--- deliantra/Deliantra/res/types.xml 2006/03/16 01:26:09 1.4 +++ deliantra/Deliantra/res/types.xml 2010/03/30 19:34:58 1.64 @@ -2,24 +2,15 @@ @@ -214,6 +479,8 @@ + + @@ -339,6 +606,32 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -361,7 +654,18 @@ attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. - The image-name defines what image is displayed for this object in-game. + The image-name defines what image is displayed for this object in-game. Take care if the archetype of the + object has an animation! See also the 'animation' attribute. + + + The animation-name of the object. If you assign custom faces and the archetype + defines an animation you can disable the animation of an archetype by setting this + field to NONE. + + + You can tag objects with an identifier. Tagged objects can be found quickly + from their tag, which makes them useful to tag exits and refer to those by + their name. This value determines the number of objects in one stack (for example: @@ -375,16 +679,15 @@ never know ;) ). - Adds a certain value to the object: It will be worth that many times the - default value from it's archetype (E.g. "value = 3" means three times - worth the default value). Value for buying/selling will be + Determines the value of the object, in units of silver coins (one + platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value - between 0 and 4, the higher, the more light does the object emit. + between 0 and 9, the higher, the more light does the object emit. This bitmask-value informs the player of which material(s) the @@ -402,7 +705,7 @@ If an item is set to block view, players (and monsters) cannot - see byond it unless they cross it or manage to stand ontop. + see beyond it unless they cross it or manage to stand ontop. If an item is identified, the player has full knowledge about it. @@ -412,6 +715,25 @@ a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops. + + The sound this objects makes on a map. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + The sound this objects makes when it is destroyed. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + For "normal" objects the connected value is mainly used for scripting purposes. + You can write a string in this field that can be used from a Perl script (find_link function) + to find this object, or all objects that got this connected value. + - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain; Curses can have various effects: On equipment and food, they generally harm the player in some way. @@ -480,7 +800,8 @@ - + + @@ -490,10 +811,10 @@ nature, thus adding magic attacktype to the spell-damage they produce.

A particularly nice feature of abilities is that they can hold two - spells: One for short range- and one for long range use. + spells: One for short range - and one for long range use. \n\n You should know that spellcasting monsters receive abilities via - <treasurelist>. ]]> + <treasurelist>.]]> + And what fun is a magic resistance cloak when it has no effect?]]> @@ -544,25 +865,86 @@
+ + + + + + This flag controls whether the torch can be lit up again using + a lighter or whether it can only be used once, in which case + they can be enabled by simply applying them without any special tools. + + + This field specifies the burning duration of the torch. + + + This field sets the glow radius of the torch if it is enabled. + If you want to make a torch that is already burning set the + "glow radius" field. + + + If this field specyfies the cursed effect's level. If it is + 0 no cursed effect will be generate. See also the "cursed" flag. + + + Cursed torches, which have a level above 0, explode if the + player applies them. + + + + + + + + This field is the speed of the lamp. (If the value 0.00208 is given + here the fuel field will specify the burning duration in minutes.) + + + This field sets the burning duration of the lamp, which depends on the speed + field of this object. + + + This field sets the glow radius of the lamp if it is enabled. + If you want to make a lamp that is already burning set the + "glow radius" field. + + + If this field specyfies the cursed effect's level. If it is + 0 no cursed effect will be generate. See also the "cursed" flag. + + + Cursed lamps, which have a level above 0, explode if the + player applies them. + + + + + + Either way, the sacrificed item disappears.]]> - + &move_on; This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. - Remember to put a note somewhere, telling the player what he is - expected to drop on the altar. (Often this is put in the altar's - name: E.g. "drop 100 platinums") + If you want the player to have to drop a specific amount of money use "money". + See also the "drop amount" attribute. + &match_compat; The drop amount specifies the amount of items (specified @@ -574,7 +956,7 @@ Note that the maximum possible for <drop amount> is 32767. - + If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once. @@ -594,11 +976,12 @@ + connection activated), except for the fact that - they reset after usage. Hence, altar_triggers can be used infinitely. ]]> + they reset after usage. Hence, altar_triggers can be used infinitely.]]> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they're - quite grateful if things work more than once. =) ]]> + quite grateful if things work more than once. =)]]> This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. - Remember to put a note somewhere, telling the player what he is - expected to drop on the altar. (Often this is put in the altar's - name: E.g. "drop 100 platinums") + If you want the player to have to drop a specific amount of money use "money". + See also the "drop amount" attribute. + &match_compat; The drop amount specifies the amount of items (specified @@ -630,7 +1013,7 @@ Note that the maximum possible for <drop amount> is 32767. - + If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once. @@ -656,8 +1039,7 @@ used for altars being connected to gates, resulting in the gate being opened and closed again. - - + &move_on; This text will be displayed to the player in the exact moment when the altar is activated. @@ -665,14 +1047,30 @@ + + + + + + + This field describes which skill the player will be able to use wearing this item. + + &player_stat_resist_sections; + + + the player. Amulets are usually meant for protection and defense.]]> + important that you keep your artifact in balance with existing maps.]]> This value defines the amount of armour-class bonus for wearing @@ -693,7 +1091,7 @@ (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully - for every artifact you create! If zero/unset, the CF server will + for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>. @@ -729,138 +1127,7 @@ Enabling this flag doesn't make any sense if the item is NOT in a monster's inventory. -
- - This adds physical resistance to the item (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the item. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the item. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the item. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the item. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the item. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the item. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the item. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
-
- - The player's strentgh will rise/fall by the given value - while wearing this piece of equipment. - - - The player's dexterity will rise/fall by the given value - while wearing this piece of equipment. - - - The player's constitution will rise/fall by the given value - while wearing this piece of equipment. - - - The player's intelligence will rise/fall by the given value - while wearing this piece of equipment. - - - The player's power will rise/fall by the given value - while wearing this piece of equipment. - - - The player's wisdom will rise/fall by the given value while - wearing this piece of equipment. - - - The player's charisma will rise/fall by the given value - while wearing this piece of equipment. - -
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to @@ -924,10 +1191,7 @@ times, to avoid players being completely immune to certain types of attacks. - - As soon as the player applies a piece of equipment with - <levitate> set, the player will start to float in the air. - + &move_type; Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths @@ -961,7 +1225,7 @@ while on battleground. Acid, draining and depletion effects don't work either. When a player dies on battleground, he gets teleported to an exit - location which is defined in the battleground object. ]]> + location which is defined in the battleground object.]]> + "hidden" battleground tiles anywhere.)]]> @@ -988,9 +1252,33 @@ + + + + + + + + + &movement_types_terrain; + + + + + Applying a book, the containing message is displayed to the player.]]> If this value is set to be greater than zero, the player needs a @@ -1012,6 +1300,33 @@ This is the text that appears "written" in the book. + + This is the key string of the book. The key string is checked by an inventory checker. + (This is used eg. for the gate/port passes in scorn) + + + If this flag is true the player won't be able to identify this + item with by using a skill. + + + + + + + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + This is the item created after being inscribed - scrolls are treated + like spell scrolls, all else will have it's message replaced. + @@ -1020,11 +1335,11 @@ + protection bonus.]]> + important that you keep your artifact in balance with existing maps.]]> Boots with <speed bonus> will increase the player's walking speed @@ -1050,11 +1365,11 @@ + the player. Usually enhancing his defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -1068,11 +1383,11 @@ + the player. Usually enhancing his defense.]]> + important that you keep your artifact in balance with existing maps.]]> This poses a penalty to spell regeneration speed, for wearing the armour. @@ -1093,21 +1408,22 @@ + + <connection> value get's triggered a second time.]]> - - + &move_on; + &move_off; The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it. - + Every time the button is pressed or released, all objects with the same <connection> value are activated. @@ -1126,7 +1442,7 @@ + <connection> value is triggered.]]> @@ -1136,7 +1452,7 @@ + Class changer are used while creating a character.]]> This entry determines which initial items the character receives. @@ -1179,11 +1495,11 @@ + sometimes a bit of resistance.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -1198,7 +1514,7 @@ + Applying a clock, the time is displayed to the player.]]> This text may describe the item @@ -1213,7 +1529,7 @@ container, depending on the settings.

A special feature of containers is the "cauldron", - capable of mixing alchemical receipes. ]]> + capable of mixing alchemical receipes.]]> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". - ]]> + ]]> If set, the container will hold only certain types of objects. @@ -1239,6 +1555,11 @@ If <key string> is set, only players with a special key of matching <key string> are able to open the container. + + When the key string starts with "match ", then it is expected to + be a match expression, which will be applied to the player, so + you can use e.g. (match type=POTION in inv). Note that the matched + object will be removed. The container can hold a maximum total weight of the given value @@ -1288,7 +1609,7 @@ + predefined exchange-ratio.]]> + sane, so the player could gain infinite wealth by using your converter.]]> @@ -1326,21 +1647,29 @@ This text may contain a description of the converter. + + If the converter has this flag set the generated items will + be flagged as unpaid. Useful if you want to make a converter in a shop. + (For instance for 'dragon scale' to 'dragon shield' converters in some + armour shops.) +
+ + VERY useful for all kinds of map-mechanisms. They can even + periodically create things.]]> + The created items will still always appear ontop of the floor.]]> @@ -1350,14 +1679,20 @@ one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present. - + Whenever the connection value is activated, the creator gets triggered. - - If <infinit uses> is set, the creator will work + &activate_on; + + If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1378,6 +1713,7 @@ +
What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not - instantly. Second, detectors check directly for object names. Third, - detectors do not check the inventory of players/monsters. ]]> + instantly, so generate much higher server load + Second, detectors check directly for object names. Third, + detectors do not check the inventory of players/monsters.]]>
- + + Best avoid this type at all costs, use a pedestal instead. @@ -1400,7 +1734,7 @@ Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use. - + When the detector is triggered, all objects with the same connection value get activated. @@ -1409,6 +1743,38 @@ If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0. + &speed_left; + + The speed left. This value is incremented by <speed> on every tick. + If it is larger than 0, the detector checks, and the speed is decremented + by 1. + +
+ + + + + + + + + + + + + When the map script object is triggered, it will execute + the perl script with the triggering object as $activator. + + &activate_on; + + This perl script will be executed each time the objetc is triggered. + @@ -1421,7 +1787,7 @@ that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.
- Directors are visible per default. ]]> + Directors are visible per default.]]>
You'd better not place directors in monster vs. player combat - areas too much, because that freaks out wizard-type players. ]]> + areas too much, because that freaks out wizard-type players.]]>
Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells). - - + &move_on;
@@ -1450,17 +1815,17 @@ + to horrible damage - almost everything is possible.]]> + Infection with a "positive disease" could even be a quest reward.]]> @@ -1519,6 +1884,7 @@ The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host. + &speed_left;
@@ -1611,16 +1977,14 @@ + removed.]]> - - If set, a player must defeat the door to enter. - + &movement_types_terrain; The more <hitpoints> the door has, the longer it takes to be broken. @@ -1636,12 +2000,17 @@ This entry determines what kind of traps will appear in the door. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + + It will multiply the number of items in the pile, by the <multiply factor>. - If the latter is set to zero, it will destroy objects. ]]> + If the latter is set to zero, it will destroy objects.]]> A duplicator with <multiply factor> 3 for example should have a - loosing rate of 2/3 = 67%. ]]> + loosing rate of 2/3 = 67%.]]> - Only objects of matching archtype, lying ontop of the dublicator will be - dublicated, multiplied or removed. All other objects will be ignored. + Only objects of matching archtype, lying ontop of the duplicator will be + duplicated, multiplied or removed. All other objects will be ignored. The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed. - + An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! + &activate_on; @@ -1686,7 +2056,7 @@ When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing <a>pply when standing on - the exit. ]]> + the exit. ]]>
You can be quite creative with the outlook of secret exits (their "face"). - Don't forget to give the player relyable hints about them though. ]]> + Don't forget to give the player relyable hints about them though.]]>
The exit path defines the map that the player is transferred to. @@ -1724,31 +2094,16 @@ properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs. - - If set, the player will apply the exit by just walking into it. This must - be set for the invisible exits for example. If unset, the player has - to step onto the exit and press 'a' to get transferred. - - - If set, the player will apply the exit by "flying into it". Flying means - the player is levitating. E.g. wearing levitation boots. - + &move_on; If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =) - - This flag defines the destined map as "personal unique map". If set, - there will be a seperate version of that map for every player out there. - This feature is used for the permanent apartments - (in Scorn/Nuernberg/Caterham...). It should not be used for anything else - than apartments, since Crossfire is a *multi*player game. In such a permanent - apartment don't forget to set the unique-flag for all floor tiles too - (see floors). - An exit pointing outside of a personal unique map must have the - "unique destination"-flag unset. + + If set, then players using this exit will have their savebed position + set to the destination of the exit when passing through. @@ -1759,9 +2114,9 @@ little health by eating flesh-objects.
For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in - those cathegories. The only constraint to this process is the <flesh level>. + those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced - according to map/monster difficulty. ]]> + according to map/monster difficulty.]]> + out on the reward completely.]]> The player's stomache will get filled with this amount of foodpoints. @@ -1790,116 +2145,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
- - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - RResistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - -
+ &resistances_flesh_section; This text may describe the item. @@ -1916,23 +2162,12 @@ + functionality. It's a floor - you stand on it.]]> - - If set, the object cannot be passed by players nor monsters. -
- - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -1952,9 +2187,14 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -1971,23 +2211,12 @@ That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - - Hence encounter floor is not different from normal floor. ]]> + Hence encounter floor is not different from normal floor.]]> - - If set, the object cannot be passed by players nor monsters. -
- - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -2007,9 +2236,14 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -2019,7 +2253,7 @@ + stomache and gain a little health.]]> The player's stomache will get filled with this amount of foodpoints. @@ -2035,21 +2269,25 @@ + magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has - passed, which makes them more practical in many cases. ]]> + passed, which makes them more practical in many cases.]]> + maps more complex than "one-way".]]> - + + The speed of the gate affects how fast it is closing/opening. + + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. @@ -2060,10 +2298,7 @@ about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place. - - For open gates, <blocking passage> should be unset. - For closed gates it must be set. - + &movement_types_terrain; Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled. @@ -2080,11 +2315,11 @@ + defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -2102,11 +2337,11 @@ + the player. Gloves can add defense or damage bonuses.]]> + important that you keep your artifact in balance with existing maps.]]> If the gloves provide <armour class>, <magic bonus> will increase it. @@ -2119,19 +2354,20 @@ + + Every time it is applied, the <connection> value is triggered.]]> + but vampires can do it for example.]]> - + Every time the handle is applied, all objects with the same <connection> value are activated. @@ -2150,12 +2386,12 @@ + <connection> value is triggered.]]> + connecting it to a handle trigger is an easy solution. ]]> @@ -2170,18 +2406,18 @@ + Damage is taken in regular time intervals.]]> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just - to have something different. ]]> + to have something different.]]> - + &move_on; This attribute specifys the attacktypes that this floor uses to @@ -2206,15 +2442,7 @@ value to be on the safe side.
- - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -2234,7 +2462,7 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>. @@ -2246,11 +2474,11 @@ Wearing a helmet, the object's stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with - low defense. ]]> + low defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -2269,9 +2497,9 @@ + if you already follow that god, you may get some extra bonus.]]> @@ -2287,7 +2515,7 @@ high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. - Altars located in temples should have at least <reconsecrate level> 100. + Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult. @@ -2304,12 +2532,12 @@

A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be - used endlessly. ]]> + used endlessly.]]> + are almost too good on a horn.]]> Sets the <spell> of the horn. Consider twice before handing out any @@ -2345,42 +2573,18 @@ + functionalities.]]> -
- - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; +
Alternatively, you can set your inv. checker to block all players - that do/don't carry the matching object (-> "no_pass"). + that do/don't carry the matching object.

As you can see, inv. checkers are quite powerful, holding a - great variety of possibilities. ]]> + great variety of possibilities.]]>
+ can be found in nearly every RPG - simple but effective.]]> @@ -2427,16 +2631,12 @@ Enabled means having that object is a match. Disabled means not having that object is a match. - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. - - If set, only players meeting the match criteria can pass - through that space. If unset (default), the inventory - checker acts like a trigger/button. - + &movement_types_terrain; <remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike @@ -2491,7 +2691,7 @@ + prices differ only marginally.]]> @@ -2503,12 +2703,15 @@ + disappear.]]> A godgiven item vanishes as soon as the player drops it to the ground. + + This item can't be stolen if the flag is set. + @@ -2518,7 +2721,7 @@ + the appropriate special key.]]> + appropriate quest items (key objects).]]> - + The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that - is unique among the CF mapset. + is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value". + + When the key string starts with "match ", then it is expected to + be a match expression, which will be applied to the player, so + you can use e.g. (match type=POTION in inv). Note that the matched + object will be removed. Restricting the use of spells to pass this door. @@ -2564,10 +2772,11 @@ + + when the player speaks a specific keyword.]]> + creative here.]]> - + The Magic_ear will trigger all objects with the same connection value, every time it is activated. @@ -2603,6 +2812,7 @@ +
Several types of magical walls are predefined for you in the - archetypes, and can be found on the "connected" Pickmap. ]]> + archetypes, and can be found on the "connected" Pickmap.]]>
+ "/pup_land/castle_eureca/castle_eureca8".]]> The magic wall will cast this <spell>. @@ -2643,25 +2853,25 @@ spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map. - + Every time the <connection> value is triggered, the wall will cast it's spell. You should set <casting speed> to zero, or this won't have much visible effect. + &activate_on; The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0". + &speed_left; The magic wall will cast it's spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction. - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain;
Walls with <is destroyable> enabled can be attacked and (eventually) @@ -2682,65 +2892,24 @@ to <weapon class>.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+&resistances_basic;
+
Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> + except by the effect that they cause on the maps.]]>

Please avoid infinite markers when they aren't needed. They're using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> + is no real purpose, set an expire time.]]>
@@ -2759,7 +2928,7 @@ If the player already has a force with that <key string>, there won't be inserted a second one. - + When the detector is triggered, all objects with the same connection value get activated. @@ -2769,6 +2938,7 @@ sure the player really gets his mark. I think <marking speed> 1.0 should do fine. + &speed_left; This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: @@ -2806,7 +2976,7 @@ subtracted from the player's money.

For money, always use the default arches. - Don't modify them. ]]> + Don't modify them.]]>
@@ -2831,7 +3001,7 @@ helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known - term in role-play environments. ]]> + term in role-play environments.]]> + receive some. :-)]]> @@ -2878,12 +3048,16 @@ inventory. Those will drop-at-kill just like the stuff from the <treasurelist>. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways. - Every monster should have a race set to cathegorize it. + Every monster should have a race set to categorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god. @@ -2891,7 +3065,7 @@ When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into - the skill-cathegory the player used for the kill. + the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a @@ -2903,6 +3077,7 @@ The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger. + &speed_left; This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> @@ -2923,10 +3098,7 @@ a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed. - - Flying monsters won't get slowed down in rough terrain - and they won't be affected by movers. - + &move_type; Several spells only affect undead monsters: turn undead, banish undead, holy word, etc. @@ -2936,6 +3108,12 @@ value can be set to reflect the slowdown due to the carried weight. + + Set this flag to indicate that this monster is precious, i.e. + it should not be lightly destroyed. This is most useful on pets and + keeps the server from destroying them on destroy_pets/monster floors + and will try to save them when the player logs out. +
@@ -3116,7 +3294,7 @@ When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. - In older versions of Crossfire it was possible to eventually + In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order @@ -3148,7 +3326,12 @@ 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1. - + + If this is set to default, the standard mode of movement will be used. + + + This movement is not in effect when the monster has an enemy and should + only be used for non agressive monsters. This is a percentage value in the range 0-100. @@ -3157,51 +3340,7 @@ attacker.
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic;
@@ -3216,9 +3355,9 @@ - A grimreaper is a monster that vanishes after it did some number of - draining attacks. ]]> + draining attacks.
@@ -3231,12 +3370,13 @@ + + could be calmed.]]>
(Of course you must always give clear hints about keywords! And there is no reason why you couldn't use a button/lever/pedestal - etc. instead of a magic_ear.) ]]> + etc. instead of a magic_ear.)]]>
@@ -3270,7 +3410,7 @@ enabled for continous operation, you need to insert a <connection> value! - + This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, @@ -3304,7 +3444,7 @@ move along a chain of them.

Multisquare monsters can be moved as well, given - enough space. Movers are usually invisible. ]]> + enough space. Movers are usually invisible.]]> + is set: monsters and players).]]> If forced movement is enabled, the mover "freezes" anyone it @@ -3339,6 +3479,7 @@ The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2). + &speed_left; The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, @@ -3368,13 +3509,8 @@ route! Note that it's useful to set this NPC immune to everything, preventing the player to push the NPC off his trace. - - This should always be set. - - - Move flying creatures enabled means all flying (living) - objects will get moved too. If disabled, only walking - (non-flying) creatures will get moved. + + Which movement types activate the mover.
@@ -3383,11 +3519,12 @@ + + connected value is triggered.]]> + they are preserved for that one race and can't be traded to others.]]> @@ -3407,40 +3544,96 @@ If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. + + &match_compat; - + When the pedestal is triggered, all objects with the same connection value get activated. - - + &move_on; + + + + + + + + + + + + + + + + + + + + + + + + + &match_compat; + + Optionally you can leave out the "match " prefix. + + + When the match is triggered, all objects with the same + connection value get activated. + + &move_on; + &move_off; + &move_block; + Optionally, pits can get closed and opened, similar to gates.

Monsters and items are affected by pits just as well as players. - Even multipart monsters can fall through them, given enough space. ]]> + Even multipart monsters can fall through them, given enough space.]]>
+ randomly interconnect maps like teleporters do.]]> - + + The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). + + When a <connection> value is set, the pit can be opened/closed by activating the connection. + &activate_on; The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. @@ -3459,25 +3652,14 @@ about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place. - - If set, all walking creatures will fall into the pit. - This does NOT need to be set for closed pits! - - - If set, all flying creatures will fall into the pit as well. - This is not the behaviour expected from a pit, and it should - only be used for map-mechanisms (e.g. for transporting flying - monsters). - An interesting side-effect: If this flag is enabled, spell - effects like fire/snow also make their way through the pit. - + &move_on;
+ If his food drops to zero, the player might even die.]]> @@ -3485,10 +3667,10 @@ + (/penalties) by doing so.]]> + One potion should never give multiple benefits at once.]]> If the potion contains a spell, the spell is cast at this level. @@ -3516,124 +3698,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
- - The player's strentgh will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's dexterity will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's constitution will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's intelligence will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's power will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's wisdom will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's charisma will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - -
-
- - The player's resistance to physical will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to magic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to fire will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to electricity will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to cold will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to acid will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to confusion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to weaponmagic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to paralyze will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to draining will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to depletion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to poison will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - -
+ &player_stat_resist_sections;
@@ -3642,7 +3707,7 @@ Power crystals can store a player's mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with - lacking mana, the crystal replenishes the player's mana. ]]> + lacking mana, the crystal replenishes the player's mana.]]> <initial mana> is the amount of spellpoints that the @@ -3664,7 +3729,7 @@

It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting - weapon and projectile. ]]> + weapon and projectile.]]> + and crossbows are rarely ever used.]]> This number is a bitmask, specifying the projectile's attacktypes. @@ -3744,7 +3809,7 @@ + the player. Usually enhancing his spellcasting potential.]]>
Also keep in mind that rings are generally the wizard's tools. They should primarily grant bonuses to spellcasting abilities - and non-physical resistances. ]]> + and non-physical resistances.]]>
@@ -3766,12 +3831,12 @@ A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be - used endlessly. ]]> + used endlessly.]]> ]]> + one-time-use.
]]>
Sets the <spell> of the rod. Consider twice before handing out special @@ -3821,14 +3886,14 @@ and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation.

- Many runes are already defined in the archetypes. ]]> + Many runes are already defined in the archetypes.]]> + together with spellcasting- and attack-runes is usually a bad idea.]]> - + &move_on; This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. @@ -3903,7 +3968,7 @@ + to the last-applied savebed.]]>
  • Monsters must not be able to reach the savebeds under any circumstances!
  • If there are NPCs around, make sure they have the friendly-flag set. -
  • Insert a relyable exit! Make sure there is no possibility that +
  • Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location.
  • If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. - ]]> + ]]> @@ -3934,12 +3999,12 @@ scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but - usually they are sold in bulks. ]]> + usually they are sold in bulks.]]> + and less useful.]]> The spell of the scroll will be casted at this level. @@ -3961,11 +4026,11 @@ + by brestplate armour. Resistances on shields aren't uncommon either.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -3977,22 +4042,22 @@
    It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting - weapon and projectile. ]]> + weapon and projectile.]]>
    + - still crap.]]> Only projectiles with matching <ammunition class> can be fired @@ -4031,7 +4096,7 @@ (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully - for every artifact you create! If zero/unset, the CF server will + for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>. @@ -4123,13 +4188,13 @@ unpaid and the player receives payment according to the item's selling-value. Shopfloor always prevents magic (To hinder players from burning - or freezing the goods). ]]> + or freezing the goods).]]> + there is no other exit than the shop mat.]]> @@ -4173,58 +4238,43 @@ to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he - is unable to pass any shopmat (So he has to drop unpaid items). ]]> + is unable to pass any shopmat (So he has to drop unpaid items).]]> + Not more and not less than that.]]> - - If set, the player can enter/leave the - shop by just walking into the shop mat. - - - If set, the player can enter/leave the - shop by "flying" into the shop mat. - + &move_on;
    + + (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> + with all kinds of useful information for getting along in your maps.]]> - + When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map. - - If set, the player gets the message when walking ontop of the object. - "invisible 1" should be set in this case. This is the typical configuration - for a "magic_mouth": The player walks through a dungeon and suddenly he - gets a message. Use this to create some roleplay atmosphere, and to inform - the player about possible dangers or secrets. - - - If set, the player gets the message when flying (=levitating) ontop - of the object. Usually this should be set together with walk_on. - + &activate_on; + &move_on; If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn't @@ -4243,6 +4293,20 @@ + + + + + + + + + + The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on + the map that will be searched for unpaid items. + + + @@ -4251,7 +4315,7 @@ + are enabled for monster use however.]]> ]]> + unrelated to any predefined skill archtype.

    ]]>
    @@ -4286,7 +4350,7 @@ The <skill type> defines the base functionality of the skill. - Skill types are hardcoded in the Crossfire server. It isn't hard to + Skill types are hardcoded in the Deliantra server. It isn't hard to create new skill types, but it requires a bit of server-coding. @@ -4305,13 +4369,13 @@ + contained skill.]]> + skill scrolls rewarded at the end.]]> @@ -4331,7 +4395,7 @@

    This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might - get opened. The "passport" will stay in the player's inventory. ]]> + get opened. The "passport" will stay in the player's inventory.]]> + a "strange key", or "passport".]]> This string must be identical with the <key string> in the @@ -4373,6 +4437,9 @@ might have 50 different keys on his key-ring. Don't expect players to recall their purpose just by their names. + + This item can't be stolen if the flag is set. +
    @@ -4387,7 +4454,7 @@ of the player, spells may gain power but also increase cost.
    Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster's - <treasurelist> can also be used to provide it with spells. ]]> + <treasurelist> can also be used to provide it with spells.]]> + quite important therefore.]]> @@ -4420,6 +4487,8 @@ + + @@ -4437,7 +4506,7 @@ spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.
    If you want to have a random spellbook instead, choose a <treasurelist> - with a compilation of spells that the book may contain. ]]> + with a compilation of spells that the book may contain.]]> + for your spells.]]> @@ -4477,7 +4546,7 @@ Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past - is always changed by a certain degree. ]]> + is always changed by a certain degree.]]> + projectiles from magic walls don't get to fly in loops.]]> The spinner will change the direction of flying objects by @@ -4495,8 +4564,7 @@ Example: <direction number> -2 means spin 90 degrees clockwise. - - + &move_on;
    @@ -4510,9 +4578,8 @@ he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely - to die in the swamp. ]]> + to die in the swamp.]]> - @@ -4520,15 +4587,9 @@ sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas. - - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 5 - default for deep swamp - + &speed_left; + &move_on; + &movement_types_terrain; If enabled, it is impossible for players to use (wizard-) spells on that spot. @@ -4543,6 +4604,7 @@ +
    Unlike exits, teleporters can also transfer items and - monsters to different locations on the same map. ]]> + monsters to different locations on the same map.]]>
    + set "type 41", and add slaying/hp/sp/connected... everything you need.]]> The exit path specifies the map that the player is transferred to. @@ -4608,11 +4670,12 @@ please DO NOT use that. It turned out to be a source for numerous map-bugs. - + If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero. + &activate_on; If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the @@ -4623,15 +4686,17 @@ VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero! + &speed_left;
    + magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has @@ -4642,25 +4707,23 @@ + maps more complex than "one-way".]]> - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time. + &activate_on; The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place. - - For open gates, <blocking passage> should be unset. - For closed gates it must be set. - + &movement_types_terrain; Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled. @@ -4685,6 +4748,7 @@ +
    - Many traps are already defined in the archetypes. ]]> + Many traps are already defined in the archetypes.]]>
    + off your lightning wall and pit trap is usually a bad idea.]]> - + &move_on; Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level @@ -4724,7 +4788,7 @@ This attribute defines what attacktype to use for direct damage when the trap detonates. - + When the trap is detonated, all objects with the same connection value get activated. @@ -4746,15 +4810,15 @@ trapdoor determines weither it slams the trapdoor open and falls through or not.
    Once a trapdoor has been opened (by a creature or items of sufficient - weight,) it remains open, acting like an opened pit. ]]> + weight,) it remains open, acting like an opened pit.]]>
    + are not supposed to be used to randomly interconnect maps like teleporters.]]> - + &move_on; This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with @@ -4787,7 +4851,7 @@ + into the game.]]> + (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> This entry determines what kind of treasure will appear. Look into @@ -4830,15 +4894,17 @@ +
    Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> + except by the effect that they cause on the maps.]]>

    Please avoid infinite markers when they aren't needed. They're using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> + is no real purpose, set an expire time.]]>
    @@ -4857,7 +4923,7 @@ If the player already has a force with that <key string>, there won't be inserted a second one. - + Unlike a regular marker this is the connection that triggers this marker to activate. @@ -4898,11 +4964,9 @@ + Walls usually block passage and sight.]]> - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain; If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels. @@ -4923,7 +4987,7 @@ Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of - charging, but usually that isn't worth the cost. ]]> + charging, but usually that isn't worth the cost.]]>
    For low levels, staffs of healing/cure and word of recall are - quite desirable though. Ideal rewards for low level quests. ]]> + quite desirable though. Ideal rewards for low level quests.]]>
    The <spell> specifies the contained spell. @@ -4967,7 +5031,7 @@ + for a small crack or little chunks of wall on the ground.]]> + hard to destroy.]]> @@ -5007,50 +5071,7 @@ Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>. -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    + &resistances_basic;
    @@ -5058,12 +5079,12 @@ + be improved with scrolls.]]> + fighting AND questing.]]> This number is a bitmask, specifying the weapon's attacktypes. @@ -5128,7 +5149,7 @@ (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully - for every artifact you create! If zero/unset, the CF server will + for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>. @@ -5158,138 +5179,7 @@ A godgiven item vanishes as soon as the player drops it to the ground.
    -
    - - This adds physical resistance to the weapon (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the weapon. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the weapon. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the weapon. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the weapon. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the weapon. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the weapon. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the weapon. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
    -
    - - The player's strentgh will rise/fall by the given value - while wearing this weapon. - - - The player's dexterity will rise/fall by the given value - while wearing this weapon. - - - The player's constitution will rise/fall by the given value - while wearing this weapon. - - - The player's intelligence will rise/fall by the given value - while wearing this weapon. - - - The player's power will rise/fall by the given value - while wearing this weapon. - - - The player's wisdom will rise/fall by the given value while - wearing this weapon. - - - The player's charisma will rise/fall by the given value - while wearing this weapon. - -
    + &player_stat_resist_sections;
    With positive luck bonus, the player is more likely to @@ -5375,4 +5265,11 @@ + + + + +