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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.1 by root, Tue Feb 21 21:37:01 2006 UTC vs.
Revision 1.38 by root, Tue Aug 26 02:20:23 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the defintitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entrys in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
65# Created by Andreas Vogl. # 56# Created by Andreas Vogl. #
66###################################################################### 57######################################################################
67--> 58-->
68<!DOCTYPE types [ 59<!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> 60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 61
71 <!ELEMENT bitmask (entry*)> 62 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED> 63 <!ATTLIST bitmask name CDATA #REQUIRED>
73 64
74 <!ELEMENT list (entry*)> 65 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED> 66 <!ATTLIST list name CDATA #REQUIRED>
76 67
77 <!ELEMENT entry EMPTY> 68 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED 69 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED 70 value CDATA #IMPLIED
80 name CDATA #REQUIRED> 71 name CDATA #REQUIRED>
81 72
82 <!ELEMENT ignore_list (attribute* | EMPTY)> 73 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED> 74 <!ATTLIST ignore_list name CDATA #REQUIRED>
84 75
85 <!ELEMENT default_type (attribute*)> 76 <!ELEMENT default_type (attribute*)>
86 77
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> 78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED 79 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED> 80 number CDATA #REQUIRED>
90 81
91 <!ELEMENT description (#PCDATA)> 82 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)> 83 <!ELEMENT use (#PCDATA)>
93 84
94 <!ELEMENT import_type EMPTY> 85 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED> 86 <!ATTLIST import_type name CDATA #REQUIRED>
96 87
97 <!ELEMENT required (attribute+)> 88 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)> 89 <!ELEMENT ignore (attribute*,ignore_list*)>
99 90
100 <!ELEMENT section (attribute+)> 91 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED> 92 <!ATTLIST section name CDATA #REQUIRED>
102 93
103 <!ELEMENT attribute (#PCDATA)> 94 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED 95 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED 96 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED 97 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED 98 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
113]> 354]>
114 355
115<types> 356<types>
116 357
117<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 391 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 392 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 393 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 394 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
155</bitmask> 402</bitmask>
156 403
157<bitmask name="spellpath"> 404<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 405 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 406 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 437 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 438 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 439 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 440 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 441 <entry bit="6" name="All" />
442</bitmask>
443
444<bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
195</bitmask> 451</bitmask>
196 452
197<!--###################### list definitions ######################--> 453<!--###################### list definitions ######################-->
198 454
199<list name="direction"> 455<list name="direction">
322 <entry value="45" name="disease" /> 578 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 579 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 580 <entry value="47" name="town portal" />
325</list> 581</list>
326 582
583<list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599</list>
600
601<list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611</list>
612
613<list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
624</list>
625
327<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
328 627
329<!-- 628<!--
330 The attributes of the default_type get added to all other types by default. 629 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 630 Every type can have an 'ignore' element however, which is used to specify
339 This is the plural name of the object. A plural name must be set for 638 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player. 639 all items that can be picked up and collected by the player.
341 </attribute> 640 </attribute>
342 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titels are "of mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 644 </attribute>
346 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
348 </attribute> 658 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute> 663 </attribute>
354 <attribute arch="weight" editor="weight" type="int"> 664 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with 665 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 668 never know ;) ).
359 </attribute> 669 </attribute>
360 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 671 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 672 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 674 usually inevitable.
366 </attribute> 675 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
369 appears lit up on dark maps. &lt;glow radius&gt; can be a value 678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 between 0 and 4, the higher, the more light does the object emmit. 679 between 0 and 4, the higher, the more light does the object emit.
371 </attribute> 680 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material"> 681 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the 682 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object 683 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects. 684 can be destroyed by hazardous spell-effects.
392 </attribute> 701 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
397 </attribute> 716 </attribute>
398</default_type> 717</default_type>
399 718
400<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
435 the fallback for all types which don't match any other defined types. 754 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 755 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 756 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 757 <attribute arch="misc" value="x" />
439 </required> 758 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 759 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 760 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 761 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 762 they generally harm the player in some way.
446 </attribute> 763 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 764 <attribute arch="damned" editor="damned" type="bool">
474 <br><br> 791 <br><br>
475 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
476 spells: One for short range- and one for long range use. 793 spells: One for short range- and one for long range use.
477 \n\n 794 \n\n
478 You should know that spellcasting monsters receive abilities via 795 You should know that spellcasting monsters receive abilities via
479 &lt;treasurelist&gt;. ]]> 796 &lt;treasurelist&gt;.]]>
480 </description> 797 </description>
481 <use><![CDATA[ 798 <use><![CDATA[
482 If you want to create "customized" spellcasting monsters, you 799 If you want to create "customized" spellcasting monsters, you
483 should use abilities (rather than spellbooks/wands or something). 800 should use abilities (rather than spellbooks/wands or something).
484 The long/short-range spell feature can make boss-monsters more 801 The long/short-range spell feature can make boss-monsters more
486 <br><br> 803 <br><br>
487 You should keep in mind that magic abilities allow players 804 You should keep in mind that magic abilities allow players
488 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
489 make the spells more dangerous. However, this really shouldn't 806 make the spells more dangerous. However, this really shouldn't
490 be neccessary unless you work on very high level maps. 807 be neccessary unless you work on very high level maps.
491 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?]]>
492 </use> 809 </use>
493 <attribute arch="invisible" value="1" type="fixed" /> 810 <attribute arch="invisible" value="1" type="fixed" />
494 <attribute arch="no_drop" value="1" type="fixed" /> 811 <attribute arch="no_drop" value="1" type="fixed" />
495 <attribute arch="sp" editor="short range spell" type="spell"> 812 <attribute arch="sp" editor="short range spell" type="spell">
496 The monster will use the specified &lt;short range spell&gt; 813 The monster will use the specified &lt;short range spell&gt;
499 </attribute> 816 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell"> 817 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt; 818 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the 819 when the player is at least 6 squares away (from the
503 monster's head). 820 monster's head).
504 821
505 Setting a &lt;long range spell&gt; is optional. If unset, the 822 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time. 823 &lt;short range spell&gt; gets used all the time.
507 </attribute> 824 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int"> 825 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others. 826 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than 827 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of 828 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one. 829 &lt;importance&gt; one.
513 830
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and 831 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four 832 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball". 833 times the "small fireball".
517 </attribute> 834 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> 835 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies wether the ability &lt;is magical&gt; in nature. 836 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic 837 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes. 838 attacktype added to the usual attacktypes.
522 839
523 This should always be set for spell-like abilities. "Natural" 840 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception. 841 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because 842 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute> 843 magic resistance does not protect from those.</attribute>
527</type> 844</type>
533 </ignore> 850 </ignore>
534 <description><![CDATA[ 851 <description><![CDATA[
535 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,
536 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
537 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.
538 Either way, the sacrificed item dissapears. ]]> 855 Either way, the sacrificed item disappears.]]>
539 </description> 856 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 858 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
543 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
544 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
547 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
548 name: E.g. "drop 100 platinums")
549 </attribute> 865 </attribute>
550 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
553 869
554 If &lt;match item name&gt; is set to "money", then the value of the 870 If &lt;match item name&gt; is set to "money", then the value of the
555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 200 silver, 20 gold, or 4 platinum will all work.) 872 200 silver, 20 gold, or 4 platinum will all work.)
557 873
558 Note that the maximum possible for &lt;drop amount&gt; is 32767. 874 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute> 875 </attribute>
560 <attribute arch="connected" editor="connection" type="int"> 876 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects 877 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once. 878 with the same value, when activated. This will only work once.
563 </attribute> 879 </attribute>
564 <attribute arch="sp" editor="spell" type="spell"> 880 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the 881 When activated, the selected &lt;spell&gt; will be casted (once, on the
566 player). This should work for any given spell. The altar will work 882 player). This should work for any given spell. The altar will work
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for 883 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar. 884 one altar.
569 </attribute> 885 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 886 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player 887 This text will be displayed to the player
572 in the exact moment when the altar is activated. 888 in the exact moment when the altar is activated.
579 <ignore_list name="non_pickable" /> 895 <ignore_list name="non_pickable" />
580 </ignore> 896 </ignore>
581 <description><![CDATA[ 897 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars 898 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that 899 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]> 900 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
585 </description> 901 </description>
586 <use><![CDATA[ 902 <use><![CDATA[
587 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...
588 <UL> 904 <UL>
589 <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.
590 <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.
591 <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.
592 </UL> 908 </UL>
593 The big advantage over normal altars is the infinite usability 909 The big advantage over normal altars is the infinite usability
594 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
595 quite grateful if things work more than once. =) ]]> 911 quite grateful if things work more than once. =)]]>
596 </use> 912 </use>
597 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
598 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
599 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
600 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
601 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
602 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
603 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
604 name: E.g. "drop 100 platinums")
605 </attribute> 920 </attribute>
606 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
609 924
610 If &lt;match item name&gt; is set to "money", then the value of the 925 If &lt;match item name&gt; is set to "money", then the value of the
611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 200 silver, 20 gold, or 4 platinum will all work.) 927 200 silver, 20 gold, or 4 platinum will all work.)
613 928
614 Note that the maximum possible for &lt;drop amount&gt; is 32767. 929 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute> 930 </attribute>
616 <attribute arch="connected" editor="connection" type="int"> 931 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects 932 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once. 933 with the same value, when activated. This will only work once.
619 </attribute> 934 </attribute>
620 <attribute arch="sp" editor="spell" type="spell"> 935 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player). 936 When activated, this &lt;spell&gt; will be casted (once, on the player).
622 This should work for any given spell. The altar will work infinitly 937 This should work for any given spell. The altar will work infinitely
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar. 938 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute> 939 </attribute>
625 <attribute arch="exp" editor="reset time" type="int"> 940 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks. 941 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again. 942 After reset, the altar is ready to be activated once again.
629 </attribute> 944 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool"> 945 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the 946 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice. 947 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator, 948 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets. 949 e.g. for selling tickets.
635 950
636 If this attribute is disabled (default), the altar_trigger 951 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by 952 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 953 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 954 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 955 gate being opened and closed again.
641 </attribute> 956 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 957 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 958 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 959 This text will be displayed to the player
646 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
647 </attribute> 961 </attribute>
648</type> 962</type>
649 963
650<!--####################################################################--> 964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
980<!--####################################################################-->
651<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
652 <description><![CDATA[ 982 <description><![CDATA[
653 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
654 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense.]]>
655 </description> 985 </description>
656 <use><![CDATA[ 986 <use><![CDATA[
657 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
658 important that you keep your artifact in balance with existing maps. ]]> 988 important that you keep your artifact in balance with existing maps.]]>
659 </use> 989 </use>
660 <attribute arch="ac" editor="armour class" type="int"> 990 <attribute arch="ac" editor="armour class" type="int">
661 This value defines the amount of armour-class bonus for wearing 991 This value defines the amount of armour-class bonus for wearing
662 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
663 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.
672 The &lt;item power&gt; value measures how "powerful" an artifact is. 1002 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total 1003 Players will only be able to wear equipment with a certain total
674 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
677 1007
678 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
680 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 1012 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
689 unless the curse is removed. 1019 unless the curse is removed.
690 </attribute> 1020 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool"> 1021 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life 1022 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his 1023 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing 1024 health points reach zero, the item disappears, replenishing
695 half of the player's health. 1025 half of the player's health.
696 1026
697 An item with &lt;save life&gt; should not have 1027 An item with &lt;save life&gt; should not have
698 any decent additional bonuses! 1028 any decent additional bonuses!
699 </attribute> 1029 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool"> 1030 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item 1031 Unique items exist only one time on a server. If the item
710 you want the monster to use/wear the item - you must set 1040 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
714 </attribute> 1044 </attribute>
715<section name="resistance"> 1045 &player_stat_resist_sections;
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816</section>
817<section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846</section>
847<section name="misc"> 1046<section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be 1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 1067 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute> 1068 </attribute>
870 <attribute arch="food" editor="food bonus" type="int"> 1069 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion, 1070 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up. 1071 thus he consumes less food. Negative values speed it up.
873 1072
874 Note that food is consumed not only for "being alive", but 1073 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration. 1074 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed 1075 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;, 1076 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly. 1077 during a fight a player can run out of food quickly.
879 </attribute> 1078 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool"> 1079 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles 1080 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and 1081 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment. 1082 desirable, so don't give it away for cheap on equipment.
884 </attribute> 1083 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool"> 1084 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently. 1085 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself 1086 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters. 1087 invisible and tries to sneak around monsters.
893 the ability to &lt;reflect spells&gt;, all kinds of 1092 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him. 1093 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to 1094 This works only about 90% of all times, to
896 avoid players being completely immune to certain 1095 avoid players being completely immune to certain
897 types of attacks. 1096 types of attacks.
898 1097
899 This is a very powerful ability and it 1098 This is a very powerful ability and it
900 shouldn't be handed out cheap! 1099 shouldn't be handed out cheap!
901 </attribute> 1100 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 1101 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with 1102 If a player is wearing any piece of equipment with
905 projectiles (e.g. arrows, bolts, boulders) will 1104 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1105 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1106 times, to avoid players being completely immune to
908 certain types of attacks. 1107 certain types of attacks.
909 </attribute> 1108 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1109 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1110 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1111 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1112 The player will get attuned to the specified spellpaths
917 while wearing this item. 1113 while wearing this item.
918 </attribute> 1114 </attribute>
942 Battleground is very special: In short, players can die on battleground 1138 Battleground is very special: In short, players can die on battleground
943 without any death penalties. They don't loose or gain experience 1139 without any death penalties. They don't loose or gain experience
944 while on battleground. Acid, draining and depletion effects don't 1140 while on battleground. Acid, draining and depletion effects don't
945 work either. 1141 work either.
946 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
947 location which is defined in the battleground object. ]]> 1143 location which is defined in the battleground object.]]>
948 </description> 1144 </description>
949 <use><![CDATA[ 1145 <use><![CDATA[
950 Battleground is only meant for player vs. player duels. You can 1146 Battleground is only meant for player vs. player duels. You can
951 design combat arenas similiar to the one in scorn.<br> 1147 design combat arenas similiar to the one in scorn.<br>
952 What should NEVER be done is placing battleground tiles in 1148 What should NEVER be done is placing battleground tiles in
954 It must not be possible to gain significant treasure for fighting 1150 It must not be possible to gain significant treasure for fighting
955 on battleground, because it bears no risk.<br><br> 1151 on battleground, because it bears no risk.<br><br>
956 (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,
957 or when it is placed beneath another floor tile. 1153 or when it is placed beneath another floor tile.
958 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
959 "hidden" battleground tiles anywhere.) ]]> 1155 "hidden" battleground tiles anywhere.)]]>
960 </use> 1156 </use>
961 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
962 <attribute arch="is_floor" value="1" type="fixed" /> 1158 <attribute arch="is_floor" value="1" type="fixed" />
963 <attribute arch="hp" editor="destination X" type="int"> 1159 <attribute arch="hp" editor="destination X" type="int">
964 The exit destinations define the (x, y)-coordinates where players 1160 The exit destinations define the (x, y)-coordinates where players
969 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
970 </attribute> 1166 </attribute>
971</type> 1167</type>
972 1168
973<!--####################################################################--> 1169<!--####################################################################-->
974<type number="104" name="Bracers"> 1170<type number="165" name="Safe ground">
975 <import_type name="Amulet" /> 1171 <ignore>
976 <description><![CDATA[ 1172 <ignore_list name="non_pickable" />
977 Bracers are armour-plates worn around the wrists. 1173 </ignore>
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description> 1174 <description><![CDATA[
981 <use><![CDATA[ 1175 Safe ground is a special object that prevents any effects that might
982 Feel free to create your own special artifacts. However, it is very 1176 be harmful for the map, other players or items on the map.
983 important that you keep your artifact in balance with existing maps. ]]> 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
984 </use> 1178 from being used and blocks bombs from exploding. Note that altars that
985 <attribute arch="magic" editor="magic bonus" type="int"> 1179 do cast spells still work.
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1180 ]]>
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful
988 than direct armour-class bonus on the bracers.
989 </attribute>
990</type>
991
992<!--####################################################################-->
993<type number="16" name="Brestplate Armour">
994 <import_type name="Amulet" />
995 <description><![CDATA[ 1181 </description>
996 Wearing an armour, the object's stats will directly be inherited to
997 the player. Usually enhancing his defense. ]]>
998 </description>
999 <use><![CDATA[ 1182 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very 1183 Safe ground can be used to prevents any means of burning
1001 important that you keep your artifact in balance with existing maps. ]]> 1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1002 </use> 1188 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1189 &movement_types_terrain;
1004 This poses a penalty to spell regeneration speed, for wearing the armour. 1190 <attribute arch="no_pick" value="1" type="fixed" />
1005 The bigger the spellpoint penalty, the worse.
1006 </attribute>
1007 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008 Slowdown penalty reduces the player's walking speed when wearing the
1009 armour. Bigger values are worse - zero is best.
1010 </attribute>
1011 <attribute arch="magic" editor="magic bonus" type="int">
1012 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014 than direct armour-class bonus on the armour.
1015 </attribute>
1016</type> 1191</type>
1017 1192
1018<!--####################################################################--> 1193<!--####################################################################-->
1019<type number="8" name="Book"> 1194<type number="8" name="Book">
1020 <description><![CDATA[ 1195 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player.]]>
1022 </description> 1197 </description>
1023 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1024 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
1025 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
1026 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
1038 is taken, lost or destroyed - it's gone for good. 1213 is taken, lost or destroyed - it's gone for good.
1039 </attribute> 1214 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1215 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book. 1216 This is the text that appears "written" in the book.
1042 </attribute> 1217 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn)
1221 </attribute>
1043</type> 1222</type>
1044 1223
1045<!--####################################################################--> 1224<!--####################################################################-->
1046<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1047 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1048 <description><![CDATA[ 1227 <description><![CDATA[
1049 Wearing boots, the object's stats will directly be inherited to 1228 Wearing boots, the object's stats will directly be inherited to
1050 the player. Usually enhancing his speed, or granting some minor 1229 the player. Usually enhancing his speed, or granting some minor
1051 protection bonus. ]]> 1230 protection bonus.]]>
1052 </description> 1231 </description>
1053 <use><![CDATA[ 1232 <use><![CDATA[
1054 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
1055 important that you keep your artifact in balance with existing maps. ]]> 1234 important that you keep your artifact in balance with existing maps.]]>
1056 </use> 1235 </use>
1057 <attribute arch="exp" editor="speed bonus" type="int"> 1236 <attribute arch="exp" editor="speed bonus" type="int">
1058 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
1059 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-
1060 and medium level. High level players usually have fastest possible 1239 and medium level. High level players usually have fastest possible
1064 </attribute> 1243 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1244 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1245 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1246 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1247 than direct armour-class bonus on the boots.
1069 1248
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1249 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1250 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1251 </attribute>
1252</type>
1253
1254<!--####################################################################-->
1255<type number="104" name="Bracers">
1256 <import_type name="Amulet" />
1257 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense.]]>
1261 </description>
1262 <use><![CDATA[
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.]]>
1265 </use>
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
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the bracers.
1270 </attribute>
1271</type>
1272
1273<!--####################################################################-->
1274<type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" />
1276 <description><![CDATA[
1277 Wearing an armour, the object's stats will directly be inherited to
1278 the player. Usually enhancing his defense.]]>
1279 </description>
1280 <use><![CDATA[
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.]]>
1283 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1286 The bigger the spellpoint penalty, the worse.
1287 </attribute>
1288 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1289 Slowdown penalty reduces the player's walking speed when wearing the
1290 armour. Bigger values are worse - zero is best.
1291 </attribute>
1292 <attribute arch="magic" editor="magic bonus" type="int">
1293 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1295 than direct armour-class bonus on the armour.
1072 </attribute> 1296 </attribute>
1073</type> 1297</type>
1074 1298
1075<!--####################################################################--> 1299<!--####################################################################-->
1076<type number="92" name="Button"> 1300<type number="92" name="Button">
1079 </ignore> 1303 </ignore>
1080 <description><![CDATA[ 1304 <description><![CDATA[
1081 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
1082 &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
1083 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
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time.]]>
1085 </description> 1309 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1310 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1311 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1313 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1314 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1315 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1316 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1317 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects 1318 Every time the button is pressed or released, all objects
1099 message to explain the button's purpose to the player. 1323 message to explain the button's purpose to the player.
1100 </attribute> 1324 </attribute>
1101</type> 1325</type>
1102 1326
1103<!--####################################################################--> 1327<!--####################################################################-->
1328<type number="30" name="Button Trigger">
1329 <import_type name="Button" />
1330 <ignore>
1331 <ignore_list name="non_pickable" />
1332 </ignore>
1333 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered.]]>
1337 </description>
1338</type>
1339
1340<!--####################################################################-->
1341<type number="37" name="Class Changer">
1342 <ignore>
1343 <ignore_list name="non_pickable" />
1344 </ignore>
1345 <description><![CDATA[
1346 Class changer are used while creating a character.]]>
1347 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives.
1350 </attribute>
1351<section name="stats">
1352 <attribute arch="Str" editor="strength" type="int">
1353 The player's strength will rise by the given value if he chooses this
1354 class. (Negative values make strength fall)
1355 </attribute>
1356 <attribute arch="Dex" editor="dexterity" type="int">
1357 The player's dexterity will rise by the given value if he chooses this
1358 class. (Negative values make dexterity fall)
1359 </attribute>
1360 <attribute arch="Con" editor="constitution" type="int">
1361 The player's constitution will rise by the given value if he chooses this
1362 class. (Negative values make constitution fall)
1363 </attribute>
1364 <attribute arch="Int" editor="intelligence" type="int">
1365 The player's intelligence will rise by the given value if he chooses this
1366 class. (Negative values make intelligence fall)
1367 </attribute>
1368 <attribute arch="Pow" editor="power" type="int">
1369 The player's power will rise by the given value if he chooses this
1370 class. (Negative values make power fall)
1371 </attribute>
1372 <attribute arch="Wis" editor="wisdom" type="int">
1373 The player's wisdom will rise by the given value if he chooses this
1374 class. (Negative values make wisdom fall)
1375 </attribute>
1376 <attribute arch="Cha" editor="charisma" type="int">
1377 The player's charisma will rise by the given value if he chooses this
1378 class. (Negative values make charisma fall)
1379 </attribute>
1380</section>
1381</type>
1382
1383<!--####################################################################-->
1104<type number="87" name="Cloak"> 1384<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1385 <import_type name="Amulet" />
1106 <description><![CDATA[ 1386 <description><![CDATA[
1107 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
1108 the player. Cloaks usually add minor &lt;armour class&gt; and 1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1109 sometimes a bit of resistance. ]]> 1389 sometimes a bit of resistance.]]>
1110 </description> 1390 </description>
1111 <use><![CDATA[ 1391 <use><![CDATA[
1112 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
1113 important that you keep your artifact in balance with existing maps. ]]> 1393 important that you keep your artifact in balance with existing maps.]]>
1114 </use> 1394 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1395 <attribute arch="magic" editor="magic bonus" type="int">
1116 &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
1117 "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
1118 than direct armour-class bonus on the cloak. 1398 than direct armour-class bonus on the cloak.
1119 1399
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1400 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1401 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1402 </attribute>
1123</type> 1403</type>
1124 1404
1125<!--####################################################################--> 1405<!--####################################################################-->
1126<type number="9" name="Clock"> 1406<type number="9" name="Clock">
1127 <description><![CDATA[ 1407 <description><![CDATA[
1128 Applying a clock, the time is displayed to the player. ]]> 1408 Applying a clock, the time is displayed to the player.]]>
1129 </description> 1409 </description>
1130 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131 This text may describe the item 1411 This text may describe the item
1132 </attribute> 1412 </attribute>
1133</type> 1413</type>
1138 A player can put (certain kinds of) items in the container. 1418 A player can put (certain kinds of) items in the container.
1139 The overall weight of items is reduced when put inside a 1419 The overall weight of items is reduced when put inside a
1140 container, depending on the settings. 1420 container, depending on the settings.
1141 <br><br> 1421 <br><br>
1142 A special feature of containers is the "cauldron", 1422 A special feature of containers is the "cauldron",
1143 capable of mixing alchemical receipes. ]]> 1423 capable of mixing alchemical receipes.]]>
1144 </description> 1424 </description>
1145 <use><![CDATA[ 1425 <use><![CDATA[
1146 Note on chests - There are two types of chests: 1426 Note on chests - There are two types of chests:
1147 <UL> 1427 <UL>
1148 <LI> First the random treasure chests - Those are NOT containers 1428 <LI> First the random treasure chests - Those are NOT containers
1149 (but object type Treasure), they create random treasures when 1429 (but object type Treasure), they create random treasures when
1150 applied. Archetype name is "chest". 1430 applied. Archetype name is "chest".
1151 <LI> Second there are the permanent chests - Those are containers, 1431 <LI> Second there are the permanent chests - Those are containers,
1152 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".
1153 </UL> ]]> 1433 </UL>]]>
1154 </use> 1434 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1435 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1436 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1438 "arrows" and "keys".
1159 1439
1160 Unfortunately it is not easy to create new container 1440 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1441 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1442 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1443 container. This attribute ("race") is set only for the existing
1164 container classes. 1444 container classes.
1213 <attribute arch="title" /> 1493 <attribute arch="title" />
1214 </ignore> 1494 </ignore>
1215 <description><![CDATA[ 1495 <description><![CDATA[
1216 Converters are like "exchange tables". When the player drops a 1496 Converters are like "exchange tables". When the player drops a
1217 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
1218 predefined exchange-ratio. ]]> 1498 predefined exchange-ratio.]]>
1219 </description> 1499 </description>
1220 <use><![CDATA[ 1500 <use><![CDATA[
1221 Converters are better than shopping with doormats, because the 1501 Converters are better than shopping with doormats, because the
1222 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
1223 those "exchange tables" are really nice, while for the more important 1503 those "exchange tables" are really nice, while for the more important
1225 <br><br> 1505 <br><br>
1226 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227 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
1228 value than before! (Except if you are using "rare" items like 1508 value than before! (Except if you are using "rare" items like
1229 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
1230 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.]]>
1231 </use> 1511 </use>
1232 <attribute arch="no_pick" value="1" type="fixed" /> 1512 <attribute arch="no_pick" value="1" type="fixed" />
1233 <attribute arch="slaying" editor="cost arch" type="string"> 1513 <attribute arch="slaying" editor="cost arch" type="string">
1234 &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
1235 put on the converter, as payment. 1515 put on the converter, as payment.
1239 on the converter, in order to get &lt;receive number&gt; items 1519 on the converter, in order to get &lt;receive number&gt; items
1240 of &lt;receive arch&gt;. 1520 of &lt;receive arch&gt;.
1241 </attribute> 1521 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string"> 1522 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into. 1523 &lt;receive arch&gt; is the name of the archetype to convert into.
1524 This field is ignored if the converter has items in inventory. In this
1525 case one of the inventory items is duplicated. The duplicated item is
1526 randomly chosen from all items present.
1244 </attribute> 1527 </attribute>
1245 <attribute arch="sp" editor="receive number" type="int"> 1528 <attribute arch="sp" editor="receive number" type="int">
1246 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt; 1529 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1247 on the converter, in order to get &lt;receive number&gt; items 1530 on the converter, in order to get &lt;receive number&gt; items
1248 of &lt;receive arch&gt;. 1531 of &lt;receive arch&gt;.
1258 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1259 </ignore> 1542 </ignore>
1260 <description><![CDATA[ 1543 <description><![CDATA[
1261 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1262 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1263 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things.]]>
1264 </description> 1548 </description>
1265 <use><![CDATA[ 1549 <use><![CDATA[
1266 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1267 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor.]]>
1268 </use> 1552 </use>
1269 <attribute arch="no_pick" value="1" type="fixed" /> 1553 <attribute arch="no_pick" value="1" type="fixed" />
1270 <attribute arch="other_arch" editor="create arch" type="string"> 1554 <attribute arch="other_arch" editor="create arch" type="string">
1271 This string defines the object that will be created. 1555 This string defines the object that will be created.
1272 You can choose any of the existing arches. 1556 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case
1558 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present.
1273 </attribute> 1560 </attribute>
1274 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1275 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1276 the creator gets triggered. 1563 the creator gets triggered.
1277 </attribute> 1564 </attribute>
1565 &activate_on;
1278 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1279 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1280 infinitly, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1281 </attribute> 1574 </attribute>
1282 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1283 The creator can be triggered &lt;number of uses&gt; times, thus 1576 The creator can be triggered &lt;number of uses&gt; times, thus
1284 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1285 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286 </attribute> 1579 </attribute>
1287 <attribute arch="slaying" editor="name of creation" type="string"> 1580 <attribute arch="slaying" editor="name of creation" type="string">
1288 The created object will bear the name specified in &lt;name creation&gt;. 1581 The created object will bear the name and title specified in &lt;name of
1289 If nothing is set, the standard name of the archetype is used. 1582 creation&gt;. If nothing is set, the standard name and title of the
1583 archetype is used.
1290 </attribute> 1584 </attribute>
1291 <attribute arch="level" editor="level of creation" type="int"> 1585 <attribute arch="level" editor="level of creation" type="int">
1292 The created object will be of that level. If zero/unset, 1586 The created object will be of that level. If zero/unset,
1293 the standard level of the archetype is used. 1587 the standard level of the archetype is used.
1294 </attribute> 1588 </attribute>
1304 finds a specific object, it toggles its connected value. 1598 finds a specific object, it toggles its connected value.
1305 <br><br> 1599 <br><br>
1306 What is "unique" about them, compared to inv. checkers/ pedestals? 1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1307 - First, detectors check their square for a match periodically, not 1601 - First, detectors check their square for a match periodically, not
1308 instantly. Second, detectors check directly for object names. Third, 1602 instantly. Second, detectors check directly for object names. Third,
1309 detectors do not check the inventory of players/monsters. ]]> 1603 detectors do not check the inventory of players/monsters.]]>
1310 </description> 1604 </description>
1311 <use><![CDATA[ 1605 <use><![CDATA[
1312 There is one major speciality about detectors: You can detect spells 1606 There is one major speciality about detectors: You can detect spells
1313 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
1314 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1315 walls, this can be very useful for map-mechanisms. ]]> 1609 walls, this can be very useful for map-mechanisms.]]>
1316 </use> 1610 </use>
1317 <attribute arch="no_pick" value="1" type="fixed" /> 1611 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="slaying" editor="match name" type="string"> 1612 <attribute arch="slaying" editor="match name" type="string">
1319 &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.
1320 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,
1327 <attribute arch="speed" editor="detection speed" type="float"> 1621 <attribute arch="speed" editor="detection speed" type="float">
1328 This value defines the time between two detector-checks. 1622 This value defines the time between two detector-checks.
1329 If you want the detector to behave almost like pedestals/buttons, 1623 If you want the detector to behave almost like pedestals/buttons,
1330 set speed rather high, like &lt;detection speed&gt; 1.0. 1624 set speed rather high, like &lt;detection speed&gt; 1.0.
1331 </attribute> 1625 </attribute>
1626 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1.
1631 </attribute>
1332</type> 1632</type>
1333 1633
1334<!--####################################################################--> 1634<!--####################################################################-->
1335<type number="112" name="Director"> 1635<type number="112" name="Director">
1336 <ignore> 1636 <ignore>
1339 <description><![CDATA[ 1639 <description><![CDATA[
1340 Directors change the direction of spell objects and other projectiles 1640 Directors change the direction of spell objects and other projectiles
1341 that fly past. Unlike spinners, directors always move objects in the 1641 that fly past. Unlike spinners, directors always move objects in the
1342 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
1343 shoot into it.<br> 1643 shoot into it.<br>
1344 Directors are visible per default. ]]> 1644 Directors are visible per default.]]>
1345 </description> 1645 </description>
1346 <use><![CDATA[ 1646 <use><![CDATA[
1347 Directors are rarely used in maps. Sometimes they are placed to 1647 Directors are rarely used in maps. Sometimes they are placed to
1348 change the direction of spells coming out of magic walls, 1648 change the direction of spells coming out of magic walls,
1349 "channeling" spell-projectiles in some direction. When doing this, 1649 "channeling" spell-projectiles in some direction. When doing this,
1351 into them!</B> The spell-projectiles bouncing between the directors 1651 into them!</B> The spell-projectiles bouncing between the directors
1352 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
1353 server by eating memory- and CPU-time. 1653 server by eating memory- and CPU-time.
1354 <br><br> 1654 <br><br>
1355 You'd better not place directors in monster vs. player combat 1655 You'd better not place directors in monster vs. player combat
1356 areas too much, because that freaks out wizard-type players. ]]> 1656 areas too much, because that freaks out wizard-type players.]]>
1357 </use> 1657 </use>
1358 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1359 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;.
1360 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1361 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1362 </attribute> 1662 </attribute>
1363 <attribute arch="walk_on" value="1" type="fixed" /> 1663 &move_on;
1364 <attribute arch="fly_on" value="1" type="fixed" />
1365</type> 1664</type>
1366 1665
1367<!--####################################################################--> 1666<!--####################################################################-->
1368<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1369 <ignore> 1668 <ignore>
1370 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1371 </ignore> 1670 </ignore>
1372 <description><![CDATA[ 1671 <description><![CDATA[
1373 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1374 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
1375 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1376 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible.]]>
1377 </description> 1676 </description>
1378 <use><![CDATA[ 1677 <use><![CDATA[
1379 Diseases are extremely flexible and usable in a many ways. 1678 Diseases are extremely flexible and usable in a many ways.
1380 So far they are mostly used for causing bad, unwanted effects. 1679 So far they are mostly used for causing bad, unwanted effects.
1381 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
1382 (recharging mana for example). 1681 (recharging mana for example).
1383 Infection with a "positive disease" could even be a quest reward. ]]> 1682 Infection with a "positive disease" could even be a quest reward.]]>
1384 </use> 1683 </use>
1385 <attribute arch="invisible" value="1" type="fixed" /> 1684 <attribute arch="invisible" value="1" type="fixed" />
1386 <attribute arch="level" editor="plaque level" type="int"> 1685 <attribute arch="level" editor="plaque level" type="int">
1387 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.
1388 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
1400<section name="spreading"> 1699<section name="spreading">
1401 <attribute arch="wc" editor="infectiosness" type="int"> 1700 <attribute arch="wc" editor="infectiosness" type="int">
1402 The &lt;infectiosness&gt; defines the chance of new creatures getting 1701 The &lt;infectiosness&gt; defines the chance of new creatures getting
1403 infected. If you set this too high, the disease is very likely to 1702 infected. If you set this too high, the disease is very likely to
1404 be too effective. 1703 be too effective.
1405 1704
1406 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1705 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1407 </attribute> 1706 </attribute>
1408 <attribute arch="last_grace" editor="attenuation" type="int"> 1707 <attribute arch="last_grace" editor="attenuation" type="int">
1409 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1708 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1410 everytime it infects someone new. This limits how many generations 1709 everytime it infects someone new. This limits how many generations
1413 <attribute arch="magic" editor="infection range" type="int"> 1712 <attribute arch="magic" editor="infection range" type="int">
1414 &lt;infection range&gt; sets the range at which infection may occur. 1713 &lt;infection range&gt; sets the range at which infection may occur.
1415 If positive, the &lt;infection range&gt; is level dependant - If negative, 1714 If positive, the &lt;infection range&gt; is level dependant - If negative,
1416 it is not: 1715 it is not:
1417 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1716 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1418 six square range, and &lt;plaque level&gt; doesn't modify that. 1717 six square range, and &lt;plaque level&gt; doesn't modify that.
1419 </attribute> 1718 </attribute>
1420 <attribute arch="maxhp" editor="persistence" type="int"> 1719 <attribute arch="maxhp" editor="persistence" type="int">
1421 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1720 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1422 The disease can "move" &lt;persistence&gt; times outside a host before it 1721 The disease can "move" &lt;persistence&gt; times outside a host before it
1423 vanishes. A negative value means the disease lasts for permanent 1722 vanishes. A negative value means the disease lasts for permanent
1426 <attribute arch="maxgrace" editor="curing duration" type="int"> 1725 <attribute arch="maxgrace" editor="curing duration" type="int">
1427 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1726 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1428 (Assuming the host survives and doesn't use a curing spell). 1727 (Assuming the host survives and doesn't use a curing spell).
1429 After this period the disease is naturally cured, which provides the 1728 After this period the disease is naturally cured, which provides the
1430 host with immunity from this particular disease of lower or equal level. 1729 host with immunity from this particular disease of lower or equal level.
1431 1730
1432 A negative value means the disease can never be cured naturally. 1731 A negative value means the disease can never be cured naturally.
1433 1732
1434 Note that this value can be further modulated by spell-parameters, 1733 Note that this value can be further modulated by spell-parameters,
1435 if the disease is registered as spell in the code. Due to that, 1734 if the disease is registered as spell in the code. Due to that,
1436 most default diseases take a lot longer to cure than it seems. 1735 most default diseases take a lot longer to cure than it seems.
1437 </attribute> 1736 </attribute>
1438 <attribute arch="speed" editor="moving speed" type="float"> 1737 <attribute arch="speed" editor="moving speed" type="float">
1439 The &lt;speed&gt; of the disease determines how fast the disease will 1738 The &lt;speed&gt; of the disease determines how fast the disease will
1440 "move", thus how fast the symptoms strike the host. 1739 "move", thus how fast the symptoms strike the host.
1441 </attribute> 1740 </attribute>
1741 &speed_left;
1442</section> 1742</section>
1443<section name="symptoms"> 1743<section name="symptoms">
1444 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1445 The disease will attack the host with the given &lt;attacktype&gt;. 1745 The disease will attack the host with the given &lt;attacktype&gt;.
1446 Godpower attacktype is commonly used for "unresistable" diseases. 1746 Godpower attacktype is commonly used for "unresistable" diseases.
1448 <attribute arch="dam" editor="damage" type="int"> 1748 <attribute arch="dam" editor="damage" type="int">
1449 A disease with a positive &lt;damage&gt; value will strike the player for that 1749 A disease with a positive &lt;damage&gt; value will strike the player for that
1450 amount of damage every time the symptoms occur. 1750 amount of damage every time the symptoms occur.
1451 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1751 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1452 the player's health is reduced by 10% every time the symptoms strike. 1752 the player's health is reduced by 10% every time the symptoms strike.
1453 1753
1454 Diseases with %-based damage can be dangerous - but not deadly - 1754 Diseases with %-based damage can be dangerous - but not deadly -
1455 for players of all levels. 1755 for players of all levels.
1456 </attribute> 1756 </attribute>
1457 <attribute arch="other_arch" editor="create arch" type="string"> 1757 <attribute arch="other_arch" editor="create arch" type="string">
1458 If set, the specified arch is created and dropped every time the 1758 If set, the specified arch is created and dropped every time the
1459 symptoms strike. 1759 symptoms strike.
1460 1760
1461 This can be various things: farts, body pieces, eggs ... 1761 This can be various things: farts, body pieces, eggs ...
1462 Even monsters can be created that way. You could also make a 1762 Even monsters can be created that way. You could also make a
1463 disease where some exotic stuff like money/gems is created. 1763 disease where some exotic stuff like money/gems is created.
1464 </attribute> 1764 </attribute>
1465 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1765 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1524 symptoms strike. 1824 symptoms strike.
1525 </attribute> 1825 </attribute>
1526</type> 1826</type>
1527 1827
1528<!--####################################################################--> 1828<!--####################################################################-->
1829<type number="23" name="Door">
1830 <ignore>
1831 <ignore_list name="non_pickable" />
1832 </ignore>
1833 <description><![CDATA[
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
1836 defeated, horizontally and vertically adjacent doors are automatically
1837 removed.]]>
1838 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int">
1843 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1844 </attribute>
1845 <attribute arch="ac" editor="armour class" type="int">
1846 Doors of high &lt;armour class&gt; are less likely to get hit.
1847 &lt;armour class&gt; can be considered the "counterpiece" to
1848 &lt;weapon class&gt;.
1849 </attribute>
1850 <attribute arch="other_arch" editor="drop arch" type="string">
1851 This string defines the object that will be created when the door was
1852 defeated.
1853 </attribute>
1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1860 </attribute>
1861</type>
1862
1863<!--####################################################################-->
1529<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1530 <ignore> 1865 <ignore>
1531 <ignore_list name="system_object" /> 1866 <ignore_list name="system_object" />
1532 </ignore> 1867 </ignore>
1533 <description><![CDATA[ 1868 <description><![CDATA[
1534 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
1535 objects which lies somewhere on top of the duplicator. 1870 objects which lies somewhere on top of the duplicator.
1536 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;,
1537 and only objects of this archetype can be affected.<br> 1872 and only objects of this archetype can be affected.<br>
1538 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;.
1539 If the latter is set to zero, it will destroy objects. ]]> 1874 If the latter is set to zero, it will destroy objects.]]>
1540 </description> 1875 </description>
1541 <use><![CDATA[ 1876 <use><![CDATA[
1542 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
1543 anywhere with &lt;multiply factor&gt; greater than one. 1878 anywhere with &lt;multiply factor&gt; greater than one.
1544 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).
1545 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
1546 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
1547 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1548 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
1549 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%.]]>
1550 </use> 1885 </use>
1551 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1552 Only objects of matching archtype, lying ontop of the dublicator will be 1887 Only objects of matching archtype, lying ontop of the duplicator will be
1553 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1554 </attribute> 1889 </attribute>
1555 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1556 The number of items in the target pile will be multiplied by the 1891 The number of items in the target pile will be multiplied by the
1557 &lt;multiply factor&gt;. If it is set to zero, all target objects 1892 &lt;multiply factor&gt;. If it is set to zero, all target objects
1558 will be destroyed. 1893 will be destroyed.
1560 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1561 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1562 is able to trigger this duplicator. Be very careful that players cannot 1897 is able to trigger this duplicator. Be very careful that players cannot
1563 abuse it to create endless amounts of money or other valuable stuff! 1898 abuse it to create endless amounts of money or other valuable stuff!
1564 </attribute> 1899 </attribute>
1900 &activate_on;
1565</type> 1901</type>
1566 1902
1567<!--####################################################################--> 1903<!--####################################################################-->
1568<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1569 <ignore> 1905 <ignore>
1571 </ignore> 1907 </ignore>
1572 <description><![CDATA[ 1908 <description><![CDATA[
1573 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.
1574 (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
1575 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
1576 the exit. ]]> 1912 the exit. ]]>
1577 </description> 1913 </description>
1578 <use><![CDATA[ 1914 <use><![CDATA[
1579 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
1580 &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
1581 detected with the show_invisible spell. 1917 detected with the show_invisible spell.
1582 <br><br> 1918 <br><br>
1583 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").
1584 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.]]>
1585 </use> 1921 </use>
1586 <attribute arch="slaying" editor="exit path" type="string"> 1922 <attribute arch="slaying" editor="exit path" type="string">
1587 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.
1588 You can enter an absolute path, beginning with '/' (for example 1924 You can enter an absolute path, beginning with '/' (for example
1589 "/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
1590 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the 1926 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1591 relative path "Fire1"). Use relative paths whenever possible! Note that 1927 relative path "Fire1"). Use relative paths whenever possible! Note that
1592 upper/lower case must always be set correctly. However, please use lower 1928 upper/lower case must always be set correctly. However, please use lower
1593 case only. 1929 case only.
1594 It is well possible to have an exit pointing to the same map that the exit 1930 It is well possible to have an exit pointing to the same map that the exit
1595 is on. If slaying is not set in an exit, the player will see a message like 1931 is on. If slaying is not set in an exit, the player will see a message like
1596 "the exit is closed". 1932 "the exit is closed".
1597 </attribute> 1933 </attribute>
1598 <attribute arch="hp" editor="destination X" type="int"> 1934 <attribute arch="hp" editor="destination X" type="int">
1609 If both are set to zero, the player will be transferred to the "default 1945 If both are set to zero, the player will be transferred to the "default
1610 enter location" of the destined map. The latter can be set in the map- 1946 enter location" of the destined map. The latter can be set in the map-
1611 properties as "Enter X/Y". Though, please DO NOT use that. 1947 properties as "Enter X/Y". Though, please DO NOT use that.
1612 It turned out to be a source for numerous map-bugs. 1948 It turned out to be a source for numerous map-bugs.
1613 </attribute> 1949 </attribute>
1614 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1950 &move_on;
1615 If set, the player will apply the exit by just walking into it. This must
1616 be set for the invisible exits for example. If unset, the player has
1617 to step onto the exit and press 'a' to get transferred.
1618 </attribute>
1619 <attribute arch="fly_on" editor="apply by flying" type="bool">
1620 If set, the player will apply the exit by "flying into it". Flying means
1621 the player is levitating. E.g. wearing levitation boots.
1622 </attribute>
1623 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1951 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1624 If set, this message will be displayed to the player when he applies the exit. 1952 If set, this message will be displayed to the player when he applies the exit.
1625 This is quite useful to throw in some "role-play feeling": "As you enter the 1953 This is quite useful to throw in some "role-play feeling": "As you enter the
1626 dark cave you hear the sound of rustling dragonscales...". Well, my english 1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1627 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1628 </attribute> 1956 </attribute>
1629 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1630 This flag defines the destined map as "personal unique map". If set, 1958 If set, then players using this exit will have their savebed position
1631 there will be a seperate version of that map for every player out there. 1959 set to the destination of the exit when passing through.
1632 This feature is used for the permanent apartments
1633 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1634 than apartments, since Crossfire is a *multi*player game. In such a permanent
1635 apartment don't forget to set the unique-flag for all floor tiles too
1636 (see floors).
1637 An exit pointing outside of a personal unique map must have the
1638 "unique destination"-flag unset.
1639 </attribute> 1960 </attribute>
1640</type> 1961</type>
1641 1962
1642<!--####################################################################--> 1963<!--####################################################################-->
1643<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1644 <description><![CDATA[ 1965 <description><![CDATA[
1645 Just like with food, the player can fill his stomache and gain a 1966 Just like with food, the player can fill his stomache and gain a
1646 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1647 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
1648 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
1649 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1650 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
1651 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty.]]>
1652 </description> 1973 </description>
1653 <use><![CDATA[ 1974 <use><![CDATA[
1654 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
1655 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1656 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.
1658 not the case - so you have to set it manually. 1979 not the case - so you have to set it manually.
1659 <br><br> 1980 <br><br>
1660 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
1661 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
1662 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
1663 out on the reward completely. ]]> 1984 out on the reward completely.]]>
1664 </use> 1985 </use>
1665 <attribute arch="food" editor="foodpoints" type="int"> 1986 <attribute arch="food" editor="foodpoints" type="int">
1666 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.
1667 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.
1668 </attribute> 1989 </attribute>
1675 </attribute> 1996 </attribute>
1676 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1677 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1678 drops it to the ground. 1999 drops it to the ground.
1679 </attribute> 2000 </attribute>
1680<section name="resistance"> 2001 &resistances_flesh_section;
1681 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1682 Resistances on flesh items make them more durable against spellcraft
1683 of the appropriate kind. It also allows dragon players to eventually gain
1684 resistance by eating it. Usually resistance should only be set for flesh
1685 items in a monster's inventory.
1686 </attribute>
1687 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1688 Resistances on flesh items make them more durable against spellcraft
1689 of the appropriate kind. It also allows dragon players to eventually gain
1690 resistance by eating it. Usually resistance should only be set for flesh
1691 items in a monster's inventory.
1692 </attribute>
1693 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1694 Resistances on flesh items make them more durable against spellcraft
1695 of the appropriate kind. It also allows dragon players to eventually gain
1696 resistance by eating it. Usually resistance should only be set for flesh
1697 items in a monster's inventory.
1698 </attribute>
1699 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1700 Resistances on flesh items make them more durable against spellcraft
1701 of the appropriate kind. It also allows dragon players to eventually gain
1702 resistance by eating it. Usually resistance should only be set for flesh
1703 items in a monster's inventory.
1704 </attribute>
1705 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1706 Resistances on flesh items make them more durable against spellcraft
1707 of the appropriate kind. It also allows dragon players to eventually gain
1708 resistance by eating it. Usually resistance should only be set for flesh
1709 items in a monster's inventory.
1710 </attribute>
1711 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1712 Resistances on flesh items make them more durable against spellcraft
1713 of the appropriate kind. It also allows dragon players to eventually gain
1714 resistance by eating it. Usually resistance should only be set for flesh
1715 items in a monster's inventory.
1716 </attribute>
1717 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1718 Resistances on flesh items make them more durable against spellcraft
1719 of the appropriate kind. It also allows dragon players to eventually gain
1720 resistance by eating it. Usually resistance should only be set for flesh
1721 items in a monster's inventory.
1722 </attribute>
1723 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1724 Resistances on flesh items make them more durable against spellcraft
1725 of the appropriate kind. It also allows dragon players to eventually gain
1726 resistance by eating it. Usually resistance should only be set for flesh
1727 items in a monster's inventory.
1728 </attribute>
1729 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1730 Resistances on flesh items make them more durable against spellcraft
1731 of the appropriate kind. It also allows dragon players to eventually gain
1732 resistance by eating it. Usually resistance should only be set for flesh
1733 items in a monster's inventory.
1734 </attribute>
1735 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1736 Resistances on flesh items make them more durable against spellcraft
1737 of the appropriate kind. It also allows dragon players to eventually gain
1738 resistance by eating it. Usually resistance should only be set for flesh
1739 items in a monster's inventory.
1740 </attribute>
1741 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1742 Resistances on flesh items make them more durable against spellcraft
1743 of the appropriate kind. It also allows dragon players to eventually gain
1744 resistance by eating it. Usually resistance should only be set for flesh
1745 items in a monster's inventory.
1746 </attribute>
1747 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1748 Resistances on flesh items make them more durable against spellcraft
1749 of the appropriate kind. It also allows dragon players to eventually gain
1750 resistance by eating it. Usually resistance should only be set for flesh
1751 items in a monster's inventory.
1752 </attribute>
1753 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1754 Resistances on flesh items make them more durable against spellcraft
1755 of the appropriate kind. It also allows dragon players to eventually gain
1756 resistance by eating it. Usually resistance should only be set for flesh
1757 items in a monster's inventory.
1758 </attribute>
1759 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1760 Resistances on flesh items make them more durable against spellcraft
1761 of the appropriate kind. It also allows dragon players to eventually gain
1762 resistance by eating it. Usually resistance should only be set for flesh
1763 items in a monster's inventory.
1764 </attribute>
1765 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1766 Resistances on flesh items make them more durable against spellcraft
1767 of the appropriate kind. It also allows dragon players to eventually gain
1768 resistance by eating it. Usually resistance should only be set for flesh
1769 items in a monster's inventory.
1770 </attribute>
1771 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1772 RResistances on flesh items make them more durable against spellcraft
1773 of the appropriate kind. It also allows dragon players to eventually gain
1774 resistance by eating it. Usually resistance should only be set for flesh
1775 items in a monster's inventory.
1776 </attribute>
1777 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1778 Resistances on flesh items make them more durable against spellcraft
1779 of the appropriate kind. It also allows dragon players to eventually gain
1780 resistance by eating it. Usually resistance should only be set for flesh
1781 items in a monster's inventory.
1782 </attribute>
1783 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1784 Resistances on flesh items make them more durable against spellcraft
1785 of the appropriate kind. It also allows dragon players to eventually gain
1786 resistance by eating it. Usually resistance should only be set for flesh
1787 items in a monster's inventory.
1788 </attribute>
1789</section>
1790 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1791 This text may describe the item. 2003 This text may describe the item.
1792 </attribute> 2004 </attribute>
1793</type> 2005</type>
1794 2006
1801 <ignore> 2013 <ignore>
1802 <ignore_list name="non_pickable" /> 2014 <ignore_list name="non_pickable" />
1803 </ignore> 2015 </ignore>
1804 <description><![CDATA[ 2016 <description><![CDATA[
1805 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
1806 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it.]]>
1807 </description> 2019 </description>
1808 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
1809 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
1810 <attribute arch="no_pass" editor="blocking passage" type="bool">
1811 If set, the object cannot be passed by players nor monsters.
1812 </attribute>
1813<section name="terrain"> 2022<section name="terrain">
1814 <attribute arch="slow_move" editor="slow movement" type="int"> 2023 &movement_types_terrain;
1815 If &lt;slow movement&gt; is set to a value greater zero, all
1816 creatures moving over this spot will be slower than normal.
1817
1818 &lt;slow movement&gt; 1 - rough terrain
1819 &lt;slow movement&gt; 2 - very rough terrain
1820 ...
1821 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1822 </attribute>
1823 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2024 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1824 This flag indicates this spot contains wood or high grass. 2025 This flag indicates this spot contains wood or high grass.
1825 Players with activated woodsman skill can move faster here. 2026 Players with activated woodsman skill can move faster here.
1826 </attribute> 2027 </attribute>
1827 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2028 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1856 Encounter-Floor is pretty much the same as normal floor. 2057 Encounter-Floor is pretty much the same as normal floor.
1857 Most outdoor floor/ground-arches are set to be "encounters". 2058 Most outdoor floor/ground-arches are set to be "encounters".
1858 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
1859 encounter-floor, players sometimes got beamed to little maps 2060 encounter-floor, players sometimes got beamed to little maps
1860 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
1861 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor.]]>
1862 </description> 2063 </description>
1863 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
1864 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
1865 <attribute arch="no_pass" editor="blocking passage" type="bool">
1866 If set, the object cannot be passed by players nor monsters.
1867 </attribute>
1868<section name="terrain"> 2066<section name="terrain">
1869 <attribute arch="slow_move" editor="slow movement" type="int"> 2067 &movement_types_terrain;
1870 If &lt;slow movement&gt; is set to a value greater zero, all
1871 creatures moving over this spot will be slower than normal.
1872
1873 &lt;slow movement&gt; 1 - rough terrain
1874 &lt;slow movement&gt; 2 - very rough terrain
1875 ...
1876 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1877 </attribute>
1878 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2068 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1879 This flag indicates this spot contains wood or high grass. 2069 This flag indicates this spot contains wood or high grass.
1880 Players with activated woodsman skill can move faster here. 2070 Players with activated woodsman skill can move faster here.
1881 </attribute> 2071 </attribute>
1882 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2072 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1904 2094
1905<!--####################################################################--> 2095<!--####################################################################-->
1906<type number="6" name="Food"> 2096<type number="6" name="Food">
1907 <description><![CDATA[ 2097 <description><![CDATA[
1908 By eating/drinking food-objects, the player can fill his 2098 By eating/drinking food-objects, the player can fill his
1909 stomache and gain a little health. ]]> 2099 stomache and gain a little health.]]>
1910 </description> 2100 </description>
1911 <attribute arch="food" editor="foodpoints" type="int"> 2101 <attribute arch="food" editor="foodpoints" type="int">
1912 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.
1913 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.
1914 </attribute> 2104 </attribute>
1922<type number="91" name="Gate"> 2112<type number="91" name="Gate">
1923 <ignore> 2113 <ignore>
1924 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
1925 </ignore> 2115 </ignore>
1926 <description><![CDATA[ 2116 <description><![CDATA[
1927 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
1928 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
1929 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
1930 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
1931 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases.]]>
1932 </description> 2122 </description>
1933 <use><![CDATA[ 2123 <use><![CDATA[
1934 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
1935 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
1936 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way".]]>
1937 </use> 2127 </use>
1938 <attribute arch="no_pick" value="1" type="fixed" /> 2128 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute>
1939 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
1940 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
1941 &lt;connection&gt; value get activated. This only makes sense together with 2134 &lt;connection&gt; value get activated. This only makes sense together with
1942 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
1943 </attribute> 2136 </attribute>
1945 The &lt;position state&gt; defines the position of the gate: 2138 The &lt;position state&gt; defines the position of the gate:
1946 Zero means completely open/down, the "number of animation-steps" (usually 2139 Zero means completely open/down, the "number of animation-steps" (usually
1947 about 6 or 7) means completely closed/up state. I suggest you don't 2140 about 6 or 7) means completely closed/up state. I suggest you don't
1948 mess with this value - Leave the default in place. 2141 mess with this value - Leave the default in place.
1949 </attribute> 2142 </attribute>
1950 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2143 &movement_types_terrain;
1951 For open gates, &lt;blocking passage&gt; should be unset.
1952 For closed gates it must be set.
1953 </attribute>
1954 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2144 <attribute arch="no_magic" editor="restrict spells" type="bool">
1955 Restricting the use of spells to pass this gate. This has 2145 Restricting the use of spells to pass this gate. This has
1956 an effect only if &lt;block view&gt; is disabled. 2146 an effect only if &lt;block view&gt; is disabled.
1957 </attribute> 2147 </attribute>
1958 <attribute arch="damned" editor="restrict prayers" type="bool"> 2148 <attribute arch="damned" editor="restrict prayers" type="bool">
1965<type number="113" name="Girdle"> 2155<type number="113" name="Girdle">
1966 <import_type name="Amulet" /> 2156 <import_type name="Amulet" />
1967 <description><![CDATA[ 2157 <description><![CDATA[
1968 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
1969 the player. Girdles usually provide stats- or damage bonuses and no 2159 the player. Girdles usually provide stats- or damage bonuses and no
1970 defense. ]]> 2160 defense.]]>
1971 </description> 2161 </description>
1972 <use><![CDATA[ 2162 <use><![CDATA[
1973 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
1974 important that you keep your artifact in balance with existing maps. ]]> 2164 important that you keep your artifact in balance with existing maps.]]>
1975 </use> 2165 </use>
1976 <attribute arch="magic" editor="magic bonus" type="int"> 2166 <attribute arch="magic" editor="magic bonus" type="int">
1977 &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
1978 "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
1979 than direct armour-class bonus on the helmet. 2169 than direct armour-class bonus on the helmet.
1980 2170
1981 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2171 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1982 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus 2172 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1983 &lt;magic bonus&gt; is pointless here. 2173 &lt;magic bonus&gt; is pointless here.
1984 </attribute> 2174 </attribute>
1985</type> 2175</type>
1987<!--####################################################################--> 2177<!--####################################################################-->
1988<type number="100" name="Gloves"> 2178<type number="100" name="Gloves">
1989 <import_type name="Amulet" /> 2179 <import_type name="Amulet" />
1990 <description><![CDATA[ 2180 <description><![CDATA[
1991 Wearing gloves, the object's stats will directly be inherited to 2181 Wearing gloves, the object's stats will directly be inherited to
1992 the player. Gloves can add defense or damage bonuses. ]]> 2182 the player. Gloves can add defense or damage bonuses.]]>
1993 </description> 2183 </description>
1994 <use><![CDATA[ 2184 <use><![CDATA[
1995 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
1996 important that you keep your artifact in balance with existing maps. ]]> 2186 important that you keep your artifact in balance with existing maps.]]>
1997 </use> 2187 </use>
1998 <attribute arch="magic" editor="magic bonus" type="int"> 2188 <attribute arch="magic" editor="magic bonus" type="int">
1999 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.
2000 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;
2001 will increase that. 2191 will increase that.
2007 <ignore> 2197 <ignore>
2008 <ignore_list name="non_pickable" /> 2198 <ignore_list name="non_pickable" />
2009 </ignore> 2199 </ignore>
2010 <description><![CDATA[ 2200 <description><![CDATA[
2011 A handle can be applied by players and (certain) monsters. 2201 A handle can be applied by players and (certain) monsters.
2012 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.]]>
2013 </description> 2203 </description>
2014 <use><![CDATA[ 2204 <use><![CDATA[
2015 Handles are commonly used to move gates. When placing your lever, 2205 Handles are commonly used to move gates. When placing your lever,
2016 don't forget that some monsters are able to apply it. 2206 don't forget that some monsters are able to apply it.
2017 The ability to apply levers is rare among monsters - 2207 The ability to apply levers is rare among monsters -
2018 but vampires can do it for example. ]]> 2208 but vampires can do it for example.]]>
2019 </use> 2209 </use>
2020 <attribute arch="no_pick" value="1" type="fixed" /> 2210 <attribute arch="no_pick" value="1" type="fixed" />
2021 <attribute arch="connected" editor="connection" type="int"> 2211 <attribute arch="connected" editor="connection" type="int">
2022 Every time the handle is applied, all objects 2212 Every time the handle is applied, all objects
2023 with the same &lt;connection&gt; value are activated. 2213 with the same &lt;connection&gt; value are activated.
2035 <ignore_list name="non_pickable" /> 2225 <ignore_list name="non_pickable" />
2036 </ignore> 2226 </ignore>
2037 <description><![CDATA[ 2227 <description><![CDATA[
2038 Handle triggers are handles which reset after a short period 2228 Handle triggers are handles which reset after a short period
2039 of time. Every time it is either applied or reset, the 2229 of time. Every time it is either applied or reset, the
2040 &lt;connection&gt; value is triggered. ]]> 2230 &lt;connection&gt; value is triggered.]]>
2041 </description> 2231 </description>
2042 <use><![CDATA[ 2232 <use><![CDATA[
2043 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
2044 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,
2045 connecting it to a handle trigger is an easy solution. ]]> 2235 connecting it to a handle trigger is an easy solution. ]]>
2046 </use> 2236 </use>
2047</type> 2237</type>
2048 2238
2049<!--####################################################################--> 2239<!--####################################################################-->
2050<type number="88" name="Hazard Floor"> 2240<type number="88" name="Hazard Floor">
2055 <ignore_list name="non_pickable" /> 2245 <ignore_list name="non_pickable" />
2056 </ignore> 2246 </ignore>
2057 <description><![CDATA[ 2247 <description><![CDATA[
2058 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
2059 floor, but damages all creatures standing on it. 2249 floor, but damages all creatures standing on it.
2060 Damage is taken in regular time intervals. ]]> 2250 Damage is taken in regular time intervals.]]>
2061 </description> 2251 </description>
2062 <use><![CDATA[ 2252 <use><![CDATA[
2063 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
2064 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>
2065 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.
2066 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
2067 to have something different. ]]> 2257 to have something different.]]>
2068 </use> 2258 </use>
2069 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2071 <attribute arch="walk_on" value="1" type="fixed" /> 2261 &move_on;
2072 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2263 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2074 This attribute specifys the attacktypes that this floor uses to 2264 This attribute specifys the attacktypes that this floor uses to
2075 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2265 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2076 If you want a real tough hazard floor, add more than just one attacktype. 2266 If you want a real tough hazard floor, add more than just one attacktype.
2091 I guess this value is supposed to work similar to monster levels. 2281 I guess this value is supposed to work similar to monster levels.
2092 But in fact, it does not seem to have an effect. Set any non-zero 2282 But in fact, it does not seem to have an effect. Set any non-zero
2093 value to be on the safe side. 2283 value to be on the safe side.
2094 </attribute> 2284 </attribute>
2095<section name="terrain"> 2285<section name="terrain">
2096 <attribute arch="slow_move" editor="slow movement" type="int"> 2286 &movement_types_terrain;
2097 If &lt;slow movement&gt; is set to a value greater zero, all
2098 creatures moving over this spot will be slower than normal.
2099
2100 &lt;slow movement&gt; 1 - rough terrain
2101 &lt;slow movement&gt; 2 - very rough terrain
2102 ...
2103 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2104 </attribute>
2105 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2287 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2106 This flag indicates this spot contains wood or high grass. 2288 This flag indicates this spot contains wood or high grass.
2107 Players with activated woodsman skill can move faster here. 2289 Players with activated woodsman skill can move faster here.
2108 </attribute> 2290 </attribute>
2109 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2291 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2131 <import_type name="Amulet" /> 2313 <import_type name="Amulet" />
2132 <description><![CDATA[ 2314 <description><![CDATA[
2133 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
2134 the player. Normal helmets usually increase defense, while crowns 2316 the player. Normal helmets usually increase defense, while crowns
2135 add more special bonuses like stats/resistances paired with 2317 add more special bonuses like stats/resistances paired with
2136 low defense. ]]> 2318 low defense.]]>
2137 </description> 2319 </description>
2138 <use><![CDATA[ 2320 <use><![CDATA[
2139 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
2140 important that you keep your artifact in balance with existing maps. ]]> 2322 important that you keep your artifact in balance with existing maps.]]>
2141 </use> 2323 </use>
2142 <attribute arch="magic" editor="magic bonus" type="int"> 2324 <attribute arch="magic" editor="magic bonus" type="int">
2143 &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
2144 "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
2145 than direct armour-class bonus on the helmet. 2327 than direct armour-class bonus on the helmet.
2146 2328
2147 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2329 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2148 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 2330 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2149 Crowns for instance typically provide no &lt;amour class&gt;. 2331 Crowns for instance typically provide no &lt;amour class&gt;.
2150 </attribute> 2332 </attribute>
2151</type> 2333</type>
2156 <ignore_list name="non_pickable" /> 2338 <ignore_list name="non_pickable" />
2157 </ignore> 2339 </ignore>
2158 <description><![CDATA[ 2340 <description><![CDATA[
2159 Holy_altars are altars for the various religions. Praying 2341 Holy_altars are altars for the various religions. Praying
2160 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
2161 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.]]>
2162 </description> 2344 </description>
2163 <attribute arch="no_pick" value="1" type="fixed" /> 2345 <attribute arch="no_pick" value="1" type="fixed" />
2164 <attribute arch="other_arch" editor="god name" type="string"> 2346 <attribute arch="other_arch" editor="god name" type="string">
2165 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
2166 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2167 Gorokh, Valriel and Sorig. 2349 Gorokh, Valriel and Sorig.
2168 2350
2169 If you want to have an unconsecrated altar, set 2351 If you want to have an unconsecrated altar, set
2170 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2352 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2171 </attribute> 2353 </attribute>
2172 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2173 To re-consecrate an altar, the player's wisdom level must be as 2355 To re-consecrate an altar, the player's wisdom level must be as
2174 high or higher than this value. In that way, some altars can not 2356 high or higher than this value. In that way, some altars can not
2175 be re-consecrated, while other altars, like those in dungeons, could be. 2357 be re-consecrated, while other altars, like those in dungeons, could be.
2176 2358
2177 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2359 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2178 Some characters might need those altars, they would be very unhappy to 2360 Some characters might need those altars, they would be very unhappy to
2179 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2180 </attribute> 2362 </attribute>
2181</type> 2363</type>
2182 2364
2189 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
2190 spellpoints faster and thus are more valuable than rods. 2372 spellpoints faster and thus are more valuable than rods.
2191 <br><br> 2373 <br><br>
2192 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
2193 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2194 used endlessly. ]]> 2376 used endlessly.]]>
2195 </description> 2377 </description>
2196 <use><![CDATA[ 2378 <use><![CDATA[
2197 Horns are powerful due to their fast recharge rate. They should 2379 Horns are powerful due to their fast recharge rate. They should
2198 never contain high level attacking spells. Even curing/healing spells 2380 never contain high level attacking spells. Even curing/healing spells
2199 are almost too good on a horn. ]]> 2381 are almost too good on a horn.]]>
2200 </use> 2382 </use>
2201 <attribute arch="sp" editor="spell" type="spell"> 2383 <attribute arch="sp" editor="spell" type="spell">
2202 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
2203 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!
2204 Horns with heal/ restoration/ protection spells, IF available, MUST be 2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2230<!--####################################################################--> 2412<!--####################################################################-->
2231<type number="73" name="Inorganic"> 2413<type number="73" name="Inorganic">
2232 <description><![CDATA[ 2414 <description><![CDATA[
2233 Inorganic materials are generally used as ingredients for 2415 Inorganic materials are generally used as ingredients for
2234 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2235 functionalities. ]]> 2417 functionalities.]]>
2236 </description> 2418 </description>
2237 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2238 </attribute> 2420 </attribute>
2239<section name="resistance"> 2421 &resistances_basic;
2240 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2241 </attribute>
2242 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2243 </attribute>
2244 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2245 </attribute>
2246 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2247 </attribute>
2248 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2249 </attribute>
2250 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2251 </attribute>
2252 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2253 </attribute>
2254 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2255 </attribute>
2256 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2257 </attribute>
2258 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2259 </attribute>
2260 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2261 </attribute>
2262 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2263 </attribute>
2264</section>
2265</type> 2422</type>
2266 2423
2267<!--####################################################################--> 2424<!--####################################################################-->
2268<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2269 <ignore> 2426 <ignore>
2275 either if that object is present or missing (-&gt; "last_sp") when a 2432 either if that object is present or missing (-&gt; "last_sp") when a
2276 player walks over the inv. checker. A valid option is to remove the 2433 player walks over the inv. checker. A valid option is to remove the
2277 matching object (usually not recommended, see "last_heal"). 2434 matching object (usually not recommended, see "last_heal").
2278 <br><br> 2435 <br><br>
2279 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2280 that do/don't carry the matching object (-&gt; "no_pass"). 2437 that do/don't carry the matching object.
2281 <br><br> 2438 <br><br>
2282 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2283 great variety of possibilities. ]]> 2440 great variety of possibilities.]]>
2284 </description> 2441 </description>
2285 <use><![CDATA[ 2442 <use><![CDATA[
2286 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
2287 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.
2288 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
2289 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
2290 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
2291 can be found in nearly every RPG - simple but effective. ]]> 2448 can be found in nearly every RPG - simple but effective.]]>
2292 </use> 2449 </use>
2293 <attribute arch="no_pick" value="1" type="fixed" /> 2450 <attribute arch="no_pick" value="1" type="fixed" />
2294 <attribute arch="slaying" editor="match key string" type="string"> 2451 <attribute arch="slaying" editor="match key string" type="string">
2295 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
2296 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
2301 This string specifies the object we are looking for: We have a match 2458 This string specifies the object we are looking for: We have a match
2302 if the player does/don't carry an object of archtype &lt;match arch name&gt;. 2459 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2303 </attribute> 2460 </attribute>
2304 <attribute arch="hp" editor="match type" type="int"> 2461 <attribute arch="hp" editor="match type" type="int">
2305 This value specifies the object we are looking for: We have a match 2462 This value specifies the object we are looking for: We have a match
2306 if the player does/don't carry an object that is of type &lt;match type&gt;. 2463 if the player does/don't carry an object that is of type &lt;match type&gt;.
2307 2464
2308 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2465 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2309 enabled. Now you have an inv. checker blocking all players that carry any 2466 enabled. Now you have an inv. checker blocking all players that carry any
2310 kind of melee weapon. To pass, a player is forced to leave behind all 2467 kind of melee weapon. To pass, a player is forced to leave behind all
2311 his weaponry... bad news for a warrior. ;) 2468 his weaponry... bad news for a warrior. ;)
2312 </attribute> 2469 </attribute>
2317 <attribute arch="connected" editor="connection" type="int"> 2474 <attribute arch="connected" editor="connection" type="int">
2318 Whenever the inventory checker is triggered, all objects with identical 2475 Whenever the inventory checker is triggered, all objects with identical
2319 &lt;connection&gt; value get activated. This only makes sense together with 2476 &lt;connection&gt; value get activated. This only makes sense together with
2320 &lt;blocking passage&gt; disabled. 2477 &lt;blocking passage&gt; disabled.
2321 </attribute> 2478 </attribute>
2322 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2479 &movement_types_terrain;
2323 If set, only players meeting the match criteria can pass
2324 through that space. If unset (default), the inventory
2325 checker acts like a trigger/button.
2326 </attribute>
2327 <attribute arch="last_heal" editor="remove match" type="bool"> 2480 <attribute arch="last_heal" editor="remove match" type="bool">
2328 &lt;remove match&gt; means remove object if found. Setting this is usually not 2481 &lt;remove match&gt; means remove object if found. Setting this is usually not
2329 recommended because inv. checkers are in general invisible. So, unlike 2482 recommended because inv. checkers are in general invisible. So, unlike
2330 for altars/ locked doors, the player won't expect to lose an object when 2483 for altars/ locked doors, the player won't expect to lose an object when
2331 walking over that square. And he doesn't even get a message either. 2484 walking over that square. And he doesn't even get a message either.
2332 2485
2333 So, *if* you enable &lt;remove match&gt;, make sure 2486 So, *if* you enable &lt;remove match&gt;, make sure
2334 to inform the player what's going on! 2487 to inform the player what's going on!
2335 </attribute> 2488 </attribute>
2336</type> 2489</type>
2337 2490
2338<!--####################################################################--> 2491<!--####################################################################-->
2492<type number="163" name="Item Transformer">
2493 <description><![CDATA[
2494 An item transformer is simply applied, after having marked a 'victim'
2495 item. If the victim is suitable, it will be transformed into something
2496 else.]]>
2497 </description>
2498 <use><![CDATA[
2499 To make an item transformable, you just have to fill the 'slaying' field.
2500 The syntax is:
2501 <br>
2502 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2503 <br>
2504 with [] denoting optional part, and * any number of preceding [].
2505 'new_item' must be the name of an existing archetype.
2506 <br><br>
2507 Example, for object apple: slaying knife:2 half_apple
2508 <br><br>
2509 This means that, when applying a knife (should be an Item Transformer),
2510 one 'apple' will be transformed into 2 'half_apple'.]]>
2511 </use>
2512 <attribute arch="food" editor="number of uses" type="int">
2513 &lt;number of uses&gt; controls how many times the item transformer can
2514 be used. The value 0 means "unlimited"
2515 </attribute>
2516 <attribute arch="slaying" editor="verb" type="string">
2517 Contains the verb that is used to construct a message to the player
2518 applying the item transformer.
2519 </attribute>
2520 <attribute arch="startequip" editor="godgiven item" type="bool">
2521 A godgiven item vanishes as soon as the player
2522 drops it to the ground.
2523 </attribute>
2524 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2525 This text may contain a description of the item transformer.
2526 </attribute>
2527</type>
2528
2529<!--####################################################################-->
2339<type number="60" name="Jewel"> 2530<type number="60" name="Jewel">
2340 <description><![CDATA[ 2531 <description><![CDATA[
2341 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.
2342 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
2343 prices differ only marginally. ]]> 2534 prices differ only marginally.]]>
2344 </description> 2535 </description>
2345 <attribute arch="race" value="gold and jewels" type="fixed" /> 2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2346 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347 This text may describe the object. 2538 This text may describe the object.
2348 </attribute> 2539 </attribute>
2349</type> 2540</type>
2350 2541
2351<!--####################################################################--> 2542<!--####################################################################-->
2543<type number="24" name="Key">
2544 <description><![CDATA[
2545 When carrying a key, a normal door can be opened. The key will
2546 disappear.]]>
2547 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player
2550 drops it to the ground.
2551 </attribute>
2552</type>
2553
2554<!--####################################################################-->
2352<type number="20" name="Locked Door"> 2555<type number="20" name="Locked Door">
2353 <ignore> 2556 <ignore>
2354 <ignore_list name="non_pickable" /> 2557 <ignore_list name="non_pickable" />
2355 </ignore> 2558 </ignore>
2356 <description><![CDATA[ 2559 <description><![CDATA[
2357 A locked door can be opened only when carrying 2560 A locked door can be opened only when carrying
2358 the appropriate special key. ]]> 2561 the appropriate special key.]]>
2359 </description> 2562 </description>
2360 <use><![CDATA[ 2563 <use><![CDATA[
2361 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),
2362 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
2363 and only a fool would create a key matching that string. 2566 and only a fool would create a key matching that string.
2364 2567
2365 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
2366 are used with all kinds of faces/names, especially often as 2569 are used with all kinds of faces/names, especially often as
2367 "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".
2368 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2369 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
2370 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects).]]>
2371 </use> 2574 </use>
2372 <attribute arch="no_pass" value="1" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2373 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2374 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2375 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
2376 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2377 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2378 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2379 2582
2380 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2381 </attribute> 2584 </attribute>
2382 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2383 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2384 This should be set in most cases. 2587 This should be set in most cases.
2402 <ignore> 2605 <ignore>
2403 <ignore_list name="system_object" /> 2606 <ignore_list name="system_object" />
2404 </ignore> 2607 </ignore>
2405 <description><![CDATA[ 2608 <description><![CDATA[
2406 Magic_ears trigger a connected value 2609 Magic_ears trigger a connected value
2407 when the player speaks a specific keyword. ]]> 2610 when the player speaks a specific keyword.]]>
2408 </description> 2611 </description>
2409 <use><![CDATA[ 2612 <use><![CDATA[
2410 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
2411 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2412 something like a gate that is opened by speaking "open" or 2615 something like a gate that is opened by speaking "open" or
2414 <br><br> 2617 <br><br>
2415 Magic_ears are typically used for interaction with NPCs. You 2618 Magic_ears are typically used for interaction with NPCs. You
2416 can create the impression that the NPC actually *does* something 2619 can create the impression that the NPC actually *does* something
2417 according to his conversation with a player. Mostly this means 2620 according to his conversation with a player. Mostly this means
2418 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
2419 creative here. ]]> 2622 creative here.]]>
2420 </use> 2623 </use>
2421 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2422 <attribute arch="connected" editor="connection" type="int"> 2625 <attribute arch="connected" editor="connection" type="int">
2423 The Magic_ear will trigger all objects with the 2626 The Magic_ear will trigger all objects with the
2424 same connection value, every time it is activated. 2627 same connection value, every time it is activated.
2426 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2427 This textfield contains the keyword-matching-syntax. The text should 2630 This textfield contains the keyword-matching-syntax. The text should
2428 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2631 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2429 Any number of keywords from one to infinite is allowed. Make sure 2632 Any number of keywords from one to infinite is allowed. Make sure
2430 they are seperated by a '|'. 2633 they are seperated by a '|'.
2431 2634
2432 Examples: "@match yes", "@match gold|treasure". The connected 2635 Examples: "@match yes", "@match gold|treasure". The connected
2433 value will be triggerd when the player speaks any of the given 2636 value will be triggerd when the player speaks any of the given
2434 keywords within a two-square radius. IMPORTANT: Upper/lower case 2637 keywords within a two-square radius. IMPORTANT: Upper/lower case
2435 does not make a difference! 2638 does not make a difference!
2436 </attribute> 2639 </attribute>
2446 Magic walls can contain any spell. However, some spells do not 2649 Magic walls can contain any spell. However, some spells do not
2447 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
2448 the spell you want to use with a wall. 2651 the spell you want to use with a wall.
2449 <br><br> 2652 <br><br>
2450 Several types of magical walls are predefined for you in the 2653 Several types of magical walls are predefined for you in the
2451 archetypes, and can be found on the "connected" Pickmap. ]]> 2654 archetypes, and can be found on the "connected" Pickmap.]]>
2452 </description> 2655 </description>
2453 <use><![CDATA[ 2656 <use><![CDATA[
2454 Spellcasting walls pose an interesting alternative to monsters. 2657 Spellcasting walls pose an interesting alternative to monsters.
2455 Usually they are set to be undestroyable. Thus, while monsters 2658 Usually they are set to be undestroyable. Thus, while monsters
2456 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
2467 walls' spell(s). 2670 walls' spell(s).
2468 <br><br> 2671 <br><br>
2469 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
2470 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
2471 can find a working example on the map 2674 can find a working example on the map
2472 "/pup_land/castle_eureca/castle_eureca8". ]]> 2675 "/pup_land/castle_eureca/castle_eureca8".]]>
2473 </use> 2676 </use>
2474 <attribute arch="dam" editor="spell" type="spell"> 2677 <attribute arch="dam" editor="spell" type="spell">
2475 The magic wall will cast this &lt;spell&gt;. 2678 The magic wall will cast this &lt;spell&gt;.
2476 </attribute> 2679 </attribute>
2477 <attribute arch="level" editor="spell level" type="int"> 2680 <attribute arch="level" editor="spell level" type="int">
2483 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2484 Every time the &lt;connection&gt; value is triggered, the wall will cast 2687 Every time the &lt;connection&gt; value is triggered, the wall will cast
2485 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2486 have much visible effect. 2689 have much visible effect.
2487 </attribute> 2690 </attribute>
2691 &activate_on;
2488 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2489 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2693 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2490 You can fine-tune how long the duration between two casts shall 2694 You can fine-tune how long the duration between two casts shall
2491 be. If you want to create a wall that can be activated (cast per 2695 be. If you want to create a wall that can be activated (cast per
2492 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2493 </attribute> 2697 </attribute>
2698 &speed_left;
2494 <attribute arch="sp" editor="direction" type="list_direction"> 2699 <attribute arch="sp" editor="direction" type="list_direction">
2495 The magic wall will cast it's spells always in the specified 2700 The magic wall will cast it's spells always in the specified
2496 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2701 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2497 always fire in a random direction. 2702 always fire in a random direction.
2498 </attribute> 2703 </attribute>
2499 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2704 &movement_types_terrain;
2500 If set, the object cannot be passed by players nor monsters.
2501 </attribute>
2502<section name="destroyable"> 2705<section name="destroyable">
2503 <attribute arch="alive" editor="is destroyable" type="bool"> 2706 <attribute arch="alive" editor="is destroyable" type="bool">
2504 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2707 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2505 destroyed by the player. If disabled, all other attributes on 2708 destroyed by the player. If disabled, all other attributes on
2506 this tab, as well as resistances, are meaningless. 2709 this tab, as well as resistances, are meaningless.
2517 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2720 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2518 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2519 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2520 </attribute> 2723 </attribute>
2521</section> 2724</section>
2522<section name="resistance"> 2725&resistances_basic;
2523 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2524 </attribute>
2525 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2526 </attribute>
2527 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2528 </attribute>
2529 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2530 </attribute>
2531 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2532 </attribute>
2533 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2534 </attribute>
2535 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2536 </attribute>
2537 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2538 </attribute>
2539 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2540 </attribute>
2541 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2542 </attribute>
2543 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2544 </attribute>
2545 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2546 </attribute>
2547 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2548 </attribute>
2549 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2550 </attribute>
2551 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2552 </attribute>
2553 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2554 </attribute>
2555 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2556 </attribute>
2557 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2558 </attribute>
2559 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2560 </attribute>
2561 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2562 </attribute>
2563 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2564 </attribute>
2565</section>
2566</type> 2726</type>
2567 2727
2568<!--####################################################################--> 2728<!--####################################################################-->
2569<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2570 <ignore> 2730 <ignore>
2575 player stepping on it. This force does nothing except containing a 2735 player stepping on it. This force does nothing except containing a
2576 &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
2577 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.
2578 <br><br> 2738 <br><br>
2579 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,
2580 except by the effect that they cause on the maps. ]]> 2740 except by the effect that they cause on the maps.]]>
2581 </description> 2741 </description>
2582 <use><![CDATA[ 2742 <use><![CDATA[
2583 Markers hold real cool possibilities for map-making. I encourage 2743 Markers hold real cool possibilities for map-making. I encourage
2584 you to use them frequently. However there is one negative point 2744 you to use them frequently. However there is one negative point
2585 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
2586 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
2587 informed and never confused. 2747 informed and never confused.
2588 <br><br> 2748 <br><br>
2589 Please avoid infinite markers when they aren't needed. They're 2749 Please avoid infinite markers when they aren't needed. They're
2590 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
2591 is no real purpose, set an expire time. ]]> 2751 is no real purpose, set an expire time.]]>
2592 </use> 2752 </use>
2593 <attribute arch="no_pick" value="1" type="fixed" /> 2753 <attribute arch="no_pick" value="1" type="fixed" />
2594 <attribute arch="slaying" editor="key string" type="string"> 2754 <attribute arch="slaying" editor="key string" type="string">
2595 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.
2596 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;,
2604 The &lt;marking speed&gt; defines how quickly it will mark something 2764 The &lt;marking speed&gt; defines how quickly it will mark something
2605 standing on the marker. Set this value rather high to make 2765 standing on the marker. Set this value rather high to make
2606 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2766 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2607 should do fine. 2767 should do fine.
2608 </attribute> 2768 </attribute>
2769 &speed_left;
2609 <attribute arch="food" editor="mark duration" type="int"> 2770 <attribute arch="food" editor="mark duration" type="int">
2610 This value defines the duration of the force it inserts. 2771 This value defines the duration of the force it inserts.
2611 If nonzero, the duration of the player's mark is finite: 2772 If nonzero, the duration of the player's mark is finite:
2612 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2773 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2613 means the mark will stay on the player forever. 2774 means the mark will stay on the player forever.
2614 </attribute> 2775 </attribute>
2615 <attribute arch="name" editor="delete mark" type="string"> 2776 <attribute arch="name" editor="delete mark" type="string">
2616 When the player steps onto the marker, all existing forces in 2777 When the player steps onto the marker, all existing forces in
2617 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt; 2778 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2618 will be removed. If you don't want to remove any marks, leave 2779 will be removed. If you don't want to remove any marks, leave
2619 this textfield empty. 2780 this textfield empty.
2620 2781
2621 Note that the string &lt;delete mark&gt; is set as the name of 2782 Note that the string &lt;delete mark&gt; is set as the name of
2622 this marker. So don't be confused, and remember changing the 2783 this marker. So don't be confused, and remember changing the
2623 name will take effect on the marker's functionality. 2784 name will take effect on the marker's functionality.
2624 </attribute> 2785 </attribute>
2625 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2786 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2626 In the moment when the player gets marked, this text is displayed 2787 In the moment when the player gets marked, this text is displayed
2627 to him. You should really set a message in any marker you create, 2788 to him. You should really set a message in any marker you create,
2628 because it's the only way for the player to notice what's going on. 2789 because it's the only way for the player to notice what's going on.
2629 </attribute> 2790 </attribute>
2630</type> 2791</type>
2631<!--####################################################################--> 2792
2632<type number="52" name="Trigger Marker">
2633 <ignore>
2634 <ignore_list name="system_object" />
2635 </ignore>
2636 <description><![CDATA[
2637 A trigger marker is an object that inserts an invisible force (a mark) into a
2638 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2639 &lt;key string&gt; which can be discovered by detectors or inventory
2640 checkers. It is also possible to use markers for removing marks again.
2641 <br><br>
2642 Note that the player has no possibility to "see" his own marks,
2643 except by the effect that they cause on the maps. ]]>
2644 </description>
2645 <use><![CDATA[
2646 Markers hold real cool possibilities for map-making. I encourage
2647 you to use them frequently. However there is one negative point
2648 about markers: Players don't "see" what's going on with them. It is
2649 your task, as map-creator, to make sure the player is always well
2650 informed and never confused.
2651 <br><br>
2652 Please avoid infinite markers when they aren't needed. They're
2653 using a little space in the player file after all, so if there
2654 is no real purpose, set an expire time. ]]>
2655 </use>
2656 <attribute arch="no_pick" value="1" type="fixed" />
2657 <attribute arch="slaying" editor="key string" type="string">
2658 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2659 If the player already has a force with that &lt;key string&gt;,
2660 there won't be inserted a second one.
2661 </attribute>
2662 <attribute arch="connected" editor="connection" type="int">
2663 Unlike a regular marker this is the connection that triggers this marker to activate.
2664 </attribute>
2665 <attribute arch="food" editor="mark duration" type="int">
2666 This value defines the duration of the force it inserts.
2667 If nonzero, the duration of the player's mark is finite:
2668 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2669 means the mark will stay on the player forever.
2670 </attribute>
2671 <attribute arch="name" editor="delete mark" type="string">
2672 When the player steps onto the marker, all existing forces in
2673 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2674 will be removed. If you don't want to remove any marks, leave
2675 this textfield empty.
2676
2677 Note that the string &lt;delete mark&gt; is set as the name of
2678 this marker. So don't be confused, and remember changing the
2679 name will take effect on the marker's functionality.
2680 </attribute>
2681 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2682 In the moment when the player gets marked, this text is displayed
2683 to him. You should really set a message in any marker you create,
2684 because it's the only way for the player to notice what's going on.
2685 </attribute>
2686</type>
2687<!--####################################################################--> 2793<!--####################################################################-->
2688<type number="36" name="Money"> 2794<type number="36" name="Money">
2689 <ignore> 2795 <ignore>
2690 <attribute arch="unpaid" /> 2796 <attribute arch="unpaid" />
2691 </ignore> 2797 </ignore>
2696 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
2697 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
2698 subtracted from the player's money. 2804 subtracted from the player's money.
2699 <br><br> 2805 <br><br>
2700 For money, always use the default arches. 2806 For money, always use the default arches.
2701 Don't modify them. ]]> 2807 Don't modify them.]]>
2702 </description> 2808 </description>
2703 <attribute arch="race" value="gold and jewels" type="fixed" /> 2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2704</type> 2810</type>
2705 2811
2706<!--####################################################################--> 2812<!--####################################################################-->
2721 Monsters can behave in various kinds of ways. 2827 Monsters can behave in various kinds of ways.
2722 They can be aggressive, attacking the player. Or peaceful, 2828 They can be aggressive, attacking the player. Or peaceful,
2723 helping the player - maybe joining him as pet. 2829 helping the player - maybe joining him as pet.
2724 The unagressive creatures who communicate with players are 2830 The unagressive creatures who communicate with players are
2725 usually called "NPCs" (Non Player Character), a well-known 2831 usually called "NPCs" (Non Player Character), a well-known
2726 term in role-play environments. ]]> 2832 term in role-play environments.]]>
2727 </description> 2833 </description>
2728 <use><![CDATA[ 2834 <use><![CDATA[
2729 Monsters play a central role in most maps. Choosing the right 2835 Monsters play a central role in most maps. Choosing the right
2730 combination of monsters for your map is vital: 2836 combination of monsters for your map is vital:
2731 <UL> 2837 <UL>
2733 It's no fun to play for two hours just to find out the last 2839 It's no fun to play for two hours just to find out the last
2734 monster is unbeatable. Similar, it's not exciting to fight orcs 2840 monster is unbeatable. Similar, it's not exciting to fight orcs
2735 after passing a room of dragons.<br> 2841 after passing a room of dragons.<br>
2736 This rule applies only for linear maps (one room after the other), 2842 This rule applies only for linear maps (one room after the other),
2737 with treasure at the end. You can sprinkle the treasure around, 2843 with treasure at the end. You can sprinkle the treasure around,
2738 or make non-linear maps - That is often more entertaining. 2844 or make non-linear maps - That is often more entertaining.
2739 <LI> Places with high level monsters must not be easy to reach. 2845 <LI> Places with high level monsters must not be easy to reach.
2740 Balrogs, Dragonmen and the likes should be at the end of a quest, 2846 Balrogs, Dragonmen and the likes should be at the end of a quest,
2741 not at the beginning. 2847 not at the beginning.
2742 <LI> Don't stick monsters together that tend to kill each other. 2848 <LI> Don't stick monsters together that tend to kill each other.
2743 Fire- and cold dragons in one room for example is a bad idea. 2849 Fire- and cold dragons in one room for example is a bad idea.
2744 By weakening and killing each other they are easy prey for players, 2850 By weakening and killing each other they are easy prey for players,
2745 not worth the experience they hold. 2851 not worth the experience they hold.
2746 <LI> Create your own monsters, especially for "boss"-type monsters. 2852 <LI> Create your own monsters, especially for "boss"-type monsters.
2756 can use. 2862 can use.
2757 </UL> 2863 </UL>
2758 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
2759 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.
2760 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
2761 receive some. :-) ]]> 2867 receive some. :-)]]>
2762 </use> 2868 </use>
2763 <attribute arch="alive" value="1" type="fixed" /> 2869 <attribute arch="alive" value="1" type="fixed" />
2764 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2765 When the monster is killed, items from the treasurelist will 2871 When the monster is killed, items from the treasurelist will
2766 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
2767 for killing (masses of) monsters. 2873 for killing (masses of) monsters.
2768 2874
2769 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2770 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2771 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2772 </attribute> 2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2882 </attribute>
2773 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2774 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2775 &lt;level&gt; affects the power of a monster in various ways. 2885 &lt;level&gt; affects the power of a monster in various ways.
2776 </attribute> 2886 </attribute>
2777 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2778 Every monster should have a race set to cathegorize it. 2888 Every monster should have a race set to categorize it.
2779 The monster's &lt;race&gt; can have different effects: 2889 The monster's &lt;race&gt; can have different effects:
2780 Slaying weapons inflict tripple damage against enemy races 2890 Slaying weapons inflict tripple damage against enemy races
2781 and holy word kills only enemy races of the god. 2891 and holy word kills only enemy races of the god.
2782 </attribute> 2892 </attribute>
2783 <attribute arch="exp" editor="experience" type="int"> 2893 <attribute arch="exp" editor="experience" type="int">
2784 When a player kills this monster, he will get exactly this 2894 When a player kills this monster, he will get exactly this
2785 amount of &lt;experience&gt;. The experience will flow into 2895 amount of &lt;experience&gt;. The experience will flow into
2786 the skill-cathegory the player used for the kill. 2896 the skill-category the player used for the kill.
2787 2897
2788 If you create special monsters of tweaked strenght/abilities, 2898 If you create special monsters of tweaked strenght/abilities,
2789 always make sure that the &lt;experience&gt; is set to a 2899 always make sure that the &lt;experience&gt; is set to a
2790 reasonable value. Compare with existing arches to get a feeling 2900 reasonable value. Compare with existing arches to get a feeling
2791 what reasonable means. Keep in mind that spellcasting monsters 2901 what reasonable means. Keep in mind that spellcasting monsters
2792 are a lot harder to kill than non-spellcasters! 2902 are a lot harder to kill than non-spellcasters!
2793 </attribute> 2903 </attribute>
2794 <attribute arch="speed" editor="speed" type="float"> 2904 <attribute arch="speed" editor="speed" type="float">
2795 The &lt;speed&gt; determines how fast a monster will both move 2905 The &lt;speed&gt; determines how fast a monster will both move
2796 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2797 </attribute> 2907 </attribute>
2908 &speed_left;
2798 <attribute arch="other_arch" editor="breed monster" type="string"> 2909 <attribute arch="other_arch" editor="breed monster" type="string">
2799 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2910 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2800 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2911 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2801 can be set to any valid arch-name of a monster. Multipart monster 2912 can be set to any valid arch-name of a monster. Multipart monster
2802 should not be used. 2913 should not be used.
2811 This only takes effect if &lt;multiply&gt; is enabled. The monster 2922 This only takes effect if &lt;multiply&gt; is enabled. The monster
2812 will create a new monster every once in a while by duplicating it's inventory. 2923 will create a new monster every once in a while by duplicating it's inventory.
2813 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2924 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2814 Each time the monster need to generate an object, it will be 2925 Each time the monster need to generate an object, it will be
2815 a randomly chosen item from the inventory. When generator is destroyed, 2926 a randomly chosen item from the inventory. When generator is destroyed,
2816 inventory is destroyed. 2927 inventory is destroyed.
2817 </attribute> 2928 </attribute>
2818 <attribute arch="flying" editor="flying" type="bool"> 2929 &move_type;
2819 Flying monsters won't get slowed down in rough terrain
2820 and they won't be affected by movers.
2821 </attribute>
2822 <attribute arch="undead" editor="undead" type="bool"> 2930 <attribute arch="undead" editor="undead" type="bool">
2823 Several spells only affect undead monsters: 2931 Several spells only affect undead monsters:
2824 turn undead, banish undead, holy word, etc. 2932 turn undead, banish undead, holy word, etc.
2825 </attribute> 2933 </attribute>
2826 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2827 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2828 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2829 the carried weight. 2937 the carried weight.
2830 </attribute> 2938 </attribute>
2831 2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2944 </attribute>
2945
2832<section name="melee"> 2946<section name="melee">
2833 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2834 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
2835 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 2949 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2836 Strong monsters often have more than just physical attacktype. 2950 Strong monsters often have more than just physical attacktype.
2837 2951
2838 When a monster with multiple attacktypes hits aan oponent, it will do 2952 When a monster with multiple attacktypes hits aan oponent, it will do
2839 as much damage as the "best" of it's attacktypes does. So, the more 2953 as much damage as the "best" of it's attacktypes does. So, the more
2840 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 2954 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2841 somehow exceptions. 2955 somehow exceptions.
2842 </attribute> 2956 </attribute>
2865 their opponent. &lt;armour class&gt; can be considered the "counterpiece" 2979 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866 to &lt;weapon class&gt;. 2980 to &lt;weapon class&gt;.
2867 Values typically range between +20 (very bad) to -20 (quite good). 2981 Values typically range between +20 (very bad) to -20 (quite good).
2868 </attribute> 2982 </attribute>
2869 <attribute arch="Con" editor="healing rate" type="int"> 2983 <attribute arch="Con" editor="healing rate" type="int">
2870 Monsters regenerate this many hit points each move. Each time the 2984 Monsters regenerate this many health points each 4 ticks. Hence, the
2871 monster has a move, it gets &lt;healing rate&gt; health points back. 2985 healing rate is independent of &lt;speed&gt;.
2872 Hence, &lt;movement speed&gt; has great effect on the monster's healing
2873 rate as well.
2874 </attribute> 2986 </attribute>
2875 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 2987 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876 A monster with this flag has the ability to &lt;reflect missiles&gt;, 2988 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877 all kinds of projectiles (e.g. arrows, bolts, boulders) will 2989 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878 bounce off. 2990 bounce off.
2888 <attribute arch="one_hit" editor="one hit only" type="bool"> 3000 <attribute arch="one_hit" editor="one hit only" type="bool">
2889 Monsters with &lt;one hit only&gt; dissapear after one successful hit 3001 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2890 to a player. 3002 to a player.
2891 </attribute> 3003 </attribute>
2892</section> 3004</section>
2893 3005
2894<section name="spellcraft"> 3006<section name="spellcraft">
2895 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 3007 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2896 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell. 3008 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2897 Only wands/rods/etc can be used, given the appropriate abilities. 3009 Only wands/rods/etc can be used, given the appropriate abilities.
2898 </attribute> 3010 </attribute>
2899 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 3011 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2900 A monster with this flag has the ability to &lt;reflect spells&gt;, 3012 A monster with this flag has the ability to &lt;reflect spells&gt;,
2901 all kinds of spell-bullets and -beams will bounce off. 3013 all kinds of spell-bullets and -beams will bounce off.
2902 3014
2903 Generally this flag should not be set because it puts 3015 Generally this flag should not be set because it puts
2904 wizard-type players at an unfair disadvantage. 3016 wizard-type players at an unfair disadvantage.
2905 </attribute> 3017 </attribute>
2906 <attribute arch="sp" editor="spellpoints" type="int"> 3018 <attribute arch="sp" editor="spellpoints" type="int">
2907 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 3019 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2916 can hold. Setting this to high values has little effect unless 3028 can hold. Setting this to high values has little effect unless
2917 the monster has a decent &lt;spellpoint regen.&gt;, or the spell 3029 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918 "regenerate mana" at it's disposal. 3030 "regenerate mana" at it's disposal.
2919 </attribute> 3031 </attribute>
2920 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3032 <attribute arch="Pow" editor="spellpoint regen." type="int">
2921 Monsters regenerate this many spellpoints each move. Each time the 3033 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
2922 monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back. 3034 spellpoint regeneration rate is independent of &lt;speed&gt;.
2923 Hence, &lt;movement speed&gt; has great effect on the monster's 3035
2924 spellpoint regeneration as well.
2925
2926 To make a real tough spellcasting monster, the rate of spellpoint 3036 To make a real tough spellcasting monster, the rate of spellpoint
2927 regeneration is most important. If your monster is still not casting 3037 regeneration is most important. If your monster is still not casting
2928 fast enough, give it the spell-ability of "regenerate mana". 3038 fast enough, give it the spell-ability of "regenerate mana".
2929 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3039 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
2930 </attribute> 3040 </attribute>
2939 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3049 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
2940 Click on the &lt;denied paths&gt; button to select spellpaths. 3050 Click on the &lt;denied paths&gt; button to select spellpaths.
2941 The creature won't be able to cast spells of the specified paths. 3051 The creature won't be able to cast spells of the specified paths.
2942 </attribute> 3052 </attribute>
2943</section> 3053</section>
2944 3054
2945<section name="ability"> 3055<section name="ability">
2946 <attribute arch="Int" editor="detect hidden" type="int"> 3056 <attribute arch="Int" editor="detect hidden" type="int">
2947 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3057 The &lt;detect hidden&gt; value gives monsters the ablitity to find
2948 hidden/invisible creatures. Higher values make for better 3058 hidden/invisible creatures. Higher values make for better
2949 detection-skills. Enabling &lt;see invisible&gt; makes this value 3059 detection-skills. Enabling &lt;see invisible&gt; makes this value
2984 Monster is able to read scrolls. 3094 Monster is able to read scrolls.
2985 </attribute> 3095 </attribute>
2986 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3096 <attribute arch="can_use_skill" editor="can use skills" type="bool">
2987 Monster is able to use skills from it's inventory. 3097 Monster is able to use skills from it's inventory.
2988 For example, you can put a throwing skill object and some 3098 For example, you can put a throwing skill object and some
2989 boulders into the monster's object and set &lt;can use skills&gt;. 3099 boulders into the monster's object and set &lt;can use skills&gt;.
2990 </attribute> 3100 </attribute>
2991</section> 3101</section>
2992 3102
2993<section name="behave"> 3103<section name="behave">
2994 <attribute arch="monster" editor="monster behaviour" type="bool"> 3104 <attribute arch="monster" editor="monster behaviour" type="bool">
2995 When &lt;monster behaviour&gt; is enabled, this object will behave 3105 When &lt;monster behaviour&gt; is enabled, this object will behave
2996 like a monster: It can move and attack enemies (which are 3106 like a monster: It can move and attack enemies (which are
2997 typically players). 3107 typically players).
2998 This flag should be set for all monsters as-such. 3108 This flag should be set for all monsters as-such.
2999 Monsters which don't move, like guards, should also have 3109 Monsters which don't move, like guards, should also have
3000 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3110 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3001 It should *not* be set for things like immobile generators. 3111 It should *not* be set for things like immobile generators.
3002 </attribute> 3112 </attribute>
3003 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3113 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3004 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3114 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3005 </attribute> 3115 </attribute>
3006 <attribute arch="friendly" editor="friendly" type="bool"> 3116 <attribute arch="friendly" editor="friendly" type="bool">
3009 </attribute> 3119 </attribute>
3010 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3011 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3012 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3013 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3014 3124
3015 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3016 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3017 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3018 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3019 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3020 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3030 creature is able to perform. 3140 creature is able to perform.
3031 </attribute> 3141 </attribute>
3032 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3142 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3033 Click on the &lt;pick up&gt; button and select which types of objects 3143 Click on the &lt;pick up&gt; button and select which types of objects
3034 the creature should try to pick up. 3144 the creature should try to pick up.
3035 3145
3036 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3146 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3037 etc are set, then the creature will pick up the matching items even 3147 etc are set, then the creature will pick up the matching items even
3038 if this is not set here. 3148 if this is not set here.
3039 </attribute> 3149 </attribute>
3040 <attribute arch="Wis" editor="sensing range" type="int"> 3150 <attribute arch="Wis" editor="sensing range" type="int">
3042 the creature wakes up. This is done as a square, for reasons of speed. 3152 the creature wakes up. This is done as a square, for reasons of speed.
3043 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3044 11x11 square of the monster will wake the monster up. If the player 3154 11x11 square of the monster will wake the monster up. If the player
3045 has stealth, the size of this square is reduced in half plus 1. 3155 has stealth, the size of this square is reduced in half plus 1.
3046 </attribute> 3156 </attribute>
3047 <attribute arch="attack_movement" editor="attack movement" type="int"> 3157 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3158 If this is set to default, the standard mode of movement will be used.
3159 </attribute>
3160 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3161 This movement is not in effect when the monster has an enemy and should
3162 only be used for non agressive monsters.
3048 </attribute> 3163 </attribute>
3049 <attribute arch="run_away" editor="run at % health" type="int"> 3164 <attribute arch="run_away" editor="run at % health" type="int">
3050 This is a percentage value in the range 0-100. 3165 This is a percentage value in the range 0-100.
3051 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3052 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3053 attacker. 3168 attacker.
3054 </attribute> 3169 </attribute>
3055</section> 3170</section>
3056 3171 &resistances_basic;
3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3173 </attribute>
3174</type>
3175
3176<!--####################################################################-->
3177<type number="28" name="Monster (Grimreaper)">
3178 <import_type name="Monster &amp; NPC" />
3179 <ignore>
3180 <attribute arch="material" />
3181 <attribute arch="name_pl" />
3182 <attribute arch="nrof" />
3183 <attribute arch="value" />
3184 <attribute arch="unpaid" />
3185 </ignore>
3186 <description>
3187 A grimreaper is a monster that vanishes after it did some number of
3188 draining attacks.
3189 </description>
3057<section name="resistance"> 3190<section name="grimreaper">
3058 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3059 </attribute> 3192 The object vanishes after this number of draining attacks.
3060 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3061 </attribute>
3062 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3063 </attribute>
3064 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3065 </attribute>
3066 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3067 </attribute>
3068 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3069 </attribute>
3070 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3071 </attribute>
3072 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3073 </attribute>
3074 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3075 </attribute>
3076 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3077 </attribute>
3078 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3079 </attribute>
3080 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3081 </attribute>
3082 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3083 </attribute>
3084 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3085 </attribute>
3086 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3087 </attribute>
3088 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3089 </attribute>
3090 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3091 </attribute>
3092 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3093 </attribute>
3094 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3095 </attribute>
3096 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3097 </attribute>
3098 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3099 </attribute> 3193 </attribute>
3100</section> 3194</section>
3101 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3102 </attribute>
3103</type> 3195</type>
3104 3196
3105<!--####################################################################--> 3197<!--####################################################################-->
3106<type number="65" name="Mood Floor"> 3198<type number="65" name="Mood Floor">
3107 <ignore> 3199 <ignore>
3109 </ignore> 3201 </ignore>
3110 <description><![CDATA[ 3202 <description><![CDATA[
3111 As the name implies, mood floors can change the "mood" of 3203 As the name implies, mood floors can change the "mood" of
3112 a monsters/NPC. For example, an unagressive monster could be 3204 a monsters/NPC. For example, an unagressive monster could be
3113 turned mad to start attacking. Similar, an agressive monster 3205 turned mad to start attacking. Similar, an agressive monster
3114 could be calmed. ]]> 3206 could be calmed.]]>
3115 </description> 3207 </description>
3116 <use><![CDATA[ 3208 <use><![CDATA[
3117 Mood floors are absolutely cool for NPC interaction. To make an 3209 Mood floors are absolutely cool for NPC interaction. To make an
3118 unaggressive monster/NPC attack, put a creator with "other_arch 3210 unaggressive monster/NPC attack, put a creator with "other_arch
3119 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
3123 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
3124 "help me" - and the NPC joins him as pet. 3216 "help me" - and the NPC joins him as pet.
3125 <br><br> 3217 <br><br>
3126 (Of course you must always give clear hints about keywords! 3218 (Of course you must always give clear hints about keywords!
3127 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
3128 etc. instead of a magic_ear.) ]]> 3220 etc. instead of a magic_ear.)]]>
3129 </use> 3221 </use>
3130 <attribute arch="no_pick" value="1" type="fixed" /> 3222 <attribute arch="no_pick" value="1" type="fixed" />
3131 <attribute arch="last_sp" editor="mood" type="list_mood"> 3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3132 &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
3133 monster when affected by the mood floor: 3225 monster when affected by the mood floor:
3134 3226
3135 &lt;mood&gt; 'furious': Makes all monsters aggressive 3227 &lt;mood&gt; 'furious': Makes all monsters aggressive
3136 3228
3137 &lt;mood&gt; 'angry': As above but pets are unaffected 3229 &lt;mood&gt; 'angry': As above but pets are unaffected
3138 3230
3139 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3231 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3140 3232
3141 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3233 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3142 3234
3143 &lt;mood&gt; 'charm': Turns monster into a pet of person 3235 &lt;mood&gt; 'charm': Turns monster into a pet of person
3144 who triggers the square. This setting is not 3236 who triggers the square. This setting is not
3145 enabled for continous operation, you need to 3237 enabled for continous operation, you need to
3146 insert a &lt;connection&gt; value! 3238 insert a &lt;connection&gt; value!
3147 </attribute> 3239 </attribute>
3148 <attribute arch="connected" editor="connection" type="int"> 3240 <attribute arch="connected" editor="connection" type="int">
3149 This should only be set in combination with &lt;mood number&gt; 4. 3241 This should only be set in combination with &lt;mood number&gt; 4.
3150 Normally, monsters are affected by the mood floor as soon as they 3242 Normally, monsters are affected by the mood floor as soon as they
3151 step on it. But charming (monster -&gt; pet) is too powerful, 3243 step on it. But charming (monster -&gt; pet) is too powerful,
3152 so it needs to be activated. 3244 so it needs to be activated.
3153 3245
3154 Typically it is connected to an altar, for buying a "hireling". 3246 Typically it is connected to an altar, for buying a "hireling".
3155 But a powerful pet could as well be the reward for solving a 3247 But a powerful pet could as well be the reward for solving a
3156 quest. Or even better: It could be *part* of a quest! 3248 quest. Or even better: It could be *part* of a quest!
3157 </attribute> 3249 </attribute>
3158 <attribute arch="no_magic" editor="no spells" type="bool"> 3250 <attribute arch="no_magic" editor="no spells" type="bool">
3177 can monsters. Motion is involuntary. Additionally, players or 3269 can monsters. Motion is involuntary. Additionally, players or
3178 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
3179 move along a chain of them. 3271 move along a chain of them.
3180 <br><br> 3272 <br><br>
3181 Multisquare monsters can be moved as well, given 3273 Multisquare monsters can be moved as well, given
3182 enough space. Movers are usually invisible. ]]> 3274 enough space. Movers are usually invisible.]]>
3183 </description> 3275 </description>
3184 <use><![CDATA[ 3276 <use><![CDATA[
3185 NEVER EVER consider a mover being unpassable in the backwards 3277 NEVER EVER consider a mover being unpassable in the backwards
3186 direction. Setting "forced movement" makes it seemingly impossible 3278 direction. Setting "forced movement" makes it seemingly impossible
3187 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
3194 cannot be discovered with the show_invisible spell. 3286 cannot be discovered with the show_invisible spell.
3195 <br><br> 3287 <br><br>
3196 Note that Movers and Directors are seperate objects, even though 3288 Note that Movers and Directors are seperate objects, even though
3197 they look and act similar. Directors only do spells/missiles, 3289 they look and act similar. Directors only do spells/missiles,
3198 while movers only do living creatures (depending on how it 3290 while movers only do living creatures (depending on how it
3199 is set: monsters and players). ]]> 3291 is set: monsters and players).]]>
3200 </use> 3292 </use>
3201 <attribute arch="attacktype" editor="forced movement" type="bool"> 3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3202 If forced movement is enabled, the mover "freezes" anyone it 3294 If forced movement is enabled, the mover "freezes" anyone it
3203 moves (so they are forced to move along a chain). 3295 moves (so they are forced to move along a chain).
3204 For players there is no way to escape this forced movement, 3296 For players there is no way to escape this forced movement,
3212 </attribute> 3304 </attribute>
3213 <attribute arch="speed" editor="movement speed" type="float"> 3305 <attribute arch="speed" editor="movement speed" type="float">
3214 The movement speed value determines how fast a chain of 3306 The movement speed value determines how fast a chain of
3215 these movers will push a player along (default is -0.2). 3307 these movers will push a player along (default is -0.2).
3216 </attribute> 3308 </attribute>
3309 &speed_left;
3217 <attribute arch="sp" editor="direction" type="list_direction"> 3310 <attribute arch="sp" editor="direction" type="list_direction">
3218 The mover will push creatures in the specified &lt;direction&gt;. 3311 The mover will push creatures in the specified &lt;direction&gt;.
3219 A mover with direction set to &lt;none&gt; will spin clockwise, 3312 A mover with direction set to &lt;none&gt; will spin clockwise,
3220 thus pushing creatures in unpredictable directions. 3313 thus pushing creatures in unpredictable directions.
3221 </attribute> 3314 </attribute>
3222 <attribute arch="lifesave" editor="gets used up" type="bool"> 3315 <attribute arch="lifesave" editor="gets used up" type="bool">
3223 If enabled, the mover gets "used up" after a certain number of moves 3316 If enabled, the mover gets "used up" after a certain number of moves
3224 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly. 3317 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3225 </attribute> 3318 </attribute>
3226 <attribute arch="hp" editor="number of uses" type="int"> 3319 <attribute arch="hp" editor="number of uses" type="int">
3227 This value has only a meaning if &lt;gets used up&gt; is set: 3320 This value has only a meaning if &lt;gets used up&gt; is set:
3228 &lt;number of uses&gt; is the number of times minus one, that it 3321 &lt;number of uses&gt; is the number of times minus one, that it
3229 will move a creature before disappearing. (It will move 3322 will move a creature before disappearing. (It will move
3230 someone &lt;number of uses&gt;+1 times, then vanish). 3323 someone &lt;number of uses&gt;+1 times, then vanish).
3231 </attribute> 3324 </attribute>
3232<section name="targets"> 3325<section name="targets">
3233 <attribute arch="level" editor="move players" type="bool"> 3326 <attribute arch="level" editor="move players" type="bool">
3234 If &lt;move players&gt; is enabled, both players and monsters will be 3327 If &lt;move players&gt; is enabled, both players and monsters will be
3235 moved. In the arches' default it is disabled - thus ONLY monsters 3328 moved. In the arches' default it is disabled - thus ONLY monsters
3236 get moved. Remember that "monsters" includes NPCs! 3329 get moved. Remember that "monsters" includes NPCs!
3237 3330
3238 This feature provides you with the possibility to make NPCs 3331 This feature provides you with the possibility to make NPCs
3239 literally "come to life". Example: The player is talking with an 3332 literally "come to life". Example: The player is talking with an
3240 NPC, speaking a certain keyword. This triggers a magic_ear and 3333 NPC, speaking a certain keyword. This triggers a magic_ear and
3241 activates creators, creating (per default: monster-only) movers 3334 activates creators, creating (per default: monster-only) movers
3242 under the NPC's feet. The NPC starts "walking" on a predefined 3335 under the NPC's feet. The NPC starts "walking" on a predefined
3243 route! Note that it's useful to set this NPC immune to everything, 3336 route! Note that it's useful to set this NPC immune to everything,
3244 preventing the player to push the NPC off his trace. 3337 preventing the player to push the NPC off his trace.
3245 </attribute> 3338 </attribute>
3246 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3339 <attribute arch="move_on" editor="movement type" type="movement_type">
3247 This should always be set. 3340 Which movement types activate the mover.
3248 </attribute>
3249 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3250 Move flying creatures enabled means all flying (living)
3251 objects will get moved too. If disabled, only walking
3252 (non-flying) creatures will get moved.
3253 </attribute> 3341 </attribute>
3254</section> 3342</section>
3255</type> 3343</type>
3256 3344
3257<!--####################################################################--> 3345<!--####################################################################-->
3260 <ignore_list name="non_pickable" /> 3348 <ignore_list name="non_pickable" />
3261 </ignore> 3349 </ignore>
3262 <description><![CDATA[ 3350 <description><![CDATA[
3263 Pedestals are designed to detect certain types of living objects. 3351 Pedestals are designed to detect certain types of living objects.
3264 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
3265 connected value is triggered. ]]> 3353 connected value is triggered.]]>
3266 </description> 3354 </description>
3267 <use><![CDATA[ 3355 <use><![CDATA[
3268 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
3269 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
3270 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,
3271 because many other players could sneak in. If you put powerful 3359 because many other players could sneak in. If you put powerful
3272 artifacts into such places, generally set "startequip 1", so that 3360 artifacts into such places, generally set "startequip 1", so that
3273 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.]]>
3274 </use> 3362 </use>
3275 <attribute arch="no_pick" value="1" type="fixed" /> 3363 <attribute arch="no_pick" value="1" type="fixed" />
3276 <attribute arch="slaying" editor="match race" type="string"> 3364 <attribute arch="slaying" editor="match race" type="string">
3277 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;
3278 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.
3279 Yes, pedestals can detect a player's race! E.g. you could create a 3367 Yes, pedestals can detect a player's race! E.g. you could create a
3280 place where only fireborns can enter, by setting "slaying unnatural". 3368 place where only fireborns can enter, by setting "slaying unnatural".
3281 3369
3282 If it is set to "player", any player stepping on the pedestal 3370 If it is set to "player", any player stepping on the pedestal
3283 is a match. Very useful if you want to open a gate for players 3371 is a match. Very useful if you want to open a gate for players
3284 but not for monsters. 3372 but not for monsters.
3285 </attribute> 3373 </attribute>
3286 <attribute arch="connected" editor="connection" type="int"> 3374 <attribute arch="connected" editor="connection" type="int">
3287 When the pedestal is triggered, all objects with the same 3375 When the pedestal is triggered, all objects with the same
3288 connection value get activated. 3376 connection value get activated.
3289 </attribute> 3377 </attribute>
3290 <attribute arch="walk_on" value="1" type="fixed" /> 3378 &move_on;
3291 <attribute arch="walk_off" value="1" type="fixed" />
3292</type> 3379</type>
3293 3380
3294<!--####################################################################--> 3381<!--####################################################################-->
3295<type number="94" name="Pit"> 3382<type number="94" name="Pit">
3296 <ignore> 3383 <ignore>
3297 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3298 </ignore> 3385 </ignore>
3299 <description><![CDATA[ 3386 <description><![CDATA[
3300 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.
3301 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
3302 the exact destination, but within a two-square radius of the destination 3389 the exact destination, but within a configurable radius of the destination
3303 (never on blocked squares).<br> 3390 (never on blocked squares).<br>
3304 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>
3305 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.
3306 Even multipart monsters can fall through them, given enough space. ]]> 3393 Even multipart monsters can fall through them, given enough space.]]>
3307 </description> 3394 </description>
3308 <use><![CDATA[ 3395 <use><![CDATA[
3309 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
3310 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
3311 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
3312 randomly interconnect maps like teleporters do. ]]> 3399 randomly interconnect maps like teleporters do.]]>
3313 </use> 3400 </use>
3314 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into (0 to 3).
3404 </attribute>
3315 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3316 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
3317 by activating the connection. 3407 by activating the connection.
3318 </attribute> 3408 </attribute>
3409 &activate_on;
3319 <attribute arch="hp" editor="destination X" type="int"> 3410 <attribute arch="hp" editor="destination X" type="int">
3320 The pit will transport creatures (and items) randomly into a two-square 3411 The pit will transport creatures (and items) randomly into a two-square
3321 radius of the destination coordinates. 3412 radius of the destination coordinates.
3322 If the destination square becomes blocked, the pit will act like 3413 If the destination square becomes blocked, the pit will act like
3323 being filled up and not work anymore! 3414 being filled up and not work anymore!
3332 The &lt;position state&gt; defines the position of the gate: 3423 The &lt;position state&gt; defines the position of the gate:
3333 Zero means completely open/down, the "number of animation-steps" (usually 3424 Zero means completely open/down, the "number of animation-steps" (usually
3334 about 6 or 7) means completely closed/up state. I suggest you don't 3425 about 6 or 7) means completely closed/up state. I suggest you don't
3335 mess with this value - Leave the default in place. 3426 mess with this value - Leave the default in place.
3336 </attribute> 3427 </attribute>
3337 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3428 &move_on;
3338 If set, all walking creatures will fall into the pit.
3339 This does NOT need to be set for closed pits!
3340 </attribute>
3341 <attribute arch="fly_on" editor="swallow flying" type="bool">
3342 If set, all flying creatures will fall into the pit as well.
3343 This is not the behaviour expected from a pit, and it should
3344 only be used for map-mechanisms (e.g. for transporting flying
3345 monsters).
3346 An interesting side-effect: If this flag is enabled, spell
3347 effects like fire/snow also make their way through the pit.
3348 </attribute>
3349</type> 3429</type>
3350 3430
3351<!--####################################################################--> 3431<!--####################################################################-->
3352<type number="7" name="Poison Food"> 3432<type number="7" name="Poison Food">
3353 <description><![CDATA[ 3433 <description><![CDATA[
3354 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.
3355 If his food drops to zero, the player might even die. ]]> 3435 If his food drops to zero, the player might even die.]]>
3356 </description> 3436 </description>
3357</type> 3437</type>
3358 3438
3359<!--####################################################################--> 3439<!--####################################################################-->
3360<type number="5" name="Potion"> 3440<type number="5" name="Potion">
3361 <description><![CDATA[ 3441 <description><![CDATA[
3362 The player can drink these and gain various kinds of benefits 3442 The player can drink these and gain various kinds of benefits
3363 (/penalties) by doing so. ]]> 3443 (/penalties) by doing so.]]>
3364 </description> 3444 </description>
3365 <use><![CDATA[ 3445 <use><![CDATA[
3366 One potion should never give multiple benefits at once. ]]> 3446 One potion should never give multiple benefits at once.]]>
3367 </use> 3447 </use>
3368 <attribute arch="level" editor="potion level" type="int"> 3448 <attribute arch="level" editor="potion level" type="int">
3369 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.
3370 For other potions it should be set at least to 1. 3450 For other potions it should be set at least to 1.
3371 </attribute> 3451 </attribute>
3376 </attribute> 3456 </attribute>
3377 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3457 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3378 There are two types of special effects for potions: 3458 There are two types of special effects for potions:
3379 'life restoration' - restore the player's stats lost by death or draining 3459 'life restoration' - restore the player's stats lost by death or draining
3380 (this has nothing in common with the restoration spell!) 3460 (this has nothing in common with the restoration spell!)
3381 'improvement' - increase the player's maximum health/mana/grace 3461 'improvement' - increase the player's maximum health/mana/grace
3382 by a very small amount. 3462 by a very small amount.
3383 </attribute> 3463 </attribute>
3384 <attribute arch="cursed" editor="cursed" type="bool"> 3464 <attribute arch="cursed" editor="cursed" type="bool">
3385 If a potion is cursed, benefits generally turn into penalties. 3465 If a potion is cursed, benefits generally turn into penalties.
3386 Note that potions can be "uncursed" by praying over an altar, 3466 Note that potions can be "uncursed" by praying over an altar,
3389 </attribute> 3469 </attribute>
3390 <attribute arch="startequip" editor="godgiven item" type="bool"> 3470 <attribute arch="startequip" editor="godgiven item" type="bool">
3391 A godgiven item vanishes as soon as the player 3471 A godgiven item vanishes as soon as the player
3392 drops it to the ground. 3472 drops it to the ground.
3393 </attribute> 3473 </attribute>
3394<section name="stats"> 3474 &player_stat_resist_sections;
3395 <attribute arch="Str" editor="strength" type="int">
3396 The player's strentgh will rise/fall by the given value for permanent
3397 (of course there is an upper limit). Generally there shouldn't be stat
3398 potions granting more than one stat. Cursed potions will subtract the
3399 stats if positive.
3400 </attribute>
3401 <attribute arch="Dex" editor="dexterity" type="int">
3402 The player's dexterity will rise/fall by the given value for permanent
3403 (of course there is an upper limit). Generally there shouldn't be stat
3404 potions granting more than one stat. Cursed potions will subtract the
3405 stats if positive.
3406 </attribute>
3407 <attribute arch="Con" editor="constitution" type="int">
3408 The player's constitution will rise/fall by the given value for permanent
3409 (of course there is an upper limit). Generally there shouldn't be stat
3410 potions granting more than one stat. Cursed potions will subtract the
3411 stats if positive.
3412 </attribute>
3413 <attribute arch="Int" editor="intelligence" type="int">
3414 The player's intelligence will rise/fall by the given value for permanent
3415 (of course there is an upper limit). Generally there shouldn't be stat
3416 potions granting more than one stat. Cursed potions will subtract the
3417 stats if positive.
3418 </attribute>
3419 <attribute arch="Pow" editor="power" type="int">
3420 The player's power will rise/fall by the given value for permanent
3421 (of course there is an upper limit). Generally there shouldn't be stat
3422 potions granting more than one stat. Cursed potions will subtract the
3423 stats if positive.
3424 </attribute>
3425 <attribute arch="Wis" editor="wisdom" type="int">
3426 The player's wisdom will rise/fall by the given value for permanent
3427 (of course there is an upper limit). Generally there shouldn't be stat
3428 potions granting more than one stat. Cursed potions will subtract the
3429 stats if positive.
3430 </attribute>
3431 <attribute arch="Cha" editor="charisma" type="int">
3432 The player's charisma will rise/fall by the given value for permanent
3433 (of course there is an upper limit). Generally there shouldn't be stat
3434 potions granting more than one stat. Cursed potions will subtract the
3435 stats if positive.
3436 </attribute>
3437</section>
3438<section name="resistance">
3439 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3440 The player's resistance to physical will rise by this value in percent
3441 (range -100 till +100). The effect is only temporare, and it does NOT
3442 add on the values from the player's equipment.
3443 Cursed potions will make negative resistance.. very nasty in combat!
3444 </attribute>
3445 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3446 The player's resistance to magic will rise by this value in percent
3447 (range -100 till +100). The effect is only temporare, and it does NOT
3448 add on the values from the player's equipment.
3449 Cursed potions will make negative resistance.. very nasty in combat!
3450 </attribute>
3451 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3452 The player's resistance to fire will rise by this value in percent
3453 (range -100 till +100). The effect is only temporare, and it does NOT
3454 add on the values from the player's equipment.
3455 Cursed potions will make negative resistance.. very nasty in combat!
3456 </attribute>
3457 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3458 The player's resistance to electricity will rise by this value in percent
3459 (range -100 till +100). The effect is only temporare, and it does NOT
3460 add on the values from the player's equipment.
3461 Cursed potions will make negative resistance.. very nasty in combat!
3462 </attribute>
3463 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3464 The player's resistance to cold will rise by this value in percent
3465 (range -100 till +100). The effect is only temporare, and it does NOT
3466 add on the values from the player's equipment.
3467 Cursed potions will make negative resistance.. very nasty in combat!
3468 </attribute>
3469 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3470 The player's resistance to acid will rise by this value in percent
3471 (range -100 till +100). The effect is only temporare, and it does NOT
3472 add on the values from the player's equipment.
3473 Cursed potions will make negative resistance.. very nasty in combat!
3474 </attribute>
3475 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3476 The player's resistance to confusion will rise by this value in percent
3477 (range -100 till +100). The effect is only temporare, and it does NOT
3478 add on the values from the player's equipment.
3479 Cursed potions will make negative resistance.. very nasty in combat!
3480 </attribute>
3481 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3482 The player's resistance to weaponmagic will rise by this value in percent
3483 (range -100 till +100). The effect is only temporare, and it does NOT
3484 add on the values from the player's equipment.
3485 Cursed potions will make negative resistance.. very nasty in combat!
3486 </attribute>
3487 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3488 The player's resistance to paralyze will rise by this value in percent
3489 (range -100 till +100). The effect is only temporare, and it does NOT
3490 add on the values from the player's equipment.
3491 Cursed potions will make negative resistance.. very nasty in combat!
3492 </attribute>
3493 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3494 The player's resistance to draining will rise by this value in percent
3495 (range -100 till +100). The effect is only temporare, and it does NOT
3496 add on the values from the player's equipment.
3497 Cursed potions will make negative resistance.. very nasty in combat!
3498 </attribute>
3499 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3500 The player's resistance to depletion will rise by this value in percent
3501 (range -100 till +100). The effect is only temporare, and it does NOT
3502 add on the values from the player's equipment.
3503 Cursed potions will make negative resistance.. very nasty in combat!
3504 </attribute>
3505 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3506 The player's resistance to poison will rise by this value in percent
3507 (range -100 till +100). The effect is only temporare, and it does NOT
3508 add on the values from the player's equipment.
3509 Cursed potions will make negative resistance.. very nasty in combat!
3510 </attribute>
3511</section>
3512</type> 3475</type>
3513 3476
3514<!--####################################################################--> 3477<!--####################################################################-->
3515<type number="156" name="Power Crystal"> 3478<type number="156" name="Power Crystal">
3516 <description><![CDATA[ 3479 <description><![CDATA[
3517 Power crystals can store a player's mana: 3480 Power crystals can store a player's mana:
3518 When the player applies the crystal with full mana, half of 3481 When the player applies the crystal with full mana, half of
3519 it flows into the crystal. When the player applies it with 3482 it flows into the crystal. When the player applies it with
3520 lacking mana, the crystal replenishes the player's mana. ]]> 3483 lacking mana, the crystal replenishes the player's mana.]]>
3521 </description> 3484 </description>
3522 <attribute arch="sp" editor="initial mana" type="int"> 3485 <attribute arch="sp" editor="initial mana" type="int">
3523 &lt;initial mana&gt; is the amount of spellpoints that the 3486 &lt;initial mana&gt; is the amount of spellpoints that the
3524 crystal holds when the map is loaded. 3487 crystal holds when the map is loaded.
3525 </attribute> 3488 </attribute>
3537 Projectiles like arrows/crossbow bolts are used as ammunition 3500 Projectiles like arrows/crossbow bolts are used as ammunition
3538 for shooting weapons. 3501 for shooting weapons.
3539 <br><br> 3502 <br><br>
3540 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.
3541 Just set matching &lt;ammunition class&gt; both for shooting 3504 Just set matching &lt;ammunition class&gt; both for shooting
3542 weapon and projectile. ]]> 3505 weapon and projectile.]]>
3543 </description> 3506 </description>
3544 <use><![CDATA[ 3507 <use><![CDATA[
3545 If you want to create new kinds of projectiles, you could 3508 If you want to create new kinds of projectiles, you could
3546 add an alchemical receipe to create these. 3509 add an alchemical receipe to create these.
3547 3510
3548 Don't create new pairs of weapons &amp; projectiles unless 3511 Don't create new pairs of weapons &amp; projectiles unless
3549 they really fullfill a useful purpose. In fact, even bows 3512 they really fullfill a useful purpose. In fact, even bows
3550 and crossbows are rarely ever used. ]]> 3513 and crossbows are rarely ever used.]]>
3551 </use> 3514 </use>
3552 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3515 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3553 This number is a bitmask, specifying the projectile's attacktypes. 3516 This number is a bitmask, specifying the projectile's attacktypes.
3554 Attacktypes are: physical, magical, fire, cold.. etc. 3517 Attacktypes are: physical, magical, fire, cold.. etc.
3555 This works identical to melee weapons. Note that shooting 3518 This works identical to melee weapons. Note that shooting
3557 </attribute> 3520 </attribute>
3558 <attribute arch="race" editor="ammunition class" type="string"> 3521 <attribute arch="race" editor="ammunition class" type="string">
3559 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3522 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3560 these projectiles. For arrows set "arrows", for crossbow bolts 3523 these projectiles. For arrows set "arrows", for crossbow bolts
3561 set "crossbow bolts" (big surprise). 3524 set "crossbow bolts" (big surprise).
3562 3525
3563 In certain cases, the ammunition class is displayed in the game. 3526 In certain cases, the ammunition class is displayed in the game.
3564 Hence, when you create a new ammunition class, choose an 3527 Hence, when you create a new ammunition class, choose an
3565 intuitive name like "missiles", "spirit bolts" - whatever. 3528 intuitive name like "missiles", "spirit bolts" - whatever.
3566 3529
3567 You can also make special containers holding these projectiles 3530 You can also make special containers holding these projectiles
3568 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3531 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3569 </attribute> 3532 </attribute>
3570 <attribute arch="slaying" editor="slaying race" type="string"> 3533 <attribute arch="slaying" editor="slaying race" type="string">
3571 Slaying means the weapon does tripple (3x) damage to monsters 3534 Slaying means the weapon does tripple (3x) damage to monsters
3617<type number="70" name="Ring"> 3580<type number="70" name="Ring">
3618 <import_type name="Amulet" /> 3581 <import_type name="Amulet" />
3619 <description><![CDATA[ 3582 <description><![CDATA[
3620 Rings are worn on the hands - one ring each. 3583 Rings are worn on the hands - one ring each.
3621 Wearing rings, the object's stats will directly be inherited to 3584 Wearing rings, the object's stats will directly be inherited to
3622 the player. Usually enhancing his spellcasting potential. ]]> 3585 the player. Usually enhancing his spellcasting potential.]]>
3623 </description> 3586 </description>
3624 <use><![CDATA[ 3587 <use><![CDATA[
3625 When you create an artifact ring, never forget that players can 3588 When you create an artifact ring, never forget that players can
3626 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
3627 keep rings in balance with the game. 3590 keep rings in balance with the game.
3628 <br><br> 3591 <br><br>
3629 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.
3630 They should primarily grant bonuses to spellcasting abilities 3593 They should primarily grant bonuses to spellcasting abilities
3631 and non-physical resistances. ]]> 3594 and non-physical resistances.]]>
3632 </use> 3595 </use>
3633</type> 3596</type>
3634 3597
3635<!--####################################################################--> 3598<!--####################################################################-->
3636<type number="3" name="Rod"> 3599<type number="3" name="Rod">
3639 </ignore> 3602 </ignore>
3640 <description><![CDATA[ 3603 <description><![CDATA[
3641 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
3642 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3605 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3643 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
3644 used endlessly. ]]> 3607 used endlessly.]]>
3645 </description> 3608 </description>
3646 <use><![CDATA[ 3609 <use><![CDATA[
3647 Rods with healing/curing spells are extremely powerful. Usually, potions have 3610 Rods with healing/curing spells are extremely powerful. Usually, potions have
3648 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
3649 one-time-use.<br> ]]> 3612 one-time-use.<br>]]>
3650 </use> 3613 </use>
3651 <attribute arch="sp" editor="spell" type="spell"> 3614 <attribute arch="sp" editor="spell" type="spell">
3652 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
3653 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!
3654 Rods with heal/ restoration/ protection spells, IF available, MUST be 3617 Rods with heal/ restoration/ protection spells, IF available, MUST be
3687 <attribute arch="value" /> 3650 <attribute arch="value" />
3688 <attribute arch="material" /> 3651 <attribute arch="material" />
3689 <attribute arch="unpaid" /> 3652 <attribute arch="unpaid" />
3690 </ignore> 3653 </ignore>
3691 <description><![CDATA[ 3654 <description><![CDATA[
3692 A rune is a magical enscription on the dungeon floor. 3655 A rune is a magical enscription on the dungeon floor.
3693 <br><br> 3656 <br><br>
3694 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
3695 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3658 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3696 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
3697 "summoning rune", summoning predefined monsters of any kind, at detonation. 3660 "summoning rune", summoning predefined monsters of any kind, at detonation.
3698 <br><br> 3661 <br><br>
3699 Many runes are already defined in the archetypes. ]]> 3662 Many runes are already defined in the archetypes.]]>
3700 </description> 3663 </description>
3701 <use><![CDATA[ 3664 <use><![CDATA[
3702 Avoid monsters stepping on your runes. For example, summoning runes 3665 Avoid monsters stepping on your runes. For example, summoning runes
3703 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3666 together with spellcasting- and attack-runes is usually a bad idea.]]>
3704 </use> 3667 </use>
3705 <attribute arch="no_pick" value="1" type="fixed" /> 3668 <attribute arch="no_pick" value="1" type="fixed" />
3706 <attribute arch="walk_on" value="1" type="fixed" /> 3669 &move_on;
3707 <attribute arch="level" editor="rune level" type="int"> 3670 <attribute arch="level" editor="rune level" type="int">
3708 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,
3709 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3672 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3710 (&lt;rune level&gt; 0 runes won't detonate at all!) 3673 (&lt;rune level&gt; 0 runes won't detonate at all!)
3711 3674
3712 Level Also effects how easily a rune may be found and disarmed, and 3675 Level Also effects how easily a rune may be found and disarmed, and
3713 how much experience the player gets for doing so. Beware: High level 3676 how much experience the player gets for doing so. Beware: High level
3714 runes can be quite a cheap source of experience! So either make them 3677 runes can be quite a cheap source of experience! So either make them
3715 tough, or keep the level low. 3678 tough, or keep the level low.
3716 </attribute> 3679 </attribute>
3723 The rune will detonate &lt;number of charges&gt; times before disappearing. 3686 The rune will detonate &lt;number of charges&gt; times before disappearing.
3724 </attribute> 3687 </attribute>
3725 <attribute arch="dam" editor="direct damage" type="int"> 3688 <attribute arch="dam" editor="direct damage" type="int">
3726 &lt;direct damage&gt; specifies how much damage is done by the rune, 3689 &lt;direct damage&gt; specifies how much damage is done by the rune,
3727 if it doesn't contain a spell. This should be set in reasonable 3690 if it doesn't contain a spell. This should be set in reasonable
3728 relation to the rune's level. 3691 relation to the rune's level.
3729 </attribute> 3692 </attribute>
3730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3693 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3731 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3694 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3732 attribute defines what attacktype to use for direct damage when 3695 attribute defines what attacktype to use for direct damage when
3733 the rune detonates. 3696 the rune detonates.
3776 <ignore_list name="non_pickable" /> 3739 <ignore_list name="non_pickable" />
3777 </ignore> 3740 </ignore>
3778 <description><![CDATA[ 3741 <description><![CDATA[
3779 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
3780 respawn-after-death and his word-of-recall positions are pointing 3743 respawn-after-death and his word-of-recall positions are pointing
3781 to the last-applied savebed. ]]> 3744 to the last-applied savebed.]]>
3782 </description> 3745 </description>
3783 <use><![CDATA[ 3746 <use><![CDATA[
3784 Put savebed locations in towns, do not put them into dungeons. 3747 Put savebed locations in towns, do not put them into dungeons.
3785 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.
3786 That means: 3749 That means:
3787 <UL> 3750 <UL>
3788 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3751 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3789 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3752 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3790 <LI> Insert a relyable exit! Make sure there is no possibility that 3753 <LI> Insert a reliable exit! Make sure there is no possibility that
3791 players get trapped in a savebed location. 3754 players get trapped in a savebed location.
3792 <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
3793 arch called "dungeon_magic" everywhere). This is not required, 3756 arch called "dungeon_magic" everywhere). This is not required,
3794 but it makes the place much more safe. 3757 but it makes the place much more safe.
3795 </UL> ]]> 3758 </UL>]]>
3796 </use> 3759 </use>
3797 <attribute arch="no_pick" value="1" type="fixed" /> 3760 <attribute arch="no_pick" value="1" type="fixed" />
3798 <attribute arch="no_magic" value="1" type="fixed" /> 3761 <attribute arch="no_magic" value="1" type="fixed" />
3799 <attribute arch="damned" value="1" type="fixed" /> 3762 <attribute arch="damned" value="1" type="fixed" />
3800</type> 3763</type>
3801 3764
3802<!--####################################################################--> 3765<!--####################################################################-->
3766<type number="111" name="Scroll">
3767 <ignore>
3768 <attribute arch="title" />
3769 </ignore>
3770 <description><![CDATA[
3771 Scrolls contain spells (similar to spell-potions). Unlike potions,
3772 scrolls require a certain literacy skill to read successfully.
3773 Accordingly, for a successful reading, a small amount of
3774 experience is gained. Scrolls allow only one time usage, but
3775 usually they are sold in bulks.]]>
3776 </description>
3777 <use><![CDATA[
3778 For low level quests, scrolls of healing/curing-spells
3779 can be a nice reward. At higher levels, scrolls become less
3780 and less useful.]]>
3781 </use>
3782 <attribute arch="level" editor="casting level" type="int">
3783 The spell of the scroll will be casted at this level.
3784 This value should always be set, at least to 1.
3785 </attribute>
3786 <attribute arch="sp" editor="spell" type="spell">
3787 When a player/monster applies this scroll, the selected &lt;spell&gt;
3788 will be casted (once). This should work for any given spell.
3789 </attribute>
3790 <attribute arch="startequip" editor="godgiven item" type="bool">
3791 A godgiven item vanishes as soon as the player
3792 drops it to the ground.
3793 </attribute>
3794</type>
3795
3796<!--####################################################################-->
3797<type number="33" name="Shield">
3798 <import_type name="Amulet" />
3799 <description><![CDATA[
3800 Wearing a shield, the object's stats will directly be inherited to
3801 the player. Shields usually provide good defense, only surpassed
3802 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3803 </description>
3804 <use><![CDATA[
3805 Feel free to create your own special artifacts. However, it is very
3806 important that you keep your artifact in balance with existing maps.]]>
3807 </use>
3808 <attribute arch="magic" editor="magic bonus" type="int">
3809 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3810 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3811 than direct armour-class bonus on the shield.
3812 </attribute>
3813</type>
3814
3815<!--####################################################################-->
3803<type number="14" name="Shooting Weapon"> 3816<type number="14" name="Shooting Weapon">
3804 <description><![CDATA[ 3817 <description><![CDATA[
3805 Schooting weapons like bows/crossbows are used to shoot projectiles 3818 Shooting weapons like bows/crossbows are used to shoot projectiles
3806 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3819 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3807 wielded both at the same time. Like with any other equipment, 3820 wielded both at the same time. Like with any other equipment,
3808 stats/bonuses from shooting weapons are directly inherited to the player. 3821 stats/bonuses from shooting weapons are directly inherited to the player.
3809 <br><br> 3822 <br><br>
3810 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.
3811 Just set matching &lt;ammunition class&gt; both for shooting 3824 Just set matching &lt;ammunition class&gt; both for shooting
3812 weapon and projectile. ]]> 3825 weapon and projectile.]]>
3813 </description> 3826 </description>
3814 <use><![CDATA[ 3827 <use><![CDATA[
3815 Shooting weapons should not add bonuses in general. There's already 3828 Shooting weapons should not add bonuses in general. There's already
3816 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3829 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3817 Schooting weapons should especially not add bonuses to the player 3830 Shooting weapons should especially not add bonuses to the player
3818 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
3819 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
3820 - still crap. ]]> 3833 - still crap.]]>
3821 </use> 3834 </use>
3822 <attribute arch="race" editor="ammunition class" type="string"> 3835 <attribute arch="race" editor="ammunition class" type="string">
3823 Only projectiles with matching &lt;ammunition class&gt; can be fired 3836 Only projectiles with matching &lt;ammunition class&gt; can be fired
3824 with this weapon. For normal bows set "arrows", for normal 3837 with this weapon. For normal bows set "arrows", for normal
3825 crossbows set "crossbow bolts". 3838 crossbows set "crossbow bolts".
3826 3839
3827 In certain cases, the ammunition class is displayed in the game. 3840 In certain cases, the ammunition class is displayed in the game.
3828 Hence, when you create a new ammunition class, choose an 3841 Hence, when you create a new ammunition class, choose an
3829 intuitive name like "missiles", "spirit bolts" - whatever. 3842 intuitive name like "missiles", "spirit bolts" - whatever.
3830 </attribute> 3843 </attribute>
3831 <attribute arch="sp" editor="shooting speed" type="int"> 3844 <attribute arch="sp" editor="shooting speed" type="int">
3832 After shooting a projectile, the player is frozen for a short 3845 After shooting a projectile, the player is frozen for a short
3833 period of time (to prevent shooting arrows machine-gun-like). 3846 period of time (to prevent shooting arrows machine-gun-like).
3834 The greater &lt;shooting speed&gt;, the shorter this period of time. 3847 The greater &lt;shooting speed&gt;, the shorter this period of time.
3835 1 is minimum (=worst) and 100 is maximum (=best) value. 3848 1 is minimum (=worst) and 100 is maximum (=best) value.
3836 3849
3837 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 3850 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3838 SET IT TO ZERO! (That would freeze the player for eternety). 3851 SET IT TO ZERO! (That would freeze the player for eternety).
3839 </attribute> 3852 </attribute>
3840 <attribute arch="dam" editor="base damage" type="int"> 3853 <attribute arch="dam" editor="base damage" type="int">
3841 The &lt;base damage&gt; significantly affects the damage done 3854 The &lt;base damage&gt; significantly affects the damage done
3852 The &lt;item power&gt; value measures how "powerful" an artifact is. 3865 The &lt;item power&gt; value measures how "powerful" an artifact is.
3853 Players will only be able to wear equipment with a certain total 3866 Players will only be able to wear equipment with a certain total
3854 amount of &lt;item power&gt;, depending on their own level. This is the 3867 amount of &lt;item power&gt;, depending on their own level. This is the
3855 only way to prevent low level players to wear "undeserved" equipment 3868 only way to prevent low level players to wear "undeserved" equipment
3856 (like gifts from other players or cheated items). 3869 (like gifts from other players or cheated items).
3857 3870
3858 It is very important to adjust the &lt;item power&gt; value carefully 3871 It is very important to adjust the &lt;item power&gt; value carefully
3859 for every artifact you create! If zero/unset, the CF server will 3872 for every artifact you create! If zero/unset, the Deliantra server will
3860 calculate a provisional value at runtime, but this is never 3873 calculate a provisional value at runtime, but this is never
3861 going to be an accurate measurement of &lt;item power&gt;. 3874 going to be an accurate measurement of &lt;item power&gt;.
3862 </attribute> 3875 </attribute>
3863 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3876 <attribute arch="no_strength" editor="ignore strength" type="bool">
3864 Usually the player's strentgh takes effect on the damage 3877 Usually the player's strentgh takes effect on the damage
3933 should have such a description. 3946 should have such a description.
3934 </attribute> 3947 </attribute>
3935</type> 3948</type>
3936 3949
3937<!--####################################################################--> 3950<!--####################################################################-->
3938<type number="111" name="Scroll">
3939 <ignore>
3940 <attribute arch="title" />
3941 </ignore>
3942 <description><![CDATA[
3943 Scrolls contain spells (similar to spell-potions). Unlike potions,
3944 scrolls require a certain literacy skill to read successfully.
3945 Accordingly, for a successful reading, a small amount of
3946 experience is gained. Scrolls allow only one time usage, but
3947 usually they are sold in bulks. ]]>
3948 </description>
3949 <use><![CDATA[
3950 For low level quests, scrolls of healing/curing-spells
3951 can be a nice reward. At higher levels, scrolls become less
3952 and less useful. ]]>
3953 </use>
3954 <attribute arch="level" editor="casting level" type="int">
3955 The spell of the scroll will be casted at this level.
3956 This value should always be set, at least to 1.
3957 </attribute>
3958 <attribute arch="sp" editor="spell" type="spell">
3959 When a player/monster applies this scroll, the selected &lt;spell&gt;
3960 will be casted (once). This should work for any given spell.
3961 </attribute>
3962 <attribute arch="startequip" editor="godgiven item" type="bool">
3963 A godgiven item vanishes as soon as the player
3964 drops it to the ground.
3965 </attribute>
3966</type>
3967
3968<!--####################################################################-->
3969<type number="33" name="Shield">
3970 <import_type name="Amulet" />
3971 <description><![CDATA[
3972 Wearing a shield, the object's stats will directly be inherited to
3973 the player. Shields usually provide good defense, only surpassed
3974 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3975 </description>
3976 <use><![CDATA[
3977 Feel free to create your own special artifacts. However, it is very
3978 important that you keep your artifact in balance with existing maps. ]]>
3979 </use>
3980 <attribute arch="magic" editor="magic bonus" type="int">
3981 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3982 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3983 than direct armour-class bonus on the shield.
3984 </attribute>
3985</type>
3986
3987<!--####################################################################-->
3988<type number="68" name="Shop Floor"> 3951<type number="68" name="Shop Floor">
3989 <ignore> 3952 <ignore>
3990 <ignore_list name="non_pickable" /> 3953 <ignore_list name="non_pickable" />
3991 </ignore> 3954 </ignore>
3992 <description><![CDATA[ 3955 <description><![CDATA[
3996 These items are all flagged as unpaid. 3959 These items are all flagged as unpaid.
3997 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
3998 unpaid and the player receives payment according to the item's 3961 unpaid and the player receives payment according to the item's
3999 selling-value. 3962 selling-value.
4000 Shopfloor always prevents magic (To hinder players from burning 3963 Shopfloor always prevents magic (To hinder players from burning
4001 or freezing the goods). ]]> 3964 or freezing the goods).]]>
4002 </description> 3965 </description>
4003 <use><![CDATA[ 3966 <use><![CDATA[
4004 Tile your whole shop-interior space which shop floor. 3967 Tile your whole shop-interior space which shop floor.
4005 (That assures players receive payment for dropping items). 3968 (That assures players receive payment for dropping items).
4006 Place shop mats to enter/leave the shop, and make sure 3969 Place shop mats to enter/leave the shop, and make sure
4007 there is no other exit than the shop mat. ]]> 3970 there is no other exit than the shop mat.]]>
4008 </use> 3971 </use>
4009 <attribute arch="is_floor" value="1" type="fixed" /> 3972 <attribute arch="is_floor" value="1" type="fixed" />
4010 <attribute arch="no_pick" value="1" type="fixed" /> 3973 <attribute arch="no_pick" value="1" type="fixed" />
4011 <attribute arch="no_magic" value="1" type="fixed" /> 3974 <attribute arch="no_magic" value="1" type="fixed" />
4012 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3975 <attribute arch="auto_apply" editor="generate goods" type="bool">
4046 "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/
4047 or -destinations. When stepping onto a shopmat the player gets beamed 4010 or -destinations. When stepping onto a shopmat the player gets beamed
4048 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
4049 inventory, the price gets charged from his coins automatically. 4012 inventory, the price gets charged from his coins automatically.
4050 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
4051 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).]]>
4052 </description> 4015 </description>
4053 <use><![CDATA[ 4016 <use><![CDATA[
4054 As stated above, always place TWO shop mats into your shop. 4017 As stated above, always place TWO shop mats into your shop.
4055 Not more and not less than that. ]]> 4018 Not more and not less than that.]]>
4056 </use> 4019 </use>
4057 <attribute arch="no_pick" value="1" type="fixed" /> 4020 <attribute arch="no_pick" value="1" type="fixed" />
4058 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4021 &move_on;
4059 If set, the player can enter/leave the
4060 shop by just walking into the shop mat.
4061 </attribute>
4062 <attribute arch="fly_on" editor="apply by flying" type="bool">
4063 If set, the player can enter/leave the
4064 shop by "flying" into the shop mat.
4065 </attribute>
4066</type> 4022</type>
4067 4023
4068<!--####################################################################--> 4024<!--####################################################################-->
4069<type number="98" name="Sign &amp; MagicMouth"> 4025<type number="98" name="Sign &amp; MagicMouth">
4070 <ignore> 4026 <ignore>
4072 </ignore> 4028 </ignore>
4073 <description><![CDATA[ 4029 <description><![CDATA[
4074 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
4075 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:
4076 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
4077 (-&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).]]>
4078 </description> 4034 </description>
4079 <use><![CDATA[ 4035 <use><![CDATA[
4080 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
4081 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
4082 hints about hidden secrets/dangers. Place signs to provide the player 4038 hints about hidden secrets/dangers. Place signs to provide the player
4083 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.]]>
4084 </use> 4040 </use>
4085 <attribute arch="connected" editor="connection" type="int"> 4041 <attribute arch="connected" editor="connection" type="int">
4086 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
4087 the connection is triggered. This should be used in combination with 4043 the connection is triggered. This should be used in combination with
4088 &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.
4089 If activating your magic_mouth this way, the message will not only be 4045 If activating your magic_mouth this way, the message will not only be
4090 printed to one player, but all players on the current map. 4046 printed to one player, but all players on the current map.
4091 </attribute> 4047 </attribute>
4092 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4048 &activate_on;
4093 If set, the player gets the message when walking ontop of the object. 4049 &move_on;
4094 "invisible 1" should be set in this case. This is the typical configuration
4095 for a "magic_mouth": The player walks through a dungeon and suddenly he
4096 gets a message. Use this to create some roleplay atmosphere, and to inform
4097 the player about possible dangers or secrets.
4098 </attribute>
4099 <attribute arch="fly_on" editor="activate by flying" type="bool">
4100 If set, the player gets the message when flying (=levitating) ontop
4101 of the object. Usually this should be set together with walk_on.
4102 </attribute>
4103 <attribute arch="food" editor="counter" type="int"> 4050 <attribute arch="food" editor="counter" type="int">
4104 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4051 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4105 (printing the message) only that many times. For signs this really shouldn't 4052 (printing the message) only that many times. For signs this really shouldn't
4106 be used, while for magic_mouths it is extremely helpful. 4053 be used, while for magic_mouths it is extremely helpful.
4107 Monsters walking over the magic_mouth do not decrease the counter. 4054 Monsters walking over the magic_mouth do not decrease the counter.
4108 4055
4109 Often, you might want to have a message displayed only one time. For example: 4056 Often, you might want to have a message displayed only one time. For example:
4110 The player enters your map and you put a magic_mouth to tell him about the 4057 The player enters your map and you put a magic_mouth to tell him about the
4111 monsters and how dangerous they look and all. Later, when all the monsters 4058 monsters and how dangerous they look and all. Later, when all the monsters
4112 are killed and the player leaves the map, displaying the same message a 4059 are killed and the player leaves the map, displaying the same message a
4113 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4060 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4116 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4063 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4117 This text will be displayed to the player. 4064 This text will be displayed to the player.
4118 </attribute> 4065 </attribute>
4119</type> 4066</type>
4120 4067
4068<type number="150" name="Shop Inventory">
4069 <ignore>
4070 <ignore_list name="non_pickable" />
4071 </ignore>
4072 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4073 </description>
4074 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4075 </use>
4076 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4077 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4078 the map that will be searched for unpaid items.
4079 </attribute>
4080</type>
4081
4121<!--####################################################################--> 4082<!--####################################################################-->
4122<type number="43" name="Skill"> 4083<type number="43" name="Skill">
4123 <ignore> 4084 <ignore>
4124 <ignore_list name="system_object" /> 4085 <ignore_list name="system_object" />
4125 </ignore> 4086 </ignore>
4126 <description><![CDATA[ 4087 <description><![CDATA[
4127 Skills are objects which exist in the player/monster inventory. 4088 Skills are objects which exist in the player/monster inventory.
4128 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
4129 are enabled for monster use however. ]]> 4090 are enabled for monster use however.]]>
4130 </description> 4091 </description>
4131 <use><![CDATA[ 4092 <use><![CDATA[
4132 For mapmaking, Skill objects serve two purposes: 4093 For mapmaking, Skill objects serve two purposes:
4133 <p>First, the predefined skill archtypes (in the 'skills' directory) 4094 <p>First, the predefined skill archtypes (in the 'skills' directory)
4134 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
4139 </p><p> 4100 </p><p>
4140 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
4141 copy default skill archtypes into the monsters' inventories. 4102 copy default skill archtypes into the monsters' inventories.
4142 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
4143 recommended however, to use skills in your maps which are totally 4104 recommended however, to use skills in your maps which are totally
4144 unrelated to any predefined skill archtype.</p> ]]> 4105 unrelated to any predefined skill archtype.</p>]]>
4145 </use> 4106 </use>
4146 <attribute arch="invisible" value="1" type="fixed" /> 4107 <attribute arch="invisible" value="1" type="fixed" />
4147 <attribute arch="no_drop" value="1" type="fixed" /> 4108 <attribute arch="no_drop" value="1" type="fixed" />
4148 <attribute arch="skill" editor="skill name" type="string"> 4109 <attribute arch="skill" editor="skill name" type="string">
4149 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
4159 expmul is 1, the player will get 500 added to that skill as well as 4120 expmul is 1, the player will get 500 added to that skill as well as
4160 500 to their total. 4121 500 to their total.
4161 </attribute> 4122 </attribute>
4162 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4123 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4163 The &lt;skill type&gt; defines the base functionality of the skill. 4124 The &lt;skill type&gt; defines the base functionality of the skill.
4164 Skill types are hardcoded in the Crossfire server. It isn't hard to 4125 Skill types are hardcoded in the Deliantra server. It isn't hard to
4165 create new skill types, but it requires a bit of server-coding. 4126 create new skill types, but it requires a bit of server-coding.
4166 </attribute> 4127 </attribute>
4167 <attribute arch="level" editor="level" type="int"> 4128 <attribute arch="level" editor="level" type="int">
4168 </attribute> 4129 </attribute>
4169 <attribute arch="exp" editor="experience" type="int"> 4130 <attribute arch="exp" editor="experience" type="int">
4178 4139
4179<!--####################################################################--> 4140<!--####################################################################-->
4180<type number="130" name="Skill Scroll"> 4141<type number="130" name="Skill Scroll">
4181 <description><![CDATA[ 4142 <description><![CDATA[
4182 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
4183 contained skill. ]]> 4144 contained skill.]]>
4184 </description> 4145 </description>
4185 <use><![CDATA[ 4146 <use><![CDATA[
4186 Skill scrolls are very much sought for by players. Currently, 4147 Skill scrolls are very much sought for by players. Currently,
4187 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
4188 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
4189 skill scrolls rewarded at the end. ]]> 4150 skill scrolls rewarded at the end.]]>
4190 </use> 4151 </use>
4191 <attribute arch="race" value="scrolls" type="fixed" /> 4152 <attribute arch="race" value="scrolls" type="fixed" />
4192 <attribute arch="skill" editor="skill name" type="string"> 4153 <attribute arch="skill" editor="skill name" type="string">
4193 The &lt;skill name&gt; matches the skill object that can 4154 The &lt;skill name&gt; matches the skill object that can
4194 be learned from this scroll. 4155 be learned from this scroll.
4204 When carrying the appropriate special key, a locked door can 4165 When carrying the appropriate special key, a locked door can
4205 be opened. The key will dissapear. 4166 be opened. The key will dissapear.
4206 <br><br> 4167 <br><br>
4207 This object-type can also be used for "passport"-like items: 4168 This object-type can also be used for "passport"-like items:
4208 When walking onto an invetory checker, a gate for example might 4169 When walking onto an invetory checker, a gate for example might
4209 get opened. The "passport" will stay in the player's inventory. ]]> 4170 get opened. The "passport" will stay in the player's inventory.]]>
4210 </description> 4171 </description>
4211 <use><![CDATA[ 4172 <use><![CDATA[
4212 How to make a "passport": You take the special key arch 4173 How to make a "passport": You take the special key arch
4213 (archetype name is "key2"), set the face to something like 4174 (archetype name is "key2"), set the face to something like
4214 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;
4215 certainly must match with the appropiate inventory checker. 4176 certainly must match with the appropiate inventory checker.
4216 <br><br> 4177 <br><br>
4217 Of course you can be creative with names and faces of 4178 Of course you can be creative with names and faces of
4218 key-objects. A "mysterious crystal" or a "big dragon claw" 4179 key-objects. A "mysterious crystal" or a "big dragon claw"
4219 (with appropriate faces) appear more interesting than just 4180 (with appropriate faces) appear more interesting than just
4220 a "strange key", or "passport". ]]> 4181 a "strange key", or "passport".]]>
4221 </use> 4182 </use>
4222 <attribute arch="slaying" editor="key string" type="string"> 4183 <attribute arch="slaying" editor="key string" type="string">
4223 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
4224 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
4225 to trigger inventory checkers. 4186 to trigger inventory checkers.
4230 burned or otherwise destroyed. 4191 burned or otherwise destroyed.
4231 </attribute> 4192 </attribute>
4232 <attribute arch="unique" editor="unique item" type="bool"> 4193 <attribute arch="unique" editor="unique item" type="bool">
4233 Unique items exist only one time on a server. If the item 4194 Unique items exist only one time on a server. If the item
4234 is taken, lost or destroyed - it's gone for good. 4195 is taken, lost or destroyed - it's gone for good.
4235 4196
4236 This can be used if you want to sell apartments on your 4197 This can be used if you want to sell apartments on your
4237 map: Simply sell a unique passport/key, and place 4198 map: Simply sell a unique passport/key, and place
4238 an inventory checker at the entrance of your apartment. 4199 an inventory checker at the entrance of your apartment.
4239 </attribute> 4200 </attribute>
4240 <attribute arch="startequip" editor="godgiven item" type="bool"> 4201 <attribute arch="startequip" editor="godgiven item" type="bool">
4260 players can learn it by reading the book. Once learned, players 4221 players can learn it by reading the book. Once learned, players
4261 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
4262 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>
4263 Monsters can use spells which are put in their inventory (provided 4224 Monsters can use spells which are put in their inventory (provided
4264 that certain "enabling" settings are correct). The monster's 4225 that certain "enabling" settings are correct). The monster's
4265 &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.]]>
4266 </description> 4227 </description>
4267 <use><![CDATA[ 4228 <use><![CDATA[
4268 A lot of the spells' settings can be tuned and customized. 4229 A lot of the spells' settings can be tuned and customized.
4269 When creating new spells which are accessible to players, it is 4230 When creating new spells which are accessible to players, it is
4270 important to think about balance. A single spell which is too 4231 important to think about balance. A single spell which is too
4271 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
4272 and magic school system out of whack. Testing new spells is 4233 and magic school system out of whack. Testing new spells is
4273 quite important therefore. ]]> 4234 quite important therefore.]]>
4274 </use> 4235 </use>
4275 <attribute arch="no_drop" value="1" type="fixed" /> 4236 <attribute arch="no_drop" value="1" type="fixed" />
4276 <attribute arch="invisible" value="1" type="fixed" /> 4237 <attribute arch="invisible" value="1" type="fixed" />
4277 <attribute arch="skill" editor="skill name" type="string"> 4238 <attribute arch="skill" editor="skill name" type="string">
4278 The &lt;skill name&gt; matches the skill which is needed 4239 The &lt;skill name&gt; matches the skill which is needed
4310 to read.<br><br> 4271 to read.<br><br>
4311 You can create widely customized spells only by adjusting the 4272 You can create widely customized spells only by adjusting the
4312 spell object in the spellbooks inventory. Refer to the description 4273 spell object in the spellbooks inventory. Refer to the description
4313 of spell objects for detailed information how to customize spells.<br> 4274 of spell objects for detailed information how to customize spells.<br>
4314 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;
4315 with a compilation of spells that the book may contain. ]]> 4276 with a compilation of spells that the book may contain.]]>
4316 </description> 4277 </description>
4317 <use><![CDATA[ 4278 <use><![CDATA[
4318 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
4319 reserved for the followers of the appropriate cults. Handing them 4280 reserved for the followers of the appropriate cults. Handing them
4320 out in a spellbook would violate the balance between different religions. 4281 out in a spellbook would violate the balance between different religions.
4321 <br><br> 4282 <br><br>
4322 Note that there is no fundamental difference between the spellbooks 4283 Note that there is no fundamental difference between the spellbooks
4323 of varying schools (pyromancy, sorcery, evocation, summoning, and 4284 of varying schools (pyromancy, sorcery, evocation, summoning, and
4324 even praying). The difference lies only in the spells they contain. 4285 even praying). The difference lies only in the spells they contain.
4325 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
4326 for your spells. ]]> 4287 for your spells.]]>
4327 </use> 4288 </use>
4328 <attribute arch="skill" value="literacy" type="fixed" /> 4289 <attribute arch="skill" value="literacy" type="fixed" />
4329 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4290 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4330 There are two ways to put spells into a spellbook: 4291 There are two ways to put spells into a spellbook:
4331 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,
4350 </ignore> 4311 </ignore>
4351 <description><![CDATA[ 4312 <description><![CDATA[
4352 Spinners change the direction of spell objects and other projectiles 4313 Spinners change the direction of spell objects and other projectiles
4353 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
4354 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
4355 is always changed by a certain degree. ]]> 4316 is always changed by a certain degree.]]>
4356 </description> 4317 </description>
4357 <use><![CDATA[ 4318 <use><![CDATA[
4358 Spinners are very rarely used. I believe they are quite 4319 Spinners are very rarely used. I believe they are quite
4359 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
4360 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
4361 otherwise couldn't. 4322 otherwise couldn't.
4362 4323
4363 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-
4364 projectiles from magic walls don't get to fly in loops. ]]> 4325 projectiles from magic walls don't get to fly in loops.]]>
4365 </use> 4326 </use>
4366 <attribute arch="sp" editor="direction number" type="int"> 4327 <attribute arch="sp" editor="direction number" type="int">
4367 The spinner will change the direction of flying objects by 4328 The spinner will change the direction of flying objects by
4368 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4329 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4369 positive values counter clockwise. 4330 positive values counter clockwise.
4370 4331
4371 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4332 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4372 </attribute> 4333 </attribute>
4373 <attribute arch="walk_on" value="1" type="fixed" /> 4334 &move_on;
4374 <attribute arch="fly_on" value="1" type="fixed" />
4375</type> 4335</type>
4376 4336
4377<!--####################################################################--> 4337<!--####################################################################-->
4378<type number="138" name="Swamp"> 4338<type number="138" name="Swamp">
4379 <ignore> 4339 <ignore>
4383 Swamp areas show a special behaviour: 4343 Swamp areas show a special behaviour:
4384 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,
4385 he will start to sink in and eventually drown and die. 4345 he will start to sink in and eventually drown and die.
4386 Items dropped on the swamp sink in and dissapear. 4346 Items dropped on the swamp sink in and dissapear.
4387 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
4388 to die in the swamp. ]]> 4348 to die in the swamp.]]>
4389 </description> 4349 </description>
4390 <attribute arch="walk_on" value="1" type="fixed" />
4391 <attribute arch="is_floor" value="1" type="fixed" /> 4350 <attribute arch="is_floor" value="1" type="fixed" />
4392 <attribute arch="is_wooded" value="1" type="fixed" /> 4351 <attribute arch="is_wooded" value="1" type="fixed" />
4393 <attribute arch="speed" editor="drowning speed" type="float"> 4352 <attribute arch="speed" editor="drowning speed" type="float">
4394 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
4395 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4354 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4396 and unexpected death-trap. Players should get a warning before such areas. 4355 and unexpected death-trap. Players should get a warning before such areas.
4397 </attribute> 4356 </attribute>
4398 <attribute arch="slow_move" editor="slow movement" type="int"> 4357 &speed_left;
4399 If &lt;slow movement&gt; is set to a value greater zero, all 4358 &move_on;
4400 creatures moving over this spot will be slower than normal. 4359 &movement_types_terrain;
4401
4402 &lt;slow movement&gt; 1 - rough terrain
4403 &lt;slow movement&gt; 2 - very rough terrain
4404 ...
4405 &lt;slow movement&gt; 5 - default for deep swamp
4406 </attribute>
4407 <attribute arch="no_magic" editor="no spells" type="bool"> 4360 <attribute arch="no_magic" editor="no spells" type="bool">
4408 If enabled, it is impossible for players to use (wizard-) 4361 If enabled, it is impossible for players to use (wizard-)
4409 spells on that spot. 4362 spells on that spot.
4410 </attribute> 4363 </attribute>
4411 <attribute arch="damned" editor="no prayers" type="bool"> 4364 <attribute arch="damned" editor="no prayers" type="bool">
4424 different location. The main difference to the object-type exit 4377 different location. The main difference to the object-type exit
4425 is the possibility to have teleporters connected to levers/buttons/etc. 4378 is the possibility to have teleporters connected to levers/buttons/etc.
4426 Sometimes teleporters are activated even against the players will. 4379 Sometimes teleporters are activated even against the players will.
4427 <br><br> 4380 <br><br>
4428 Unlike exits, teleporters can also transfer items and 4381 Unlike exits, teleporters can also transfer items and
4429 monsters to different locations on the same map. ]]> 4382 monsters to different locations on the same map.]]>
4430 </description> 4383 </description>
4431 <use><![CDATA[ 4384 <use><![CDATA[
4432 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
4433 an invisible teleporter. If using "invisible 1", the teleporter 4386 an invisible teleporter. If using "invisible 1", the teleporter
4434 can still be discovered with the show_invisible spell. And in 4387 can still be discovered with the show_invisible spell. And in
4435 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.
4436 <br><br> 4389 <br><br>
4437 Fortunately, there is a cool trick to make a perfectly invisible 4390 Fortunately, there is a cool trick to make a perfectly invisible
4438 teleporter: You simply add teleporter functionality to the floor 4391 teleporter: You simply add teleporter functionality to the floor
4439 itself. That means: You take the floor arch (e.g. "flagstone"), 4392 itself. That means: You take the floor arch (e.g. "flagstone"),
4440 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.]]>
4441 </use> 4394 </use>
4442 <attribute arch="slaying" editor="exit path" type="string"> 4395 <attribute arch="slaying" editor="exit path" type="string">
4443 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.
4444 &lt;exit path&gt; can be an absolute path, beginning with '/' 4397 &lt;exit path&gt; can be an absolute path, beginning with '/'
4445 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4398 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4446 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4399 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4447 for example I could use the relative path "Fire1"). Use relative 4400 for example I could use the relative path "Fire1"). Use relative
4448 paths whenever possible! Note that upper/lower case must always be 4401 paths whenever possible! Note that upper/lower case must always be
4449 set correctly. However, please use lower case only. 4402 set correctly. However, please use lower case only.
4450 4403
4451 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4404 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4452 &lt;exit path&gt; is unset (empty), anything can get teleported: Players, 4405 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4453 monsters and items. In this case, the destined map is automatically 4406 monsters and items. In this case, the destined map is automatically
4454 the same map the teleporter is on. 4407 the same map the teleporter is on.
4455 </attribute> 4408 </attribute>
4456 <attribute arch="hp" editor="destination X" type="int"> 4409 <attribute arch="hp" editor="destination X" type="int">
4457 The exit destinations define the (x, y)-coordinates where the exit 4410 The exit destinations define the (x, y)-coordinates where the exit
4458 leads to. 4411 leads to.
4459 4412
4460 If both are set to zero and &lt;exit path&gt; is empty, the player will 4413 If both are set to zero and &lt;exit path&gt; is empty, the player will
4461 get teleported to another, randomly chosen teleporter on the same 4414 get teleported to another, randomly chosen teleporter on the same
4462 map (Slightly confusing for the player though). Make sure there 4415 map (Slightly confusing for the player though). Make sure there
4463 actually *is* a second one in that case. 4416 actually *is* a second one in that case.
4464 4417
4465 If both are set to zero and &lt;exit path&gt; is set, the player will 4418 If both are set to zero and &lt;exit path&gt; is set, the player will
4466 be transferred to the "default enter location" of the destined map. 4419 be transferred to the "default enter location" of the destined map.
4467 The latter can be set in the map-properties as "Enter X/Y". Though, 4420 The latter can be set in the map-properties as "Enter X/Y". Though,
4468 please DO NOT use that. It turned out to be a source for numerous 4421 please DO NOT use that. It turned out to be a source for numerous
4469 map-bugs. 4422 map-bugs.
4470 </attribute> 4423 </attribute>
4471 <attribute arch="sp" editor="destination Y" type="int"> 4424 <attribute arch="sp" editor="destination Y" type="int">
4472 The exit destinations define the (x, y)-coordinates where the exit 4425 The exit destinations define the (x, y)-coordinates where the exit
4473 leads to. 4426 leads to.
4474 4427
4475 If both are set to zero and &lt;exit path&gt; is empty, the player will 4428 If both are set to zero and &lt;exit path&gt; is empty, the player will
4476 get teleported to another, randomly chosen teleporter on the same 4429 get teleported to another, randomly chosen teleporter on the same
4477 map (Slightly confusing for the player though). Make sure there 4430 map (Slightly confusing for the player though). Make sure there
4478 actually *is* a second one in that case. 4431 actually *is* a second one in that case.
4479 4432
4480 If both are set to zero and &lt;exit path&gt; is set, the player will 4433 If both are set to zero and &lt;exit path&gt; is set, the player will
4481 be transferred to the "default enter location" of the destined map. 4434 be transferred to the "default enter location" of the destined map.
4482 The latter can be set in the map-properties as "Enter X/Y". Though, 4435 The latter can be set in the map-properties as "Enter X/Y". Though,
4483 please DO NOT use that. It turned out to be a source for numerous 4436 please DO NOT use that. It turned out to be a source for numerous
4484 map-bugs. 4437 map-bugs.
4486 <attribute arch="connected" editor="connection" type="int"> 4439 <attribute arch="connected" editor="connection" type="int">
4487 If a connection value is set, the teleporter will be activated 4440 If a connection value is set, the teleporter will be activated
4488 whenever the connection is triggered. To use this properly, 4441 whenever the connection is triggered. To use this properly,
4489 &lt;activation speed&gt; must be zero. 4442 &lt;activation speed&gt; must be zero.
4490 </attribute> 4443 </attribute>
4444 &activate_on;
4491 <attribute arch="speed" editor="activation speed" type="float"> 4445 <attribute arch="speed" editor="activation speed" type="float">
4492 If the &lt;activation speed&gt; is nonzero, the teleporter will 4446 If the &lt;activation speed&gt; is nonzero, the teleporter will
4493 automatically be activated in regular time-intervals. Hence, the 4447 automatically be activated in regular time-intervals. Hence, the
4494 player can just step on it and gets teleported sooner or later. 4448 player can just step on it and gets teleported sooner or later.
4495 The duration between two activates depends on the given value. 4449 The duration between two activates depends on the given value.
4496 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4450 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4497 4451
4498 VERY IMPORTANT: If you want to have your teleporter activated via 4452 VERY IMPORTANT: If you want to have your teleporter activated via
4499 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4453 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4454 </attribute>
4455 &speed_left;
4456</type>
4457
4458<!--####################################################################-->
4459<type number="26" name="Timed Gate">
4460 <ignore>
4461 <ignore_list name="non_pickable" />
4462 </ignore>
4463 <description><![CDATA[
4464 Gates play an important role in Deliantra. Gates can be opened
4465 by activating a button/trigger, by speaking passwords (-> magic_ear)
4466 or carrying special key-objects (-> inventory checker).
4467 Unlike locked doors, gates can get shut again after a player has
4468 passed, which makes them more practical in many cases. Unlike normal
4469 gates, timed gates open when triggered but automatically close again
4470 after some time.]]>
4471 </description>
4472 <use><![CDATA[
4473 Use gates to divide your maps into separated areas. After solving
4474 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]>
4476 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int">
4479 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time.
4483 </attribute>
4484 &activate_on;
4485 <attribute arch="wc" editor="position state" type="int">
4486 The &lt;position state&gt; defines the position of the gate:
4487 Zero means completely open/down, the "number of animation-steps" (usually
4488 about 6 or 7) means completely closed/up state. I suggest you don't
4489 mess with this value - Leave the default in place.
4490 </attribute>
4491 &movement_types_terrain;
4492 <attribute arch="no_magic" editor="restrict spells" type="bool">
4493 Restricting the use of spells to pass this gate. This has
4494 an effect only if &lt;block view&gt; is disabled.
4495 </attribute>
4496 <attribute arch="damned" editor="restrict prayers" type="bool">
4497 Restricting the use of prayers to pass this door. This has
4498 an effect only if &lt;block view&gt; is disabled.
4499 </attribute>
4500 <attribute arch="hp" editor="open duration" type="int">
4501 Defines the duration the gate remains closed. This only takes effect
4502 if the gate is not connected.
4500 </attribute> 4503 </attribute>
4501</type> 4504</type>
4502 4505
4503<!--####################################################################--> 4506<!--####################################################################-->
4504<type number="155" name="Trap"> 4507<type number="155" name="Trap">
4511 <attribute arch="material" /> 4514 <attribute arch="material" />
4512 <attribute arch="unpaid" /> 4515 <attribute arch="unpaid" />
4513 </ignore> 4516 </ignore>
4514 <description><![CDATA[ 4517 <description><![CDATA[
4515 A trap is a object that can either do damage or trigger another connected object 4518 A trap is a object that can either do damage or trigger another connected object
4516 when detonated. Traps are like runes except they are not magical in nature, 4519 when detonated. Traps are like runes except they are not magical in nature,
4517 and generally have either a physical attack or trigger a reaction. 4520 and generally have either a physical attack or trigger a reaction.
4518 <br><br> 4521 <br><br>
4519 Traps hit any monster or person who steps on them for 'dam' damage in 4522 Traps hit any monster or person who steps on them for 'dam' damage in
4520 'attacktype' attacktype and/or trigger a reaction. 4523 'attacktype' attacktype and/or trigger a reaction.
4521 <br><br> 4524 <br><br>
4522 Many traps are already defined in the archetypes. ]]> 4525 Many traps are already defined in the archetypes.]]>
4523 </description> 4526 </description>
4524 <use><![CDATA[ 4527 <use><![CDATA[
4525 Avoid monsters stepping on your traps. For example, a party of orcs setting 4528 Avoid monsters stepping on your traps. For example, a party of orcs setting
4526off your lightning wall and pit trap is usually a bad idea. ]]> 4529 off your lightning wall and pit trap is usually a bad idea.]]>
4527 </use> 4530 </use>
4528 <attribute arch="no_pick" value="1" type="fixed" /> 4531 <attribute arch="no_pick" value="1" type="fixed" />
4529 <attribute arch="walk_on" value="1" type="fixed" /> 4532 &move_on;
4530 <attribute arch="level" editor="trap level" type="int"> 4533 <attribute arch="level" editor="trap level" type="int">
4531 Level effects how easily a trap may be found and disarmed, and 4534 Level effects how easily a trap may be found and disarmed, and
4532 how much experience the player gets for doing so. Beware: High level 4535 how much experience the player gets for doing so. Beware: High level
4533 traps can be quite a cheap source of experience! So either make them 4536 traps can be quite a cheap source of experience! So either make them
4534 tough, or keep the level low. 4537 tough, or keep the level low.
4535 </attribute> 4538 </attribute>
4540 </attribute> 4543 </attribute>
4541 <attribute arch="hp" editor="number of charges" type="int"> 4544 <attribute arch="hp" editor="number of charges" type="int">
4542 The trap will detonate &lt;number of charges&gt; times before disappearing. 4545 The trap will detonate &lt;number of charges&gt; times before disappearing.
4543 </attribute> 4546 </attribute>
4544 <attribute arch="dam" editor="direct damage" type="int"> 4547 <attribute arch="dam" editor="direct damage" type="int">
4545 &lt;direct damage&gt; specifies how much damage is done by the trap. 4548 &lt;direct damage&gt; specifies how much damage is done by the trap.
4546 This should be set in reasonable relation to the trap's level. 4549 This should be set in reasonable relation to the trap's level.
4547 </attribute> 4550 </attribute>
4548 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549 This attribute defines what attacktype to use for direct damage when 4552 This attribute defines what attacktype to use for direct damage when
4550 the trap detonates. 4553 the trap detonates.
4551 </attribute> 4554 </attribute>
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 <attribute arch="walk_on" value="1" type="fixed" /> 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.
4585 Once items or creatures are gathered on the trapdoor, with 4588 Once items or creatures are gathered on the trapdoor, with
4586 a total weight surpassing this value, then the trapdoor will 4589 a total weight surpassing this value, then the trapdoor will
4587 open and things start falling through. 4590 open and things start falling through.
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.
4650 &lt;quality level&gt; 5 per default). 4653 &lt;quality level&gt; 5 per default).
4651 </attribute> 4654 </attribute>
4652</type> 4655</type>
4653 4656
4654<!--####################################################################--> 4657<!--####################################################################-->
4658<type number="52" name="Trigger Marker">
4659 <ignore>
4660 <ignore_list name="system_object" />
4661 </ignore>
4662 <description><![CDATA[
4663 A trigger marker is an object that inserts an invisible force (a mark) into a
4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4665 &lt;key string&gt; which can be discovered by detectors or inventory
4666 checkers. It is also possible to use markers for removing marks again.
4667 <br><br>
4668 Note that the player has no possibility to "see" his own marks,
4669 except by the effect that they cause on the maps.]]>
4670 </description>
4671 <use><![CDATA[
4672 Markers hold real cool possibilities for map-making. I encourage
4673 you to use them frequently. However there is one negative point
4674 about markers: Players don't "see" what's going on with them. It is
4675 your task, as map-creator, to make sure the player is always well
4676 informed and never confused.
4677 <br><br>
4678 Please avoid infinite markers when they aren't needed. They're
4679 using a little space in the player file after all, so if there
4680 is no real purpose, set an expire time.]]>
4681 </use>
4682 <attribute arch="no_pick" value="1" type="fixed" />
4683 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4685 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one.
4687 </attribute>
4688 <attribute arch="connected" editor="connection" type="int">
4689 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite:
4694 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4695 means the mark will stay on the player forever.
4696 </attribute>
4697 <attribute arch="name" editor="delete mark" type="string">
4698 When the player steps onto the marker, all existing forces in
4699 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4700 will be removed. If you don't want to remove any marks, leave
4701 this textfield empty.
4702
4703 Note that the string &lt;delete mark&gt; is set as the name of
4704 this marker. So don't be confused, and remember changing the
4705 name will take effect on the marker's functionality.
4706 </attribute>
4707 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4708 In the moment when the player gets marked, this text is displayed
4709 to him. You should really set a message in any marker you create,
4710 because it's the only way for the player to notice what's going on.
4711 </attribute>
4712</type>
4713
4714<!--####################################################################-->
4655<type number="0" name="Wall"> 4715<type number="0" name="Wall">
4656 <required> 4716 <required>
4657 <attribute arch="is_floor" value="0" /> 4717 <attribute arch="is_floor" value="0" />
4658 <attribute arch="alive" value="0" /> 4718 <attribute arch="alive" value="0" />
4659 <attribute arch="no_pass" value="1" /> 4719 <attribute arch="no_pass" value="1" />
4664 <attribute arch="name_pl" /> 4724 <attribute arch="name_pl" />
4665 <attribute arch="value" /> 4725 <attribute arch="value" />
4666 <attribute arch="unpaid" /> 4726 <attribute arch="unpaid" />
4667 </ignore> 4727 </ignore>
4668 <description><![CDATA[ 4728 <description><![CDATA[
4669 Walls usually block passage and sight. ]]> 4729 Walls usually block passage and sight.]]>
4670 </description> 4730 </description>
4671 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4731 &movement_types_terrain;
4672 If set, the object cannot be passed by players nor monsters.
4673 </attribute>
4674 <attribute arch="can_roll" editor="moveable" type="bool"> 4732 <attribute arch="can_roll" editor="moveable" type="bool">
4675 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.
4676 This setting is used for boulders and barrels. 4734 This setting is used for boulders and barrels.
4677 </attribute> 4735 </attribute>
4678 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4736 <attribute arch="no_magic" editor="restrict spells" type="bool">
4680 Restricting the use of spells to pass this wall. 4738 Restricting the use of spells to pass this wall.
4681 </attribute> 4739 </attribute>
4682 <attribute arch="damned" editor="restrict prayers" type="bool"> 4740 <attribute arch="damned" editor="restrict prayers" type="bool">
4683 This takes effect only with &lt;blocksview&gt; disabled. 4741 This takes effect only with &lt;blocksview&gt; disabled.
4684 Restricting the use of spells to pass this wall. 4742 Restricting the use of spells to pass this wall.
4743 </attribute>
4744</type>
4745
4746<!--####################################################################-->
4747<type number="109" name="Wand &amp; Staff">
4748 <description><![CDATA[
4749 Wands contain a certain spell. The player can apply (ready) and
4750 fire the wand. After a defined number of casts, the wand is
4751 "used up". It is possible to recharge a wand with scrolls of
4752 charging, but usually that isn't worth the cost.]]>
4753 </description>
4754 <use><![CDATA[
4755 Wands are quite seldomly used. The reason prolly is that they're
4756 generally not cost-efficient. Handing out high-level wands with
4757 powerful special spells isn't a good idea either, because of
4758 the recharge ability.
4759 <br><br>
4760 For low levels, staffs of healing/cure and word of recall are
4761 quite desirable though. Ideal rewards for low level quests.]]>
4762 </use>
4763 <attribute arch="sp" editor="spell" type="spell">
4764 The &lt;spell&gt; specifies the contained spell.
4765 </attribute>
4766 <attribute arch="level" editor="casting level" type="int">
4767 The &lt;casting level&gt; of the wand determines it's power.
4768 An average level for wands in shops is about 10.
4769 </attribute>
4770 <attribute arch="food" editor="number of charges" type="int">
4771 The wand can be used &lt;number of charges&gt; times before it is
4772 used up. It can be recharged with scrolls of charging.
4773 </attribute>
4774 <attribute arch="startequip" editor="godgiven item" type="bool">
4775 A godgiven item vanishes as soon as the player
4776 drops it to the ground.
4777 </attribute>
4778 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4779 This text may contain a description of the wand.
4685 </attribute> 4780 </attribute>
4686</type> 4781</type>
4687 4782
4688<!--####################################################################--> 4783<!--####################################################################-->
4689<type number="0" name="Weak Wall"> 4784<type number="0" name="Weak Wall">
4696 <ignore_list name="non_pickable" /> 4791 <ignore_list name="non_pickable" />
4697 </ignore> 4792 </ignore>
4698 <description><![CDATA[ 4793 <description><![CDATA[
4699 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
4700 these weak walls look similar to their solid "relatives" except 4795 these weak walls look similar to their solid "relatives" except
4701 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.]]>
4702 </description> 4797 </description>
4703 <use><![CDATA[ 4798 <use><![CDATA[
4704 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
4705 better than completely indiscernible passages in a wall.<br> 4800 better than completely indiscernible passages in a wall.<br>
4706 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
4707 them: Rising their defensive stats, weak walls can become a 4802 them: Rising their defensive stats, weak walls can become a
4708 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
4709 attack for example. A granite wall for instance might be very 4804 attack for example. A granite wall for instance might be very
4710 hard to destroy. ]]> 4805 hard to destroy.]]>
4711 </use> 4806 </use>
4712 <attribute arch="alive" value="1" type="fixed" /> 4807 <attribute arch="alive" value="1" type="fixed" />
4713 <attribute arch="no_pick" value="1" type="fixed" /> 4808 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="tear_down" value="1" type="fixed" /> 4809 <attribute arch="tear_down" value="1" type="fixed" />
4715 <attribute arch="race" editor="race" type="string"> 4810 <attribute arch="race" editor="race" type="string">
4736 </attribute> 4831 </attribute>
4737 <attribute arch="ac" editor="armour class" type="int"> 4832 <attribute arch="ac" editor="armour class" type="int">
4738 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4833 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4739 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4834 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4740 </attribute> 4835 </attribute>
4741<section name="resistance"> 4836 &resistances_basic;
4742 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4743 </attribute>
4744 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4745 </attribute>
4746 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4747 </attribute>
4748 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4749 </attribute>
4750 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4751 </attribute>
4752 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4753 </attribute>
4754 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4755 </attribute>
4756 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4757 </attribute>
4758 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4759 </attribute>
4760 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4761 </attribute>
4762 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4763 </attribute>
4764 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4765 </attribute>
4766 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4767 </attribute>
4768 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4769 </attribute>
4770 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4771 </attribute>
4772 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4773 </attribute>
4774 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4775 </attribute>
4776 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4777 </attribute>
4778 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4779 </attribute>
4780 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4781 </attribute>
4782 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4783 </attribute>
4784</section>
4785</type> 4837</type>
4786 4838
4787<!--####################################################################--> 4839<!--####################################################################-->
4788<type number="15" name="Weapon"> 4840<type number="15" name="Weapon">
4789 <description><![CDATA[ 4841 <description><![CDATA[
4790 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
4791 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4843 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4792 be improved with scrolls. ]]> 4844 be improved with scrolls.]]>
4793 </description> 4845 </description>
4794 <use><![CDATA[ 4846 <use><![CDATA[
4795 If you create artifacts (equipment) with stats- or resistance-bonus: 4847 If you create artifacts (equipment) with stats- or resistance-bonus:
4796 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
4797 fighting AND questing. ]]> 4849 fighting AND questing.]]>
4798 </use> 4850 </use>
4799 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4851 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4800 This number is a bitmask, specifying the weapon's attacktypes. 4852 This number is a bitmask, specifying the weapon's attacktypes.
4801 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4853 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4802 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
4803 can be blessed by the player's diety, thus adding an additional attacktype. 4855 can be blessed by the player's diety, thus adding an additional attacktype.
4804 4856
4805 When a player hits a monster with a weapon that has more than one attacktype, 4857 When a player hits a monster with a weapon that has more than one attacktype,
4806 then he will do as much damage as the "best" of his attacktypes does. So, 4858 then he will do as much damage as the "best" of his attacktypes does. So,
4807 the more attacktypes you've got, the better your chance to take advantage 4859 the more attacktypes you've got, the better your chance to take advantage
4808 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. 4860 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4809 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 4861 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4811 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 4863 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4812 The &lt;weapontype&gt; characterizes the weapon's type of physical 4864 The &lt;weapontype&gt; characterizes the weapon's type of physical
4813 attack. It could best be considered a "subclassification" 4865 attack. It could best be considered a "subclassification"
4814 of the physical attacktype. For now, this is only used for 4866 of the physical attacktype. For now, this is only used for
4815 attack messages! 4867 attack messages!
4816 4868
4817 You should always set this correctly when creating new 4869 You should always set this correctly when creating new
4818 weapons for your maps. 4870 weapons for your maps.
4819 </attribute> 4871 </attribute>
4820 <attribute arch="skill" editor="skill name" type="string"> 4872 <attribute arch="skill" editor="skill name" type="string">
4821 Matching &lt;skill name&gt; of the skill that is required 4873 Matching &lt;skill name&gt; of the skill that is required
4829 </attribute> 4881 </attribute>
4830 <attribute arch="slaying" editor="slaying race" type="string"> 4882 <attribute arch="slaying" editor="slaying race" type="string">
4831 Slaying means the weapon does tripple (3x) damage to monsters of the 4883 Slaying means the weapon does tripple (3x) damage to monsters of the
4832 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"), 4884 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4833 only monsters of that archtype are hit with tripple damage. 4885 only monsters of that archtype are hit with tripple damage.
4834 4886
4835 No god blessings are possible for weapons with a race set in this entry 4887 No god blessings are possible for weapons with a race set in this entry
4836 (That's because god blessings add tripple damage against their own 4888 (That's because god blessings add tripple damage against their own
4837 enemy races). Tripple damage is very effective. 4889 enemy races). Tripple damage is very effective.
4838 </attribute> 4890 </attribute>
4839 <attribute arch="last_sp" editor="weapon speed" type="int"> 4891 <attribute arch="last_sp" editor="weapon speed" type="int">
4855 The &lt;item power&gt; value measures how "powerful" an artifact is. 4907 The &lt;item power&gt; value measures how "powerful" an artifact is.
4856 Players will only be able to wear equipment with a certain total 4908 Players will only be able to wear equipment with a certain total
4857 amount of &lt;item power&gt;, depending on their own level. This is the 4909 amount of &lt;item power&gt;, depending on their own level. This is the
4858 only way to prevent low level players to wear "undeserved" equipment 4910 only way to prevent low level players to wear "undeserved" equipment
4859 (like gifts from other players or cheated items). 4911 (like gifts from other players or cheated items).
4860 4912
4861 It is very important to adjust the &lt;item power&gt; value carefully 4913 It is very important to adjust the &lt;item power&gt; value carefully
4862 for every artifact you create! If zero/unset, the CF server will 4914 for every artifact you create! If zero/unset, the Deliantra server will
4863 calculate a provisional value at runtime, but this is never 4915 calculate a provisional value at runtime, but this is never
4864 going to be an accurate measurement of &lt;item power&gt;. 4916 going to be an accurate measurement of &lt;item power&gt;.
4865 </attribute> 4917 </attribute>
4866 <attribute arch="damned" editor="damnation" type="bool"> 4918 <attribute arch="damned" editor="damnation" type="bool">
4867 A damned weapon cannot be unwielded unless 4919 A damned weapon cannot be unwielded unless
4873 the curse is removed. 4925 the curse is removed.
4874 </attribute> 4926 </attribute>
4875 <attribute arch="lifesave" editor="save life" type="bool"> 4927 <attribute arch="lifesave" editor="save life" type="bool">
4876 An item with this flag enabled will save the players life 4928 An item with this flag enabled will save the players life
4877 for one time: When the player is wearing this item and his 4929 for one time: When the player is wearing this item and his
4878 healthpoints reach zero, the item dissapears, replenishing 4930 health points reach zero, the item disappears, replenishing
4879 half of the player's health. 4931 half of the player's health.
4880 4932
4881 An item with &lt;save life&gt; should not have 4933 An item with &lt;save life&gt; should not have
4882 any decent additional bonuses! 4934 any decent additional bonuses!
4883 </attribute> 4935 </attribute>
4884 <attribute arch="unique" editor="unique item" type="bool"> 4936 <attribute arch="unique" editor="unique item" type="bool">
4885 Unique items exist only one time on a server. If the item 4937 Unique items exist only one time on a server. If the item
4887 </attribute> 4939 </attribute>
4888 <attribute arch="startequip" editor="godgiven item" type="bool"> 4940 <attribute arch="startequip" editor="godgiven item" type="bool">
4889 A godgiven item vanishes as soon as the player 4941 A godgiven item vanishes as soon as the player
4890 drops it to the ground. 4942 drops it to the ground.
4891 </attribute> 4943 </attribute>
4892<section name="resistance"> 4944 &player_stat_resist_sections;
4893 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4894 This adds physical resistance to the weapon (= armour value). The number is
4895 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4896 and what they require to do for getting this-and-that artifact.
4897 </attribute>
4898 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4899 This adds magic resistance to the weapon. The number is a percent-value in
4900 the range 0-100. Treat this with CARE. Look at other maps and what they
4901 require to do for getting this-and-that artifact.
4902 </attribute>
4903 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4904 This adds fire resistance to the weapon. The number is a percent-value in
4905 the range 0-100. Treat this with CARE. Look at other maps and what they
4906 require to do for getting this-and-that artifact.
4907 </attribute>
4908 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4909 This adds electricity resistance to the weapon. The number is a percent-value in
4910 the range 0-100. Treat this with CARE. Look at other maps and what they
4911 require to do for getting this-and-that artifact.
4912 </attribute>
4913 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4914 This adds fire resistance to the weapon. The number is a percent-value in
4915 the range 0-100. Treat this with CARE. Look at other maps and what they
4916 require to do for getting this-and-that artifact.
4917 </attribute>
4918 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4919 This adds confusion resistance to the weapon. The number is a percent-value in
4920 the range 0-100. Confusion resistance is not very effective
4921 unless the value comes close to 100 (= perfect immunity).
4922 </attribute>
4923 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4924 This adds acid resistance to the weapon. The number is a percent-value in
4925 the range 0-100. Treat this with CARE. Look at other maps and what they
4926 require to do for getting this-and-that artifact.
4927 </attribute>
4928 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4929 This adds draining resistance to the weapon. The number is a percent-value
4930 in the range 0-100. Draining resistance is little effective
4931 unless the value is 100 (= perfect immunity).
4932 </attribute>
4933 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4934 This adds weaponmagic resistance to the weapon. The number is a percent-value in
4935 the range 0-100. Weaponmagic resistance generally should not exist on
4936 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
4937 are not meant to be easily resisted.
4938 </attribute>
4939 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4940 This adds ghosthit resistance to the weapon. The number is a percent-value
4941 in the range 0-100. Treat this with CARE. Look at other maps and what they
4942 require to do for getting this-and-that artifact.
4943 </attribute>
4944 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4945 This adds poison resistance to the weapon. The number is a percent-value in
4946 the range 0-100. Treat this with CARE. Look at other maps and what they
4947 require to do for getting this-and-that artifact.
4948 </attribute>
4949 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4950 This adds fear resistance to the weapon. The number is a percent-value in
4951 the range 0-100. Resistance to fear is pretty useless.
4952 </attribute>
4953 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4954 This adds paralyze resistance to the weapon. The number is a percent-value in
4955 the range 0-100. Paralyze resistance is little effective
4956 unless the value is 100 (= perfect immunity).
4957 </attribute>
4958 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4959 This adds fear resistance to the weapon. The number is a percent-value in
4960 the range 0-100. Resistance to fear is pretty useless.
4961 </attribute>
4962 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4963 This adds depletion resistance to the weapon. The number is a percent-value
4964 in the range 0-100. Depletion resistance is little effective
4965 unless the value is 100 (= perfect immunity).
4966 </attribute>
4967 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4968 This adds death-attack resistance to the weapon. The number is a
4969 percent-value in the range 0-100. Death-attack resistance is little
4970 effective unless the value is 100 (= perfect immunity).
4971 Generally, resistance to death-attack is not supposed to be
4972 available to players!
4973 </attribute>
4974 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4975 This adds chaos resistance to the weapon. The number is a percent-value in
4976 the range 0-100. Treat this with CARE. Look at other maps and what they
4977 require to do for getting this-and-that artifact.
4978 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
4979 combination of other attacktypes.
4980 </attribute>
4981 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4982 This adds blinding resistance to the weapon. The number is a percent-value
4983 in the range 0-100. Treat this with CARE. Look at other maps and what they
4984 require to do for getting this-and-that artifact.
4985 </attribute>
4986 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4987 This adds holy power resistance to the weapon. The number is a percent-value
4988 in the range 0-100. Holy power is the attacktype that holyword-type spells
4989 use to hurt undead creatures. This kind of resistance is only reasonable
4990 for undead players (wraith or devourer cult).
4991 Generally, resistance to holy word should not be available for players.
4992 </attribute>
4993</section>
4994<section name="stats">
4995 <attribute arch="Str" editor="strength" type="int">
4996 The player's strentgh will rise/fall by the given value
4997 while wearing this weapon.
4998 </attribute>
4999 <attribute arch="Dex" editor="dexterity" type="int">
5000 The player's dexterity will rise/fall by the given value
5001 while wearing this weapon.
5002 </attribute>
5003 <attribute arch="Con" editor="constitution" type="int">
5004 The player's constitution will rise/fall by the given value
5005 while wearing this weapon.
5006 </attribute>
5007 <attribute arch="Int" editor="intelligence" type="int">
5008 The player's intelligence will rise/fall by the given value
5009 while wearing this weapon.
5010 </attribute>
5011 <attribute arch="Pow" editor="power" type="int">
5012 The player's power will rise/fall by the given value
5013 while wearing this weapon.
5014 </attribute>
5015 <attribute arch="Wis" editor="wisdom" type="int">
5016 The player's wisdom will rise/fall by the given value while
5017 wearing this weapon.
5018 </attribute>
5019 <attribute arch="Cha" editor="charisma" type="int">
5020 The player's charisma will rise/fall by the given value
5021 while wearing this weapon.
5022 </attribute>
5023</section>
5024<section name="misc"> 4945<section name="misc">
5025 <attribute arch="luck" editor="luck bonus" type="int"> 4946 <attribute arch="luck" editor="luck bonus" type="int">
5026 With positive luck bonus, the player is more likely to 4947 With positive luck bonus, the player is more likely to
5027 succeed in all sorts of things (spellcasting, praying,...). 4948 succeed in all sorts of things (spellcasting, praying,...).
5028 Unless the &lt;luck bonus&gt; is very high, the effect will be 4949 Unless the &lt;luck bonus&gt; is very high, the effect will be
5045 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 4966 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5046 </attribute> 4967 </attribute>
5047 <attribute arch="food" editor="food bonus" type="int"> 4968 <attribute arch="food" editor="food bonus" type="int">
5048 Positive &lt;food bonus&gt; slows down the player's digestion, 4969 Positive &lt;food bonus&gt; slows down the player's digestion,
5049 thus he consumes less food. Negative values speed it up. 4970 thus he consumes less food. Negative values speed it up.
5050 4971
5051 Note that food is consumed not only for "being alive", but 4972 Note that food is consumed not only for "being alive", but
5052 also for healing and mana-regeneration. 4973 also for healing and mana-regeneration.
5053 &lt;food bonus&gt; only affects the amount of food consumed 4974 &lt;food bonus&gt; only affects the amount of food consumed
5054 for "being alive". Hence, even with high &lt;food bonus&gt;, 4975 for "being alive". Hence, even with high &lt;food bonus&gt;,
5055 during a fight a player can run out of food quickly. 4976 during a fight a player can run out of food quickly.
5056 </attribute> 4977 </attribute>
5057 <attribute arch="xrays" editor="xray vision" type="bool"> 4978 <attribute arch="xrays" editor="xray vision" type="bool">
5058 Xray vision allows the player to see through obstacles 4979 Xray vision allows the player to see through obstacles
5059 in a two-square-wide radius. This is extremely helpful and 4980 in a two-square-wide radius. This is extremely helpful and
5060 desireable, so don't give it away for cheap on equipment. 4981 desirable, so don't give it away for cheap on equipment.
5061 </attribute> 4982 </attribute>
5062 <attribute arch="stealth" editor="stealth" type="bool"> 4983 <attribute arch="stealth" editor="stealth" type="bool">
5063 Stealth allows the player to move silently. 4984 Stealth allows the player to move silently.
5064 This comes to effect if a player turns himself 4985 This comes to effect if a player turns himself
5065 invisible and tries to sneak around monsters. 4986 invisible and tries to sneak around monsters.
5070 the ability to &lt;reflect spells&gt;, all kinds of 4991 the ability to &lt;reflect spells&gt;, all kinds of
5071 spell-bullets and -beams will bounce off him. 4992 spell-bullets and -beams will bounce off him.
5072 This works only about 90% of all times, to 4993 This works only about 90% of all times, to
5073 avoid players being completely immune to certain 4994 avoid players being completely immune to certain
5074 types of attacks. 4995 types of attacks.
5075 4996
5076 This is a very powerful ability and it 4997 This is a very powerful ability and it
5077 shouldn't be handed out cheap! 4998 shouldn't be handed out cheap!
5078 </attribute> 4999 </attribute>
5079 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5000 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5080 If a player is wearing any piece of equipment with 5001 If a player is wearing any piece of equipment with
5104 This text describes the weapons's "story". Every decent artifact weapon 5025 This text describes the weapons's "story". Every decent artifact weapon
5105 should have such a description. 5026 should have such a description.
5106 </attribute> 5027 </attribute>
5107</type> 5028</type>
5108 5029
5109<!--####################################################################--> 5030<type number="116" name="Event Connector">
5110<type number="109" name="Wand &amp; Staff">
5111 <description><![CDATA[
5112 Wands contain a certain spell. The player can apply (ready) and
5113 fire the wand. After a defined number of casts, the wand is
5114 "used up". It is possible to recharge a wand with scrolls of
5115 charging, but usually that isn't worth the cost. ]]>
5116 </description> 5031 <description><![CDATA[
5117 <use><![CDATA[ 5032 Event connectors link specific events that happen to objects to
5118 Wands are quite seldomly used. The reason prolly is that they're 5033 a crossfire plug-in. They are not used at all in Deliantra.]]>
5119 generally not cost-efficient. Handing out high-level wands with 5034 </description>
5120 powerfull special spells isn't a good idea either, because of
5121 the recharge ability.
5122 <br><br>
5123 For low levels, staffs of healing/cure and word of recall are
5124 quite desireable though. Ideal rewards for low level quests. ]]>
5125 </use>
5126 <attribute arch="sp" editor="spell" type="spell">
5127 The &lt;spell&gt; specifies the contained spell.
5128 </attribute>
5129 <attribute arch="level" editor="casting level" type="int">
5130 The &lt;casting level&gt; of the wand determines it's power.
5131 An average level for wands in shops is about 10.
5132 </attribute>
5133 <attribute arch="food" editor="number of charges" type="int">
5134 The wand can be used &lt;number of charges&gt; times before it is
5135 used up. It can be recharged with scrolls of charging.
5136 </attribute>
5137 <attribute arch="startequip" editor="godgiven item" type="bool">
5138 A godgiven item vanishes as soon as the player
5139 drops it to the ground.
5140 </attribute>
5141 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5142 This text may contain a description of the wand.
5143 </attribute>
5144</type> 5035</type>
5145 5036
5146</types> 5037</types>

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