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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.4 by elmex, Thu Mar 16 01:26:09 2006 UTC vs.
Revision 1.34 by elmex, Thu Apr 10 06:42:21 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
113]> 354]>
114 355
115<types> 356<types>
116 357
117<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
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">
337 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
338 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
339 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
340 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
341 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599</list>
600
601<list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611</list>
612
613<list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
342</list> 624</list>
343 625
344<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
345 627
346<!-- 628<!--
359 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
360 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
361 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
362 </attribute> 644 </attribute>
363 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
364 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.
365 </attribute> 658 </attribute>
366 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
367 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:
368 100 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
369 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.
373 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
374 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
375 never know ;) ). 668 never know ;) ).
376 </attribute> 669 </attribute>
377 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
378 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
379 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
380 worth the default value). Value for buying/selling will be
381 further modified by various factors. Hence, testing values in-game is 673 further modified by various factors. Hence, testing values in-game is
382 usually inevitable. 674 usually inevitable.
383 </attribute> 675 </attribute>
384 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
385 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
409 </attribute> 701 </attribute>
410 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
411 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
412 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
413 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
414 </attribute> 716 </attribute>
415</default_type> 717</default_type>
416 718
417<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
418 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
452 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.
453 The required attribute "misc x" prevents that it gets confused with 755 The required attribute "misc x" prevents that it gets confused with
454 other types like "monster & npc" which also have type number 0. --> 756 other types like "monster & npc" which also have type number 0. -->
455 <attribute arch="misc" value="x" /> 757 <attribute arch="misc" value="x" />
456 </required> 758 </required>
457 <attribute arch="no_pass" editor="blocking passage" type="bool"> 759 &movement_types_terrain;
458 If set, the object cannot be passed by players nor monsters.
459 </attribute>
460 <attribute arch="cursed" editor="cursed" type="bool"> 760 <attribute arch="cursed" editor="cursed" type="bool">
461 Curses can have various effects: On equipment and food, 761 Curses can have various effects: On equipment and food,
462 they generally harm the player in some way. 762 they generally harm the player in some way.
463 </attribute> 763 </attribute>
464 <attribute arch="damned" editor="damned" type="bool"> 764 <attribute arch="damned" editor="damned" type="bool">
553 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
554 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.
555 Either way, the sacrificed item disappears. ]]> 855 Either way, the sacrificed item disappears. ]]>
556 </description> 856 </description>
557 <attribute arch="no_pick" value="1" type="fixed" /> 857 <attribute arch="no_pick" value="1" type="fixed" />
558 <attribute arch="walk_on" value="1" type="fixed" /> 858 &move_on;
559 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
560 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
561 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
562 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.
563 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".
564 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
565 name: E.g. "drop 100 platinums")
566 </attribute> 865 </attribute>
567 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
568 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
569 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.
570 869
614 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
615 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
616 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
617 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
618 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.
619 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".
620 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
621 name: E.g. "drop 100 platinums")
622 </attribute> 920 </attribute>
623 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
624 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
625 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.
626 924
654 will push the connected value TWICE per sacrifice: First by 952 will push the connected value TWICE per sacrifice: First by
655 dropping sacrifice, second by reset. This mode is typically 953 dropping sacrifice, second by reset. This mode is typically
656 used for altars being connected to gates, resulting in the 954 used for altars being connected to gates, resulting in the
657 gate being opened and closed again. 955 gate being opened and closed again.
658 </attribute> 956 </attribute>
659 <attribute arch="walk_on" value="1" type="fixed"> 957 &move_on;
660 </attribute>
661 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 958 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
662 This text will be displayed to the player 959 This text will be displayed to the player
663 in the exact moment when the altar is activated. 960 in the exact moment when the altar is activated.
664 </attribute> 961 </attribute>
665</type> 962</type>
666 963
964<!--####################################################################-->
965<type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979</type>
667<!--####################################################################--> 980<!--####################################################################-->
668<type number="39" name="Amulet"> 981<type number="39" name="Amulet">
669 <description><![CDATA[ 982 <description><![CDATA[
670 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
671 the player. Amulets are usually meant for protection and defense. ]]> 984 the player. Amulets are usually meant for protection and defense. ]]>
691 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
692 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
693 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
694 1007
695 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
696 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
697 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
698 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
699 </attribute> 1012 </attribute>
700 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
701 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
727 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
728 &lt;is applied&gt;. 1041 &lt;is applied&gt;.
729 Enabling this flag doesn't make any sense if the item 1042 Enabling this flag doesn't make any sense if the item
730 is NOT in a monster's inventory. 1043 is NOT in a monster's inventory.
731 </attribute> 1044 </attribute>
732<section name="resistance"> 1045 &player_stat_resist_sections;
733 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
734 This adds physical resistance to the item (= armour value). The number is
735 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
736 and what they require to do for getting this-and-that artifact.
737 </attribute>
738 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
739 This adds magic resistance to the item. The number is a percent-value in
740 the range 0-100. Treat this with CARE. Look at other maps and what they
741 require to do for getting this-and-that artifact.
742 </attribute>
743 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
744 This adds fire resistance to the item. The number is a percent-value in
745 the range 0-100. Treat this with CARE. Look at other maps and what they
746 require to do for getting this-and-that artifact.
747 </attribute>
748 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
749 This adds electricity resistance to the item. The number is a percent-value in
750 the range 0-100. Treat this with CARE. Look at other maps and what they
751 require to do for getting this-and-that artifact.
752 </attribute>
753 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
754 This adds fire resistance to the item. The number is a percent-value in
755 the range 0-100. Treat this with CARE. Look at other maps and what they
756 require to do for getting this-and-that artifact.
757 </attribute>
758 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
759 This adds confusion resistance to the item. The number is a percent-value in
760 the range 0-100. Confusion resistance is not very effective
761 unless the value comes close to 100 (= perfect immunity).
762 </attribute>
763 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
764 This adds acid resistance to the item. The number is a percent-value in
765 the range 0-100. Treat this with CARE. Look at other maps and what they
766 require to do for getting this-and-that artifact.
767 </attribute>
768 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
769 This adds draining resistance to the item. The number is a percent-value
770 in the range 0-100. Draining resistance is little effective
771 unless the value is 100 (= perfect immunity).
772 </attribute>
773 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
774 This adds weaponmagic resistance to the item. The number is a percent-value in
775 the range 0-100. Weaponmagic resistance generally should not exist on
776 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
777 are not meant to be easily resisted.
778 </attribute>
779 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
780 This adds ghosthit resistance to the item. The number is a percent-value
781 in the range 0-100. Treat this with CARE. Look at other maps and what they
782 require to do for getting this-and-that artifact.
783 </attribute>
784 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
785 This adds poison resistance to the item. The number is a percent-value in
786 the range 0-100. Treat this with CARE. Look at other maps and what they
787 require to do for getting this-and-that artifact.
788 </attribute>
789 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
790 This adds fear resistance to the item. The number is a percent-value in
791 the range 0-100. Resistance to fear is pretty useless.
792 </attribute>
793 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
794 This adds paralyze resistance to the item. The number is a percent-value in
795 the range 0-100. Paralyze resistance is little effective
796 unless the value is 100 (= perfect immunity).
797 </attribute>
798 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
799 This adds fear resistance to the item. The number is a percent-value in
800 the range 0-100. Resistance to fear is pretty useless.
801 </attribute>
802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
803 This adds depletion resistance to the item. The number is a percent-value
804 in the range 0-100. Depletion resistance is little effective
805 unless the value is 100 (= perfect immunity).
806 </attribute>
807 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
808 This adds death-attack resistance to the item. The number is a
809 percent-value in the range 0-100. Death-attack resistance is little
810 effective unless the value is 100 (= perfect immunity).
811 Generally, resistance to death-attack is not supposed to be
812 available to players!
813 </attribute>
814 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
815 This adds chaos resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
819 combination of other attacktypes.
820 </attribute>
821 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
822 This adds blinding resistance to the item. The number is a percent-value
823 in the range 0-100. Treat this with CARE. Look at other maps and what they
824 require to do for getting this-and-that artifact.
825 </attribute>
826 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
827 This adds holy power resistance to the item. The number is a percent-value
828 in the range 0-100. Holy power is the attacktype that holyword-type spells
829 use to hurt undead creatures. This kind of resistance is only reasonable
830 for undead players (wraith or devourer cult).
831 Generally, resistance to holy word should not be available for players.
832 </attribute>
833</section>
834<section name="stats">
835 <attribute arch="Str" editor="strength" type="int">
836 The player's strentgh will rise/fall by the given value
837 while wearing this piece of equipment.
838 </attribute>
839 <attribute arch="Dex" editor="dexterity" type="int">
840 The player's dexterity will rise/fall by the given value
841 while wearing this piece of equipment.
842 </attribute>
843 <attribute arch="Con" editor="constitution" type="int">
844 The player's constitution will rise/fall by the given value
845 while wearing this piece of equipment.
846 </attribute>
847 <attribute arch="Int" editor="intelligence" type="int">
848 The player's intelligence will rise/fall by the given value
849 while wearing this piece of equipment.
850 </attribute>
851 <attribute arch="Pow" editor="power" type="int">
852 The player's power will rise/fall by the given value
853 while wearing this piece of equipment.
854 </attribute>
855 <attribute arch="Wis" editor="wisdom" type="int">
856 The player's wisdom will rise/fall by the given value while
857 wearing this piece of equipment.
858 </attribute>
859 <attribute arch="Cha" editor="charisma" type="int">
860 The player's charisma will rise/fall by the given value
861 while wearing this piece of equipment.
862 </attribute>
863</section>
864<section name="misc"> 1046<section name="misc">
865 <attribute arch="luck" editor="luck bonus" type="int"> 1047 <attribute arch="luck" editor="luck bonus" type="int">
866 With positive luck bonus, the player is more likely to 1048 With positive luck bonus, the player is more likely to
867 succeed in all sorts of things (spellcasting, praying,...). 1049 succeed in all sorts of things (spellcasting, praying,...).
868 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
922 projectiles (e.g. arrows, bolts, boulders) will 1104 projectiles (e.g. arrows, bolts, boulders) will
923 bounce off him. This works only about 90% of all 1105 bounce off him. This works only about 90% of all
924 times, to avoid players being completely immune to 1106 times, to avoid players being completely immune to
925 certain types of attacks. 1107 certain types of attacks.
926 </attribute> 1108 </attribute>
927 <attribute arch="flying" editor="levitate" type="bool"> 1109 &move_type;
928 As soon as the player applies a piece of equipment with
929 &lt;levitate&gt; set, the player will start to float in the air.
930 </attribute>
931 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1110 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
932 Click on the &lt;attuned paths&gt; button to select spellpaths. 1111 Click on the &lt;attuned paths&gt; button to select spellpaths.
933 The player will get attuned to the specified spellpaths 1112 The player will get attuned to the specified spellpaths
934 while wearing this item. 1113 while wearing this item.
935 </attribute> 1114 </attribute>
986 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
987 </attribute> 1166 </attribute>
988</type> 1167</type>
989 1168
990<!--####################################################################--> 1169<!--####################################################################-->
1170<type number="165" name="Safe ground">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work.
1180 ]]>
1181 </description>
1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1188 </use>
1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191</type>
1192
1193<!--####################################################################-->
991<type number="8" name="Book"> 1194<type number="8" name="Book">
992 <description><![CDATA[ 1195 <description><![CDATA[
993 Applying a book, the containing message is displayed to the player. ]]> 1196 Applying a book, the containing message is displayed to the player. ]]>
994 </description> 1197 </description>
995 <attribute arch="level" editor="literacy level" type="int"> 1198 <attribute arch="level" editor="literacy level" type="int">
1010 is taken, lost or destroyed - it's gone for good. 1213 is taken, lost or destroyed - it's gone for good.
1011 </attribute> 1214 </attribute>
1012 <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">
1013 This is the text that appears "written" in the book. 1216 This is the text that appears "written" in the book.
1014 </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>
1015</type> 1222</type>
1016 1223
1017<!--####################################################################--> 1224<!--####################################################################-->
1018<type number="99" name="Boots"> 1225<type number="99" name="Boots">
1019 <import_type name="Amulet" /> 1226 <import_type name="Amulet" />
1098 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
1099 &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
1100 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
1101 &lt;connection&gt; value get's triggered a second time. ]]> 1308 &lt;connection&gt; value get's triggered a second time. ]]>
1102 </description> 1309 </description>
1103 <attribute arch="walk_on" value="1" type="fixed" /> 1310 &move_on;
1104 <attribute arch="walk_off" value="1" type="fixed" /> 1311 &move_off;
1105 <attribute arch="no_pick" value="1" type="fixed" /> 1312 <attribute arch="no_pick" value="1" type="fixed" />
1106 <attribute arch="weight" editor="press weight" type="int"> 1313 <attribute arch="weight" editor="press weight" type="int">
1107 The button is pressed (triggered), as soon as 1314 The button is pressed (triggered), as soon as
1108 &lt;press weigh&gt; gram are placed ontop of it. 1315 &lt;press weigh&gt; gram are placed ontop of it.
1109 </attribute> 1316 </attribute>
1334 <ignore_list name="system_object" /> 1541 <ignore_list name="system_object" />
1335 </ignore> 1542 </ignore>
1336 <description><![CDATA[ 1543 <description><![CDATA[
1337 A creator is an object which creates another object when it 1544 A creator is an object which creates another object when it
1338 is triggered. The child object can be anything. Creators are 1545 is triggered. The child object can be anything. Creators are
1339 VERY useful for all kinds of map-mechanisms. ]]> 1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1340 </description> 1548 </description>
1341 <use><![CDATA[ 1549 <use><![CDATA[
1342 Don't hesitate to hide your creators under the floor. 1550 Don't hesitate to hide your creators under the floor.
1343 The created items will still always appear ontop of the floor. ]]> 1551 The created items will still always appear ontop of the floor. ]]>
1344 </use> 1552 </use>
1352 </attribute> 1560 </attribute>
1353 <attribute arch="connected" editor="connection" type="int"> 1561 <attribute arch="connected" editor="connection" type="int">
1354 Whenever the connection value is activated, 1562 Whenever the connection value is activated,
1355 the creator gets triggered. 1563 the creator gets triggered.
1356 </attribute> 1564 </attribute>
1565 &activate_on;
1357 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1358 If &lt;infinit uses&gt; is set, the creator will work 1567 If &lt;infinit uses&gt; is set, the creator will work
1359 infinitely, regardless of the value in &lt;number of uses&gt;. 1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1360 </attribute> 1574 </attribute>
1361 <attribute arch="hp" editor="number of uses" type="int"> 1575 <attribute arch="hp" editor="number of uses" type="int">
1362 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
1363 creating that many objects, before it dissappears. 1577 creating that many objects, before it dissappears.
1364 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).
1406 </attribute> 1620 </attribute>
1407 <attribute arch="speed" editor="detection speed" type="float"> 1621 <attribute arch="speed" editor="detection speed" type="float">
1408 This value defines the time between two detector-checks. 1622 This value defines the time between two detector-checks.
1409 If you want the detector to behave almost like pedestals/buttons, 1623 If you want the detector to behave almost like pedestals/buttons,
1410 set speed rather high, like &lt;detection speed&gt; 1.0. 1624 set speed rather high, like &lt;detection speed&gt; 1.0.
1625 </attribute>
1626 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1.
1411 </attribute> 1631 </attribute>
1412</type> 1632</type>
1413 1633
1414<!--####################################################################--> 1634<!--####################################################################-->
1415<type number="112" name="Director"> 1635<type number="112" name="Director">
1438 <attribute arch="sp" editor="direction" type="list_direction"> 1658 <attribute arch="sp" editor="direction" type="list_direction">
1439 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;.
1440 A director with direction &lt;none&gt; simply stops projectiles. 1660 A director with direction &lt;none&gt; simply stops projectiles.
1441 (The latter works out a bit strange for some spells). 1661 (The latter works out a bit strange for some spells).
1442 </attribute> 1662 </attribute>
1443 <attribute arch="walk_on" value="1" type="fixed" /> 1663 &move_on;
1444 <attribute arch="fly_on" value="1" type="fixed" />
1445</type> 1664</type>
1446 1665
1447<!--####################################################################--> 1666<!--####################################################################-->
1448<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1449 <ignore> 1668 <ignore>
1450 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1451 </ignore> 1670 </ignore>
1452 <description><![CDATA[ 1671 <description><![CDATA[
1453 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1454 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
1455 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1456 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1457 </description> 1676 </description>
1458 <use><![CDATA[ 1677 <use><![CDATA[
1517 </attribute> 1736 </attribute>
1518 <attribute arch="speed" editor="moving speed" type="float"> 1737 <attribute arch="speed" editor="moving speed" type="float">
1519 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
1520 "move", thus how fast the symptoms strike the host. 1739 "move", thus how fast the symptoms strike the host.
1521 </attribute> 1740 </attribute>
1741 &speed_left;
1522</section> 1742</section>
1523<section name="symptoms"> 1743<section name="symptoms">
1524 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1525 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;.
1526 Godpower attacktype is commonly used for "unresistable" diseases. 1746 Godpower attacktype is commonly used for "unresistable" diseases.
1616 defeated, horizontally and vertically adjacent doors are automatically 1836 defeated, horizontally and vertically adjacent doors are automatically
1617 removed. ]]> 1837 removed. ]]>
1618 </description> 1838 </description>
1619 <attribute arch="no_pick" value="1" type="fixed" /> 1839 <attribute arch="no_pick" value="1" type="fixed" />
1620 <attribute arch="alive" value="1" type="fixed" /> 1840 <attribute arch="alive" value="1" type="fixed" />
1621 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1841 &movement_types_terrain;
1622 If set, a player must defeat the door to enter.
1623 </attribute>
1624 <attribute arch="hp" editor="hitpoints" type="int"> 1842 <attribute arch="hp" editor="hitpoints" type="int">
1625 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1843 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1626 </attribute> 1844 </attribute>
1627 <attribute arch="ac" editor="armour class" type="int"> 1845 <attribute arch="ac" editor="armour class" type="int">
1628 Doors of high &lt;armour class&gt; are less likely to get hit. 1846 Doors of high &lt;armour class&gt; are less likely to get hit.
1633 This string defines the object that will be created when the door was 1851 This string defines the object that will be created when the door was
1634 defeated. 1852 defeated.
1635 </attribute> 1853 </attribute>
1636 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1637 This entry determines what kind of traps will appear in the door. 1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1638 </attribute> 1860 </attribute>
1639</type> 1861</type>
1640 1862
1641<!--####################################################################--> 1863<!--####################################################################-->
1642<type number="83" name="Duplicator"> 1864<type number="83" name="Duplicator">
1660 loose the input matches the chance to earn winnings.<br> 1882 loose the input matches the chance to earn winnings.<br>
1661 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
1662 loosing rate of 2/3 = 67%. ]]> 1884 loosing rate of 2/3 = 67%. ]]>
1663 </use> 1885 </use>
1664 <attribute arch="other_arch" editor="target arch" type="string"> 1886 <attribute arch="other_arch" editor="target arch" type="string">
1665 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
1666 dublicated, multiplied or removed. All other objects will be ignored. 1888 duplicated, multiplied or removed. All other objects will be ignored.
1667 </attribute> 1889 </attribute>
1668 <attribute arch="level" editor="multiply factor" type="int"> 1890 <attribute arch="level" editor="multiply factor" type="int">
1669 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
1670 &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
1671 will be destroyed. 1893 will be destroyed.
1673 <attribute arch="connected" editor="connection" type="int"> 1895 <attribute arch="connected" editor="connection" type="int">
1674 An activator (lever, altar, button, etc) with matching connection value 1896 An activator (lever, altar, button, etc) with matching connection value
1675 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
1676 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!
1677 </attribute> 1899 </attribute>
1900 &activate_on;
1678</type> 1901</type>
1679 1902
1680<!--####################################################################--> 1903<!--####################################################################-->
1681<type number="66" name="Exit"> 1904<type number="66" name="Exit">
1682 <ignore> 1905 <ignore>
1722 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
1723 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-
1724 properties as "Enter X/Y". Though, please DO NOT use that. 1947 properties as "Enter X/Y". Though, please DO NOT use that.
1725 It turned out to be a source for numerous map-bugs. 1948 It turned out to be a source for numerous map-bugs.
1726 </attribute> 1949 </attribute>
1727 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1950 &move_on;
1728 If set, the player will apply the exit by just walking into it. This must
1729 be set for the invisible exits for example. If unset, the player has
1730 to step onto the exit and press 'a' to get transferred.
1731 </attribute>
1732 <attribute arch="fly_on" editor="apply by flying" type="bool">
1733 If set, the player will apply the exit by "flying into it". Flying means
1734 the player is levitating. E.g. wearing levitation boots.
1735 </attribute>
1736 <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">
1737 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.
1738 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
1739 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
1740 is poor, but you get the point. =) 1955 is poor, but you get the point. =)
1741 </attribute> 1956 </attribute>
1742 <attribute arch="unique" editor="unique destination" type="bool"> 1957 <attribute arch="damned" editor="set savebed" type="bool">
1743 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
1744 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.
1745 This feature is used for the permanent apartments
1746 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1747 than apartments, since Crossfire is a *multi*player game. In such a permanent
1748 apartment don't forget to set the unique-flag for all floor tiles too
1749 (see floors).
1750 An exit pointing outside of a personal unique map must have the
1751 "unique destination"-flag unset.
1752 </attribute> 1960 </attribute>
1753</type> 1961</type>
1754 1962
1755<!--####################################################################--> 1963<!--####################################################################-->
1756<type number="72" name="Flesh"> 1964<type number="72" name="Flesh">
1757 <description><![CDATA[ 1965 <description><![CDATA[
1758 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
1759 little health by eating flesh-objects. <br> 1967 little health by eating flesh-objects. <br>
1760 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
1761 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
1762 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;.
1763 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
1764 according to map/monster difficulty. ]]> 1972 according to map/monster difficulty. ]]>
1765 </description> 1973 </description>
1766 <use><![CDATA[ 1974 <use><![CDATA[
1767 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
1788 </attribute> 1996 </attribute>
1789 <attribute arch="startequip" editor="godgiven item" type="bool"> 1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1790 A godgiven item vanishes as soon as the player 1998 A godgiven item vanishes as soon as the player
1791 drops it to the ground. 1999 drops it to the ground.
1792 </attribute> 2000 </attribute>
1793<section name="resistance"> 2001 &resistances_flesh_section;
1794 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1795 Resistances on flesh items make them more durable against spellcraft
1796 of the appropriate kind. It also allows dragon players to eventually gain
1797 resistance by eating it. Usually resistance should only be set for flesh
1798 items in a monster's inventory.
1799 </attribute>
1800 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1801 Resistances on flesh items make them more durable against spellcraft
1802 of the appropriate kind. It also allows dragon players to eventually gain
1803 resistance by eating it. Usually resistance should only be set for flesh
1804 items in a monster's inventory.
1805 </attribute>
1806 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1807 Resistances on flesh items make them more durable against spellcraft
1808 of the appropriate kind. It also allows dragon players to eventually gain
1809 resistance by eating it. Usually resistance should only be set for flesh
1810 items in a monster's inventory.
1811 </attribute>
1812 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1813 Resistances on flesh items make them more durable against spellcraft
1814 of the appropriate kind. It also allows dragon players to eventually gain
1815 resistance by eating it. Usually resistance should only be set for flesh
1816 items in a monster's inventory.
1817 </attribute>
1818 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1819 Resistances on flesh items make them more durable against spellcraft
1820 of the appropriate kind. It also allows dragon players to eventually gain
1821 resistance by eating it. Usually resistance should only be set for flesh
1822 items in a monster's inventory.
1823 </attribute>
1824 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1825 Resistances on flesh items make them more durable against spellcraft
1826 of the appropriate kind. It also allows dragon players to eventually gain
1827 resistance by eating it. Usually resistance should only be set for flesh
1828 items in a monster's inventory.
1829 </attribute>
1830 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1831 Resistances on flesh items make them more durable against spellcraft
1832 of the appropriate kind. It also allows dragon players to eventually gain
1833 resistance by eating it. Usually resistance should only be set for flesh
1834 items in a monster's inventory.
1835 </attribute>
1836 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1837 Resistances on flesh items make them more durable against spellcraft
1838 of the appropriate kind. It also allows dragon players to eventually gain
1839 resistance by eating it. Usually resistance should only be set for flesh
1840 items in a monster's inventory.
1841 </attribute>
1842 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1843 Resistances on flesh items make them more durable against spellcraft
1844 of the appropriate kind. It also allows dragon players to eventually gain
1845 resistance by eating it. Usually resistance should only be set for flesh
1846 items in a monster's inventory.
1847 </attribute>
1848 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1849 Resistances on flesh items make them more durable against spellcraft
1850 of the appropriate kind. It also allows dragon players to eventually gain
1851 resistance by eating it. Usually resistance should only be set for flesh
1852 items in a monster's inventory.
1853 </attribute>
1854 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1855 Resistances on flesh items make them more durable against spellcraft
1856 of the appropriate kind. It also allows dragon players to eventually gain
1857 resistance by eating it. Usually resistance should only be set for flesh
1858 items in a monster's inventory.
1859 </attribute>
1860 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1861 Resistances on flesh items make them more durable against spellcraft
1862 of the appropriate kind. It also allows dragon players to eventually gain
1863 resistance by eating it. Usually resistance should only be set for flesh
1864 items in a monster's inventory.
1865 </attribute>
1866 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1867 Resistances on flesh items make them more durable against spellcraft
1868 of the appropriate kind. It also allows dragon players to eventually gain
1869 resistance by eating it. Usually resistance should only be set for flesh
1870 items in a monster's inventory.
1871 </attribute>
1872 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1873 Resistances on flesh items make them more durable against spellcraft
1874 of the appropriate kind. It also allows dragon players to eventually gain
1875 resistance by eating it. Usually resistance should only be set for flesh
1876 items in a monster's inventory.
1877 </attribute>
1878 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1879 Resistances on flesh items make them more durable against spellcraft
1880 of the appropriate kind. It also allows dragon players to eventually gain
1881 resistance by eating it. Usually resistance should only be set for flesh
1882 items in a monster's inventory.
1883 </attribute>
1884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1885 RResistances on flesh items make them more durable against spellcraft
1886 of the appropriate kind. It also allows dragon players to eventually gain
1887 resistance by eating it. Usually resistance should only be set for flesh
1888 items in a monster's inventory.
1889 </attribute>
1890 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1891 Resistances on flesh items make them more durable against spellcraft
1892 of the appropriate kind. It also allows dragon players to eventually gain
1893 resistance by eating it. Usually resistance should only be set for flesh
1894 items in a monster's inventory.
1895 </attribute>
1896 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1897 Resistances on flesh items make them more durable against spellcraft
1898 of the appropriate kind. It also allows dragon players to eventually gain
1899 resistance by eating it. Usually resistance should only be set for flesh
1900 items in a monster's inventory.
1901 </attribute>
1902</section>
1903 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1904 This text may describe the item. 2003 This text may describe the item.
1905 </attribute> 2004 </attribute>
1906</type> 2005</type>
1907 2006
1918 Floor is a very basic thing whithout too much 2017 Floor is a very basic thing whithout too much
1919 functionality. It's a floor - you stand on it. ]]> 2018 functionality. It's a floor - you stand on it. ]]>
1920 </description> 2019 </description>
1921 <attribute arch="is_floor" value="1" type="fixed" /> 2020 <attribute arch="is_floor" value="1" type="fixed" />
1922 <attribute arch="no_pick" value="1" type="fixed" /> 2021 <attribute arch="no_pick" value="1" type="fixed" />
1923 <attribute arch="no_pass" editor="blocking passage" type="bool">
1924 If set, the object cannot be passed by players nor monsters.
1925 </attribute>
1926<section name="terrain"> 2022<section name="terrain">
1927 <attribute arch="slow_move" editor="slow movement" type="int"> 2023 &movement_types_terrain;
1928 If &lt;slow movement&gt; is set to a value greater zero, all
1929 creatures moving over this spot will be slower than normal.
1930
1931 &lt;slow movement&gt; 1 - rough terrain
1932 &lt;slow movement&gt; 2 - very rough terrain
1933 ...
1934 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1935 </attribute>
1936 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2024 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1937 This flag indicates this spot contains wood or high grass. 2025 This flag indicates this spot contains wood or high grass.
1938 Players with activated woodsman skill can move faster here. 2026 Players with activated woodsman skill can move faster here.
1939 </attribute> 2027 </attribute>
1940 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2028 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1973 with monsters on them. Nowadays this feature is disabled - 2061 with monsters on them. Nowadays this feature is disabled -
1974 Hence encounter floor is not different from normal floor. ]]> 2062 Hence encounter floor is not different from normal floor. ]]>
1975 </description> 2063 </description>
1976 <attribute arch="is_floor" value="1" type="fixed" /> 2064 <attribute arch="is_floor" value="1" type="fixed" />
1977 <attribute arch="no_pick" value="1" type="fixed" /> 2065 <attribute arch="no_pick" value="1" type="fixed" />
1978 <attribute arch="no_pass" editor="blocking passage" type="bool">
1979 If set, the object cannot be passed by players nor monsters.
1980 </attribute>
1981<section name="terrain"> 2066<section name="terrain">
1982 <attribute arch="slow_move" editor="slow movement" type="int"> 2067 &movement_types_terrain;
1983 If &lt;slow movement&gt; is set to a value greater zero, all
1984 creatures moving over this spot will be slower than normal.
1985
1986 &lt;slow movement&gt; 1 - rough terrain
1987 &lt;slow movement&gt; 2 - very rough terrain
1988 ...
1989 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1990 </attribute>
1991 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2068 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992 This flag indicates this spot contains wood or high grass. 2069 This flag indicates this spot contains wood or high grass.
1993 Players with activated woodsman skill can move faster here. 2070 Players with activated woodsman skill can move faster here.
1994 </attribute> 2071 </attribute>
1995 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2072 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2035<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2036 <ignore> 2113 <ignore>
2037 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2038 </ignore> 2115 </ignore>
2039 <description><![CDATA[ 2116 <description><![CDATA[
2040 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2041 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2042 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2043 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
2044 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2045 </description> 2122 </description>
2047 Use gates to divide your maps into seperated areas. After solving 2124 Use gates to divide your maps into seperated areas. After solving
2048 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
2049 maps more complex than "one-way". ]]> 2126 maps more complex than "one-way". ]]>
2050 </use> 2127 </use>
2051 <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>
2052 <attribute arch="connected" editor="connection" type="int"> 2132 <attribute arch="connected" editor="connection" type="int">
2053 Whenever the inventory checker is triggered, all objects with identical 2133 Whenever the inventory checker is triggered, all objects with identical
2054 &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
2055 &lt;blocking passage&gt; disabled. 2135 &lt;blocking passage&gt; disabled.
2056 </attribute> 2136 </attribute>
2058 The &lt;position state&gt; defines the position of the gate: 2138 The &lt;position state&gt; defines the position of the gate:
2059 Zero means completely open/down, the "number of animation-steps" (usually 2139 Zero means completely open/down, the "number of animation-steps" (usually
2060 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
2061 mess with this value - Leave the default in place. 2141 mess with this value - Leave the default in place.
2062 </attribute> 2142 </attribute>
2063 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2143 &movement_types_terrain;
2064 For open gates, &lt;blocking passage&gt; should be unset.
2065 For closed gates it must be set.
2066 </attribute>
2067 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2144 <attribute arch="no_magic" editor="restrict spells" type="bool">
2068 Restricting the use of spells to pass this gate. This has 2145 Restricting the use of spells to pass this gate. This has
2069 an effect only if &lt;block view&gt; is disabled. 2146 an effect only if &lt;block view&gt; is disabled.
2070 </attribute> 2147 </attribute>
2071 <attribute arch="damned" editor="restrict prayers" type="bool"> 2148 <attribute arch="damned" editor="restrict prayers" type="bool">
2179 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
2180 to have something different. ]]> 2257 to have something different. ]]>
2181 </use> 2258 </use>
2182 <attribute arch="is_floor" value="1" type="fixed" /> 2259 <attribute arch="is_floor" value="1" type="fixed" />
2183 <attribute arch="lifesave" value="1" type="fixed" /> 2260 <attribute arch="lifesave" value="1" type="fixed" />
2184 <attribute arch="walk_on" value="1" type="fixed" /> 2261 &move_on;
2185 <attribute arch="no_pick" value="1" type="fixed" /> 2262 <attribute arch="no_pick" value="1" type="fixed" />
2186 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2263 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2187 This attribute specifys the attacktypes that this floor uses to 2264 This attribute specifys the attacktypes that this floor uses to
2188 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2265 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2189 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.
2204 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.
2205 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
2206 value to be on the safe side. 2283 value to be on the safe side.
2207 </attribute> 2284 </attribute>
2208<section name="terrain"> 2285<section name="terrain">
2209 <attribute arch="slow_move" editor="slow movement" type="int"> 2286 &movement_types_terrain;
2210 If &lt;slow movement&gt; is set to a value greater zero, all
2211 creatures moving over this spot will be slower than normal.
2212
2213 &lt;slow movement&gt; 1 - rough terrain
2214 &lt;slow movement&gt; 2 - very rough terrain
2215 ...
2216 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2217 </attribute>
2218 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2287 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2219 This flag indicates this spot contains wood or high grass. 2288 This flag indicates this spot contains wood or high grass.
2220 Players with activated woodsman skill can move faster here. 2289 Players with activated woodsman skill can move faster here.
2221 </attribute> 2290 </attribute>
2222 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2291 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2285 <attribute arch="level" editor="reconsecrate level" type="int"> 2354 <attribute arch="level" editor="reconsecrate level" type="int">
2286 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
2287 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
2288 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.
2289 2358
2290 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.
2291 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
2292 see them re-consecrated to another cult. 2361 see them re-consecrated to another cult.
2293 </attribute> 2362 </attribute>
2294</type> 2363</type>
2295 2364
2347 alchemical receipes. By themselves, they have no special 2416 alchemical receipes. By themselves, they have no special
2348 functionalities. ]]> 2417 functionalities. ]]>
2349 </description> 2418 </description>
2350 <attribute arch="is_dust" editor="is dust" type="bool"> 2419 <attribute arch="is_dust" editor="is dust" type="bool">
2351 </attribute> 2420 </attribute>
2352<section name="resistance"> 2421 &resistances_basic;
2353 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2354 </attribute>
2355 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2356 </attribute>
2357 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2358 </attribute>
2359 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2360 </attribute>
2361 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2376 </attribute>
2377</section>
2378</type> 2422</type>
2379 2423
2380<!--####################################################################--> 2424<!--####################################################################-->
2381<type number="64" name="Inventory Checker"> 2425<type number="64" name="Inventory Checker">
2382 <ignore> 2426 <ignore>
2388 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
2389 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
2390 matching object (usually not recommended, see "last_heal"). 2434 matching object (usually not recommended, see "last_heal").
2391 <br><br> 2435 <br><br>
2392 Alternatively, you can set your inv. checker to block all players 2436 Alternatively, you can set your inv. checker to block all players
2393 that do/don't carry the matching object (-&gt; "no_pass"). 2437 that do/don't carry the matching object.
2394 <br><br> 2438 <br><br>
2395 As you can see, inv. checkers are quite powerful, holding a 2439 As you can see, inv. checkers are quite powerful, holding a
2396 great variety of possibilities. ]]> 2440 great variety of possibilities. ]]>
2397 </description> 2441 </description>
2398 <use><![CDATA[ 2442 <use><![CDATA[
2430 <attribute arch="connected" editor="connection" type="int"> 2474 <attribute arch="connected" editor="connection" type="int">
2431 Whenever the inventory checker is triggered, all objects with identical 2475 Whenever the inventory checker is triggered, all objects with identical
2432 &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
2433 &lt;blocking passage&gt; disabled. 2477 &lt;blocking passage&gt; disabled.
2434 </attribute> 2478 </attribute>
2435 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2479 &movement_types_terrain;
2436 If set, only players meeting the match criteria can pass
2437 through that space. If unset (default), the inventory
2438 checker acts like a trigger/button.
2439 </attribute>
2440 <attribute arch="last_heal" editor="remove match" type="bool"> 2480 <attribute arch="last_heal" editor="remove match" type="bool">
2441 &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
2442 recommended because inv. checkers are in general invisible. So, unlike 2482 recommended because inv. checkers are in general invisible. So, unlike
2443 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
2444 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.
2530 "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".
2531 There you have magic forces (door objects) put under certain artifact 2571 There you have magic forces (door objects) put under certain artifact
2532 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
2533 appropriate quest items (key objects). ]]> 2573 appropriate quest items (key objects). ]]>
2534 </use> 2574 </use>
2535 <attribute arch="no_pass" value="1" type="fixed" /> 2575 <attribute arch="move_type" value="0" type="fixed" />
2536 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2537 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2538 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
2539 &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.
2540 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
2541 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2542 2582
2543 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2544 </attribute> 2584 </attribute>
2545 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2546 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
2646 <attribute arch="connected" editor="connection" type="int"> 2686 <attribute arch="connected" editor="connection" type="int">
2647 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
2648 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
2649 have much visible effect. 2689 have much visible effect.
2650 </attribute> 2690 </attribute>
2691 &activate_on;
2651 <attribute arch="speed" editor="casting speed" type="float"> 2692 <attribute arch="speed" editor="casting speed" type="float">
2652 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.
2653 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
2654 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
2655 trigger) via connected lever/button/etc, you must set "speed 0". 2696 trigger) via connected lever/button/etc, you must set "speed 0".
2656 </attribute> 2697 </attribute>
2698 &speed_left;
2657 <attribute arch="sp" editor="direction" type="list_direction"> 2699 <attribute arch="sp" editor="direction" type="list_direction">
2658 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
2659 &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
2660 always fire in a random direction. 2702 always fire in a random direction.
2661 </attribute> 2703 </attribute>
2662 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2704 &movement_types_terrain;
2663 If set, the object cannot be passed by players nor monsters.
2664 </attribute>
2665<section name="destroyable"> 2705<section name="destroyable">
2666 <attribute arch="alive" editor="is destroyable" type="bool"> 2706 <attribute arch="alive" editor="is destroyable" type="bool">
2667 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)
2668 destroyed by the player. If disabled, all other attributes on 2708 destroyed by the player. If disabled, all other attributes on
2669 this tab, as well as resistances, are meaningless. 2709 this tab, as well as resistances, are meaningless.
2680 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
2681 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2682 to &lt;weapon class&gt;. 2722 to &lt;weapon class&gt;.
2683 </attribute> 2723 </attribute>
2684</section> 2724</section>
2685<section name="resistance"> 2725&resistances_basic;
2686 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2687 </attribute>
2688 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2689 </attribute>
2690 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2691 </attribute>
2692 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2727 </attribute>
2728</section>
2729</type> 2726</type>
2730 2727
2731<!--####################################################################--> 2728<!--####################################################################-->
2732<type number="55" name="Marker"> 2729<type number="55" name="Marker">
2733 <ignore> 2730 <ignore>
2767 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
2768 standing on the marker. Set this value rather high to make 2765 standing on the marker. Set this value rather high to make
2769 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
2770 should do fine. 2767 should do fine.
2771 </attribute> 2768 </attribute>
2769 &speed_left;
2772 <attribute arch="food" editor="mark duration" type="int"> 2770 <attribute arch="food" editor="mark duration" type="int">
2773 This value defines the duration of the force it inserts. 2771 This value defines the duration of the force it inserts.
2774 If nonzero, the duration of the player's mark is finite: 2772 If nonzero, the duration of the player's mark is finite:
2775 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
2776 means the mark will stay on the player forever. 2774 means the mark will stay on the player forever.
2876 2874
2877 Note that you can always put items into the monster's 2875 Note that you can always put items into the monster's
2878 inventory. Those will drop-at-kill just like the stuff 2876 inventory. Those will drop-at-kill just like the stuff
2879 from the &lt;treasurelist&gt;. 2877 from the &lt;treasurelist&gt;.
2880 </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>
2881 <attribute arch="level" editor="level" type="int"> 2883 <attribute arch="level" editor="level" type="int">
2882 A monster's &lt;level&gt; is the most important attribute. 2884 A monster's &lt;level&gt; is the most important attribute.
2883 &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.
2884 </attribute> 2886 </attribute>
2885 <attribute arch="race" editor="race" type="string"> 2887 <attribute arch="race" editor="race" type="string">
2886 Every monster should have a race set to cathegorize it. 2888 Every monster should have a race set to categorize it.
2887 The monster's &lt;race&gt; can have different effects: 2889 The monster's &lt;race&gt; can have different effects:
2888 Slaying weapons inflict tripple damage against enemy races 2890 Slaying weapons inflict tripple damage against enemy races
2889 and holy word kills only enemy races of the god. 2891 and holy word kills only enemy races of the god.
2890 </attribute> 2892 </attribute>
2891 <attribute arch="exp" editor="experience" type="int"> 2893 <attribute arch="exp" editor="experience" type="int">
2892 When a player kills this monster, he will get exactly this 2894 When a player kills this monster, he will get exactly this
2893 amount of &lt;experience&gt;. The experience will flow into 2895 amount of &lt;experience&gt;. The experience will flow into
2894 the skill-cathegory the player used for the kill. 2896 the skill-category the player used for the kill.
2895 2897
2896 If you create special monsters of tweaked strenght/abilities, 2898 If you create special monsters of tweaked strenght/abilities,
2897 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
2898 reasonable value. Compare with existing arches to get a feeling 2900 reasonable value. Compare with existing arches to get a feeling
2899 what reasonable means. Keep in mind that spellcasting monsters 2901 what reasonable means. Keep in mind that spellcasting monsters
2901 </attribute> 2903 </attribute>
2902 <attribute arch="speed" editor="speed" type="float"> 2904 <attribute arch="speed" editor="speed" type="float">
2903 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
2904 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2905 </attribute> 2907 </attribute>
2908 &speed_left;
2906 <attribute arch="other_arch" editor="breed monster" type="string"> 2909 <attribute arch="other_arch" editor="breed monster" type="string">
2907 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
2908 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;
2909 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
2910 should not be used. 2913 should not be used.
2921 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.
2922 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
2923 a randomly chosen item from the inventory. When generator is destroyed, 2926 a randomly chosen item from the inventory. When generator is destroyed,
2924 inventory is destroyed. 2927 inventory is destroyed.
2925 </attribute> 2928 </attribute>
2926 <attribute arch="flying" editor="flying" type="bool"> 2929 &move_type;
2927 Flying monsters won't get slowed down in rough terrain
2928 and they won't be affected by movers.
2929 </attribute>
2930 <attribute arch="undead" editor="undead" type="bool"> 2930 <attribute arch="undead" editor="undead" type="bool">
2931 Several spells only affect undead monsters: 2931 Several spells only affect undead monsters:
2932 turn undead, banish undead, holy word, etc. 2932 turn undead, banish undead, holy word, etc.
2933 </attribute> 2933 </attribute>
2934 <attribute arch="carrying" editor="carries weight" type="int"> 2934 <attribute arch="carrying" editor="carries weight" type="int">
2935 If a monster has something in the inventory, this 2935 If a monster has something in the inventory, this
2936 value can be set to reflect the slowdown due to 2936 value can be set to reflect the slowdown due to
2937 the carried weight. 2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2938 </attribute> 2944 </attribute>
2939 2945
2940<section name="melee"> 2946<section name="melee">
2941 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2942 This number is a bitmask, specifying the monster's attacktypes 2948 This number is a bitmask, specifying the monster's attacktypes
3114 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3115 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.
3116 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3117 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3118 3124
3119 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3120 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.
3121 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3122 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
3123 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3124 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3146 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.
3147 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
3148 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
3149 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.
3150 </attribute> 3156 </attribute>
3151 <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.
3152 </attribute> 3163 </attribute>
3153 <attribute arch="run_away" editor="run at % health" type="int"> 3164 <attribute arch="run_away" editor="run at % health" type="int">
3154 This is a percentage value in the range 0-100. 3165 This is a percentage value in the range 0-100.
3155 When the monster's health points drop below this percentage 3166 When the monster's health points drop below this percentage
3156 (relative to max health), it attempts to run away from the 3167 (relative to max health), it attempts to run away from the
3157 attacker. 3168 attacker.
3158 </attribute> 3169 </attribute>
3159</section> 3170</section>
3160 3171 &resistances_basic;
3161<section name="resistance">
3162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3163 </attribute>
3164 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3165 </attribute>
3166 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3167 </attribute>
3168 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3169 </attribute>
3170 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3171 </attribute>
3172 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3203 </attribute>
3204</section>
3205 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3206 </attribute> 3173 </attribute>
3207</type> 3174</type>
3208 3175
3209<!--####################################################################--> 3176<!--####################################################################-->
3214 <attribute arch="name_pl" /> 3181 <attribute arch="name_pl" />
3215 <attribute arch="nrof" /> 3182 <attribute arch="nrof" />
3216 <attribute arch="value" /> 3183 <attribute arch="value" />
3217 <attribute arch="unpaid" /> 3184 <attribute arch="unpaid" />
3218 </ignore> 3185 </ignore>
3219 <description><![CDATA[ 3186 <description>
3220 A grimreaper is a monster that vanishes after it did some number of 3187 A grimreaper is a monster that vanishes after it did some number of
3221 draining attacks. ]]> <!-- XXX: is this ok? --> 3188 draining attacks.
3222 </description> 3189 </description>
3223<section name="grimreaper"> 3190<section name="grimreaper">
3224 <attribute arch="value" editor="attacks" type="int"> 3191 <attribute arch="value" editor="attacks" type="int">
3225 The object vanishes after this number of draining attacks. 3192 The object vanishes after this number of draining attacks.
3226 </attribute> 3193 </attribute>
3337 </attribute> 3304 </attribute>
3338 <attribute arch="speed" editor="movement speed" type="float"> 3305 <attribute arch="speed" editor="movement speed" type="float">
3339 The movement speed value determines how fast a chain of 3306 The movement speed value determines how fast a chain of
3340 these movers will push a player along (default is -0.2). 3307 these movers will push a player along (default is -0.2).
3341 </attribute> 3308 </attribute>
3309 &speed_left;
3342 <attribute arch="sp" editor="direction" type="list_direction"> 3310 <attribute arch="sp" editor="direction" type="list_direction">
3343 The mover will push creatures in the specified &lt;direction&gt;. 3311 The mover will push creatures in the specified &lt;direction&gt;.
3344 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,
3345 thus pushing creatures in unpredictable directions. 3313 thus pushing creatures in unpredictable directions.
3346 </attribute> 3314 </attribute>
3366 activates creators, creating (per default: monster-only) movers 3334 activates creators, creating (per default: monster-only) movers
3367 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
3368 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,
3369 preventing the player to push the NPC off his trace. 3337 preventing the player to push the NPC off his trace.
3370 </attribute> 3338 </attribute>
3371 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3339 <attribute arch="move_on" editor="movement type" type="movement_type">
3372 This should always be set. 3340 Which movement types activate the mover.
3373 </attribute>
3374 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3375 Move flying creatures enabled means all flying (living)
3376 objects will get moved too. If disabled, only walking
3377 (non-flying) creatures will get moved.
3378 </attribute> 3341 </attribute>
3379</section> 3342</section>
3380</type> 3343</type>
3381 3344
3382<!--####################################################################--> 3345<!--####################################################################-->
3410 </attribute> 3373 </attribute>
3411 <attribute arch="connected" editor="connection" type="int"> 3374 <attribute arch="connected" editor="connection" type="int">
3412 When the pedestal is triggered, all objects with the same 3375 When the pedestal is triggered, all objects with the same
3413 connection value get activated. 3376 connection value get activated.
3414 </attribute> 3377 </attribute>
3415 <attribute arch="walk_on" value="1" type="fixed" /> 3378 &move_on;
3416 <attribute arch="walk_off" value="1" type="fixed" />
3417</type> 3379</type>
3418 3380
3419<!--####################################################################--> 3381<!--####################################################################-->
3420<type number="94" name="Pit"> 3382<type number="94" name="Pit">
3421 <ignore> 3383 <ignore>
3439 <attribute arch="no_pick" value="1" type="fixed" /> 3401 <attribute arch="no_pick" value="1" type="fixed" />
3440 <attribute arch="connected" editor="connection" type="int"> 3402 <attribute arch="connected" editor="connection" type="int">
3441 When a &lt;connection&gt; value is set, the pit can be opened/closed 3403 When a &lt;connection&gt; value is set, the pit can be opened/closed
3442 by activating the connection. 3404 by activating the connection.
3443 </attribute> 3405 </attribute>
3406 &activate_on;
3444 <attribute arch="hp" editor="destination X" type="int"> 3407 <attribute arch="hp" editor="destination X" type="int">
3445 The pit will transport creatures (and items) randomly into a two-square 3408 The pit will transport creatures (and items) randomly into a two-square
3446 radius of the destination coordinates. 3409 radius of the destination coordinates.
3447 If the destination square becomes blocked, the pit will act like 3410 If the destination square becomes blocked, the pit will act like
3448 being filled up and not work anymore! 3411 being filled up and not work anymore!
3457 The &lt;position state&gt; defines the position of the gate: 3420 The &lt;position state&gt; defines the position of the gate:
3458 Zero means completely open/down, the "number of animation-steps" (usually 3421 Zero means completely open/down, the "number of animation-steps" (usually
3459 about 6 or 7) means completely closed/up state. I suggest you don't 3422 about 6 or 7) means completely closed/up state. I suggest you don't
3460 mess with this value - Leave the default in place. 3423 mess with this value - Leave the default in place.
3461 </attribute> 3424 </attribute>
3462 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3425 &move_on;
3463 If set, all walking creatures will fall into the pit.
3464 This does NOT need to be set for closed pits!
3465 </attribute>
3466 <attribute arch="fly_on" editor="swallow flying" type="bool">
3467 If set, all flying creatures will fall into the pit as well.
3468 This is not the behaviour expected from a pit, and it should
3469 only be used for map-mechanisms (e.g. for transporting flying
3470 monsters).
3471 An interesting side-effect: If this flag is enabled, spell
3472 effects like fire/snow also make their way through the pit.
3473 </attribute>
3474</type> 3426</type>
3475 3427
3476<!--####################################################################--> 3428<!--####################################################################-->
3477<type number="7" name="Poison Food"> 3429<type number="7" name="Poison Food">
3478 <description><![CDATA[ 3430 <description><![CDATA[
3514 </attribute> 3466 </attribute>
3515 <attribute arch="startequip" editor="godgiven item" type="bool"> 3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3516 A godgiven item vanishes as soon as the player 3468 A godgiven item vanishes as soon as the player
3517 drops it to the ground. 3469 drops it to the ground.
3518 </attribute> 3470 </attribute>
3519<section name="stats"> 3471 &player_stat_resist_sections;
3520 <attribute arch="Str" editor="strength" type="int">
3521 The player's strentgh will rise/fall by the given value for permanent
3522 (of course there is an upper limit). Generally there shouldn't be stat
3523 potions granting more than one stat. Cursed potions will subtract the
3524 stats if positive.
3525 </attribute>
3526 <attribute arch="Dex" editor="dexterity" type="int">
3527 The player's dexterity will rise/fall by the given value for permanent
3528 (of course there is an upper limit). Generally there shouldn't be stat
3529 potions granting more than one stat. Cursed potions will subtract the
3530 stats if positive.
3531 </attribute>
3532 <attribute arch="Con" editor="constitution" type="int">
3533 The player's constitution will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Int" editor="intelligence" type="int">
3539 The player's intelligence will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544 <attribute arch="Pow" editor="power" type="int">
3545 The player's power will rise/fall by the given value for permanent
3546 (of course there is an upper limit). Generally there shouldn't be stat
3547 potions granting more than one stat. Cursed potions will subtract the
3548 stats if positive.
3549 </attribute>
3550 <attribute arch="Wis" editor="wisdom" type="int">
3551 The player's wisdom will rise/fall by the given value for permanent
3552 (of course there is an upper limit). Generally there shouldn't be stat
3553 potions granting more than one stat. Cursed potions will subtract the
3554 stats if positive.
3555 </attribute>
3556 <attribute arch="Cha" editor="charisma" type="int">
3557 The player's charisma will rise/fall by the given value for permanent
3558 (of course there is an upper limit). Generally there shouldn't be stat
3559 potions granting more than one stat. Cursed potions will subtract the
3560 stats if positive.
3561 </attribute>
3562</section>
3563<section name="resistance">
3564 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3565 The player's resistance to physical will rise by this value in percent
3566 (range -100 till +100). The effect is only temporare, and it does NOT
3567 add on the values from the player's equipment.
3568 Cursed potions will make negative resistance.. very nasty in combat!
3569 </attribute>
3570 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3571 The player's resistance to magic will rise by this value in percent
3572 (range -100 till +100). The effect is only temporare, and it does NOT
3573 add on the values from the player's equipment.
3574 Cursed potions will make negative resistance.. very nasty in combat!
3575 </attribute>
3576 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3577 The player's resistance to fire will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3583 The player's resistance to electricity will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3589 The player's resistance to cold will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3595 The player's resistance to acid will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3601 The player's resistance to confusion will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3607 The player's resistance to weaponmagic will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3613 The player's resistance to paralyze will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3619 The player's resistance to draining will rise by this value in percent
3620 (range -100 till +100). The effect is only temporare, and it does NOT
3621 add on the values from the player's equipment.
3622 Cursed potions will make negative resistance.. very nasty in combat!
3623 </attribute>
3624 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3625 The player's resistance to depletion will rise by this value in percent
3626 (range -100 till +100). The effect is only temporare, and it does NOT
3627 add on the values from the player's equipment.
3628 Cursed potions will make negative resistance.. very nasty in combat!
3629 </attribute>
3630 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3631 The player's resistance to poison will rise by this value in percent
3632 (range -100 till +100). The effect is only temporare, and it does NOT
3633 add on the values from the player's equipment.
3634 Cursed potions will make negative resistance.. very nasty in combat!
3635 </attribute>
3636</section>
3637</type> 3472</type>
3638 3473
3639<!--####################################################################--> 3474<!--####################################################################-->
3640<type number="156" name="Power Crystal"> 3475<type number="156" name="Power Crystal">
3641 <description><![CDATA[ 3476 <description><![CDATA[
3826 <use><![CDATA[ 3661 <use><![CDATA[
3827 Avoid monsters stepping on your runes. For example, summoning runes 3662 Avoid monsters stepping on your runes. For example, summoning runes
3828 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3663 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3829 </use> 3664 </use>
3830 <attribute arch="no_pick" value="1" type="fixed" /> 3665 <attribute arch="no_pick" value="1" type="fixed" />
3831 <attribute arch="walk_on" value="1" type="fixed" /> 3666 &move_on;
3832 <attribute arch="level" editor="rune level" type="int"> 3667 <attribute arch="level" editor="rune level" type="int">
3833 This value sets the level the rune will cast the spell it contains at, 3668 This value sets the level the rune will cast the spell it contains at,
3834 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3669 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 (&lt;rune level&gt; 0 runes won't detonate at all!) 3670 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836 3671
3910 It is absolutely neccessary that a place with savebeds is 100% secure. 3745 It is absolutely neccessary that a place with savebeds is 100% secure.
3911 That means: 3746 That means:
3912 <UL> 3747 <UL>
3913 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3748 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3914 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3749 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3915 <LI> Insert a relyable exit! Make sure there is no possibility that 3750 <LI> Insert a reliable exit! Make sure there is no possibility that
3916 players get trapped in a savebed location. 3751 players get trapped in a savebed location.
3917 <LI> If possible, mark the whole site as no-spell area (Insert this 3752 <LI> If possible, mark the whole site as no-spell area (Insert this
3918 arch called "dungeon_magic" everywhere). This is not required, 3753 arch called "dungeon_magic" everywhere). This is not required,
3919 but it makes the place much more safe. 3754 but it makes the place much more safe.
3920 </UL> ]]> 3755 </UL> ]]>
3975</type> 3810</type>
3976 3811
3977<!--####################################################################--> 3812<!--####################################################################-->
3978<type number="14" name="Shooting Weapon"> 3813<type number="14" name="Shooting Weapon">
3979 <description><![CDATA[ 3814 <description><![CDATA[
3980 Schooting weapons like bows/crossbows are used to shoot projectiles 3815 Shooting weapons like bows/crossbows are used to shoot projectiles
3981 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3816 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982 wielded both at the same time. Like with any other equipment, 3817 wielded both at the same time. Like with any other equipment,
3983 stats/bonuses from shooting weapons are directly inherited to the player. 3818 stats/bonuses from shooting weapons are directly inherited to the player.
3984 <br><br> 3819 <br><br>
3985 It's very easy to add new pairs of weapons &amp; projectiles. 3820 It's very easy to add new pairs of weapons &amp; projectiles.
3987 weapon and projectile. ]]> 3822 weapon and projectile. ]]>
3988 </description> 3823 </description>
3989 <use><![CDATA[ 3824 <use><![CDATA[
3990 Shooting weapons should not add bonuses in general. There's already 3825 Shooting weapons should not add bonuses in general. There's already
3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3826 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992 Schooting weapons should especially not add bonuses to the player 3827 Shooting weapons should especially not add bonuses to the player
3993 that have nothing to do with schooting. A Wisdom bonus on a bow 3828 that have nothing to do with schooting. A Wisdom bonus on a bow
3994 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3829 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3995 - still crap. ]]> 3830 - still crap. ]]>
3996 </use> 3831 </use>
3997 <attribute arch="race" editor="ammunition class" type="string"> 3832 <attribute arch="race" editor="ammunition class" type="string">
4029 amount of &lt;item power&gt;, depending on their own level. This is the 3864 amount of &lt;item power&gt;, depending on their own level. This is the
4030 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
4031 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
4032 3867
4033 It is very important to adjust the &lt;item power&gt; value carefully 3868 It is very important to adjust the &lt;item power&gt; value carefully
4034 for every artifact you create! If zero/unset, the CF server will 3869 for every artifact you create! If zero/unset, the Deliantra server will
4035 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
4036 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
4037 </attribute> 3872 </attribute>
4038 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
4039 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4178 <use><![CDATA[ 4013 <use><![CDATA[
4179 As stated above, always place TWO shop mats into your shop. 4014 As stated above, always place TWO shop mats into your shop.
4180 Not more and not less than that. ]]> 4015 Not more and not less than that. ]]>
4181 </use> 4016 </use>
4182 <attribute arch="no_pick" value="1" type="fixed" /> 4017 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4018 &move_on;
4184 If set, the player can enter/leave the
4185 shop by just walking into the shop mat.
4186 </attribute>
4187 <attribute arch="fly_on" editor="apply by flying" type="bool">
4188 If set, the player can enter/leave the
4189 shop by "flying" into the shop mat.
4190 </attribute>
4191</type> 4019</type>
4192 4020
4193<!--####################################################################--> 4021<!--####################################################################-->
4194<type number="98" name="Sign &amp; MagicMouth"> 4022<type number="98" name="Sign &amp; MagicMouth">
4195 <ignore> 4023 <ignore>
4212 the connection is triggered. This should be used in combination with 4040 the connection is triggered. This should be used in combination with
4213 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4041 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4214 If activating your magic_mouth this way, the message will not only be 4042 If activating your magic_mouth this way, the message will not only be
4215 printed to one player, but all players on the current map. 4043 printed to one player, but all players on the current map.
4216 </attribute> 4044 </attribute>
4217 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4045 &activate_on;
4218 If set, the player gets the message when walking ontop of the object. 4046 &move_on;
4219 "invisible 1" should be set in this case. This is the typical configuration
4220 for a "magic_mouth": The player walks through a dungeon and suddenly he
4221 gets a message. Use this to create some roleplay atmosphere, and to inform
4222 the player about possible dangers or secrets.
4223 </attribute>
4224 <attribute arch="fly_on" editor="activate by flying" type="bool">
4225 If set, the player gets the message when flying (=levitating) ontop
4226 of the object. Usually this should be set together with walk_on.
4227 </attribute>
4228 <attribute arch="food" editor="counter" type="int"> 4047 <attribute arch="food" editor="counter" type="int">
4229 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4048 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4230 (printing the message) only that many times. For signs this really shouldn't 4049 (printing the message) only that many times. For signs this really shouldn't
4231 be used, while for magic_mouths it is extremely helpful. 4050 be used, while for magic_mouths it is extremely helpful.
4232 Monsters walking over the magic_mouth do not decrease the counter. 4051 Monsters walking over the magic_mouth do not decrease the counter.
4238 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4057 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4239 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4058 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4240 </attribute> 4059 </attribute>
4241 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4060 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4242 This text will be displayed to the player. 4061 This text will be displayed to the player.
4062 </attribute>
4063</type>
4064
4065<type number="150" name="Shop Inventory">
4066 <ignore>
4067 <ignore_list name="non_pickable" />
4068 </ignore>
4069 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4070 </description>
4071 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4072 </use>
4073 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4074 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4075 the map that will be searched for unpaid items.
4243 </attribute> 4076 </attribute>
4244</type> 4077</type>
4245 4078
4246<!--####################################################################--> 4079<!--####################################################################-->
4247<type number="43" name="Skill"> 4080<type number="43" name="Skill">
4284 expmul is 1, the player will get 500 added to that skill as well as 4117 expmul is 1, the player will get 500 added to that skill as well as
4285 500 to their total. 4118 500 to their total.
4286 </attribute> 4119 </attribute>
4287 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4288 The &lt;skill type&gt; defines the base functionality of the skill. 4121 The &lt;skill type&gt; defines the base functionality of the skill.
4289 Skill types are hardcoded in the Crossfire server. It isn't hard to 4122 Skill types are hardcoded in the Deliantra server. It isn't hard to
4290 create new skill types, but it requires a bit of server-coding. 4123 create new skill types, but it requires a bit of server-coding.
4291 </attribute> 4124 </attribute>
4292 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4293 </attribute> 4126 </attribute>
4294 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4493 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4326 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4494 positive values counter clockwise. 4327 positive values counter clockwise.
4495 4328
4496 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4329 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4497 </attribute> 4330 </attribute>
4498 <attribute arch="walk_on" value="1" type="fixed" /> 4331 &move_on;
4499 <attribute arch="fly_on" value="1" type="fixed" />
4500</type> 4332</type>
4501 4333
4502<!--####################################################################--> 4334<!--####################################################################-->
4503<type number="138" name="Swamp"> 4335<type number="138" name="Swamp">
4504 <ignore> 4336 <ignore>
4510 he will start to sink in and eventually drown and die. 4342 he will start to sink in and eventually drown and die.
4511 Items dropped on the swamp sink in and dissapear. 4343 Items dropped on the swamp sink in and dissapear.
4512 Players with knowledge of the woodsman skill are a lot less likely 4344 Players with knowledge of the woodsman skill are a lot less likely
4513 to die in the swamp. ]]> 4345 to die in the swamp. ]]>
4514 </description> 4346 </description>
4515 <attribute arch="walk_on" value="1" type="fixed" />
4516 <attribute arch="is_floor" value="1" type="fixed" /> 4347 <attribute arch="is_floor" value="1" type="fixed" />
4517 <attribute arch="is_wooded" value="1" type="fixed" /> 4348 <attribute arch="is_wooded" value="1" type="fixed" />
4518 <attribute arch="speed" editor="drowning speed" type="float"> 4349 <attribute arch="speed" editor="drowning speed" type="float">
4519 The higher the &lt;drowning speed&gt;, the faster will players and items 4350 The higher the &lt;drowning speed&gt;, the faster will players and items
4520 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4351 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4521 and unexpected death-trap. Players should get a warning before such areas. 4352 and unexpected death-trap. Players should get a warning before such areas.
4522 </attribute> 4353 </attribute>
4523 <attribute arch="slow_move" editor="slow movement" type="int"> 4354 &speed_left;
4524 If &lt;slow movement&gt; is set to a value greater zero, all 4355 &move_on;
4525 creatures moving over this spot will be slower than normal. 4356 &movement_types_terrain;
4526
4527 &lt;slow movement&gt; 1 - rough terrain
4528 &lt;slow movement&gt; 2 - very rough terrain
4529 ...
4530 &lt;slow movement&gt; 5 - default for deep swamp
4531 </attribute>
4532 <attribute arch="no_magic" editor="no spells" type="bool"> 4357 <attribute arch="no_magic" editor="no spells" type="bool">
4533 If enabled, it is impossible for players to use (wizard-) 4358 If enabled, it is impossible for players to use (wizard-)
4534 spells on that spot. 4359 spells on that spot.
4535 </attribute> 4360 </attribute>
4536 <attribute arch="damned" editor="no prayers" type="bool"> 4361 <attribute arch="damned" editor="no prayers" type="bool">
4611 <attribute arch="connected" editor="connection" type="int"> 4436 <attribute arch="connected" editor="connection" type="int">
4612 If a connection value is set, the teleporter will be activated 4437 If a connection value is set, the teleporter will be activated
4613 whenever the connection is triggered. To use this properly, 4438 whenever the connection is triggered. To use this properly,
4614 &lt;activation speed&gt; must be zero. 4439 &lt;activation speed&gt; must be zero.
4615 </attribute> 4440 </attribute>
4441 &activate_on;
4616 <attribute arch="speed" editor="activation speed" type="float"> 4442 <attribute arch="speed" editor="activation speed" type="float">
4617 If the &lt;activation speed&gt; is nonzero, the teleporter will 4443 If the &lt;activation speed&gt; is nonzero, the teleporter will
4618 automatically be activated in regular time-intervals. Hence, the 4444 automatically be activated in regular time-intervals. Hence, the
4619 player can just step on it and gets teleported sooner or later. 4445 player can just step on it and gets teleported sooner or later.
4620 The duration between two activates depends on the given value. 4446 The duration between two activates depends on the given value.
4621 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4447 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4622 4448
4623 VERY IMPORTANT: If you want to have your teleporter activated via 4449 VERY IMPORTANT: If you want to have your teleporter activated via
4624 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4450 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4625 </attribute> 4451 </attribute>
4452 &speed_left;
4626</type> 4453</type>
4627 4454
4628<!--####################################################################--> 4455<!--####################################################################-->
4629<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4630 <ignore> 4457 <ignore>
4631 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4632 </ignore> 4459 </ignore>
4633 <description><![CDATA[ 4460 <description><![CDATA[
4634 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4635 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4636 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4637 Unlike locked doors, gates can get shut again after a player has 4464 Unlike locked doors, gates can get shut again after a player has
4638 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4639 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
4649 Whenever the inventory checker is triggered, all objects with identical 4476 Whenever the inventory checker is triggered, all objects with identical
4650 &lt;connection&gt; value get activated. This only makes sense together with 4477 &lt;connection&gt; value get activated. This only makes sense together with
4651 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4478 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4652 after some time. 4479 after some time.
4653 </attribute> 4480 </attribute>
4481 &activate_on;
4654 <attribute arch="wc" editor="position state" type="int"> 4482 <attribute arch="wc" editor="position state" type="int">
4655 The &lt;position state&gt; defines the position of the gate: 4483 The &lt;position state&gt; defines the position of the gate:
4656 Zero means completely open/down, the "number of animation-steps" (usually 4484 Zero means completely open/down, the "number of animation-steps" (usually
4657 about 6 or 7) means completely closed/up state. I suggest you don't 4485 about 6 or 7) means completely closed/up state. I suggest you don't
4658 mess with this value - Leave the default in place. 4486 mess with this value - Leave the default in place.
4659 </attribute> 4487 </attribute>
4660 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4488 &movement_types_terrain;
4661 For open gates, &lt;blocking passage&gt; should be unset.
4662 For closed gates it must be set.
4663 </attribute>
4664 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4489 <attribute arch="no_magic" editor="restrict spells" type="bool">
4665 Restricting the use of spells to pass this gate. This has 4490 Restricting the use of spells to pass this gate. This has
4666 an effect only if &lt;block view&gt; is disabled. 4491 an effect only if &lt;block view&gt; is disabled.
4667 </attribute> 4492 </attribute>
4668 <attribute arch="damned" editor="restrict prayers" type="bool"> 4493 <attribute arch="damned" editor="restrict prayers" type="bool">
4692 and generally have either a physical attack or trigger a reaction. 4517 and generally have either a physical attack or trigger a reaction.
4693 <br><br> 4518 <br><br>
4694 Traps hit any monster or person who steps on them for 'dam' damage in 4519 Traps hit any monster or person who steps on them for 'dam' damage in
4695 'attacktype' attacktype and/or trigger a reaction. 4520 'attacktype' attacktype and/or trigger a reaction.
4696 <br><br> 4521 <br><br>
4697 Many traps are already defined in the archetypes. ]]> 4522 Many traps are already defined in the archetypes.]]>
4698 </description> 4523 </description>
4699 <use><![CDATA[ 4524 <use><![CDATA[
4700 Avoid monsters stepping on your traps. For example, a party of orcs setting 4525 Avoid monsters stepping on your traps. For example, a party of orcs setting
4701off your lightning wall and pit trap is usually a bad idea. ]]> 4526 off your lightning wall and pit trap is usually a bad idea.]]>
4702 </use> 4527 </use>
4703 <attribute arch="no_pick" value="1" type="fixed" /> 4528 <attribute arch="no_pick" value="1" type="fixed" />
4704 <attribute arch="walk_on" value="1" type="fixed" /> 4529 &move_on;
4705 <attribute arch="level" editor="trap level" type="int"> 4530 <attribute arch="level" editor="trap level" type="int">
4706 Level effects how easily a trap may be found and disarmed, and 4531 Level effects how easily a trap may be found and disarmed, and
4707 how much experience the player gets for doing so. Beware: High level 4532 how much experience the player gets for doing so. Beware: High level
4708 traps can be quite a cheap source of experience! So either make them 4533 traps can be quite a cheap source of experience! So either make them
4709 tough, or keep the level low. 4534 tough, or keep the level low.
4752 Trapdoors should be used in the same fashion as pits: 4577 Trapdoors should be used in the same fashion as pits:
4753 They should always drop the victims to some kind of lower level. They 4578 They should always drop the victims to some kind of lower level. They
4754 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4579 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4755 </use> 4580 </use>
4756 <attribute arch="no_pick" value="1" type="fixed" /> 4581 <attribute arch="no_pick" value="1" type="fixed" />
4757 <attribute arch="walk_on" value="1" type="fixed" /> 4582 &move_on;
4758 <attribute arch="weight" editor="hold weight" type="int"> 4583 <attribute arch="weight" editor="hold weight" type="int">
4759 This value defines how much weight the trapdoor can hold. 4584 This value defines how much weight the trapdoor can hold.
4760 Once items or creatures are gathered on the trapdoor, with 4585 Once items or creatures are gathered on the trapdoor, with
4761 a total weight surpassing this value, then the trapdoor will 4586 a total weight surpassing this value, then the trapdoor will
4762 open and things start falling through. 4587 open and things start falling through.
4898 <attribute arch="unpaid" /> 4723 <attribute arch="unpaid" />
4899 </ignore> 4724 </ignore>
4900 <description><![CDATA[ 4725 <description><![CDATA[
4901 Walls usually block passage and sight. ]]> 4726 Walls usually block passage and sight. ]]>
4902 </description> 4727 </description>
4903 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4728 &movement_types_terrain;
4904 If set, the object cannot be passed by players nor monsters.
4905 </attribute>
4906 <attribute arch="can_roll" editor="moveable" type="bool"> 4729 <attribute arch="can_roll" editor="moveable" type="bool">
4907 If set, the object is able to "roll", so it can be pushed around. 4730 If set, the object is able to "roll", so it can be pushed around.
4908 This setting is used for boulders and barrels. 4731 This setting is used for boulders and barrels.
4909 </attribute> 4732 </attribute>
4910 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4733 <attribute arch="no_magic" editor="restrict spells" type="bool">
5005 </attribute> 4828 </attribute>
5006 <attribute arch="ac" editor="armour class" type="int"> 4829 <attribute arch="ac" editor="armour class" type="int">
5007 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4830 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5008 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4831 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5009 </attribute> 4832 </attribute>
5010<section name="resistance"> 4833 &resistances_basic;
5011 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5052 </attribute>
5053</section>
5054</type> 4834</type>
5055 4835
5056<!--####################################################################--> 4836<!--####################################################################-->
5057<type number="15" name="Weapon"> 4837<type number="15" name="Weapon">
5058 <description><![CDATA[ 4838 <description><![CDATA[
5126 amount of &lt;item power&gt;, depending on their own level. This is the 4906 amount of &lt;item power&gt;, depending on their own level. This is the
5127 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
5128 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
5129 4909
5130 It is very important to adjust the &lt;item power&gt; value carefully 4910 It is very important to adjust the &lt;item power&gt; value carefully
5131 for every artifact you create! If zero/unset, the CF server will 4911 for every artifact you create! If zero/unset, the Deliantra server will
5132 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
5133 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
5134 </attribute> 4914 </attribute>
5135 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
5136 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5156 </attribute> 4936 </attribute>
5157 <attribute arch="startequip" editor="godgiven item" type="bool"> 4937 <attribute arch="startequip" editor="godgiven item" type="bool">
5158 A godgiven item vanishes as soon as the player 4938 A godgiven item vanishes as soon as the player
5159 drops it to the ground. 4939 drops it to the ground.
5160 </attribute> 4940 </attribute>
5161<section name="resistance"> 4941 &player_stat_resist_sections;
5162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5163 This adds physical resistance to the weapon (= armour value). The number is
5164 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5165 and what they require to do for getting this-and-that artifact.
5166 </attribute>
5167 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5168 This adds magic resistance to the weapon. The number is a percent-value in
5169 the range 0-100. Treat this with CARE. Look at other maps and what they
5170 require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5173 This adds fire resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5178 This adds electricity resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5183 This adds fire resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5188 This adds confusion resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Confusion resistance is not very effective
5190 unless the value comes close to 100 (= perfect immunity).
5191 </attribute>
5192 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5193 This adds acid resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5198 This adds draining resistance to the weapon. The number is a percent-value
5199 in the range 0-100. Draining resistance is little effective
5200 unless the value is 100 (= perfect immunity).
5201 </attribute>
5202 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5203 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Weaponmagic resistance generally should not exist on
5205 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5206 are not meant to be easily resisted.
5207 </attribute>
5208 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5209 This adds ghosthit resistance to the weapon. The number is a percent-value
5210 in the range 0-100. Treat this with CARE. Look at other maps and what they
5211 require to do for getting this-and-that artifact.
5212 </attribute>
5213 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5214 This adds poison resistance to the weapon. The number is a percent-value in
5215 the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5219 This adds fear resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Resistance to fear is pretty useless.
5221 </attribute>
5222 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5223 This adds paralyze resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Paralyze resistance is little effective
5225 unless the value is 100 (= perfect immunity).
5226 </attribute>
5227 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5228 This adds fear resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Resistance to fear is pretty useless.
5230 </attribute>
5231 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5232 This adds depletion resistance to the weapon. The number is a percent-value
5233 in the range 0-100. Depletion resistance is little effective
5234 unless the value is 100 (= perfect immunity).
5235 </attribute>
5236 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5237 This adds death-attack resistance to the weapon. The number is a
5238 percent-value in the range 0-100. Death-attack resistance is little
5239 effective unless the value is 100 (= perfect immunity).
5240 Generally, resistance to death-attack is not supposed to be
5241 available to players!
5242 </attribute>
5243 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5244 This adds chaos resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Treat this with CARE. Look at other maps and what they
5246 require to do for getting this-and-that artifact.
5247 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5248 combination of other attacktypes.
5249 </attribute>
5250 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5251 This adds blinding resistance to the weapon. The number is a percent-value
5252 in the range 0-100. Treat this with CARE. Look at other maps and what they
5253 require to do for getting this-and-that artifact.
5254 </attribute>
5255 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5256 This adds holy power resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Holy power is the attacktype that holyword-type spells
5258 use to hurt undead creatures. This kind of resistance is only reasonable
5259 for undead players (wraith or devourer cult).
5260 Generally, resistance to holy word should not be available for players.
5261 </attribute>
5262</section>
5263<section name="stats">
5264 <attribute arch="Str" editor="strength" type="int">
5265 The player's strentgh will rise/fall by the given value
5266 while wearing this weapon.
5267 </attribute>
5268 <attribute arch="Dex" editor="dexterity" type="int">
5269 The player's dexterity will rise/fall by the given value
5270 while wearing this weapon.
5271 </attribute>
5272 <attribute arch="Con" editor="constitution" type="int">
5273 The player's constitution will rise/fall by the given value
5274 while wearing this weapon.
5275 </attribute>
5276 <attribute arch="Int" editor="intelligence" type="int">
5277 The player's intelligence will rise/fall by the given value
5278 while wearing this weapon.
5279 </attribute>
5280 <attribute arch="Pow" editor="power" type="int">
5281 The player's power will rise/fall by the given value
5282 while wearing this weapon.
5283 </attribute>
5284 <attribute arch="Wis" editor="wisdom" type="int">
5285 The player's wisdom will rise/fall by the given value while
5286 wearing this weapon.
5287 </attribute>
5288 <attribute arch="Cha" editor="charisma" type="int">
5289 The player's charisma will rise/fall by the given value
5290 while wearing this weapon.
5291 </attribute>
5292</section>
5293<section name="misc"> 4942<section name="misc">
5294 <attribute arch="luck" editor="luck bonus" type="int"> 4943 <attribute arch="luck" editor="luck bonus" type="int">
5295 With positive luck bonus, the player is more likely to 4944 With positive luck bonus, the player is more likely to
5296 succeed in all sorts of things (spellcasting, praying,...). 4945 succeed in all sorts of things (spellcasting, praying,...).
5297 Unless the &lt;luck bonus&gt; is very high, the effect will be 4946 Unless the &lt;luck bonus&gt; is very high, the effect will be
5373 This text describes the weapons's "story". Every decent artifact weapon 5022 This text describes the weapons's "story". Every decent artifact weapon
5374 should have such a description. 5023 should have such a description.
5375 </attribute> 5024 </attribute>
5376</type> 5025</type>
5377 5026
5027<type number="116" name="Event Connector">
5028 <description><![CDATA[
5029 Event connectors link specific events that happen to objects to
5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5031 </description>
5032</type>
5033
5378</types> 5034</types>

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