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

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.36 by root, Mon Aug 25 04:12:00 2008 UTC vs.
Revision 1.37 by root, Tue Aug 26 01:58:06 2008 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type. ]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type. ]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick. 149 every tick.
150 </attribute> 150 </attribute>
151 "> 151 ">
152 <!ENTITY activate_on " 152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
155 </attribute> 155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
158 </attribute> 158 </attribute>
159 "> 159 ">
160 160
161 <!ENTITY resistances_flesh_desc " 161 <!ENTITY resistances_flesh_desc "
791 <br><br> 791 <br><br>
792 A particularly nice feature of abilities is that they can hold two 792 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use. 793 spells: One for short range- and one for long range use.
794 \n\n 794 \n\n
795 You should know that spellcasting monsters receive abilities via 795 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]> 796 &lt;treasurelist&gt;.]]>
797 </description> 797 </description>
798 <use><![CDATA[ 798 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you 799 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something). 800 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more 801 The long/short-range spell feature can make boss-monsters more
803 <br><br> 803 <br><br>
804 You should keep in mind that magic abilities allow players 804 You should keep in mind that magic abilities allow players
805 to get better resistance. You can turn off the magic part to 805 to get better resistance. You can turn off the magic part to
806 make the spells more dangerous. However, this really shouldn't 806 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps. 807 be neccessary unless you work on very high level maps.
808 And what fun is a magic resistance cloak when it has no effect? ]]> 808 And what fun is a magic resistance cloak when it has no effect?]]>
809 </use> 809 </use>
810 <attribute arch="invisible" value="1" type="fixed" /> 810 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" /> 811 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell"> 812 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt; 813 The monster will use the specified &lt;short range spell&gt;
850 </ignore> 850 </ignore>
851 <description><![CDATA[ 851 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar, 852 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is 853 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once. 854 triggered. If the latter is the case, the altar works only once.
855 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears.]]>
856 </description> 856 </description>
857 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on; 858 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
860 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
895 <ignore_list name="non_pickable" /> 895 <ignore_list name="non_pickable" />
896 </ignore> 896 </ignore>
897 <description><![CDATA[ 897 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars 898 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that 899 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 900 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
901 </description> 901 </description>
902 <use><![CDATA[ 902 <use><![CDATA[
903 Altar_triggers are very useful if you want to charge a price for... 903 Altar_triggers are very useful if you want to charge a price for...
904 <UL> 904 <UL>
905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
908 </UL> 908 </UL>
909 The big advantage over normal altars is the infinite usability 909 The big advantage over normal altars is the infinite usability
910 of altar_triggers! If there are ten players on one server, they're 910 of altar_triggers! If there are ten players on one server, they're
911 quite grateful if things work more than once. =) ]]> 911 quite grateful if things work more than once. =)]]>
912 </use> 912 </use>
913 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
914 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
915 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
916 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
963 963
964<!--####################################################################--> 964<!--####################################################################-->
965<type number="74" name="Skill Tool"> 965<type number="74" name="Skill Tool">
966 <description><![CDATA[ 966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill. 967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]> 968 ]]>
969 </description> 969 </description>
970 <use><![CDATA[ 970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change 971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given. 972 the skill that is given.
973 ]]> 973 ]]>
974 </use> 974 </use>
975 <attribute arch="skill" editor="skill name" type="string"> 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. 976 This field describes which skill the player will be able to use wearing this item.
977 </attribute> 977 </attribute>
978 &player_stat_resist_sections; 978 &player_stat_resist_sections;
979</type> 979</type>
980<!--####################################################################--> 980<!--####################################################################-->
981<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
982 <description><![CDATA[ 982 <description><![CDATA[
983 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
984 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense.]]>
985 </description> 985 </description>
986 <use><![CDATA[ 986 <use><![CDATA[
987 Feel free to create your own special artifacts. However, it is very 987 Feel free to create your own special artifacts. However, it is very
988 important that you keep your artifact in balance with existing maps. ]]> 988 important that you keep your artifact in balance with existing maps.]]>
989 </use> 989 </use>
990 <attribute arch="ac" editor="armour class" type="int"> 990 <attribute arch="ac" editor="armour class" type="int">
991 This value defines the amount of armour-class bonus for wearing 991 This value defines the amount of armour-class bonus for wearing
992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
993 values are better. It should usually be set only for armour-like equipment. 993 values are better. It should usually be set only for armour-like equipment.
1138 Battleground is very special: In short, players can die on battleground 1138 Battleground is very special: In short, players can die on battleground
1139 without any death penalties. They don't loose or gain experience 1139 without any death penalties. They don't loose or gain experience
1140 while on battleground. Acid, draining and depletion effects don't 1140 while on battleground. Acid, draining and depletion effects don't
1141 work either. 1141 work either.
1142 When a player dies on battleground, he gets teleported to an exit 1142 When a player dies on battleground, he gets teleported to an exit
1143 location which is defined in the battleground object. ]]> 1143 location which is defined in the battleground object.]]>
1144 </description> 1144 </description>
1145 <use><![CDATA[ 1145 <use><![CDATA[
1146 Battleground is only meant for player vs. player duels. You can 1146 Battleground is only meant for player vs. player duels. You can
1147 design combat arenas similiar to the one in scorn.<br> 1147 design combat arenas similiar to the one in scorn.<br>
1148 What should NEVER be done is placing battleground tiles in 1148 What should NEVER be done is placing battleground tiles in
1150 It must not be possible to gain significant treasure for fighting 1150 It must not be possible to gain significant treasure for fighting
1151 on battleground, because it bears no risk.<br><br> 1151 on battleground, because it bears no risk.<br><br>
1152 (Battleground will cease to work when the image or name is changed, 1152 (Battleground will cease to work when the image or name is changed,
1153 or when it is placed beneath another floor tile. 1153 or when it is placed beneath another floor tile.
1154 This is not a bug, it is there to prevent any attempts of placing 1154 This is not a bug, it is there to prevent any attempts of placing
1155 "hidden" battleground tiles anywhere.) ]]> 1155 "hidden" battleground tiles anywhere.)]]>
1156 </use> 1156 </use>
1157 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
1158 <attribute arch="is_floor" value="1" type="fixed" /> 1158 <attribute arch="is_floor" value="1" type="fixed" />
1159 <attribute arch="hp" editor="destination X" type="int"> 1159 <attribute arch="hp" editor="destination X" type="int">
1160 The exit destinations define the (x, y)-coordinates where players 1160 The exit destinations define the (x, y)-coordinates where players
1175 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions 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 1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work. 1179 do cast spells still work.
1180 ]]> 1180 ]]>
1181 </description> 1181 </description>
1182 <use><![CDATA[ 1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning 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 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 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. 1186 areas where really no kind of spell should be invoked by a player.
1187 ]]> 1187 ]]>
1188 </use> 1188 </use>
1189 &movement_types_terrain; 1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1191</type> 1191</type>
1192 1192
1193<!--####################################################################--> 1193<!--####################################################################-->
1194<type number="8" name="Book"> 1194<type number="8" name="Book">
1195 <description><![CDATA[ 1195 <description><![CDATA[
1196 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player.]]>
1197 </description> 1197 </description>
1198 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1199 If this value is set to be greater than zero, the player needs a 1199 If this value is set to be greater than zero, the player needs a
1200 certain literacy level to succeed reading the book. The book can be 1200 certain literacy level to succeed reading the book. The book can be
1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1225<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1227 <description><![CDATA[ 1227 <description><![CDATA[
1228 Wearing boots, the object's stats will directly be inherited to 1228 Wearing boots, the object's stats will directly be inherited to
1229 the player. Usually enhancing his speed, or granting some minor 1229 the player. Usually enhancing his speed, or granting some minor
1230 protection bonus. ]]> 1230 protection bonus.]]>
1231 </description> 1231 </description>
1232 <use><![CDATA[ 1232 <use><![CDATA[
1233 Feel free to create your own special artifacts. However, it is very 1233 Feel free to create your own special artifacts. However, it is very
1234 important that you keep your artifact in balance with existing maps. ]]> 1234 important that you keep your artifact in balance with existing maps.]]>
1235 </use> 1235 </use>
1236 <attribute arch="exp" editor="speed bonus" type="int"> 1236 <attribute arch="exp" editor="speed bonus" type="int">
1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1238 while worn. This kind of bonus is quite desirable for players of low- 1238 while worn. This kind of bonus is quite desirable for players of low-
1239 and medium level. High level players usually have fastest possible 1239 and medium level. High level players usually have fastest possible
1255<type number="104" name="Bracers"> 1255<type number="104" name="Bracers">
1256 <import_type name="Amulet" /> 1256 <import_type name="Amulet" />
1257 <description><![CDATA[ 1257 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists. 1258 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to 1259 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense. ]]> 1260 the player. Usually enhancing his defense.]]>
1261 </description> 1261 </description>
1262 <use><![CDATA[ 1262 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very 1263 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]> 1264 important that you keep your artifact in balance with existing maps.]]>
1265 </use> 1265 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int"> 1266 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the bracers. 1269 than direct armour-class bonus on the bracers.
1273<!--####################################################################--> 1273<!--####################################################################-->
1274<type number="16" name="Brestplate Armour"> 1274<type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" /> 1275 <import_type name="Amulet" />
1276 <description><![CDATA[ 1276 <description><![CDATA[
1277 Wearing an armour, the object's stats will directly be inherited to 1277 Wearing an armour, the object's stats will directly be inherited to
1278 the player. Usually enhancing his defense. ]]> 1278 the player. Usually enhancing his defense.]]>
1279 </description> 1279 </description>
1280 <use><![CDATA[ 1280 <use><![CDATA[
1281 Feel free to create your own special artifacts. However, it is very 1281 Feel free to create your own special artifacts. However, it is very
1282 important that you keep your artifact in balance with existing maps. ]]> 1282 important that you keep your artifact in balance with existing maps.]]>
1283 </use> 1283 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 This poses a penalty to spell regeneration speed, for wearing the armour. 1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1286 The bigger the spellpoint penalty, the worse. 1286 The bigger the spellpoint penalty, the worse.
1287 </attribute> 1287 </attribute>
1303 </ignore> 1303 </ignore>
1304 <description><![CDATA[ 1304 <description><![CDATA[
1305 When a predefined amount of weigh is placed on a button, the 1305 When a predefined amount of weigh is placed on a button, the
1306 &lt;connection&gt; value is triggered. In most cases this happens when a 1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1307 player or monster steps on it. When the button is "released", the 1307 player or monster steps on it. When the button is "released", the
1308 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time.]]>
1309 </description> 1309 </description>
1310 &move_on; 1310 &move_on;
1311 &move_off; 1311 &move_off;
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1331 <ignore_list name="non_pickable" /> 1331 <ignore_list name="non_pickable" />
1332 </ignore> 1332 </ignore>
1333 <description><![CDATA[ 1333 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period 1334 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the 1335 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered. ]]> 1336 &lt;connection&gt; value is triggered.]]>
1337 </description> 1337 </description>
1338</type> 1338</type>
1339 1339
1340<!--####################################################################--> 1340<!--####################################################################-->
1341<type number="37" name="Class Changer"> 1341<type number="37" name="Class Changer">
1342 <ignore> 1342 <ignore>
1343 <ignore_list name="non_pickable" /> 1343 <ignore_list name="non_pickable" />
1344 </ignore> 1344 </ignore>
1345 <description><![CDATA[ 1345 <description><![CDATA[
1346 Class changer are used while creating a character. ]]> 1346 Class changer are used while creating a character.]]>
1347 </description> 1347 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives. 1349 This entry determines which initial items the character receives.
1350 </attribute> 1350 </attribute>
1351<section name="stats"> 1351<section name="stats">
1384<type number="87" name="Cloak"> 1384<type number="87" name="Cloak">
1385 <import_type name="Amulet" /> 1385 <import_type name="Amulet" />
1386 <description><![CDATA[ 1386 <description><![CDATA[
1387 Wearing a cloak, the object's stats will directly be inherited to 1387 Wearing a cloak, the object's stats will directly be inherited to
1388 the player. Cloaks usually add minor &lt;armour class&gt; and 1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1389 sometimes a bit of resistance. ]]> 1389 sometimes a bit of resistance.]]>
1390 </description> 1390 </description>
1391 <use><![CDATA[ 1391 <use><![CDATA[
1392 Feel free to create your own special artifacts. However, it is very 1392 Feel free to create your own special artifacts. However, it is very
1393 important that you keep your artifact in balance with existing maps. ]]> 1393 important that you keep your artifact in balance with existing maps.]]>
1394 </use> 1394 </use>
1395 <attribute arch="magic" editor="magic bonus" type="int"> 1395 <attribute arch="magic" editor="magic bonus" type="int">
1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1398 than direct armour-class bonus on the cloak. 1398 than direct armour-class bonus on the cloak.
1403</type> 1403</type>
1404 1404
1405<!--####################################################################--> 1405<!--####################################################################-->
1406<type number="9" name="Clock"> 1406<type number="9" name="Clock">
1407 <description><![CDATA[ 1407 <description><![CDATA[
1408 Applying a clock, the time is displayed to the player. ]]> 1408 Applying a clock, the time is displayed to the player.]]>
1409 </description> 1409 </description>
1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411 This text may describe the item 1411 This text may describe the item
1412 </attribute> 1412 </attribute>
1413</type> 1413</type>
1418 A player can put (certain kinds of) items in the container. 1418 A player can put (certain kinds of) items in the container.
1419 The overall weight of items is reduced when put inside a 1419 The overall weight of items is reduced when put inside a
1420 container, depending on the settings. 1420 container, depending on the settings.
1421 <br><br> 1421 <br><br>
1422 A special feature of containers is the "cauldron", 1422 A special feature of containers is the "cauldron",
1423 capable of mixing alchemical receipes. ]]> 1423 capable of mixing alchemical receipes.]]>
1424 </description> 1424 </description>
1425 <use><![CDATA[ 1425 <use><![CDATA[
1426 Note on chests - There are two types of chests: 1426 Note on chests - There are two types of chests:
1427 <UL> 1427 <UL>
1428 <LI> First the random treasure chests - Those are NOT containers 1428 <LI> First the random treasure chests - Those are NOT containers
1429 (but object type Treasure), they create random treasures when 1429 (but object type Treasure), they create random treasures when
1430 applied. Archetype name is "chest". 1430 applied. Archetype name is "chest".
1431 <LI> Second there are the permanent chests - Those are containers, 1431 <LI> Second there are the permanent chests - Those are containers,
1432 they can be opened and closed again. Archetype name is "chest_2". 1432 they can be opened and closed again. Archetype name is "chest_2".
1433 </UL> ]]> 1433 </UL>]]>
1434 </use> 1434 </use>
1435 <attribute arch="race" editor="container class" type="string"> 1435 <attribute arch="race" editor="container class" type="string">
1436 If set, the container will hold only certain types of objects. 1436 If set, the container will hold only certain types of objects.
1437 Possible choices for &lt;container class&gt; are: "gold and jewels", 1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 "arrows" and "keys". 1438 "arrows" and "keys".
1493 <attribute arch="title" /> 1493 <attribute arch="title" />
1494 </ignore> 1494 </ignore>
1495 <description><![CDATA[ 1495 <description><![CDATA[
1496 Converters are like "exchange tables". When the player drops a 1496 Converters are like "exchange tables". When the player drops a
1497 specific type of items, they get converted into other items, at a 1497 specific type of items, they get converted into other items, at a
1498 predefined exchange-ratio. ]]> 1498 predefined exchange-ratio.]]>
1499 </description> 1499 </description>
1500 <use><![CDATA[ 1500 <use><![CDATA[
1501 Converters are better than shopping with doormats, because the 1501 Converters are better than shopping with doormats, because the
1502 converters never get sold out. For some items like food or jewels 1502 converters never get sold out. For some items like food or jewels
1503 those "exchange tables" are really nice, while for the more important 1503 those "exchange tables" are really nice, while for the more important
1505 <br><br> 1505 <br><br>
1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507 items on a converter, the stuff you get must be of equal or lesser 1507 items on a converter, the stuff you get must be of equal or lesser
1508 value than before! (Except if you are using "rare" items like 1508 value than before! (Except if you are using "rare" items like
1509 dragonscales for payment). The code will not check if your ratio is 1509 dragonscales for payment). The code will not check if your ratio is
1510 sane, so the player could gain infinite wealth by using your converter. ]]> 1510 sane, so the player could gain infinite wealth by using your converter.]]>
1511 </use> 1511 </use>
1512 <attribute arch="no_pick" value="1" type="fixed" /> 1512 <attribute arch="no_pick" value="1" type="fixed" />
1513 <attribute arch="slaying" editor="cost arch" type="string"> 1513 <attribute arch="slaying" editor="cost arch" type="string">
1514 &lt;cost arch&gt; is the name of the archetype the player has to 1514 &lt;cost arch&gt; is the name of the archetype the player has to
1515 put on the converter, as payment. 1515 put on the converter, as payment.
1542 </ignore> 1542 </ignore>
1543 <description><![CDATA[ 1543 <description><![CDATA[
1544 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]> 1547 periodically create things.]]>
1548 </description> 1548 </description>
1549 <use><![CDATA[ 1549 <use><![CDATA[
1550 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1551 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor.]]>
1552 </use> 1552 </use>
1553 <attribute arch="no_pick" value="1" type="fixed" /> 1553 <attribute arch="no_pick" value="1" type="fixed" />
1554 <attribute arch="other_arch" editor="create arch" type="string"> 1554 <attribute arch="other_arch" editor="create arch" type="string">
1555 This string defines the object that will be created. 1555 This string defines the object that will be created.
1556 You can choose any of the existing arches. 1556 You can choose any of the existing arches.
1598 finds a specific object, it toggles its connected value. 1598 finds a specific object, it toggles its connected value.
1599 <br><br> 1599 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1601 - First, detectors check their square for a match periodically, not
1602 instantly. Second, detectors check directly for object names. Third, 1602 instantly. Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters. ]]> 1603 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1604 </description>
1605 <use><![CDATA[ 1605 <use><![CDATA[
1606 There is one major speciality about detectors: You can detect spells 1606 There is one major speciality about detectors: You can detect spells
1607 blown over a detector! To detect a lighting bolt for example, set 1607 blown over a detector! To detect a lighting bolt for example, set
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms. ]]> 1609 walls, this can be very useful for map-mechanisms.]]>
1610 </use> 1610 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1611 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1612 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1613 &lt;match name&gt; specifies the name of the object we are looking for.
1614 Actually it does also check for the &lt;key string&gt; in key-objects, 1614 Actually it does also check for the &lt;key string&gt; in key-objects,
1639 <description><![CDATA[ 1639 <description><![CDATA[
1640 Directors change the direction of spell objects and other projectiles 1640 Directors change the direction of spell objects and other projectiles
1641 that fly past. Unlike spinners, directors always move objects in the 1641 that fly past. Unlike spinners, directors always move objects in the
1642 same direction. It does not make a difference from what angle you 1642 same direction. It does not make a difference from what angle you
1643 shoot into it.<br> 1643 shoot into it.<br>
1644 Directors are visible per default. ]]> 1644 Directors are visible per default.]]>
1645 </description> 1645 </description>
1646 <use><![CDATA[ 1646 <use><![CDATA[
1647 Directors are rarely used in maps. Sometimes they are placed to 1647 Directors are rarely used in maps. Sometimes they are placed to
1648 change the direction of spells coming out of magic walls, 1648 change the direction of spells coming out of magic walls,
1649 "channeling" spell-projectiles in some direction. When doing this, 1649 "channeling" spell-projectiles in some direction. When doing this,
1651 into them!</B> The spell-projectiles bouncing between the directors 1651 into them!</B> The spell-projectiles bouncing between the directors
1652 would accumulate to huge numbers and at some point slow down the 1652 would accumulate to huge numbers and at some point slow down the
1653 server by eating memory- and CPU-time. 1653 server by eating memory- and CPU-time.
1654 <br><br> 1654 <br><br>
1655 You'd better not place directors in monster vs. player combat 1655 You'd better not place directors in monster vs. player combat
1656 areas too much, because that freaks out wizard-type players. ]]> 1656 areas too much, because that freaks out wizard-type players.]]>
1657 </use> 1657 </use>
1658 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1659 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1660 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1661 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1670 </ignore> 1670 </ignore>
1671 <description><![CDATA[ 1671 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Deliantra. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1673 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
1674 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible.]]>
1676 </description> 1676 </description>
1677 <use><![CDATA[ 1677 <use><![CDATA[
1678 Diseases are extremely flexible and usable in a many ways. 1678 Diseases are extremely flexible and usable in a many ways.
1679 So far they are mostly used for causing bad, unwanted effects. 1679 So far they are mostly used for causing bad, unwanted effects.
1680 You could just as well create a disease which helps the player 1680 You could just as well create a disease which helps the player
1681 (recharging mana for example). 1681 (recharging mana for example).
1682 Infection with a "positive disease" could even be a quest reward. ]]> 1682 Infection with a "positive disease" could even be a quest reward.]]>
1683 </use> 1683 </use>
1684 <attribute arch="invisible" value="1" type="fixed" /> 1684 <attribute arch="invisible" value="1" type="fixed" />
1685 <attribute arch="level" editor="plaque level" type="int"> 1685 <attribute arch="level" editor="plaque level" type="int">
1686 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1686 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1687 This mainly reflects in the &lt;damage&gt;. It has no effect on 1687 This mainly reflects in the &lt;damage&gt;. It has no effect on
1832 </ignore> 1832 </ignore>
1833 <description><![CDATA[ 1833 <description><![CDATA[
1834 A door can be opened with a normal key. It also can be broken by attacking 1834 A door can be opened with a normal key. It also can be broken by attacking
1835 it, and it can be defeated with the lockpicking skill. If a door is 1835 it, and it can be defeated with the lockpicking skill. If a door is
1836 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1837 removed. ]]> 1837 removed.]]>
1838 </description> 1838 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain; 1841 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1869 When activated, a duplicator can duplicate, multiply or destroy a pile of 1869 When activated, a duplicator can duplicate, multiply or destroy a pile of
1870 objects which lies somewhere on top of the duplicator. 1870 objects which lies somewhere on top of the duplicator.
1871 The duplicator has one arch name specified as &lt;target arch&gt;, 1871 The duplicator has one arch name specified as &lt;target arch&gt;,
1872 and only objects of this archetype can be affected.<br> 1872 and only objects of this archetype can be affected.<br>
1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1874 If the latter is set to zero, it will destroy objects. ]]> 1874 If the latter is set to zero, it will destroy objects.]]>
1875 </description> 1875 </description>
1876 <use><![CDATA[ 1876 <use><![CDATA[
1877 I hope it is clear that one must be very cautious when inserting a duplicator 1877 I hope it is clear that one must be very cautious when inserting a duplicator
1878 anywhere with &lt;multiply factor&gt; greater than one. 1878 anywhere with &lt;multiply factor&gt; greater than one.
1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1880 It is <b>not acceptable</b> to allow duplication of anything other than 1880 It is <b>not acceptable</b> to allow duplication of anything other than
1881 coins, gold and jewels. Besides, it is very important that the chance to 1881 coins, gold and jewels. Besides, it is very important that the chance to
1882 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1883 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
1884 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%.]]>
1885 </use> 1885 </use>
1886 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1887 Only objects of matching archtype, lying ontop of the duplicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1888 duplicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1889 </attribute> 1889 </attribute>
1907 </ignore> 1907 </ignore>
1908 <description><![CDATA[ 1908 <description><![CDATA[
1909 When the player applies an exit, he is transferred to a different location. 1909 When the player applies an exit, he is transferred to a different location.
1910 (Monsters cannot use exits.) Depending on how it is set, the player applies 1910 (Monsters cannot use exits.) Depending on how it is set, the player applies
1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1912 the exit. ]]> 1912 the exit. ]]>
1913 </description> 1913 </description>
1914 <use><![CDATA[ 1914 <use><![CDATA[
1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1917 detected with the show_invisible spell. 1917 detected with the show_invisible spell.
1918 <br><br> 1918 <br><br>
1919 You can be quite creative with the outlook of secret exits (their "face"). 1919 You can be quite creative with the outlook of secret exits (their "face").
1920 Don't forget to give the player relyable hints about them though. ]]> 1920 Don't forget to give the player relyable hints about them though.]]>
1921 </use> 1921 </use>
1922 <attribute arch="slaying" editor="exit path" type="string"> 1922 <attribute arch="slaying" editor="exit path" type="string">
1923 The exit path defines the map that the player is transferred to. 1923 The exit path defines the map that the player is transferred to.
1924 You can enter an absolute path, beginning with '/' (for example 1924 You can enter an absolute path, beginning with '/' (for example
1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1967 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1968 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
1969 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
1970 those categories. 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;.
1971 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
1972 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty.]]>
1973 </description> 1973 </description>
1974 <use><![CDATA[ 1974 <use><![CDATA[
1975 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
1976 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977 These flesh items "inherit" resistances and level from the monster they belong to. 1977 These flesh items "inherit" resistances and level from the monster they belong to.
1979 not the case - so you have to set it manually. 1979 not the case - so you have to set it manually.
1980 <br><br> 1980 <br><br>
1981 Generally adding special flesh-treaties for dragon players is a great thing 1981 Generally adding special flesh-treaties for dragon players is a great thing
1982 to do. Always consider that dragon players might really not be interested 1982 to do. Always consider that dragon players might really not be interested
1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1984 out on the reward completely. ]]> 1984 out on the reward completely.]]>
1985 </use> 1985 </use>
1986 <attribute arch="food" editor="foodpoints" type="int"> 1986 <attribute arch="food" editor="foodpoints" type="int">
1987 The player's stomache will get filled with this amount of foodpoints. 1987 The player's stomache will get filled with this amount of foodpoints.
1988 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1988 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1989 </attribute> 1989 </attribute>
2013 <ignore> 2013 <ignore>
2014 <ignore_list name="non_pickable" /> 2014 <ignore_list name="non_pickable" />
2015 </ignore> 2015 </ignore>
2016 <description><![CDATA[ 2016 <description><![CDATA[
2017 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
2018 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it.]]>
2019 </description> 2019 </description>
2020 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
2021 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
2022<section name="terrain"> 2022<section name="terrain">
2023 &movement_types_terrain; 2023 &movement_types_terrain;
2057 Encounter-Floor is pretty much the same as normal floor. 2057 Encounter-Floor is pretty much the same as normal floor.
2058 Most outdoor floor/ground-arches are set to be "encounters". 2058 Most outdoor floor/ground-arches are set to be "encounters".
2059 That is kind of a relict from former code: When walking over 2059 That is kind of a relict from former code: When walking over
2060 encounter-floor, players sometimes got beamed to little maps 2060 encounter-floor, players sometimes got beamed to little maps
2061 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
2062 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor.]]>
2063 </description> 2063 </description>
2064 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
2065 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
2066<section name="terrain"> 2066<section name="terrain">
2067 &movement_types_terrain; 2067 &movement_types_terrain;
2094 2094
2095<!--####################################################################--> 2095<!--####################################################################-->
2096<type number="6" name="Food"> 2096<type number="6" name="Food">
2097 <description><![CDATA[ 2097 <description><![CDATA[
2098 By eating/drinking food-objects, the player can fill his 2098 By eating/drinking food-objects, the player can fill his
2099 stomache and gain a little health. ]]> 2099 stomache and gain a little health.]]>
2100 </description> 2100 </description>
2101 <attribute arch="food" editor="foodpoints" type="int"> 2101 <attribute arch="food" editor="foodpoints" type="int">
2102 The player's stomache will get filled with this amount of foodpoints. 2102 The player's stomache will get filled with this amount of foodpoints.
2103 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2103 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2104 </attribute> 2104 </attribute>
2116 <description><![CDATA[ 2116 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2120 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
2121 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases.]]>
2122 </description> 2122 </description>
2123 <use><![CDATA[ 2123 <use><![CDATA[
2124 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2125 area A, the player gains access to area B, and so on. Make your 2125 area A, the player gains access to area B, and so on. Make your
2126 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way".]]>
2127 </use> 2127 </use>
2128 <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"> 2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2131 </attribute>
2155<type number="113" name="Girdle"> 2155<type number="113" name="Girdle">
2156 <import_type name="Amulet" /> 2156 <import_type name="Amulet" />
2157 <description><![CDATA[ 2157 <description><![CDATA[
2158 Wearing a girdle, the object's stats will directly be inherited to 2158 Wearing a girdle, the object's stats will directly be inherited to
2159 the player. Girdles usually provide stats- or damage bonuses and no 2159 the player. Girdles usually provide stats- or damage bonuses and no
2160 defense. ]]> 2160 defense.]]>
2161 </description> 2161 </description>
2162 <use><![CDATA[ 2162 <use><![CDATA[
2163 Feel free to create your own special artifacts. However, it is very 2163 Feel free to create your own special artifacts. However, it is very
2164 important that you keep your artifact in balance with existing maps. ]]> 2164 important that you keep your artifact in balance with existing maps.]]>
2165 </use> 2165 </use>
2166 <attribute arch="magic" editor="magic bonus" type="int"> 2166 <attribute arch="magic" editor="magic bonus" type="int">
2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2169 than direct armour-class bonus on the helmet. 2169 than direct armour-class bonus on the helmet.
2177<!--####################################################################--> 2177<!--####################################################################-->
2178<type number="100" name="Gloves"> 2178<type number="100" name="Gloves">
2179 <import_type name="Amulet" /> 2179 <import_type name="Amulet" />
2180 <description><![CDATA[ 2180 <description><![CDATA[
2181 Wearing gloves, the object's stats will directly be inherited to 2181 Wearing gloves, the object's stats will directly be inherited to
2182 the player. Gloves can add defense or damage bonuses. ]]> 2182 the player. Gloves can add defense or damage bonuses.]]>
2183 </description> 2183 </description>
2184 <use><![CDATA[ 2184 <use><![CDATA[
2185 Feel free to create your own special artifacts. However, it is very 2185 Feel free to create your own special artifacts. However, it is very
2186 important that you keep your artifact in balance with existing maps. ]]> 2186 important that you keep your artifact in balance with existing maps.]]>
2187 </use> 2187 </use>
2188 <attribute arch="magic" editor="magic bonus" type="int"> 2188 <attribute arch="magic" editor="magic bonus" type="int">
2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2191 will increase that. 2191 will increase that.
2197 <ignore> 2197 <ignore>
2198 <ignore_list name="non_pickable" /> 2198 <ignore_list name="non_pickable" />
2199 </ignore> 2199 </ignore>
2200 <description><![CDATA[ 2200 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters. 2201 A handle can be applied by players and (certain) monsters.
2202 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2202 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2203 </description> 2203 </description>
2204 <use><![CDATA[ 2204 <use><![CDATA[
2205 Handles are commonly used to move gates. When placing your lever, 2205 Handles are commonly used to move gates. When placing your lever,
2206 don't forget that some monsters are able to apply it. 2206 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2207 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example. ]]> 2208 but vampires can do it for example.]]>
2209 </use> 2209 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2210 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2211 <attribute arch="connected" editor="connection" type="int">
2212 Every time the handle is applied, all objects 2212 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2213 with the same &lt;connection&gt; value are activated.
2225 <ignore_list name="non_pickable" /> 2225 <ignore_list name="non_pickable" />
2226 </ignore> 2226 </ignore>
2227 <description><![CDATA[ 2227 <description><![CDATA[
2228 Handle triggers are handles which reset after a short period 2228 Handle triggers are handles which reset after a short period
2229 of time. Every time it is either applied or reset, the 2229 of time. Every time it is either applied or reset, the
2230 &lt;connection&gt; value is triggered. ]]> 2230 &lt;connection&gt; value is triggered.]]>
2231 </description> 2231 </description>
2232 <use><![CDATA[ 2232 <use><![CDATA[
2233 When you connect an ordinary handle to a gate, the gate normally remains 2233 When you connect an ordinary handle to a gate, the gate normally remains
2234 opened after the first player passed. If you want to keep the gate shut, 2234 opened after the first player passed. If you want to keep the gate shut,
2235 connecting it to a handle trigger is an easy solution. ]]> 2235 connecting it to a handle trigger is an easy solution. ]]>
2236 </use> 2236 </use>
2237</type> 2237</type>
2238 2238
2239<!--####################################################################--> 2239<!--####################################################################-->
2240<type number="88" name="Hazard Floor"> 2240<type number="88" name="Hazard Floor">
2245 <ignore_list name="non_pickable" /> 2245 <ignore_list name="non_pickable" />
2246 </ignore> 2246 </ignore>
2247 <description><![CDATA[ 2247 <description><![CDATA[
2248 The best example for Hazard Floor is lava. It works like standard 2248 The best example for Hazard Floor is lava. It works like standard
2249 floor, but damages all creatures standing on it. 2249 floor, but damages all creatures standing on it.
2250 Damage is taken in regular time intervals. ]]> 2250 Damage is taken in regular time intervals.]]>
2251 </description> 2251 </description>
2252 <use><![CDATA[ 2252 <use><![CDATA[
2253 The default lava for example does minor damage. But you can turn 2253 The default lava for example does minor damage. But you can turn
2254 it up so that your hazard floor poses a real threat.<br> 2254 it up so that your hazard floor poses a real threat.<br>
2255 Like magic walls, such floors add a permanent thrill to your map. 2255 Like magic walls, such floors add a permanent thrill to your map.
2256 You can use that to safely chase off too-weak players, or just 2256 You can use that to safely chase off too-weak players, or just
2257 to have something different. ]]> 2257 to have something different.]]>
2258 </use> 2258 </use>
2259 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2260 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2261 &move_on; 2261 &move_on;
2262 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2313 <import_type name="Amulet" /> 2313 <import_type name="Amulet" />
2314 <description><![CDATA[ 2314 <description><![CDATA[
2315 Wearing a helmet, the object's stats will directly be inherited to 2315 Wearing a helmet, the object's stats will directly be inherited to
2316 the player. Normal helmets usually increase defense, while crowns 2316 the player. Normal helmets usually increase defense, while crowns
2317 add more special bonuses like stats/resistances paired with 2317 add more special bonuses like stats/resistances paired with
2318 low defense. ]]> 2318 low defense.]]>
2319 </description> 2319 </description>
2320 <use><![CDATA[ 2320 <use><![CDATA[
2321 Feel free to create your own special artifacts. However, it is very 2321 Feel free to create your own special artifacts. However, it is very
2322 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2323 </use> 2323 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2338 <ignore_list name="non_pickable" /> 2338 <ignore_list name="non_pickable" />
2339 </ignore> 2339 </ignore>
2340 <description><![CDATA[ 2340 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2341 Holy_altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and 2342 at a Holy_altar will make you a follower of that god, and
2343 if you already follow that god, you may get some extra bonus. ]]> 2343 if you already follow that god, you may get some extra bonus.]]>
2344 </description> 2344 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2345 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2346 <attribute arch="other_arch" editor="god name" type="string">
2347 The altar belongs to the god of the given name. Possible options for 2347 The altar belongs to the god of the given name. Possible options for
2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2371 Horns are very similar to rods. The difference is that horns regenerate 2371 Horns are very similar to rods. The difference is that horns regenerate
2372 spellpoints faster and thus are more valuable than rods. 2372 spellpoints faster and thus are more valuable than rods.
2373 <br><br> 2373 <br><br>
2374 A horn contains a spell. The player can use this spell by applying and 2374 A horn contains a spell. The player can use this spell by applying and
2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 used endlessly. ]]> 2376 used endlessly.]]>
2377 </description> 2377 </description>
2378 <use><![CDATA[ 2378 <use><![CDATA[
2379 Horns are powerful due to their fast recharge rate. They should 2379 Horns are powerful due to their fast recharge rate. They should
2380 never contain high level attacking spells. Even curing/healing spells 2380 never contain high level attacking spells. Even curing/healing spells
2381 are almost too good on a horn. ]]> 2381 are almost too good on a horn.]]>
2382 </use> 2382 </use>
2383 <attribute arch="sp" editor="spell" type="spell"> 2383 <attribute arch="sp" editor="spell" type="spell">
2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2385 horns to players, since they can be used endlessly without any mana cost! 2385 horns to players, since they can be used endlessly without any mana cost!
2386 Horns with heal/ restoration/ protection spells, IF available, MUST be 2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2412<!--####################################################################--> 2412<!--####################################################################-->
2413<type number="73" name="Inorganic"> 2413<type number="73" name="Inorganic">
2414 <description><![CDATA[ 2414 <description><![CDATA[
2415 Inorganic materials are generally used as ingredients for 2415 Inorganic materials are generally used as ingredients for
2416 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2417 functionalities. ]]> 2417 functionalities.]]>
2418 </description> 2418 </description>
2419 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2420 </attribute> 2420 </attribute>
2421 &resistances_basic; 2421 &resistances_basic;
2422</type> 2422</type>
2435 <br><br> 2435 <br><br>
2436 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2437 that do/don't carry the matching object. 2437 that do/don't carry the matching object.
2438 <br><br> 2438 <br><br>
2439 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2440 great variety of possibilities. ]]> 2440 great variety of possibilities.]]>
2441 </description> 2441 </description>
2442 <use><![CDATA[ 2442 <use><![CDATA[
2443 Putting a check_inventory space in front of a gate (one below) and 2443 Putting a check_inventory space in front of a gate (one below) and
2444 one on the opposite side works reasonably well as a control mechanism. 2444 one on the opposite side works reasonably well as a control mechanism.
2445 Unlike the key/door-combo, this one works infinite since it is 2445 Unlike the key/door-combo, this one works infinite since it is
2446 independant from map reset. Use it to put a "structure" into your 2446 independant from map reset. Use it to put a "structure" into your
2447 maps: Player must solve area A to gain access to area B. This concept 2447 maps: Player must solve area A to gain access to area B. This concept
2448 can be found in nearly every RPG - simple but effective. ]]> 2448 can be found in nearly every RPG - simple but effective.]]>
2449 </use> 2449 </use>
2450 <attribute arch="no_pick" value="1" type="fixed" /> 2450 <attribute arch="no_pick" value="1" type="fixed" />
2451 <attribute arch="slaying" editor="match key string" type="string"> 2451 <attribute arch="slaying" editor="match key string" type="string">
2452 This string specifies the object we are looking for: We have a match 2452 This string specifies the object we are looking for: We have a match
2453 if the player does/don't carry a key object or a mark with identical 2453 if the player does/don't carry a key object or a mark with identical
2529<!--####################################################################--> 2529<!--####################################################################-->
2530<type number="60" name="Jewel"> 2530<type number="60" name="Jewel">
2531 <description><![CDATA[ 2531 <description><![CDATA[
2532 Items of the type Gold &amp; Jewels are handled like a currency. 2532 Items of the type Gold &amp; Jewels are handled like a currency.
2533 Unlike for any other type of item, in shops, the buy- and selling 2533 Unlike for any other type of item, in shops, the buy- and selling
2534 prices differ only marginally. ]]> 2534 prices differ only marginally.]]>
2535 </description> 2535 </description>
2536 <attribute arch="race" value="gold and jewels" type="fixed" /> 2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538 This text may describe the object. 2538 This text may describe the object.
2539 </attribute> 2539 </attribute>
2541 2541
2542<!--####################################################################--> 2542<!--####################################################################-->
2543<type number="24" name="Key"> 2543<type number="24" name="Key">
2544 <description><![CDATA[ 2544 <description><![CDATA[
2545 When carrying a key, a normal door can be opened. The key will 2545 When carrying a key, a normal door can be opened. The key will
2546 disappear. ]]> 2546 disappear.]]>
2547 </description> 2547 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool"> 2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player 2549 A godgiven item vanishes as soon as the player
2550 drops it to the ground. 2550 drops it to the ground.
2551 </attribute> 2551 </attribute>
2556 <ignore> 2556 <ignore>
2557 <ignore_list name="non_pickable" /> 2557 <ignore_list name="non_pickable" />
2558 </ignore> 2558 </ignore>
2559 <description><![CDATA[ 2559 <description><![CDATA[
2560 A locked door can be opened only when carrying 2560 A locked door can be opened only when carrying
2561 the appropriate special key. ]]> 2561 the appropriate special key.]]>
2562 </description> 2562 </description>
2563 <use><![CDATA[ 2563 <use><![CDATA[
2564 If you want to create a locked door that cannot be opened (no key), 2564 If you want to create a locked door that cannot be opened (no key),
2565 set a &lt;key string&gt; like "no_key_available". This will clearify things 2565 set a &lt;key string&gt; like "no_key_available". This will clearify things
2566 and only a fool would create a key matching that string. 2566 and only a fool would create a key matching that string.
2568 Door-objects can not only be used for "doors". In many maps these 2568 Door-objects can not only be used for "doors". In many maps these
2569 are used with all kinds of faces/names, especially often as 2569 are used with all kinds of faces/names, especially often as
2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2571 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2572 items. To get your hands on the artifacts, you need to bring up the 2572 items. To get your hands on the artifacts, you need to bring up the
2573 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects).]]>
2574 </use> 2574 </use>
2575 <attribute arch="move_type" value="0" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2576 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2578 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
2605 <ignore> 2605 <ignore>
2606 <ignore_list name="system_object" /> 2606 <ignore_list name="system_object" />
2607 </ignore> 2607 </ignore>
2608 <description><![CDATA[ 2608 <description><![CDATA[
2609 Magic_ears trigger a connected value 2609 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword. ]]> 2610 when the player speaks a specific keyword.]]>
2611 </description> 2611 </description>
2612 <use><![CDATA[ 2612 <use><![CDATA[
2613 Whenever you put magic_ears on your maps, make sure there are 2613 Whenever you put magic_ears on your maps, make sure there are
2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615 something like a gate that is opened by speaking "open" or 2615 something like a gate that is opened by speaking "open" or
2617 <br><br> 2617 <br><br>
2618 Magic_ears are typically used for interaction with NPCs. You 2618 Magic_ears are typically used for interaction with NPCs. You
2619 can create the impression that the NPC actually *does* something 2619 can create the impression that the NPC actually *does* something
2620 according to his conversation with a player. Mostly this means 2620 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2621 opening a gate or handing out some item, but you could be quite
2622 creative here. ]]> 2622 creative here.]]>
2623 </use> 2623 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2625 <attribute arch="connected" editor="connection" type="int">
2626 The Magic_ear will trigger all objects with the 2626 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2627 same connection value, every time it is activated.
2649 Magic walls can contain any spell. However, some spells do not 2649 Magic walls can contain any spell. However, some spells do not
2650 operate very successfully in them. The only way to know is to test 2650 operate very successfully in them. The only way to know is to test
2651 the spell you want to use with a wall. 2651 the spell you want to use with a wall.
2652 <br><br> 2652 <br><br>
2653 Several types of magical walls are predefined for you in the 2653 Several types of magical walls are predefined for you in the
2654 archetypes, and can be found on the "connected" Pickmap. ]]> 2654 archetypes, and can be found on the "connected" Pickmap.]]>
2655 </description> 2655 </description>
2656 <use><![CDATA[ 2656 <use><![CDATA[
2657 Spellcasting walls pose an interesting alternative to monsters. 2657 Spellcasting walls pose an interesting alternative to monsters.
2658 Usually they are set to be undestroyable. Thus, while monsters 2658 Usually they are set to be undestroyable. Thus, while monsters
2659 in a map can be cleared out, the magic walls remain. Low level 2659 in a map can be cleared out, the magic walls remain. Low level
2670 walls' spell(s). 2670 walls' spell(s).
2671 <br><br> 2671 <br><br>
2672 It is possible to make walls rotate when triggered. But that is so 2672 It is possible to make walls rotate when triggered. But that is so
2673 confusing (and useless IMHO) that I did not mention it above. You 2673 confusing (and useless IMHO) that I did not mention it above. You
2674 can find a working example on the map 2674 can find a working example on the map
2675 "/pup_land/castle_eureca/castle_eureca8". ]]> 2675 "/pup_land/castle_eureca/castle_eureca8".]]>
2676 </use> 2676 </use>
2677 <attribute arch="dam" editor="spell" type="spell"> 2677 <attribute arch="dam" editor="spell" type="spell">
2678 The magic wall will cast this &lt;spell&gt;. 2678 The magic wall will cast this &lt;spell&gt;.
2679 </attribute> 2679 </attribute>
2680 <attribute arch="level" editor="spell level" type="int"> 2680 <attribute arch="level" editor="spell level" type="int">
2735 player stepping on it. This force does nothing except containing a 2735 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory 2736 &lt;key string&gt; which can be discovered by detectors or inventory
2737 checkers. It is also possible to use markers for removing marks again. 2737 checkers. It is also possible to use markers for removing marks again.
2738 <br><br> 2738 <br><br>
2739 Note that the player has no possibility to "see" his own marks, 2739 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps. ]]> 2740 except by the effect that they cause on the maps.]]>
2741 </description> 2741 </description>
2742 <use><![CDATA[ 2742 <use><![CDATA[
2743 Markers hold real cool possibilities for map-making. I encourage 2743 Markers hold real cool possibilities for map-making. I encourage
2744 you to use them frequently. However there is one negative point 2744 you to use them frequently. However there is one negative point
2745 about markers: Players don't "see" what's going on with them. It is 2745 about markers: Players don't "see" what's going on with them. It is
2746 your task, as map-creator, to make sure the player is always well 2746 your task, as map-creator, to make sure the player is always well
2747 informed and never confused. 2747 informed and never confused.
2748 <br><br> 2748 <br><br>
2749 Please avoid infinite markers when they aren't needed. They're 2749 Please avoid infinite markers when they aren't needed. They're
2750 using a little space in the player file after all, so if there 2750 using a little space in the player file after all, so if there
2751 is no real purpose, set an expire time. ]]> 2751 is no real purpose, set an expire time.]]>
2752 </use> 2752 </use>
2753 <attribute arch="no_pick" value="1" type="fixed" /> 2753 <attribute arch="no_pick" value="1" type="fixed" />
2754 <attribute arch="slaying" editor="key string" type="string"> 2754 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2755 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756 If the player already has a force with that &lt;key string&gt;, 2756 If the player already has a force with that &lt;key string&gt;,
2802 When a player picks an item from a shop and attempts to 2802 When a player picks an item from a shop and attempts to
2803 walk over the shop mat, the item's selling-price is automatically 2803 walk over the shop mat, the item's selling-price is automatically
2804 subtracted from the player's money. 2804 subtracted from the player's money.
2805 <br><br> 2805 <br><br>
2806 For money, always use the default arches. 2806 For money, always use the default arches.
2807 Don't modify them. ]]> 2807 Don't modify them.]]>
2808 </description> 2808 </description>
2809 <attribute arch="race" value="gold and jewels" type="fixed" /> 2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2810</type> 2810</type>
2811 2811
2812<!--####################################################################--> 2812<!--####################################################################-->
2827 Monsters can behave in various kinds of ways. 2827 Monsters can behave in various kinds of ways.
2828 They can be aggressive, attacking the player. Or peaceful, 2828 They can be aggressive, attacking the player. Or peaceful,
2829 helping the player - maybe joining him as pet. 2829 helping the player - maybe joining him as pet.
2830 The unagressive creatures who communicate with players are 2830 The unagressive creatures who communicate with players are
2831 usually called "NPCs" (Non Player Character), a well-known 2831 usually called "NPCs" (Non Player Character), a well-known
2832 term in role-play environments. ]]> 2832 term in role-play environments.]]>
2833 </description> 2833 </description>
2834 <use><![CDATA[ 2834 <use><![CDATA[
2835 Monsters play a central role in most maps. Choosing the right 2835 Monsters play a central role in most maps. Choosing the right
2836 combination of monsters for your map is vital: 2836 combination of monsters for your map is vital:
2837 <UL> 2837 <UL>
2862 can use. 2862 can use.
2863 </UL> 2863 </UL>
2864 I know it's impossible to make the perfectly balanced map. There's always 2864 I know it's impossible to make the perfectly balanced map. There's always
2865 some part which is found too easy or too hard for a certain kind of player. 2865 some part which is found too easy or too hard for a certain kind of player.
2866 Just give it your best shot. And listen to feedback from players if you 2866 Just give it your best shot. And listen to feedback from players if you
2867 receive some. :-) ]]> 2867 receive some. :-)]]>
2868 </use> 2868 </use>
2869 <attribute arch="alive" value="1" type="fixed" /> 2869 <attribute arch="alive" value="1" type="fixed" />
2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871 When the monster is killed, items from the treasurelist will 2871 When the monster is killed, items from the treasurelist will
2872 drop to the ground. This is a common way to reward players 2872 drop to the ground. This is a common way to reward players
3201 </ignore> 3201 </ignore>
3202 <description><![CDATA[ 3202 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of 3203 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be 3204 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster 3205 turned mad to start attacking. Similar, an agressive monster
3206 could be calmed. ]]> 3206 could be calmed.]]>
3207 </description> 3207 </description>
3208 <use><![CDATA[ 3208 <use><![CDATA[
3209 Mood floors are absolutely cool for NPC interaction. To make an 3209 Mood floors are absolutely cool for NPC interaction. To make an
3210 unaggressive monster/NPC attack, put a creator with "other_arch 3210 unaggressive monster/NPC attack, put a creator with "other_arch
3211 furious_floor" under it. Connect the creator to a magic_ear, so the 3211 furious_floor" under it. Connect the creator to a magic_ear, so the
3215 it directly to a magic_ear. Then the player speaks a keyword like 3215 it directly to a magic_ear. Then the player speaks a keyword like
3216 "help me" - and the NPC joins him as pet. 3216 "help me" - and the NPC joins him as pet.
3217 <br><br> 3217 <br><br>
3218 (Of course you must always give clear hints about keywords! 3218 (Of course you must always give clear hints about keywords!
3219 And there is no reason why you couldn't use a button/lever/pedestal 3219 And there is no reason why you couldn't use a button/lever/pedestal
3220 etc. instead of a magic_ear.) ]]> 3220 etc. instead of a magic_ear.)]]>
3221 </use> 3221 </use>
3222 <attribute arch="no_pick" value="1" type="fixed" /> 3222 <attribute arch="no_pick" value="1" type="fixed" />
3223 <attribute arch="last_sp" editor="mood" type="list_mood"> 3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3224 &lt;mood&gt; is used to determine what will happen to the 3224 &lt;mood&gt; is used to determine what will happen to the
3225 monster when affected by the mood floor: 3225 monster when affected by the mood floor:
3269 can monsters. Motion is involuntary. Additionally, players or 3269 can monsters. Motion is involuntary. Additionally, players or
3270 monsters can be "frozen" while ontop of movers so that they MUST 3270 monsters can be "frozen" while ontop of movers so that they MUST
3271 move along a chain of them. 3271 move along a chain of them.
3272 <br><br> 3272 <br><br>
3273 Multisquare monsters can be moved as well, given 3273 Multisquare monsters can be moved as well, given
3274 enough space. Movers are usually invisible. ]]> 3274 enough space. Movers are usually invisible.]]>
3275 </description> 3275 </description>
3276 <use><![CDATA[ 3276 <use><![CDATA[
3277 NEVER EVER consider a mover being unpassable in the backwards 3277 NEVER EVER consider a mover being unpassable in the backwards
3278 direction. Setting "forced movement" makes it seemingly impossible 3278 direction. Setting "forced movement" makes it seemingly impossible
3279 but there is still a trick: One player can push a second player 3279 but there is still a trick: One player can push a second player
3286 cannot be discovered with the show_invisible spell. 3286 cannot be discovered with the show_invisible spell.
3287 <br><br> 3287 <br><br>
3288 Note that Movers and Directors are seperate objects, even though 3288 Note that Movers and Directors are seperate objects, even though
3289 they look and act similar. Directors only do spells/missiles, 3289 they look and act similar. Directors only do spells/missiles,
3290 while movers only do living creatures (depending on how it 3290 while movers only do living creatures (depending on how it
3291 is set: monsters and players). ]]> 3291 is set: monsters and players).]]>
3292 </use> 3292 </use>
3293 <attribute arch="attacktype" editor="forced movement" type="bool"> 3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3294 If forced movement is enabled, the mover "freezes" anyone it 3294 If forced movement is enabled, the mover "freezes" anyone it
3295 moves (so they are forced to move along a chain). 3295 moves (so they are forced to move along a chain).
3296 For players there is no way to escape this forced movement, 3296 For players there is no way to escape this forced movement,
3348 <ignore_list name="non_pickable" /> 3348 <ignore_list name="non_pickable" />
3349 </ignore> 3349 </ignore>
3350 <description><![CDATA[ 3350 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects. 3351 Pedestals are designed to detect certain types of living objects.
3352 When a predefined type of living creature steps on the pedestal, the 3352 When a predefined type of living creature steps on the pedestal, the
3353 connected value is triggered. ]]> 3353 connected value is triggered.]]>
3354 </description> 3354 </description>
3355 <use><![CDATA[ 3355 <use><![CDATA[
3356 If you want to create a place where only players of a certain race 3356 If you want to create a place where only players of a certain race
3357 can enter, put a teleporter over your pedestal. So the teleporter is 3357 can enter, put a teleporter over your pedestal. So the teleporter is
3358 only activated for players of the matching race. Do not use gates, 3358 only activated for players of the matching race. Do not use gates,
3359 because many other players could sneak in. If you put powerful 3359 because many other players could sneak in. If you put powerful
3360 artifacts into such places, generally set "startequip 1", so that 3360 artifacts into such places, generally set "startequip 1", so that
3361 they are preserved for that one race and can't be traded to others. ]]> 3361 they are preserved for that one race and can't be traded to others.]]>
3362 </use> 3362 </use>
3363 <attribute arch="no_pick" value="1" type="fixed" /> 3363 <attribute arch="no_pick" value="1" type="fixed" />
3364 <attribute arch="slaying" editor="match race" type="string"> 3364 <attribute arch="slaying" editor="match race" type="string">
3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3366 matches the monster's or the player's race, we have a match. 3366 matches the monster's or the player's race, we have a match.
3384 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3385 </ignore> 3385 </ignore>
3386 <description><![CDATA[ 3386 <description><![CDATA[
3387 Pits are holes, transporting the player when he walks (and falls) into them. 3387 Pits are holes, transporting the player when he walks (and falls) into them.
3388 A speciality about pits is that they don't transport the player to 3388 A speciality about pits is that they don't transport the player to
3389 the exact destination, but within a two-square radius of the destination 3389 the exact destination, but within a configurable radius of the destination
3390 (never on blocked squares).<br> 3390 (never on blocked squares).<br>
3391 Optionally, pits can get closed and opened, similar to gates.<br><br> 3391 Optionally, pits can get closed and opened, similar to gates.<br><br>
3392 Monsters and items are affected by pits just as well as players. 3392 Monsters and items are affected by pits just as well as players.
3393 Even multipart monsters can fall through them, given enough space. ]]> 3393 Even multipart monsters can fall through them, given enough space.]]>
3394 </description> 3394 </description>
3395 <use><![CDATA[ 3395 <use><![CDATA[
3396 Pits can add interesting effects to your map. When using them, make 3396 Pits can add interesting effects to your map. When using them, make
3397 sure to use them in a "logical way": Pits should always drop the 3397 sure to use them in a "logical way": Pits should always drop the
3398 player to some kind of lower level. They should not be used to 3398 player to some kind of lower level. They should not be used to
3399 randomly interconnect maps like teleporters do. ]]> 3399 randomly interconnect maps like teleporters do.]]>
3400 </use> 3400 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="random radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into.
3404 </attribute>
3402 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3403 When a &lt;connection&gt; value is set, the pit can be opened/closed 3406 When a &lt;connection&gt; value is set, the pit can be opened/closed
3404 by activating the connection. 3407 by activating the connection.
3405 </attribute> 3408 </attribute>
3406 &activate_on; 3409 &activate_on;
3427 3430
3428<!--####################################################################--> 3431<!--####################################################################-->
3429<type number="7" name="Poison Food"> 3432<type number="7" name="Poison Food">
3430 <description><![CDATA[ 3433 <description><![CDATA[
3431 When eating, the player's stomache is drained by 1/4 of food. 3434 When eating, the player's stomache is drained by 1/4 of food.
3432 If his food drops to zero, the player might even die. ]]> 3435 If his food drops to zero, the player might even die.]]>
3433 </description> 3436 </description>
3434</type> 3437</type>
3435 3438
3436<!--####################################################################--> 3439<!--####################################################################-->
3437<type number="5" name="Potion"> 3440<type number="5" name="Potion">
3438 <description><![CDATA[ 3441 <description><![CDATA[
3439 The player can drink these and gain various kinds of benefits 3442 The player can drink these and gain various kinds of benefits
3440 (/penalties) by doing so. ]]> 3443 (/penalties) by doing so.]]>
3441 </description> 3444 </description>
3442 <use><![CDATA[ 3445 <use><![CDATA[
3443 One potion should never give multiple benefits at once. ]]> 3446 One potion should never give multiple benefits at once.]]>
3444 </use> 3447 </use>
3445 <attribute arch="level" editor="potion level" type="int"> 3448 <attribute arch="level" editor="potion level" type="int">
3446 If the potion contains a spell, the spell is cast at this level. 3449 If the potion contains a spell, the spell is cast at this level.
3447 For other potions it should be set at least to 1. 3450 For other potions it should be set at least to 1.
3448 </attribute> 3451 </attribute>
3475<type number="156" name="Power Crystal"> 3478<type number="156" name="Power Crystal">
3476 <description><![CDATA[ 3479 <description><![CDATA[
3477 Power crystals can store a player's mana: 3480 Power crystals can store a player's mana:
3478 When the player applies the crystal with full mana, half of 3481 When the player applies the crystal with full mana, half of
3479 it flows into the crystal. When the player applies it with 3482 it flows into the crystal. When the player applies it with
3480 lacking mana, the crystal replenishes the player's mana. ]]> 3483 lacking mana, the crystal replenishes the player's mana.]]>
3481 </description> 3484 </description>
3482 <attribute arch="sp" editor="initial mana" type="int"> 3485 <attribute arch="sp" editor="initial mana" type="int">
3483 &lt;initial mana&gt; is the amount of spellpoints that the 3486 &lt;initial mana&gt; is the amount of spellpoints that the
3484 crystal holds when the map is loaded. 3487 crystal holds when the map is loaded.
3485 </attribute> 3488 </attribute>
3497 Projectiles like arrows/crossbow bolts are used as ammunition 3500 Projectiles like arrows/crossbow bolts are used as ammunition
3498 for shooting weapons. 3501 for shooting weapons.
3499 <br><br> 3502 <br><br>
3500 It's very easy to add new pairs of weapons &amp; projectiles. 3503 It's very easy to add new pairs of weapons &amp; projectiles.
3501 Just set matching &lt;ammunition class&gt; both for shooting 3504 Just set matching &lt;ammunition class&gt; both for shooting
3502 weapon and projectile. ]]> 3505 weapon and projectile.]]>
3503 </description> 3506 </description>
3504 <use><![CDATA[ 3507 <use><![CDATA[
3505 If you want to create new kinds of projectiles, you could 3508 If you want to create new kinds of projectiles, you could
3506 add an alchemical receipe to create these. 3509 add an alchemical receipe to create these.
3507 3510
3508 Don't create new pairs of weapons &amp; projectiles unless 3511 Don't create new pairs of weapons &amp; projectiles unless
3509 they really fullfill a useful purpose. In fact, even bows 3512 they really fullfill a useful purpose. In fact, even bows
3510 and crossbows are rarely ever used. ]]> 3513 and crossbows are rarely ever used.]]>
3511 </use> 3514 </use>
3512 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3515 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3513 This number is a bitmask, specifying the projectile's attacktypes. 3516 This number is a bitmask, specifying the projectile's attacktypes.
3514 Attacktypes are: physical, magical, fire, cold.. etc. 3517 Attacktypes are: physical, magical, fire, cold.. etc.
3515 This works identical to melee weapons. Note that shooting 3518 This works identical to melee weapons. Note that shooting
3577<type number="70" name="Ring"> 3580<type number="70" name="Ring">
3578 <import_type name="Amulet" /> 3581 <import_type name="Amulet" />
3579 <description><![CDATA[ 3582 <description><![CDATA[
3580 Rings are worn on the hands - one ring each. 3583 Rings are worn on the hands - one ring each.
3581 Wearing rings, the object's stats will directly be inherited to 3584 Wearing rings, the object's stats will directly be inherited to
3582 the player. Usually enhancing his spellcasting potential. ]]> 3585 the player. Usually enhancing his spellcasting potential.]]>
3583 </description> 3586 </description>
3584 <use><![CDATA[ 3587 <use><![CDATA[
3585 When you create an artifact ring, never forget that players can 3588 When you create an artifact ring, never forget that players can
3586 wear <B>two</B> rings! Due to that it is extremely important to 3589 wear <B>two</B> rings! Due to that it is extremely important to
3587 keep rings in balance with the game. 3590 keep rings in balance with the game.
3588 <br><br> 3591 <br><br>
3589 Also keep in mind that rings are generally the wizard's tools. 3592 Also keep in mind that rings are generally the wizard's tools.
3590 They should primarily grant bonuses to spellcasting abilities 3593 They should primarily grant bonuses to spellcasting abilities
3591 and non-physical resistances. ]]> 3594 and non-physical resistances.]]>
3592 </use> 3595 </use>
3593</type> 3596</type>
3594 3597
3595<!--####################################################################--> 3598<!--####################################################################-->
3596<type number="3" name="Rod"> 3599<type number="3" name="Rod">
3599 </ignore> 3602 </ignore>
3600 <description><![CDATA[ 3603 <description><![CDATA[
3601 A rod contains a spell. The player can use this spell by applying and 3604 A rod contains a spell. The player can use this spell by applying and
3602 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3605 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3603 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3606 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3604 used endlessly. ]]> 3607 used endlessly.]]>
3605 </description> 3608 </description>
3606 <use><![CDATA[ 3609 <use><![CDATA[
3607 Rods with healing/curing spells are extremely powerful. Usually, potions have 3610 Rods with healing/curing spells are extremely powerful. Usually, potions have
3608 to be used for that purpose. Though, potions are expensive and only good for 3611 to be used for that purpose. Though, potions are expensive and only good for
3609 one-time-use.<br> ]]> 3612 one-time-use.<br>]]>
3610 </use> 3613 </use>
3611 <attribute arch="sp" editor="spell" type="spell"> 3614 <attribute arch="sp" editor="spell" type="spell">
3612 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3615 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3613 rods to players, since they can be used endlessly without any mana cost! 3616 rods to players, since they can be used endlessly without any mana cost!
3614 Rods with heal/ restoration/ protection spells, IF available, MUST be 3617 Rods with heal/ restoration/ protection spells, IF available, MUST be
3654 Runes hit any monster or person who steps on them for 'dam' damage in 3657 Runes hit any monster or person who steps on them for 'dam' damage in
3655 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3658 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3656 and will cast this spell when it detonates. Yet another kind is the 3659 and will cast this spell when it detonates. Yet another kind is the
3657 "summoning rune", summoning predefined monsters of any kind, at detonation. 3660 "summoning rune", summoning predefined monsters of any kind, at detonation.
3658 <br><br> 3661 <br><br>
3659 Many runes are already defined in the archetypes. ]]> 3662 Many runes are already defined in the archetypes.]]>
3660 </description> 3663 </description>
3661 <use><![CDATA[ 3664 <use><![CDATA[
3662 Avoid monsters stepping on your runes. For example, summoning runes 3665 Avoid monsters stepping on your runes. For example, summoning runes
3663 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3666 together with spellcasting- and attack-runes is usually a bad idea.]]>
3664 </use> 3667 </use>
3665 <attribute arch="no_pick" value="1" type="fixed" /> 3668 <attribute arch="no_pick" value="1" type="fixed" />
3666 &move_on; 3669 &move_on;
3667 <attribute arch="level" editor="rune level" type="int"> 3670 <attribute arch="level" editor="rune level" type="int">
3668 This value sets the level the rune will cast the spell it contains at, 3671 This value sets the level the rune will cast the spell it contains at,
3736 <ignore_list name="non_pickable" /> 3739 <ignore_list name="non_pickable" />
3737 </ignore> 3740 </ignore>
3738 <description><![CDATA[ 3741 <description><![CDATA[
3739 When the player applies a savebed, he is not only saved. Both his 3742 When the player applies a savebed, he is not only saved. Both his
3740 respawn-after-death and his word-of-recall positions are pointing 3743 respawn-after-death and his word-of-recall positions are pointing
3741 to the last-applied savebed. ]]> 3744 to the last-applied savebed.]]>
3742 </description> 3745 </description>
3743 <use><![CDATA[ 3746 <use><![CDATA[
3744 Put savebed locations in towns, do not put them into dungeons. 3747 Put savebed locations in towns, do not put them into dungeons.
3745 It is absolutely neccessary that a place with savebeds is 100% secure. 3748 It is absolutely neccessary that a place with savebeds is 100% secure.
3746 That means: 3749 That means:
3750 <LI> Insert a reliable exit! Make sure there is no possibility that 3753 <LI> Insert a reliable exit! Make sure there is no possibility that
3751 players get trapped in a savebed location. 3754 players get trapped in a savebed location.
3752 <LI> If possible, mark the whole site as no-spell area (Insert this 3755 <LI> If possible, mark the whole site as no-spell area (Insert this
3753 arch called "dungeon_magic" everywhere). This is not required, 3756 arch called "dungeon_magic" everywhere). This is not required,
3754 but it makes the place much more safe. 3757 but it makes the place much more safe.
3755 </UL> ]]> 3758 </UL>]]>
3756 </use> 3759 </use>
3757 <attribute arch="no_pick" value="1" type="fixed" /> 3760 <attribute arch="no_pick" value="1" type="fixed" />
3758 <attribute arch="no_magic" value="1" type="fixed" /> 3761 <attribute arch="no_magic" value="1" type="fixed" />
3759 <attribute arch="damned" value="1" type="fixed" /> 3762 <attribute arch="damned" value="1" type="fixed" />
3760</type> 3763</type>
3767 <description><![CDATA[ 3770 <description><![CDATA[
3768 Scrolls contain spells (similar to spell-potions). Unlike potions, 3771 Scrolls contain spells (similar to spell-potions). Unlike potions,
3769 scrolls require a certain literacy skill to read successfully. 3772 scrolls require a certain literacy skill to read successfully.
3770 Accordingly, for a successful reading, a small amount of 3773 Accordingly, for a successful reading, a small amount of
3771 experience is gained. Scrolls allow only one time usage, but 3774 experience is gained. Scrolls allow only one time usage, but
3772 usually they are sold in bulks. ]]> 3775 usually they are sold in bulks.]]>
3773 </description> 3776 </description>
3774 <use><![CDATA[ 3777 <use><![CDATA[
3775 For low level quests, scrolls of healing/curing-spells 3778 For low level quests, scrolls of healing/curing-spells
3776 can be a nice reward. At higher levels, scrolls become less 3779 can be a nice reward. At higher levels, scrolls become less
3777 and less useful. ]]> 3780 and less useful.]]>
3778 </use> 3781 </use>
3779 <attribute arch="level" editor="casting level" type="int"> 3782 <attribute arch="level" editor="casting level" type="int">
3780 The spell of the scroll will be casted at this level. 3783 The spell of the scroll will be casted at this level.
3781 This value should always be set, at least to 1. 3784 This value should always be set, at least to 1.
3782 </attribute> 3785 </attribute>
3794<type number="33" name="Shield"> 3797<type number="33" name="Shield">
3795 <import_type name="Amulet" /> 3798 <import_type name="Amulet" />
3796 <description><![CDATA[ 3799 <description><![CDATA[
3797 Wearing a shield, the object's stats will directly be inherited to 3800 Wearing a shield, the object's stats will directly be inherited to
3798 the player. Shields usually provide good defense, only surpassed 3801 the player. Shields usually provide good defense, only surpassed
3799 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3802 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3800 </description> 3803 </description>
3801 <use><![CDATA[ 3804 <use><![CDATA[
3802 Feel free to create your own special artifacts. However, it is very 3805 Feel free to create your own special artifacts. However, it is very
3803 important that you keep your artifact in balance with existing maps. ]]> 3806 important that you keep your artifact in balance with existing maps.]]>
3804 </use> 3807 </use>
3805 <attribute arch="magic" editor="magic bonus" type="int"> 3808 <attribute arch="magic" editor="magic bonus" type="int">
3806 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3809 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3807 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3810 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3808 than direct armour-class bonus on the shield. 3811 than direct armour-class bonus on the shield.
3817 wielded both at the same time. Like with any other equipment, 3820 wielded both at the same time. Like with any other equipment,
3818 stats/bonuses from shooting weapons are directly inherited to the player. 3821 stats/bonuses from shooting weapons are directly inherited to the player.
3819 <br><br> 3822 <br><br>
3820 It's very easy to add new pairs of weapons &amp; projectiles. 3823 It's very easy to add new pairs of weapons &amp; projectiles.
3821 Just set matching &lt;ammunition class&gt; both for shooting 3824 Just set matching &lt;ammunition class&gt; both for shooting
3822 weapon and projectile. ]]> 3825 weapon and projectile.]]>
3823 </description> 3826 </description>
3824 <use><![CDATA[ 3827 <use><![CDATA[
3825 Shooting weapons should not add bonuses in general. There's already 3828 Shooting weapons should not add bonuses in general. There's already
3826 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3829 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3827 Shooting weapons should especially not add bonuses to the player 3830 Shooting weapons should especially not add bonuses to the player
3828 that have nothing to do with schooting. A Wisdom bonus on a bow 3831 that have nothing to do with schooting. A Wisdom bonus on a bow
3829 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3832 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3830 - still crap. ]]> 3833 - still crap.]]>
3831 </use> 3834 </use>
3832 <attribute arch="race" editor="ammunition class" type="string"> 3835 <attribute arch="race" editor="ammunition class" type="string">
3833 Only projectiles with matching &lt;ammunition class&gt; can be fired 3836 Only projectiles with matching &lt;ammunition class&gt; can be fired
3834 with this weapon. For normal bows set "arrows", for normal 3837 with this weapon. For normal bows set "arrows", for normal
3835 crossbows set "crossbow bolts". 3838 crossbows set "crossbow bolts".
3956 These items are all flagged as unpaid. 3959 These items are all flagged as unpaid.
3957 When a player drops an item onto shop floor, the item becomes 3960 When a player drops an item onto shop floor, the item becomes
3958 unpaid and the player receives payment according to the item's 3961 unpaid and the player receives payment according to the item's
3959 selling-value. 3962 selling-value.
3960 Shopfloor always prevents magic (To hinder players from burning 3963 Shopfloor always prevents magic (To hinder players from burning
3961 or freezing the goods). ]]> 3964 or freezing the goods).]]>
3962 </description> 3965 </description>
3963 <use><![CDATA[ 3966 <use><![CDATA[
3964 Tile your whole shop-interior space which shop floor. 3967 Tile your whole shop-interior space which shop floor.
3965 (That assures players receive payment for dropping items). 3968 (That assures players receive payment for dropping items).
3966 Place shop mats to enter/leave the shop, and make sure 3969 Place shop mats to enter/leave the shop, and make sure
3967 there is no other exit than the shop mat. ]]> 3970 there is no other exit than the shop mat.]]>
3968 </use> 3971 </use>
3969 <attribute arch="is_floor" value="1" type="fixed" /> 3972 <attribute arch="is_floor" value="1" type="fixed" />
3970 <attribute arch="no_pick" value="1" type="fixed" /> 3973 <attribute arch="no_pick" value="1" type="fixed" />
3971 <attribute arch="no_magic" value="1" type="fixed" /> 3974 <attribute arch="no_magic" value="1" type="fixed" />
3972 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3975 <attribute arch="auto_apply" editor="generate goods" type="bool">
4006 "shopping-area" and one outside. Shop mats don't use exit paths/ 4009 "shopping-area" and one outside. Shop mats don't use exit paths/
4007 or -destinations. When stepping onto a shopmat the player gets beamed 4010 or -destinations. When stepping onto a shopmat the player gets beamed
4008 to the nearest other mat. If the player has unpaid items in his 4011 to the nearest other mat. If the player has unpaid items in his
4009 inventory, the price gets charged from his coins automatically. 4012 inventory, the price gets charged from his coins automatically.
4010 If the player has insufficient coins to buy his unpaid items, he 4013 If the player has insufficient coins to buy his unpaid items, he
4011 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4014 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4012 </description> 4015 </description>
4013 <use><![CDATA[ 4016 <use><![CDATA[
4014 As stated above, always place TWO shop mats into your shop. 4017 As stated above, always place TWO shop mats into your shop.
4015 Not more and not less than that. ]]> 4018 Not more and not less than that.]]>
4016 </use> 4019 </use>
4017 <attribute arch="no_pick" value="1" type="fixed" /> 4020 <attribute arch="no_pick" value="1" type="fixed" />
4018 &move_on; 4021 &move_on;
4019</type> 4022</type>
4020 4023
4025 </ignore> 4028 </ignore>
4026 <description><![CDATA[ 4029 <description><![CDATA[
4027 The purpose of a sign or magic_mouth is to display a certain message to 4030 The purpose of a sign or magic_mouth is to display a certain message to
4028 the player. There are three ways to have the player get this message: 4031 the player. There are three ways to have the player get this message:
4029 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4032 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4030 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4033 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4031 </description> 4034 </description>
4032 <use><![CDATA[ 4035 <use><![CDATA[
4033 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4034 some true roleplay feeling to your maps, support your storyline or give 4037 some true roleplay feeling to your maps, support your storyline or give
4035 hints about hidden secrets/dangers. Place signs to provide the player 4038 hints about hidden secrets/dangers. Place signs to provide the player
4036 with all kinds of useful information for getting along in your maps. ]]> 4039 with all kinds of useful information for getting along in your maps.]]>
4037 </use> 4040 </use>
4038 <attribute arch="connected" editor="connection" type="int"> 4041 <attribute arch="connected" editor="connection" type="int">
4039 When a connection value is set, the message will be printed whenever 4042 When a connection value is set, the message will be printed whenever
4040 the connection is triggered. This should be used in combination with 4043 the connection is triggered. This should be used in combination with
4041 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4082 <ignore_list name="system_object" /> 4085 <ignore_list name="system_object" />
4083 </ignore> 4086 </ignore>
4084 <description><![CDATA[ 4087 <description><![CDATA[
4085 Skills are objects which exist in the player/monster inventory. 4088 Skills are objects which exist in the player/monster inventory.
4086 Both NPC/monsters and players use the same skill archetypes. Not all skills 4089 Both NPC/monsters and players use the same skill archetypes. Not all skills
4087 are enabled for monster use however. ]]> 4090 are enabled for monster use however.]]>
4088 </description> 4091 </description>
4089 <use><![CDATA[ 4092 <use><![CDATA[
4090 For mapmaking, Skill objects serve two purposes: 4093 For mapmaking, Skill objects serve two purposes:
4091 <p>First, the predefined skill archtypes (in the 'skills' directory) 4094 <p>First, the predefined skill archtypes (in the 'skills' directory)
4092 can be seen as the global skill definitions. A skill which doesn't 4095 can be seen as the global skill definitions. A skill which doesn't
4097 </p><p> 4100 </p><p>
4098 Secondly, in order to enable monsters to use skills, you will need to 4101 Secondly, in order to enable monsters to use skills, you will need to
4099 copy default skill archtypes into the monsters' inventories. 4102 copy default skill archtypes into the monsters' inventories.
4100 You can even customize the skills by changing stats. It is not 4103 You can even customize the skills by changing stats. It is not
4101 recommended however, to use skills in your maps which are totally 4104 recommended however, to use skills in your maps which are totally
4102 unrelated to any predefined skill archtype.</p> ]]> 4105 unrelated to any predefined skill archtype.</p>]]>
4103 </use> 4106 </use>
4104 <attribute arch="invisible" value="1" type="fixed" /> 4107 <attribute arch="invisible" value="1" type="fixed" />
4105 <attribute arch="no_drop" value="1" type="fixed" /> 4108 <attribute arch="no_drop" value="1" type="fixed" />
4106 <attribute arch="skill" editor="skill name" type="string"> 4109 <attribute arch="skill" editor="skill name" type="string">
4107 The &lt;skill name&gt; is used for matchings. When a usable 4110 The &lt;skill name&gt; is used for matchings. When a usable
4136 4139
4137<!--####################################################################--> 4140<!--####################################################################-->
4138<type number="130" name="Skill Scroll"> 4141<type number="130" name="Skill Scroll">
4139 <description><![CDATA[ 4142 <description><![CDATA[
4140 By reading a skill scroll, a player has a chance to learn the 4143 By reading a skill scroll, a player has a chance to learn the
4141 contained skill. ]]> 4144 contained skill.]]>
4142 </description> 4145 </description>
4143 <use><![CDATA[ 4146 <use><![CDATA[
4144 Skill scrolls are very much sought for by players. Currently, 4147 Skill scrolls are very much sought for by players. Currently,
4145 all skill scrolls are sold in shops randomly, which is in fact not 4148 all skill scrolls are sold in shops randomly, which is in fact not
4146 a good system. It would be nice to have some cool quests with 4149 a good system. It would be nice to have some cool quests with
4147 skill scrolls rewarded at the end. ]]> 4150 skill scrolls rewarded at the end.]]>
4148 </use> 4151 </use>
4149 <attribute arch="race" value="scrolls" type="fixed" /> 4152 <attribute arch="race" value="scrolls" type="fixed" />
4150 <attribute arch="skill" editor="skill name" type="string"> 4153 <attribute arch="skill" editor="skill name" type="string">
4151 The &lt;skill name&gt; matches the skill object that can 4154 The &lt;skill name&gt; matches the skill object that can
4152 be learned from this scroll. 4155 be learned from this scroll.
4162 When carrying the appropriate special key, a locked door can 4165 When carrying the appropriate special key, a locked door can
4163 be opened. The key will dissapear. 4166 be opened. The key will dissapear.
4164 <br><br> 4167 <br><br>
4165 This object-type can also be used for "passport"-like items: 4168 This object-type can also be used for "passport"-like items:
4166 When walking onto an invetory checker, a gate for example might 4169 When walking onto an invetory checker, a gate for example might
4167 get opened. The "passport" will stay in the player's inventory. ]]> 4170 get opened. The "passport" will stay in the player's inventory.]]>
4168 </description> 4171 </description>
4169 <use><![CDATA[ 4172 <use><![CDATA[
4170 How to make a "passport": You take the special key arch 4173 How to make a "passport": You take the special key arch
4171 (archetype name is "key2"), set the face to something like 4174 (archetype name is "key2"), set the face to something like
4172 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4175 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4173 certainly must match with the appropiate inventory checker. 4176 certainly must match with the appropiate inventory checker.
4174 <br><br> 4177 <br><br>
4175 Of course you can be creative with names and faces of 4178 Of course you can be creative with names and faces of
4176 key-objects. A "mysterious crystal" or a "big dragon claw" 4179 key-objects. A "mysterious crystal" or a "big dragon claw"
4177 (with appropriate faces) appear more interesting than just 4180 (with appropriate faces) appear more interesting than just
4178 a "strange key", or "passport". ]]> 4181 a "strange key", or "passport".]]>
4179 </use> 4182 </use>
4180 <attribute arch="slaying" editor="key string" type="string"> 4183 <attribute arch="slaying" editor="key string" type="string">
4181 This string must be identical with the &lt;key string&gt; in the 4184 This string must be identical with the &lt;key string&gt; in the
4182 locked door, then it can be unlocked. It can also be used 4185 locked door, then it can be unlocked. It can also be used
4183 to trigger inventory checkers. 4186 to trigger inventory checkers.
4218 players can learn it by reading the book. Once learned, players 4221 players can learn it by reading the book. Once learned, players
4219 can use the spell as often as they like. With increasing skill level 4222 can use the spell as often as they like. With increasing skill level
4220 of the player, spells may gain power but also increase cost.<br> 4223 of the player, spells may gain power but also increase cost.<br>
4221 Monsters can use spells which are put in their inventory (provided 4224 Monsters can use spells which are put in their inventory (provided
4222 that certain "enabling" settings are correct). The monster's 4225 that certain "enabling" settings are correct). The monster's
4223 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4226 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4224 </description> 4227 </description>
4225 <use><![CDATA[ 4228 <use><![CDATA[
4226 A lot of the spells' settings can be tuned and customized. 4229 A lot of the spells' settings can be tuned and customized.
4227 When creating new spells which are accessible to players, it is 4230 When creating new spells which are accessible to players, it is
4228 important to think about balance. A single spell which is too 4231 important to think about balance. A single spell which is too
4229 powerful and/or too easy to use can eventually toss the whole skill 4232 powerful and/or too easy to use can eventually toss the whole skill
4230 and magic school system out of whack. Testing new spells is 4233 and magic school system out of whack. Testing new spells is
4231 quite important therefore. ]]> 4234 quite important therefore.]]>
4232 </use> 4235 </use>
4233 <attribute arch="no_drop" value="1" type="fixed" /> 4236 <attribute arch="no_drop" value="1" type="fixed" />
4234 <attribute arch="invisible" value="1" type="fixed" /> 4237 <attribute arch="invisible" value="1" type="fixed" />
4235 <attribute arch="skill" editor="skill name" type="string"> 4238 <attribute arch="skill" editor="skill name" type="string">
4236 The &lt;skill name&gt; matches the skill which is needed 4239 The &lt;skill name&gt; matches the skill which is needed
4268 to read.<br><br> 4271 to read.<br><br>
4269 You can create widely customized spells only by adjusting the 4272 You can create widely customized spells only by adjusting the
4270 spell object in the spellbooks inventory. Refer to the description 4273 spell object in the spellbooks inventory. Refer to the description
4271 of spell objects for detailed information how to customize spells.<br> 4274 of spell objects for detailed information how to customize spells.<br>
4272 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4275 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4273 with a compilation of spells that the book may contain. ]]> 4276 with a compilation of spells that the book may contain.]]>
4274 </description> 4277 </description>
4275 <use><![CDATA[ 4278 <use><![CDATA[
4276 Don't put any of the godgiven spells into a spellbook! These are 4279 Don't put any of the godgiven spells into a spellbook! These are
4277 reserved for the followers of the appropriate cults. Handing them 4280 reserved for the followers of the appropriate cults. Handing them
4278 out in a spellbook would violate the balance between different religions. 4281 out in a spellbook would violate the balance between different religions.
4279 <br><br> 4282 <br><br>
4280 Note that there is no fundamental difference between the spellbooks 4283 Note that there is no fundamental difference between the spellbooks
4281 of varying schools (pyromancy, sorcery, evocation, summoning, and 4284 of varying schools (pyromancy, sorcery, evocation, summoning, and
4282 even praying). The difference lies only in the spells they contain. 4285 even praying). The difference lies only in the spells they contain.
4283 It is up to you, the mapmaker, to pick the right type of book 4286 It is up to you, the mapmaker, to pick the right type of book
4284 for your spells. ]]> 4287 for your spells.]]>
4285 </use> 4288 </use>
4286 <attribute arch="skill" value="literacy" type="fixed" /> 4289 <attribute arch="skill" value="literacy" type="fixed" />
4287 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4290 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4288 There are two ways to put spells into a spellbook: 4291 There are two ways to put spells into a spellbook:
4289 1. Put a spell object in the books inventory. In this case, 4292 1. Put a spell object in the books inventory. In this case,
4308 </ignore> 4311 </ignore>
4309 <description><![CDATA[ 4312 <description><![CDATA[
4310 Spinners change the direction of spell objects and other projectiles 4313 Spinners change the direction of spell objects and other projectiles
4311 that fly past. Unlike directors, it does make a difference from what 4314 that fly past. Unlike directors, it does make a difference from what
4312 angle you shoot into the spinner. The direction of objects flying past 4315 angle you shoot into the spinner. The direction of objects flying past
4313 is always changed by a certain degree. ]]> 4316 is always changed by a certain degree.]]>
4314 </description> 4317 </description>
4315 <use><![CDATA[ 4318 <use><![CDATA[
4316 Spinners are very rarely used. I believe they are quite 4319 Spinners are very rarely used. I believe they are quite
4317 confusing and pointless. The only use I can think of is building 4320 confusing and pointless. The only use I can think of is building
4318 some puzzle about where to shoot into spinners to shoot somewhere you 4321 some puzzle about where to shoot into spinners to shoot somewhere you
4319 otherwise couldn't. 4322 otherwise couldn't.
4320 4323
4321 When placing spinners on a map with magic walls, make sure the spell- 4324 When placing spinners on a map with magic walls, make sure the spell-
4322 projectiles from magic walls don't get to fly in loops. ]]> 4325 projectiles from magic walls don't get to fly in loops.]]>
4323 </use> 4326 </use>
4324 <attribute arch="sp" editor="direction number" type="int"> 4327 <attribute arch="sp" editor="direction number" type="int">
4325 The spinner will change the direction of flying objects by 4328 The spinner will change the direction of flying objects by
4326 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4329 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4327 positive values counter clockwise. 4330 positive values counter clockwise.
4340 Swamp areas show a special behaviour: 4343 Swamp areas show a special behaviour:
4341 When a player stands still on a swamp-square for too long, 4344 When a player stands still on a swamp-square for too long,
4342 he will start to sink in and eventually drown and die. 4345 he will start to sink in and eventually drown and die.
4343 Items dropped on the swamp sink in and dissapear. 4346 Items dropped on the swamp sink in and dissapear.
4344 Players with knowledge of the woodsman skill are a lot less likely 4347 Players with knowledge of the woodsman skill are a lot less likely
4345 to die in the swamp. ]]> 4348 to die in the swamp.]]>
4346 </description> 4349 </description>
4347 <attribute arch="is_floor" value="1" type="fixed" /> 4350 <attribute arch="is_floor" value="1" type="fixed" />
4348 <attribute arch="is_wooded" value="1" type="fixed" /> 4351 <attribute arch="is_wooded" value="1" type="fixed" />
4349 <attribute arch="speed" editor="drowning speed" type="float"> 4352 <attribute arch="speed" editor="drowning speed" type="float">
4350 The higher the &lt;drowning speed&gt;, the faster will players and items 4353 The higher the &lt;drowning speed&gt;, the faster will players and items
4374 different location. The main difference to the object-type exit 4377 different location. The main difference to the object-type exit
4375 is the possibility to have teleporters connected to levers/buttons/etc. 4378 is the possibility to have teleporters connected to levers/buttons/etc.
4376 Sometimes teleporters are activated even against the players will. 4379 Sometimes teleporters are activated even against the players will.
4377 <br><br> 4380 <br><br>
4378 Unlike exits, teleporters can also transfer items and 4381 Unlike exits, teleporters can also transfer items and
4379 monsters to different locations on the same map. ]]> 4382 monsters to different locations on the same map.]]>
4380 </description> 4383 </description>
4381 <use><![CDATA[ 4384 <use><![CDATA[
4382 When creating maps, I guess sooner or later you'll want to have 4385 When creating maps, I guess sooner or later you'll want to have
4383 an invisible teleporter. If using "invisible 1", the teleporter 4386 an invisible teleporter. If using "invisible 1", the teleporter
4384 can still be discovered with the show_invisible spell. And in 4387 can still be discovered with the show_invisible spell. And in
4385 some cases you can't place it under the floor to prevent this. 4388 some cases you can't place it under the floor to prevent this.
4386 <br><br> 4389 <br><br>
4387 Fortunately, there is a cool trick to make a perfectly invisible 4390 Fortunately, there is a cool trick to make a perfectly invisible
4388 teleporter: You simply add teleporter functionality to the floor 4391 teleporter: You simply add teleporter functionality to the floor
4389 itself. That means: You take the floor arch (e.g. "flagstone"), 4392 itself. That means: You take the floor arch (e.g. "flagstone"),
4390 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4393 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4391 </use> 4394 </use>
4392 <attribute arch="slaying" editor="exit path" type="string"> 4395 <attribute arch="slaying" editor="exit path" type="string">
4393 The exit path specifies the map that the player is transferred to. 4396 The exit path specifies the map that the player is transferred to.
4394 &lt;exit path&gt; can be an absolute path, beginning with '/' 4397 &lt;exit path&gt; can be an absolute path, beginning with '/'
4395 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4398 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4467 after some time.]]> 4470 after some time.]]>
4468 </description> 4471 </description>
4469 <use><![CDATA[ 4472 <use><![CDATA[
4470 Use gates to divide your maps into separated areas. After solving 4473 Use gates to divide your maps into separated areas. After solving
4471 area A, the player gains access to area B, and so on. Make your 4474 area A, the player gains access to area B, and so on. Make your
4472 maps more complex than "one-way". ]]> 4475 maps more complex than "one-way".]]>
4473 </use> 4476 </use>
4474 <attribute arch="no_pick" value="1" type="fixed" /> 4477 <attribute arch="no_pick" value="1" type="fixed" />
4475 <attribute arch="connected" editor="connection" type="int"> 4478 <attribute arch="connected" editor="connection" type="int">
4476 Whenever the inventory checker is triggered, all objects with identical 4479 Whenever the inventory checker is triggered, all objects with identical
4477 &lt;connection&gt; value get activated. This only makes sense together with 4480 &lt;connection&gt; value get activated. This only makes sense together with
4569 Trapdoors are very similar to pits. The difference is that they 4572 Trapdoors are very similar to pits. The difference is that they
4570 can not be closed. Instead, the weight of the object on the 4573 can not be closed. Instead, the weight of the object on the
4571 trapdoor determines weither it slams the trapdoor open and falls through 4574 trapdoor determines weither it slams the trapdoor open and falls through
4572 or not.<br> 4575 or not.<br>
4573 Once a trapdoor has been opened (by a creature or items of sufficient 4576 Once a trapdoor has been opened (by a creature or items of sufficient
4574 weight,) it remains open, acting like an opened pit. ]]> 4577 weight,) it remains open, acting like an opened pit.]]>
4575 </description> 4578 </description>
4576 <use><![CDATA[ 4579 <use><![CDATA[
4577 Trapdoors should be used in the same fashion as pits: 4580 Trapdoors should be used in the same fashion as pits:
4578 They should always drop the victims to some kind of lower level. They 4581 They should always drop the victims to some kind of lower level. They
4579 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4582 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4580 </use> 4583 </use>
4581 <attribute arch="no_pick" value="1" type="fixed" /> 4584 <attribute arch="no_pick" value="1" type="fixed" />
4582 &move_on; 4585 &move_on;
4583 <attribute arch="weight" editor="hold weight" type="int"> 4586 <attribute arch="weight" editor="hold weight" type="int">
4584 This value defines how much weight the trapdoor can hold. 4587 This value defines how much weight the trapdoor can hold.
4610 <attribute arch="value" /> 4613 <attribute arch="value" />
4611 <attribute arch="material" /> 4614 <attribute arch="material" />
4612 </ignore> 4615 </ignore>
4613 <description><![CDATA[ 4616 <description><![CDATA[
4614 A treasure-object turns into certain randomitems when the map is loaded 4617 A treasure-object turns into certain randomitems when the map is loaded
4615 into the game. ]]> 4618 into the game.]]>
4616 </description> 4619 </description>
4617 <use><![CDATA[ 4620 <use><![CDATA[
4618 About usage of the "random-artifact" treasurelist: 4621 About usage of the "random-artifact" treasurelist:
4619 This will generate powerful stuff like girdles, xray helmets, special 4622 This will generate powerful stuff like girdles, xray helmets, special
4620 swords etc. If you put this as reward to your quest, players might be 4623 swords etc. If you put this as reward to your quest, players might be
4621 motivated to do it more than once. BUT, by doing so they will get a huge 4624 motivated to do it more than once. BUT, by doing so they will get a huge
4622 number of different artifacts! Besides, players will always seek the place 4625 number of different artifacts! Besides, players will always seek the place
4623 with the most easy-to-get random artifact and ignore all others. 4626 with the most easy-to-get random artifact and ignore all others.
4624 My advice: Don't use it! Attract players with good fighting experience 4627 My advice: Don't use it! Attract players with good fighting experience
4625 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4628 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4626 </use> 4629 </use>
4627 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4630 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4628 This entry determines what kind of treasure will appear. Look into 4631 This entry determines what kind of treasure will appear. Look into
4629 /crossfire/share/crossfire/treasures for details about existing 4632 /crossfire/share/crossfire/treasures for details about existing
4630 treasurelists. 4633 treasurelists.
4661 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4662 &lt;key string&gt; which can be discovered by detectors or inventory 4665 &lt;key string&gt; which can be discovered by detectors or inventory
4663 checkers. It is also possible to use markers for removing marks again. 4666 checkers. It is also possible to use markers for removing marks again.
4664 <br><br> 4667 <br><br>
4665 Note that the player has no possibility to "see" his own marks, 4668 Note that the player has no possibility to "see" his own marks,
4666 except by the effect that they cause on the maps. ]]> 4669 except by the effect that they cause on the maps.]]>
4667 </description> 4670 </description>
4668 <use><![CDATA[ 4671 <use><![CDATA[
4669 Markers hold real cool possibilities for map-making. I encourage 4672 Markers hold real cool possibilities for map-making. I encourage
4670 you to use them frequently. However there is one negative point 4673 you to use them frequently. However there is one negative point
4671 about markers: Players don't "see" what's going on with them. It is 4674 about markers: Players don't "see" what's going on with them. It is
4672 your task, as map-creator, to make sure the player is always well 4675 your task, as map-creator, to make sure the player is always well
4673 informed and never confused. 4676 informed and never confused.
4674 <br><br> 4677 <br><br>
4675 Please avoid infinite markers when they aren't needed. They're 4678 Please avoid infinite markers when they aren't needed. They're
4676 using a little space in the player file after all, so if there 4679 using a little space in the player file after all, so if there
4677 is no real purpose, set an expire time. ]]> 4680 is no real purpose, set an expire time.]]>
4678 </use> 4681 </use>
4679 <attribute arch="no_pick" value="1" type="fixed" /> 4682 <attribute arch="no_pick" value="1" type="fixed" />
4680 <attribute arch="slaying" editor="key string" type="string"> 4683 <attribute arch="slaying" editor="key string" type="string">
4681 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4684 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4682 If the player already has a force with that &lt;key string&gt;, 4685 If the player already has a force with that &lt;key string&gt;,
4721 <attribute arch="name_pl" /> 4724 <attribute arch="name_pl" />
4722 <attribute arch="value" /> 4725 <attribute arch="value" />
4723 <attribute arch="unpaid" /> 4726 <attribute arch="unpaid" />
4724 </ignore> 4727 </ignore>
4725 <description><![CDATA[ 4728 <description><![CDATA[
4726 Walls usually block passage and sight. ]]> 4729 Walls usually block passage and sight.]]>
4727 </description> 4730 </description>
4728 &movement_types_terrain; 4731 &movement_types_terrain;
4729 <attribute arch="can_roll" editor="moveable" type="bool"> 4732 <attribute arch="can_roll" editor="moveable" type="bool">
4730 If set, the object is able to "roll", so it can be pushed around. 4733 If set, the object is able to "roll", so it can be pushed around.
4731 This setting is used for boulders and barrels. 4734 This setting is used for boulders and barrels.
4744<type number="109" name="Wand &amp; Staff"> 4747<type number="109" name="Wand &amp; Staff">
4745 <description><![CDATA[ 4748 <description><![CDATA[
4746 Wands contain a certain spell. The player can apply (ready) and 4749 Wands contain a certain spell. The player can apply (ready) and
4747 fire the wand. After a defined number of casts, the wand is 4750 fire the wand. After a defined number of casts, the wand is
4748 "used up". It is possible to recharge a wand with scrolls of 4751 "used up". It is possible to recharge a wand with scrolls of
4749 charging, but usually that isn't worth the cost. ]]> 4752 charging, but usually that isn't worth the cost.]]>
4750 </description> 4753 </description>
4751 <use><![CDATA[ 4754 <use><![CDATA[
4752 Wands are quite seldomly used. The reason prolly is that they're 4755 Wands are quite seldomly used. The reason prolly is that they're
4753 generally not cost-efficient. Handing out high-level wands with 4756 generally not cost-efficient. Handing out high-level wands with
4754 powerful special spells isn't a good idea either, because of 4757 powerful special spells isn't a good idea either, because of
4755 the recharge ability. 4758 the recharge ability.
4756 <br><br> 4759 <br><br>
4757 For low levels, staffs of healing/cure and word of recall are 4760 For low levels, staffs of healing/cure and word of recall are
4758 quite desirable though. Ideal rewards for low level quests. ]]> 4761 quite desirable though. Ideal rewards for low level quests.]]>
4759 </use> 4762 </use>
4760 <attribute arch="sp" editor="spell" type="spell"> 4763 <attribute arch="sp" editor="spell" type="spell">
4761 The &lt;spell&gt; specifies the contained spell. 4764 The &lt;spell&gt; specifies the contained spell.
4762 </attribute> 4765 </attribute>
4763 <attribute arch="level" editor="casting level" type="int"> 4766 <attribute arch="level" editor="casting level" type="int">
4788 <ignore_list name="non_pickable" /> 4791 <ignore_list name="non_pickable" />
4789 </ignore> 4792 </ignore>
4790 <description><![CDATA[ 4793 <description><![CDATA[
4791 A weak wall is a breakable spot amidsts a solid wall. Typically 4794 A weak wall is a breakable spot amidsts a solid wall. Typically
4792 these weak walls look similar to their solid "relatives" except 4795 these weak walls look similar to their solid "relatives" except
4793 for a small crack or little chunks of wall on the ground. ]]> 4796 for a small crack or little chunks of wall on the ground.]]>
4794 </description> 4797 </description>
4795 <use><![CDATA[ 4798 <use><![CDATA[
4796 If you want to create hidden rooms, using weak walls is alot 4799 If you want to create hidden rooms, using weak walls is alot
4797 better than completely indiscernible passages in a wall.<br> 4800 better than completely indiscernible passages in a wall.<br>
4798 Anyways, there can be a lot more to weak walls than just finding 4801 Anyways, there can be a lot more to weak walls than just finding
4799 them: Rising their defensive stats, weak walls can become a 4802 them: Rising their defensive stats, weak walls can become a
4800 serious obstacle. An ice wall might only be torn down by a fire 4803 serious obstacle. An ice wall might only be torn down by a fire
4801 attack for example. A granite wall for instance might be very 4804 attack for example. A granite wall for instance might be very
4802 hard to destroy. ]]> 4805 hard to destroy.]]>
4803 </use> 4806 </use>
4804 <attribute arch="alive" value="1" type="fixed" /> 4807 <attribute arch="alive" value="1" type="fixed" />
4805 <attribute arch="no_pick" value="1" type="fixed" /> 4808 <attribute arch="no_pick" value="1" type="fixed" />
4806 <attribute arch="tear_down" value="1" type="fixed" /> 4809 <attribute arch="tear_down" value="1" type="fixed" />
4807 <attribute arch="race" editor="race" type="string"> 4810 <attribute arch="race" editor="race" type="string">
4836<!--####################################################################--> 4839<!--####################################################################-->
4837<type number="15" name="Weapon"> 4840<type number="15" name="Weapon">
4838 <description><![CDATA[ 4841 <description><![CDATA[
4839 Wielding a weapon, the object's stats will directly be inherited to the 4842 Wielding a weapon, the object's stats will directly be inherited to the
4840 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4843 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4841 be improved with scrolls. ]]> 4844 be improved with scrolls.]]>
4842 </description> 4845 </description>
4843 <use><![CDATA[ 4846 <use><![CDATA[
4844 If you create artifacts (equipment) with stats- or resistance-bonus: 4847 If you create artifacts (equipment) with stats- or resistance-bonus:
4845 Keep playbalance in mind! Such items mustn't be reachable without hard 4848 Keep playbalance in mind! Such items mustn't be reachable without hard
4846 fighting AND questing. ]]> 4849 fighting AND questing.]]>
4847 </use> 4850 </use>
4848 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4851 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4849 This number is a bitmask, specifying the weapon's attacktypes. 4852 This number is a bitmask, specifying the weapon's attacktypes.
4850 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4853 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4851 have no more than one or two attacktypes. Keep in mind that all weapons 4854 have no more than one or two attacktypes. Keep in mind that all weapons
5025</type> 5028</type>
5026 5029
5027<type number="116" name="Event Connector"> 5030<type number="116" name="Event Connector">
5028 <description><![CDATA[ 5031 <description><![CDATA[
5029 Event connectors link specific events that happen to objects to 5032 Event connectors link specific events that happen to objects to
5030 a crossfire plug-in. They are not used at all in Deliantra ]]> 5033 a crossfire plug-in. They are not used at all in Deliantra.]]>
5031 </description> 5034 </description>
5032</type> 5035</type>
5033 5036
5034</types> 5037</types>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines