value in
5230 the range 0-100. Resistance to fear is pretty useless.
5231 </attribute>
5232 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5233 This adds paralyze resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Paralyze resistance is little effective
5235 unless the value is 100 (= perfect immunity).
5236 </attribute>
5237 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5238 This adds fear resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Resistance to fear is pretty useless.
5240 </attribute>
5241 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5242 This adds depletion resistance to the weapon. The number is a percent-value
5243 in the range 0-100. Depletion resistance is little effective
5244 unless the value is 100 (= perfect immunity).
5245 </attribute>
5246 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5247 This adds death-attack resistance to the weapon. The number is a
5248 percent-value in the range 0-100. Death-attack resistance is little
5249 effective unless the value is 100 (= perfect immunity).
5250 Generally, resistance to death-attack is not supposed to be
5251 available to players!
5252 </attribute>
5253 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5254 This adds chaos resistance to the weapon. The number is a percent-value in
5255 the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5258 combination of other attacktypes.
5259 </attribute>
5260 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5261 This adds blinding resistance to the weapon. The number is a percent-value
5262 in the range 0-100. Treat this with CARE. Look at other maps and what they
5263 require to do for getting this-and-that artifact.
5264 </attribute>
5265 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5266 This adds holy power resistance to the weapon. The number is a percent-value
5267 in the range 0-100. Holy power is the attacktype that holyword-type spells
5268 use to hurt undead creatures. This kind of resistance is only reasonable
5269 for undead players (wraith or devourer cult).
5270 Generally, resistance to holy word should not be available for players.
5271 </attribute>
5272</section>
5273<section name="stats">
5274 <attribute arch="Str" editor="strength" type="int">
5275 The player's strentgh will rise/fall by the given value
5276 while wearing this weapon.
5277 </attribute>
5278 <attribute arch="Dex" editor="dexterity" type="int">
5279 The player's dexterity will rise/fall by the given value
5280 while wearing this weapon.
5281 </attribute>
5282 <attribute arch="Con" editor="constitution" type="int">
5283 The player's constitution will rise/fall by the given value
5284 while wearing this weapon.
5285 </attribute>
5286 <attribute arch="Int" editor="intelligence" type="int">
5287 The player's intelligence will rise/fall by the given value
5288 while wearing this weapon.
5289 </attribute>
5290 <attribute arch="Pow" editor="power" type="int">
5291 The player's power will rise/fall by the given value
5292 while wearing this weapon.
5293 </attribute>
5294 <attribute arch="Wis" editor="wisdom" type="int">
5295 The player's wisdom will rise/fall by the given value while
5296 wearing this weapon.
5297 </attribute>
5298 <attribute arch="Cha" editor="charisma" type="int">
5299 The player's charisma will rise/fall by the given value
5300 while wearing this weapon.
5301 </attribute>
5302</section>
5303<section name="misc"> 4953<section name="misc">
5304 <attribute arch="luck" editor="luck bonus" type="int"> 4954 <attribute arch="luck" editor="luck bonus" type="int">
5305 With positive luck bonus, the player is more likely to 4955 With positive luck bonus, the player is more likely to
5306 succeed in all sorts of things (spellcasting, praying,...). 4956 succeed in all sorts of things (spellcasting, praying,...).
5307 Unless the &lt;luck bonus&gt; is very high, the effect will be 4957 Unless the &lt;luck bonus&gt; is very high, the effect will be
5386</type> 5036</type>
5387 5037
5388<type number="116" name="Event Connector"> 5038<type number="116" name="Event Connector">
5389 <description><![CDATA[ 5039 <description><![CDATA[
5390 Event connectors link specific events that happen to objects to 5040 Event connectors link specific events that happen to objects to
5391 a crossfire plug-in. ]]> 5041 a crossfire plug-in. They are not used at all in Deliantra ]]>
5392 </description> 5042 </description>
5393 <attribute arch="subtype" editor="event type" type="list_event_type">
5394 The type of event that triggers a notify to the plug-in.
5395 </attribute>
5396 <attribute arch="title" editor="plug-in" type="string">
5397 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5398 for python and "perl" for the Crossfire-Perl plug-in.
5399 </attribute>
5400 <attribute arch="slaying" editor="extension" type="string">
5401 The name of the extension to invoke (for python, this is the path to a script,
5402 for perl this is the name of a extension package without the ".ext" extension.
5403 </attribute>
5404 <attribute arch="name" editor="options" type="string">
5405 A string that is passed unaltered to the extension above. Often used to pass
5406 options to the extension that alter its behaviour.
5407 </attribute>
5408</type> 5043</type>
5409 5044
5410</types> 5045</types>

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