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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.9 by root, Mon Mar 20 03:31:45 2006 UTC vs.
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
148 &lt;slow movement&gt; 5 - default for deep swamp 139 &lt;slow movement&gt; 5 - default for deep swamp
149 ... 140 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell) 141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute> 142 </attribute>
152 "> 143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
153]> 354]>
154 355
155<types> 356<types>
156 357
157<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
244 <entry bit="0" name="Walk" /> 445 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" /> 446 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" /> 447 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" /> 448 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" /> 449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
249</bitmask> 451</bitmask>
250 452
251<!--###################### list definitions ######################--> 453<!--###################### list definitions ######################-->
252 454
253<list name="direction"> 455<list name="direction">
391 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
392 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
393 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
394 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
395 <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" />
396</list> 624</list>
397 625
398<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
399 627
400<!-- 628<!--
413 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
414 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
415 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.
416 </attribute> 644 </attribute>
417 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
418 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.
419 </attribute> 658 </attribute>
420 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
421 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:
422 100 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
423 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.
427 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
428 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
429 never know ;) ). 668 never know ;) ).
430 </attribute> 669 </attribute>
431 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
432 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
433 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
434 worth the default value). Value for buying/selling will be
435 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
436 usually inevitable. 674 usually inevitable.
437 </attribute> 675 </attribute>
438 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
439 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
463 </attribute> 701 </attribute>
464 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
465 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
466 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
467 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
468 </attribute> 716 </attribute>
469</default_type> 717</default_type>
470 718
471<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
472 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
610 &move_on; 858 &move_on;
611 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
612 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
613 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
614 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.
615 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".
616 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
617 name: E.g. "drop 100 platinums")
618 </attribute> 865 </attribute>
619 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
620 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
621 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.
622 869
666 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
667 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
668 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
669 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
670 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.
671 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".
672 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
673 name: E.g. "drop 100 platinums")
674 </attribute> 920 </attribute>
675 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
676 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
677 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.
678 924
713 This text will be displayed to the player 959 This text will be displayed to the player
714 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
715 </attribute> 961 </attribute>
716</type> 962</type>
717 963
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>
718<!--####################################################################--> 980<!--####################################################################-->
719<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
720 <description><![CDATA[ 982 <description><![CDATA[
721 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
722 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
742 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
743 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
744 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
745 1007
746 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
747 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
748 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
749 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
750 </attribute> 1012 </attribute>
751 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
752 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
778 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
779 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
780 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
781 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
782 </attribute> 1044 </attribute>
783<section name="resistance"> 1045 &player_stat_resist_sections;
784 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
785 This adds physical resistance to the item (= armour value). The number is
786 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
787 and what they require to do for getting this-and-that artifact.
788 </attribute>
789 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
790 This adds magic resistance to the item. The number is a percent-value in
791 the range 0-100. Treat this with CARE. Look at other maps and what they
792 require to do for getting this-and-that artifact.
793 </attribute>
794 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
795 This adds fire resistance to the item. The number is a percent-value in
796 the range 0-100. Treat this with CARE. Look at other maps and what they
797 require to do for getting this-and-that artifact.
798 </attribute>
799 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
800 This adds electricity resistance to the item. The number is a percent-value in
801 the range 0-100. Treat this with CARE. Look at other maps and what they
802 require to do for getting this-and-that artifact.
803 </attribute>
804 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
805 This adds fire resistance to the item. The number is a percent-value in
806 the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
810 This adds confusion resistance to the item. The number is a percent-value in
811 the range 0-100. Confusion resistance is not very effective
812 unless the value comes close to 100 (= perfect immunity).
813 </attribute>
814 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
815 This adds acid resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 </attribute>
819 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
820 This adds draining resistance to the item. The number is a percent-value
821 in the range 0-100. Draining resistance is little effective
822 unless the value is 100 (= perfect immunity).
823 </attribute>
824 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
825 This adds weaponmagic resistance to the item. The number is a percent-value in
826 the range 0-100. Weaponmagic resistance generally should not exist on
827 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
828 are not meant to be easily resisted.
829 </attribute>
830 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
831 This adds ghosthit resistance to the item. The number is a percent-value
832 in the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
836 This adds poison resistance to the item. The number is a percent-value in
837 the range 0-100. Treat this with CARE. Look at other maps and what they
838 require to do for getting this-and-that artifact.
839 </attribute>
840 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
841 This adds fear resistance to the item. The number is a percent-value in
842 the range 0-100. Resistance to fear is pretty useless.
843 </attribute>
844 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
845 This adds paralyze resistance to the item. The number is a percent-value in
846 the range 0-100. Paralyze resistance is little effective
847 unless the value is 100 (= perfect immunity).
848 </attribute>
849 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
850 This adds fear resistance to the item. The number is a percent-value in
851 the range 0-100. Resistance to fear is pretty useless.
852 </attribute>
853 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
854 This adds depletion resistance to the item. The number is a percent-value
855 in the range 0-100. Depletion resistance is little effective
856 unless the value is 100 (= perfect immunity).
857 </attribute>
858 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
859 This adds death-attack resistance to the item. The number is a
860 percent-value in the range 0-100. Death-attack resistance is little
861 effective unless the value is 100 (= perfect immunity).
862 Generally, resistance to death-attack is not supposed to be
863 available to players!
864 </attribute>
865 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
866 This adds chaos resistance to the item. The number is a percent-value in
867 the range 0-100. Treat this with CARE. Look at other maps and what they
868 require to do for getting this-and-that artifact.
869 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
870 combination of other attacktypes.
871 </attribute>
872 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
873 This adds blinding resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
878 This adds holy power resistance to the item. The number is a percent-value
879 in the range 0-100. Holy power is the attacktype that holyword-type spells
880 use to hurt undead creatures. This kind of resistance is only reasonable
881 for undead players (wraith or devourer cult).
882 Generally, resistance to holy word should not be available for players.
883 </attribute>
884</section>
885<section name="stats">
886 <attribute arch="Str" editor="strength" type="int">
887 The player's strentgh will rise/fall by the given value
888 while wearing this piece of equipment.
889 </attribute>
890 <attribute arch="Dex" editor="dexterity" type="int">
891 The player's dexterity will rise/fall by the given value
892 while wearing this piece of equipment.
893 </attribute>
894 <attribute arch="Con" editor="constitution" type="int">
895 The player's constitution will rise/fall by the given value
896 while wearing this piece of equipment.
897 </attribute>
898 <attribute arch="Int" editor="intelligence" type="int">
899 The player's intelligence will rise/fall by the given value
900 while wearing this piece of equipment.
901 </attribute>
902 <attribute arch="Pow" editor="power" type="int">
903 The player's power will rise/fall by the given value
904 while wearing this piece of equipment.
905 </attribute>
906 <attribute arch="Wis" editor="wisdom" type="int">
907 The player's wisdom will rise/fall by the given value while
908 wearing this piece of equipment.
909 </attribute>
910 <attribute arch="Cha" editor="charisma" type="int">
911 The player's charisma will rise/fall by the given value
912 while wearing this piece of equipment.
913 </attribute>
914</section>
915<section name="misc"> 1046<section name="misc">
916 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
917 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
918 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
919 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
1034 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1035 </attribute> 1166 </attribute>
1036</type> 1167</type>
1037 1168
1038<!--####################################################################--> 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<!--####################################################################-->
1039<type number="8" name="Book"> 1194<type number="8" name="Book">
1040 <description><![CDATA[ 1195 <description><![CDATA[
1041 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
1042 </description> 1197 </description>
1043 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1386 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1387 </ignore> 1542 </ignore>
1388 <description><![CDATA[ 1543 <description><![CDATA[
1389 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1390 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1391 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1392 </description> 1548 </description>
1393 <use><![CDATA[ 1549 <use><![CDATA[
1394 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1395 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1396 </use> 1552 </use>
1404 </attribute> 1560 </attribute>
1405 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1406 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1407 the creator gets triggered. 1563 the creator gets triggered.
1408 </attribute> 1564 </attribute>
1565 &activate_on;
1409 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1410 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1411 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.
1412 </attribute> 1574 </attribute>
1413 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1414 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
1415 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1416 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).
1458 </attribute> 1620 </attribute>
1459 <attribute arch="speed" editor="detection speed" type="float"> 1621 <attribute arch="speed" editor="detection speed" type="float">
1460 This value defines the time between two detector-checks. 1622 This value defines the time between two detector-checks.
1461 If you want the detector to behave almost like pedestals/buttons, 1623 If you want the detector to behave almost like pedestals/buttons,
1462 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.
1463 </attribute> 1631 </attribute>
1464</type> 1632</type>
1465 1633
1466<!--####################################################################--> 1634<!--####################################################################-->
1467<type number="112" name="Director"> 1635<type number="112" name="Director">
1499<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1500 <ignore> 1668 <ignore>
1501 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1502 </ignore> 1670 </ignore>
1503 <description><![CDATA[ 1671 <description><![CDATA[
1504 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1505 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
1506 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1507 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1508 </description> 1676 </description>
1509 <use><![CDATA[ 1677 <use><![CDATA[
1568 </attribute> 1736 </attribute>
1569 <attribute arch="speed" editor="moving speed" type="float"> 1737 <attribute arch="speed" editor="moving speed" type="float">
1570 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
1571 "move", thus how fast the symptoms strike the host. 1739 "move", thus how fast the symptoms strike the host.
1572 </attribute> 1740 </attribute>
1741 &speed_left;
1573</section> 1742</section>
1574<section name="symptoms"> 1743<section name="symptoms">
1575 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1576 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;.
1577 Godpower attacktype is commonly used for "unresistable" diseases. 1746 Godpower attacktype is commonly used for "unresistable" diseases.
1682 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
1683 defeated. 1852 defeated.
1684 </attribute> 1853 </attribute>
1685 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1686 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.
1687 </attribute> 1860 </attribute>
1688</type> 1861</type>
1689 1862
1690<!--####################################################################--> 1863<!--####################################################################-->
1691<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1709 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1710 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
1711 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1712 </use> 1885 </use>
1713 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1714 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
1715 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1716 </attribute> 1889 </attribute>
1717 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1718 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
1719 &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
1720 will be destroyed. 1893 will be destroyed.
1722 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1723 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1724 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
1725 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!
1726 </attribute> 1899 </attribute>
1900 &activate_on;
1727</type> 1901</type>
1728 1902
1729<!--####################################################################--> 1903<!--####################################################################-->
1730<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1731 <ignore> 1905 <ignore>
1778 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.
1779 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
1780 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
1781 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1782 </attribute> 1956 </attribute>
1783 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1784 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
1785 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.
1786 This feature is used for the permanent apartments
1787 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1788 than apartments, since Crossfire is a *multi*player game. In such a permanent
1789 apartment don't forget to set the unique-flag for all floor tiles too
1790 (see floors).
1791 An exit pointing outside of a personal unique map must have the
1792 "unique destination"-flag unset.
1793 </attribute> 1960 </attribute>
1794</type> 1961</type>
1795 1962
1796<!--####################################################################--> 1963<!--####################################################################-->
1797<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1798 <description><![CDATA[ 1965 <description><![CDATA[
1799 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
1800 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1801 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
1802 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
1803 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;.
1804 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
1805 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty. ]]>
1806 </description> 1973 </description>
1807 <use><![CDATA[ 1974 <use><![CDATA[
1808 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
1829 </attribute> 1996 </attribute>
1830 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1831 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1832 drops it to the ground. 1999 drops it to the ground.
1833 </attribute> 2000 </attribute>
1834<section name="resistance"> 2001 &resistances_flesh_section;
1835 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1836 Resistances on flesh items make them more durable against spellcraft
1837 of the appropriate kind. It also allows dragon players to eventually gain
1838 resistance by eating it. Usually resistance should only be set for flesh
1839 items in a monster's inventory.
1840 </attribute>
1841 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1842 Resistances on flesh items make them more durable against spellcraft
1843 of the appropriate kind. It also allows dragon players to eventually gain
1844 resistance by eating it. Usually resistance should only be set for flesh
1845 items in a monster's inventory.
1846 </attribute>
1847 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1848 Resistances on flesh items make them more durable against spellcraft
1849 of the appropriate kind. It also allows dragon players to eventually gain
1850 resistance by eating it. Usually resistance should only be set for flesh
1851 items in a monster's inventory.
1852 </attribute>
1853 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1854 Resistances on flesh items make them more durable against spellcraft
1855 of the appropriate kind. It also allows dragon players to eventually gain
1856 resistance by eating it. Usually resistance should only be set for flesh
1857 items in a monster's inventory.
1858 </attribute>
1859 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1860 Resistances on flesh items make them more durable against spellcraft
1861 of the appropriate kind. It also allows dragon players to eventually gain
1862 resistance by eating it. Usually resistance should only be set for flesh
1863 items in a monster's inventory.
1864 </attribute>
1865 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1866 Resistances on flesh items make them more durable against spellcraft
1867 of the appropriate kind. It also allows dragon players to eventually gain
1868 resistance by eating it. Usually resistance should only be set for flesh
1869 items in a monster's inventory.
1870 </attribute>
1871 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1872 Resistances on flesh items make them more durable against spellcraft
1873 of the appropriate kind. It also allows dragon players to eventually gain
1874 resistance by eating it. Usually resistance should only be set for flesh
1875 items in a monster's inventory.
1876 </attribute>
1877 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1878 Resistances on flesh items make them more durable against spellcraft
1879 of the appropriate kind. It also allows dragon players to eventually gain
1880 resistance by eating it. Usually resistance should only be set for flesh
1881 items in a monster's inventory.
1882 </attribute>
1883 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1884 Resistances on flesh items make them more durable against spellcraft
1885 of the appropriate kind. It also allows dragon players to eventually gain
1886 resistance by eating it. Usually resistance should only be set for flesh
1887 items in a monster's inventory.
1888 </attribute>
1889 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1890 Resistances on flesh items make them more durable against spellcraft
1891 of the appropriate kind. It also allows dragon players to eventually gain
1892 resistance by eating it. Usually resistance should only be set for flesh
1893 items in a monster's inventory.
1894 </attribute>
1895 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1896 Resistances on flesh items make them more durable against spellcraft
1897 of the appropriate kind. It also allows dragon players to eventually gain
1898 resistance by eating it. Usually resistance should only be set for flesh
1899 items in a monster's inventory.
1900 </attribute>
1901 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1902 Resistances on flesh items make them more durable against spellcraft
1903 of the appropriate kind. It also allows dragon players to eventually gain
1904 resistance by eating it. Usually resistance should only be set for flesh
1905 items in a monster's inventory.
1906 </attribute>
1907 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1908 Resistances on flesh items make them more durable against spellcraft
1909 of the appropriate kind. It also allows dragon players to eventually gain
1910 resistance by eating it. Usually resistance should only be set for flesh
1911 items in a monster's inventory.
1912 </attribute>
1913 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1914 Resistances on flesh items make them more durable against spellcraft
1915 of the appropriate kind. It also allows dragon players to eventually gain
1916 resistance by eating it. Usually resistance should only be set for flesh
1917 items in a monster's inventory.
1918 </attribute>
1919 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1920 Resistances on flesh items make them more durable against spellcraft
1921 of the appropriate kind. It also allows dragon players to eventually gain
1922 resistance by eating it. Usually resistance should only be set for flesh
1923 items in a monster's inventory.
1924 </attribute>
1925 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1926 RResistances on flesh items make them more durable against spellcraft
1927 of the appropriate kind. It also allows dragon players to eventually gain
1928 resistance by eating it. Usually resistance should only be set for flesh
1929 items in a monster's inventory.
1930 </attribute>
1931 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1932 Resistances on flesh items make them more durable against spellcraft
1933 of the appropriate kind. It also allows dragon players to eventually gain
1934 resistance by eating it. Usually resistance should only be set for flesh
1935 items in a monster's inventory.
1936 </attribute>
1937 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1938 Resistances on flesh items make them more durable against spellcraft
1939 of the appropriate kind. It also allows dragon players to eventually gain
1940 resistance by eating it. Usually resistance should only be set for flesh
1941 items in a monster's inventory.
1942 </attribute>
1943</section>
1944 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1945 This text may describe the item. 2003 This text may describe the item.
1946 </attribute> 2004 </attribute>
1947</type> 2005</type>
1948 2006
2054<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2055 <ignore> 2113 <ignore>
2056 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2057 </ignore> 2115 </ignore>
2058 <description><![CDATA[ 2116 <description><![CDATA[
2059 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2060 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2061 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2062 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
2063 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2064 </description> 2122 </description>
2066 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2067 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
2068 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way". ]]>
2069 </use> 2127 </use>
2070 <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>
2071 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
2072 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
2073 &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
2074 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
2075 </attribute> 2136 </attribute>
2293 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2294 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
2295 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
2296 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.
2297 2358
2298 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.
2299 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
2300 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2301 </attribute> 2362 </attribute>
2302</type> 2363</type>
2303 2364
2355 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2356 functionalities. ]]> 2417 functionalities. ]]>
2357 </description> 2418 </description>
2358 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2359 </attribute> 2420 </attribute>
2360<section name="resistance"> 2421 &resistances_basic;
2361 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2382 </attribute>
2383 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2384 </attribute>
2385</section>
2386</type> 2422</type>
2387 2423
2388<!--####################################################################--> 2424<!--####################################################################-->
2389<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2390 <ignore> 2426 <ignore>
2540 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2541 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2542 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
2543 &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.
2544 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
2545 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2546 2582
2547 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2548 </attribute> 2584 </attribute>
2549 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2550 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2650 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2651 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
2652 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
2653 have much visible effect. 2689 have much visible effect.
2654 </attribute> 2690 </attribute>
2691 &activate_on;
2655 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2656 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.
2657 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
2658 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
2659 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2660 </attribute> 2697 </attribute>
2698 &speed_left;
2661 <attribute arch="sp" editor="direction" type="list_direction"> 2699 <attribute arch="sp" editor="direction" type="list_direction">
2662 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
2663 &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
2664 always fire in a random direction. 2702 always fire in a random direction.
2665 </attribute> 2703 </attribute>
2682 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
2683 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2684 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2685 </attribute> 2723 </attribute>
2686</section> 2724</section>
2687<section name="resistance"> 2725&resistances_basic;
2688 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2689 </attribute>
2690 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2691 </attribute>
2692 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2729 </attribute>
2730</section>
2731</type> 2726</type>
2732 2727
2733<!--####################################################################--> 2728<!--####################################################################-->
2734<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2735 <ignore> 2730 <ignore>
2769 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
2770 standing on the marker. Set this value rather high to make 2765 standing on the marker. Set this value rather high to make
2771 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
2772 should do fine. 2767 should do fine.
2773 </attribute> 2768 </attribute>
2769 &speed_left;
2774 <attribute arch="food" editor="mark duration" type="int"> 2770 <attribute arch="food" editor="mark duration" type="int">
2775 This value defines the duration of the force it inserts. 2771 This value defines the duration of the force it inserts.
2776 If nonzero, the duration of the player's mark is finite: 2772 If nonzero, the duration of the player's mark is finite:
2777 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
2778 means the mark will stay on the player forever. 2774 means the mark will stay on the player forever.
2878 2874
2879 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2880 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2881 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2882 </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>
2883 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2884 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2885 &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.
2886 </attribute> 2886 </attribute>
2887 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2888 Every monster should have a race set to cathegorize it. 2888 Every monster should have a race set to categorize it.
2889 The monster's &lt;race&gt; can have different effects: 2889 The monster's &lt;race&gt; can have different effects:
2890 Slaying weapons inflict tripple damage against enemy races 2890 Slaying weapons inflict tripple damage against enemy races
2891 and holy word kills only enemy races of the god. 2891 and holy word kills only enemy races of the god.
2892 </attribute> 2892 </attribute>
2893 <attribute arch="exp" editor="experience" type="int"> 2893 <attribute arch="exp" editor="experience" type="int">
2894 When a player kills this monster, he will get exactly this 2894 When a player kills this monster, he will get exactly this
2895 amount of &lt;experience&gt;. The experience will flow into 2895 amount of &lt;experience&gt;. The experience will flow into
2896 the skill-cathegory the player used for the kill. 2896 the skill-category the player used for the kill.
2897 2897
2898 If you create special monsters of tweaked strenght/abilities, 2898 If you create special monsters of tweaked strenght/abilities,
2899 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
2900 reasonable value. Compare with existing arches to get a feeling 2900 reasonable value. Compare with existing arches to get a feeling
2901 what reasonable means. Keep in mind that spellcasting monsters 2901 what reasonable means. Keep in mind that spellcasting monsters
2903 </attribute> 2903 </attribute>
2904 <attribute arch="speed" editor="speed" type="float"> 2904 <attribute arch="speed" editor="speed" type="float">
2905 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
2906 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907 </attribute> 2907 </attribute>
2908 &speed_left;
2908 <attribute arch="other_arch" editor="breed monster" type="string"> 2909 <attribute arch="other_arch" editor="breed monster" type="string">
2909 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
2910 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;
2911 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
2912 should not be used. 2913 should not be used.
2932 </attribute> 2933 </attribute>
2933 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2934 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2935 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2936 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.
2937 </attribute> 2944 </attribute>
2938 2945
2939<section name="melee"> 2946<section name="melee">
2940 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2941 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3113 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3114 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.
3115 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3116 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3117 3124
3118 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3119 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.
3120 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3121 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
3122 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3123 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3145 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.
3146 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
3147 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
3148 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.
3149 </attribute> 3156 </attribute>
3150 <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.
3151 </attribute> 3163 </attribute>
3152 <attribute arch="run_away" editor="run at % health" type="int"> 3164 <attribute arch="run_away" editor="run at % health" type="int">
3153 This is a percentage value in the range 0-100. 3165 This is a percentage value in the range 0-100.
3154 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3155 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3156 attacker. 3168 attacker.
3157 </attribute> 3169 </attribute>
3158</section> 3170</section>
3159 3171 &resistances_basic;
3160<section name="resistance">
3161 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3186 </attribute>
3187 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3188 </attribute>
3189 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3190 </attribute>
3191 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3192 </attribute>
3193 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3194 </attribute>
3195 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3196 </attribute>
3197 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3198 </attribute>
3199 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3200 </attribute>
3201 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3202 </attribute>
3203</section>
3204 <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">
3205 </attribute> 3173 </attribute>
3206</type> 3174</type>
3207 3175
3208<!--####################################################################--> 3176<!--####################################################################-->
3213 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3214 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3215 <attribute arch="value" /> 3183 <attribute arch="value" />
3216 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3217 </ignore> 3185 </ignore>
3218 <description><![CDATA[ 3186 <description>
3219 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
3220 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3221 </description> 3189 </description>
3222<section name="grimreaper"> 3190<section name="grimreaper">
3223 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3224 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3225 </attribute> 3193 </attribute>
3336 </attribute> 3304 </attribute>
3337 <attribute arch="speed" editor="movement speed" type="float"> 3305 <attribute arch="speed" editor="movement speed" type="float">
3338 The movement speed value determines how fast a chain of 3306 The movement speed value determines how fast a chain of
3339 these movers will push a player along (default is -0.2). 3307 these movers will push a player along (default is -0.2).
3340 </attribute> 3308 </attribute>
3309 &speed_left;
3341 <attribute arch="sp" editor="direction" type="list_direction"> 3310 <attribute arch="sp" editor="direction" type="list_direction">
3342 The mover will push creatures in the specified &lt;direction&gt;. 3311 The mover will push creatures in the specified &lt;direction&gt;.
3343 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,
3344 thus pushing creatures in unpredictable directions. 3313 thus pushing creatures in unpredictable directions.
3345 </attribute> 3314 </attribute>
3432 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3433 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3434 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
3435 by activating the connection. 3404 by activating the connection.
3436 </attribute> 3405 </attribute>
3406 &activate_on;
3437 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3438 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
3439 radius of the destination coordinates. 3409 radius of the destination coordinates.
3440 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3441 being filled up and not work anymore! 3411 being filled up and not work anymore!
3451 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3452 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
3453 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3454 </attribute> 3424 </attribute>
3455 &move_on; 3425 &move_on;
3426 <attribute arch="speed" editor="activation speed" type="float">
3427 If the &lt;activation speed&gt; is nonzero, the pit will
3428 automatically be activated in regular time-intervals. Hence, the
3429 player can just step on it and gets teleported sooner or later.
3430 The duration between two activates depends on the given value.
3431 Default in the pit arch is &lt;activation speed&gt; 0, i.e. disabled.
3432
3433 VERY IMPORTANT: If you want to have your pit activated via
3434 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
3435 </attribute>
3436 &speed_left;
3456</type> 3437</type>
3457 3438
3458<!--####################################################################--> 3439<!--####################################################################-->
3459<type number="7" name="Poison Food"> 3440<type number="7" name="Poison Food">
3460 <description><![CDATA[ 3441 <description><![CDATA[
3496 </attribute> 3477 </attribute>
3497 <attribute arch="startequip" editor="godgiven item" type="bool"> 3478 <attribute arch="startequip" editor="godgiven item" type="bool">
3498 A godgiven item vanishes as soon as the player 3479 A godgiven item vanishes as soon as the player
3499 drops it to the ground. 3480 drops it to the ground.
3500 </attribute> 3481 </attribute>
3501<section name="stats"> 3482 &player_stat_resist_sections;
3502 <attribute arch="Str" editor="strength" type="int">
3503 The player's strentgh will rise/fall by the given value for permanent
3504 (of course there is an upper limit). Generally there shouldn't be stat
3505 potions granting more than one stat. Cursed potions will subtract the
3506 stats if positive.
3507 </attribute>
3508 <attribute arch="Dex" editor="dexterity" type="int">
3509 The player's dexterity will rise/fall by the given value for permanent
3510 (of course there is an upper limit). Generally there shouldn't be stat
3511 potions granting more than one stat. Cursed potions will subtract the
3512 stats if positive.
3513 </attribute>
3514 <attribute arch="Con" editor="constitution" type="int">
3515 The player's constitution will rise/fall by the given value for permanent
3516 (of course there is an upper limit). Generally there shouldn't be stat
3517 potions granting more than one stat. Cursed potions will subtract the
3518 stats if positive.
3519 </attribute>
3520 <attribute arch="Int" editor="intelligence" type="int">
3521 The player's intelligence will rise/fall by the given value for permanent
3522 (of course there is an upper limit). Generally there shouldn't be stat
3523 potions granting more than one stat. Cursed potions will subtract the
3524 stats if positive.
3525 </attribute>
3526 <attribute arch="Pow" editor="power" type="int">
3527 The player's power will rise/fall by the given value for permanent
3528 (of course there is an upper limit). Generally there shouldn't be stat
3529 potions granting more than one stat. Cursed potions will subtract the
3530 stats if positive.
3531 </attribute>
3532 <attribute arch="Wis" editor="wisdom" type="int">
3533 The player's wisdom will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Cha" editor="charisma" type="int">
3539 The player's charisma will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544</section>
3545<section name="resistance">
3546 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3547 The player's resistance to physical will rise by this value in percent
3548 (range -100 till +100). The effect is only temporare, and it does NOT
3549 add on the values from the player's equipment.
3550 Cursed potions will make negative resistance.. very nasty in combat!
3551 </attribute>
3552 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3553 The player's resistance to magic will rise by this value in percent
3554 (range -100 till +100). The effect is only temporare, and it does NOT
3555 add on the values from the player's equipment.
3556 Cursed potions will make negative resistance.. very nasty in combat!
3557 </attribute>
3558 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3559 The player's resistance to fire will rise by this value in percent
3560 (range -100 till +100). The effect is only temporare, and it does NOT
3561 add on the values from the player's equipment.
3562 Cursed potions will make negative resistance.. very nasty in combat!
3563 </attribute>
3564 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3565 The player's resistance to electricity will rise by this value in percent
3566 (range -100 till +100). The effect is only temporare, and it does NOT
3567 add on the values from the player's equipment.
3568 Cursed potions will make negative resistance.. very nasty in combat!
3569 </attribute>
3570 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3571 The player's resistance to cold will rise by this value in percent
3572 (range -100 till +100). The effect is only temporare, and it does NOT
3573 add on the values from the player's equipment.
3574 Cursed potions will make negative resistance.. very nasty in combat!
3575 </attribute>
3576 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3577 The player's resistance to acid will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3583 The player's resistance to confusion will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3589 The player's resistance to weaponmagic will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3595 The player's resistance to paralyze will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3601 The player's resistance to draining will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3607 The player's resistance to depletion will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3613 The player's resistance to poison will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618</section>
3619</type> 3483</type>
3620 3484
3621<!--####################################################################--> 3485<!--####################################################################-->
3622<type number="156" name="Power Crystal"> 3486<type number="156" name="Power Crystal">
3623 <description><![CDATA[ 3487 <description><![CDATA[
3892 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.
3893 That means: 3757 That means:
3894 <UL> 3758 <UL>
3895 <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!
3896 <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.
3897 <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
3898 players get trapped in a savebed location. 3762 players get trapped in a savebed location.
3899 <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
3900 arch called "dungeon_magic" everywhere). This is not required, 3764 arch called "dungeon_magic" everywhere). This is not required,
3901 but it makes the place much more safe. 3765 but it makes the place much more safe.
3902 </UL> ]]> 3766 </UL> ]]>
3957</type> 3821</type>
3958 3822
3959<!--####################################################################--> 3823<!--####################################################################-->
3960<type number="14" name="Shooting Weapon"> 3824<type number="14" name="Shooting Weapon">
3961 <description><![CDATA[ 3825 <description><![CDATA[
3962 Schooting weapons like bows/crossbows are used to shoot projectiles 3826 Shooting weapons like bows/crossbows are used to shoot projectiles
3963 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3827 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3964 wielded both at the same time. Like with any other equipment, 3828 wielded both at the same time. Like with any other equipment,
3965 stats/bonuses from shooting weapons are directly inherited to the player. 3829 stats/bonuses from shooting weapons are directly inherited to the player.
3966 <br><br> 3830 <br><br>
3967 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.
3969 weapon and projectile. ]]> 3833 weapon and projectile. ]]>
3970 </description> 3834 </description>
3971 <use><![CDATA[ 3835 <use><![CDATA[
3972 Shooting weapons should not add bonuses in general. There's already 3836 Shooting weapons should not add bonuses in general. There's already
3973 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3974 Schooting weapons should especially not add bonuses to the player 3838 Shooting weapons should especially not add bonuses to the player
3975 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
3976 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
3977 - still crap. ]]> 3841 - still crap. ]]>
3978 </use> 3842 </use>
3979 <attribute arch="race" editor="ammunition class" type="string"> 3843 <attribute arch="race" editor="ammunition class" type="string">
4011 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
4012 only way to prevent low level players to wear "undeserved" equipment 3876 only way to prevent low level players to wear "undeserved" equipment
4013 (like gifts from other players or cheated items). 3877 (like gifts from other players or cheated items).
4014 3878
4015 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
4016 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
4017 calculate a provisional value at runtime, but this is never 3881 calculate a provisional value at runtime, but this is never
4018 going to be an accurate measurement of &lt;item power&gt;. 3882 going to be an accurate measurement of &lt;item power&gt;.
4019 </attribute> 3883 </attribute>
4020 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3884 <attribute arch="no_strength" editor="ignore strength" type="bool">
4021 Usually the player's strentgh takes effect on the damage 3885 Usually the player's strentgh takes effect on the damage
4187 the connection is triggered. This should be used in combination with 4051 the connection is triggered. This should be used in combination with
4188 &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.
4189 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
4190 printed to one player, but all players on the current map. 4054 printed to one player, but all players on the current map.
4191 </attribute> 4055 </attribute>
4056 &activate_on;
4192 &move_on; 4057 &move_on;
4193 <attribute arch="food" editor="counter" type="int"> 4058 <attribute arch="food" editor="counter" type="int">
4194 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
4195 (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
4196 be used, while for magic_mouths it is extremely helpful. 4061 be used, while for magic_mouths it is extremely helpful.
4203 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.
4204 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).
4205 </attribute> 4070 </attribute>
4206 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4071 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4207 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.
4208 </attribute> 4087 </attribute>
4209</type> 4088</type>
4210 4089
4211<!--####################################################################--> 4090<!--####################################################################-->
4212<type number="43" name="Skill"> 4091<type number="43" name="Skill">
4249 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
4250 500 to their total. 4129 500 to their total.
4251 </attribute> 4130 </attribute>
4252 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4131 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4253 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.
4254 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
4255 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.
4256 </attribute> 4135 </attribute>
4257 <attribute arch="level" editor="level" type="int"> 4136 <attribute arch="level" editor="level" type="int">
4258 </attribute> 4137 </attribute>
4259 <attribute arch="exp" editor="experience" type="int"> 4138 <attribute arch="exp" editor="experience" type="int">
4481 <attribute arch="speed" editor="drowning speed" type="float"> 4360 <attribute arch="speed" editor="drowning speed" type="float">
4482 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
4483 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
4484 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.
4485 </attribute> 4364 </attribute>
4365 &speed_left;
4486 &move_on; 4366 &move_on;
4487 &movement_types_terrain; 4367 &movement_types_terrain;
4488 <attribute arch="no_magic" editor="no spells" type="bool"> 4368 <attribute arch="no_magic" editor="no spells" type="bool">
4489 If enabled, it is impossible for players to use (wizard-) 4369 If enabled, it is impossible for players to use (wizard-)
4490 spells on that spot. 4370 spells on that spot.
4567 <attribute arch="connected" editor="connection" type="int"> 4447 <attribute arch="connected" editor="connection" type="int">
4568 If a connection value is set, the teleporter will be activated 4448 If a connection value is set, the teleporter will be activated
4569 whenever the connection is triggered. To use this properly, 4449 whenever the connection is triggered. To use this properly,
4570 &lt;activation speed&gt; must be zero. 4450 &lt;activation speed&gt; must be zero.
4571 </attribute> 4451 </attribute>
4452 &activate_on;
4572 <attribute arch="speed" editor="activation speed" type="float"> 4453 <attribute arch="speed" editor="activation speed" type="float">
4573 If the &lt;activation speed&gt; is nonzero, the teleporter will 4454 If the &lt;activation speed&gt; is nonzero, the teleporter will
4574 automatically be activated in regular time-intervals. Hence, the 4455 automatically be activated in regular time-intervals. Hence, the
4575 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.
4576 The duration between two activates depends on the given value. 4457 The duration between two activates depends on the given value.
4577 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.
4578 4459
4579 VERY IMPORTANT: If you want to have your teleporter activated via 4460 VERY IMPORTANT: If you want to have your teleporter activated via
4580 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!
4581 </attribute> 4462 </attribute>
4463 &speed_left;
4582</type> 4464</type>
4583 4465
4584<!--####################################################################--> 4466<!--####################################################################-->
4585<type number="26" name="Timed Gate"> 4467<type number="26" name="Timed Gate">
4586 <ignore> 4468 <ignore>
4587 <ignore_list name="non_pickable" /> 4469 <ignore_list name="non_pickable" />
4588 </ignore> 4470 </ignore>
4589 <description><![CDATA[ 4471 <description><![CDATA[
4590 Gates play an important role in Crossfire. Gates can be opened 4472 Gates play an important role in Deliantra. Gates can be opened
4591 by activating a button/trigger, by speaking passwords (-> magic_ear) 4473 by activating a button/trigger, by speaking passwords (-> magic_ear)
4592 or carrying special key-objects (-> inventory checker). 4474 or carrying special key-objects (-> inventory checker).
4593 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
4594 passed, which makes them more practical in many cases. Unlike normal 4476 passed, which makes them more practical in many cases. Unlike normal
4595 gates, timed gates open when triggered but automatically close again 4477 gates, timed gates open when triggered but automatically close again
4605 Whenever the inventory checker is triggered, all objects with identical 4487 Whenever the inventory checker is triggered, all objects with identical
4606 &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
4607 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4608 after some time. 4490 after some time.
4609 </attribute> 4491 </attribute>
4492 &activate_on;
4610 <attribute arch="wc" editor="position state" type="int"> 4493 <attribute arch="wc" editor="position state" type="int">
4611 The &lt;position state&gt; defines the position of the gate: 4494 The &lt;position state&gt; defines the position of the gate:
4612 Zero means completely open/down, the "number of animation-steps" (usually 4495 Zero means completely open/down, the "number of animation-steps" (usually
4613 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
4614 mess with this value - Leave the default in place. 4497 mess with this value - Leave the default in place.
4645 and generally have either a physical attack or trigger a reaction. 4528 and generally have either a physical attack or trigger a reaction.
4646 <br><br> 4529 <br><br>
4647 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
4648 'attacktype' attacktype and/or trigger a reaction. 4531 'attacktype' attacktype and/or trigger a reaction.
4649 <br><br> 4532 <br><br>
4650 Many traps are already defined in the archetypes. ]]> 4533 Many traps are already defined in the archetypes.]]>
4651 </description> 4534 </description>
4652 <use><![CDATA[ 4535 <use><![CDATA[
4653 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
4654off your lightning wall and pit trap is usually a bad idea. ]]> 4537 off your lightning wall and pit trap is usually a bad idea.]]>
4655 </use> 4538 </use>
4656 <attribute arch="no_pick" value="1" type="fixed" /> 4539 <attribute arch="no_pick" value="1" type="fixed" />
4657 &move_on; 4540 &move_on;
4658 <attribute arch="level" editor="trap level" type="int"> 4541 <attribute arch="level" editor="trap level" type="int">
4659 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
4839<!--####################################################################--> 4722<!--####################################################################-->
4840<type number="0" name="Wall"> 4723<type number="0" name="Wall">
4841 <required> 4724 <required>
4842 <attribute arch="is_floor" value="0" /> 4725 <attribute arch="is_floor" value="0" />
4843 <attribute arch="alive" value="0" /> 4726 <attribute arch="alive" value="0" />
4844 <attribute arch="move_block" value="255" /> 4727 <attribute arch="no_pass" value="1" />
4845 </required> 4728 </required>
4846 <ignore> 4729 <ignore>
4847 <attribute arch="nrof" /> 4730 <attribute arch="nrof" />
4848 <attribute arch="title" /> 4731 <attribute arch="title" />
4849 <attribute arch="name_pl" /> 4732 <attribute arch="name_pl" />
4956 </attribute> 4839 </attribute>
4957 <attribute arch="ac" editor="armour class" type="int"> 4840 <attribute arch="ac" editor="armour class" type="int">
4958 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.
4959 &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;.
4960 </attribute> 4843 </attribute>
4961<section name="resistance"> 4844 &resistances_basic;
4962 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4963 </attribute>
4964 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4965 </attribute>
4966 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4967 </attribute>
4968 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4969 </attribute>
4970 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4971 </attribute>
4972 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4973 </attribute>
4974 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4975 </attribute>
4976 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4977 </attribute>
4978 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4979 </attribute>
4980 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4981 </attribute>
4982 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4983 </attribute>
4984 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4985 </attribute>
4986 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4987 </attribute>
4988 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4989 </attribute>
4990 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4991 </attribute>
4992 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4993 </attribute>
4994 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5003 </attribute>
5004</section>
5005</type> 4845</type>
5006 4846
5007<!--####################################################################--> 4847<!--####################################################################-->
5008<type number="15" name="Weapon"> 4848<type number="15" name="Weapon">
5009 <description><![CDATA[ 4849 <description><![CDATA[
5077 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
5078 only way to prevent low level players to wear "undeserved" equipment 4918 only way to prevent low level players to wear "undeserved" equipment
5079 (like gifts from other players or cheated items). 4919 (like gifts from other players or cheated items).
5080 4920
5081 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
5082 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
5083 calculate a provisional value at runtime, but this is never 4923 calculate a provisional value at runtime, but this is never
5084 going to be an accurate measurement of &lt;item power&gt;. 4924 going to be an accurate measurement of &lt;item power&gt;.
5085 </attribute> 4925 </attribute>
5086 <attribute arch="damned" editor="damnation" type="bool"> 4926 <attribute arch="damned" editor="damnation" type="bool">
5087 A damned weapon cannot be unwielded unless 4927 A damned weapon cannot be unwielded unless
5107 </attribute> 4947 </attribute>
5108 <attribute arch="startequip" editor="godgiven item" type="bool"> 4948 <attribute arch="startequip" editor="godgiven item" type="bool">
5109 A godgiven item vanishes as soon as the player 4949 A godgiven item vanishes as soon as the player
5110 drops it to the ground. 4950 drops it to the ground.
5111 </attribute> 4951 </attribute>
5112<section name="resistance"> 4952 &player_stat_resist_sections;
5113 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5114 This adds physical resistance to the weapon (= armour value). The number is
5115 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5116 and what they require to do for getting this-and-that artifact.
5117 </attribute>
5118 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5119 This adds magic resistance to the weapon. The number is a percent-value in
5120 the range 0-100. Treat this with CARE. Look at other maps and what they
5121 require to do for getting this-and-that artifact.
5122 </attribute>
5123 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5124 This adds fire resistance to the weapon. The number is a percent-value in
5125 the range 0-100. Treat this with CARE. Look at other maps and what they
5126 require to do for getting this-and-that artifact.
5127 </attribute>
5128 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5129 This adds electricity resistance to the weapon. The number is a percent-value in
5130 the range 0-100. Treat this with CARE. Look at other maps and what they
5131 require to do for getting this-and-that artifact.
5132 </attribute>
5133 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5134 This adds fire resistance to the weapon. The number is a percent-value in
5135 the range 0-100. Treat this with CARE. Look at other maps and what they
5136 require to do for getting this-and-that artifact.
5137 </attribute>
5138 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5139 This adds confusion resistance to the weapon. The number is a percent-value in
5140 the range 0-100. Confusion resistance is not very effective
5141 unless the value comes close to 100 (= perfect immunity).
5142 </attribute>
5143 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5144 This adds acid resistance to the weapon. The number is a percent-value in
5145 the range 0-100. Treat this with CARE. Look at other maps and what they
5146 require to do for getting this-and-that artifact.
5147 </attribute>
5148 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5149 This adds draining resistance to the weapon. The number is a percent-value
5150 in the range 0-100. Draining resistance is little effective
5151 unless the value is 100 (= perfect immunity).
5152 </attribute>
5153 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5154 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5155 the range 0-100. Weaponmagic resistance generally should not exist on
5156 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5157 are not meant to be easily resisted.
5158 </attribute>
5159 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5160 This adds ghosthit resistance to the weapon. The number is a percent-value
5161 in the range 0-100. Treat this with CARE. Look at other maps and what they
5162 require to do for getting this-and-that artifact.
5163 </attribute>
5164 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5165 This adds poison resistance to the weapon. The number is a percent-value in
5166 the range 0-100. Treat this with CARE. Look at other maps and what they
5167 require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5170 This adds fear resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Resistance to fear is pretty useless.
5172 </attribute>
5173 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5174 This adds paralyze resistance to the weapon. The number is a percent-value in
5175 the range 0-100. Paralyze resistance is little effective
5176 unless the value is 100 (= perfect immunity).
5177 </attribute>
5178 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5179 This adds fear resistance to the weapon. The number is a percent-value in
5180 the range 0-100. Resistance to fear is pretty useless.
5181 </attribute>
5182 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5183 This adds depletion resistance to the weapon. The number is a percent-value
5184 in the range 0-100. Depletion resistance is little effective
5185 unless the value is 100 (= perfect immunity).
5186 </attribute>
5187 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5188 This adds death-attack resistance to the weapon. The number is a
5189 percent-value in the range 0-100. Death-attack resistance is little
5190 effective unless the value is 100 (= perfect immunity).
5191 Generally, resistance to death-attack is not supposed to be
5192 available to players!
5193 </attribute>
5194 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5195 This adds chaos resistance to the weapon. The number is a percent-value in
5196 the range 0-100. Treat this with CARE. Look at other maps and what they
5197 require to do for getting this-and-that artifact.
5198 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5199 combination of other attacktypes.
5200 </attribute>
5201 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5202 This adds blinding resistance to the weapon. The number is a percent-value
5203 in the range 0-100. Treat this with CARE. Look at other maps and what they
5204 require to do for getting this-and-that artifact.
5205 </attribute>
5206 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5207 This adds holy power resistance to the weapon. The number is a percent-value
5208 in the range 0-100. Holy power is the attacktype that holyword-type spells
5209 use to hurt undead creatures. This kind of resistance is only reasonable
5210 for undead players (wraith or devourer cult).
5211 Generally, resistance to holy word should not be available for players.
5212 </attribute>
5213</section>
5214<section name="stats">
5215 <attribute arch="Str" editor="strength" type="int">
5216 The player's strentgh will rise/fall by the given value
5217 while wearing this weapon.
5218 </attribute>
5219 <attribute arch="Dex" editor="dexterity" type="int">
5220 The player's dexterity will rise/fall by the given value
5221 while wearing this weapon.
5222 </attribute>
5223 <attribute arch="Con" editor="constitution" type="int">
5224 The player's constitution will rise/fall by the given value
5225 while wearing this weapon.
5226 </attribute>
5227 <attribute arch="Int" editor="intelligence" type="int">
5228 The player's intelligence will rise/fall by the given value
5229 while wearing this weapon.
5230 </attribute>
5231 <attribute arch="Pow" editor="power" type="int">
5232 The player's power will rise/fall by the given value
5233 while wearing this weapon.
5234 </attribute>
5235 <attribute arch="Wis" editor="wisdom" type="int">
5236 The player's wisdom will rise/fall by the given value while
5237 wearing this weapon.
5238 </attribute>
5239 <attribute arch="Cha" editor="charisma" type="int">
5240 The player's charisma will rise/fall by the given value
5241 while wearing this weapon.
5242 </attribute>
5243</section>
5244<section name="misc"> 4953<section name="misc">
5245 <attribute arch="luck" editor="luck bonus" type="int"> 4954 <attribute arch="luck" editor="luck bonus" type="int">
5246 With positive luck bonus, the player is more likely to 4955 With positive luck bonus, the player is more likely to
5247 succeed in all sorts of things (spellcasting, praying,...). 4956 succeed in all sorts of things (spellcasting, praying,...).
5248 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
5327</type> 5036</type>
5328 5037
5329<type number="116" name="Event Connector"> 5038<type number="116" name="Event Connector">
5330 <description><![CDATA[ 5039 <description><![CDATA[
5331 Event connectors link specific events that happen to objects to 5040 Event connectors link specific events that happen to objects to
5332 a crossfire plug-in. ]]> 5041 a crossfire plug-in. They are not used at all in Deliantra ]]>
5333 </description> 5042 </description>
5334 <attribute arch="subtype" editor="event type" type="list_event_type">
5335 The type of event that triggers a notify to the plug-in.
5336 </attribute>
5337 <attribute arch="title" editor="plug-in" type="string">
5338 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5339 for python and "perl" for the Crossfire-Perl plug-in.
5340 </attribute>
5341 <attribute arch="slaying" editor="extension" type="string">
5342 The name of the extension to invoke (for python, this is the path to a script,
5343 for perl this is the name of a extension package without the ".ext" extension.
5344 </attribute>
5345 <attribute arch="name" editor="options" type="string">
5346 A string that is passed unaltered to the extension above. Often used to pass
5347 options to the extension that alter its behaviour.
5348 </attribute>
5349</type> 5043</type>
5350 5044
5351</types> 5045</types>

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