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

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.24 by root, Wed May 9 11:44:41 2007 UTC vs.
Revision 1.41 by elmex, Sun Oct 5 13:52:33 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# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 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
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 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
458 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.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 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.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 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:
465 100 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
466 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.
504 If an item is identified, the player has full knowledge about it. 700 If an item is identified, the player has full knowledge about it.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 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
508 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
509 only for pickable items inside shops. 705 usually only for pickable items inside shops. Converters can also
706 have this flag set to make all output unpaid.
707 </attribute>
708 <attribute arch="sound" editor="sound" type="string">
709 The sound this objects makes on a map. Enter either a sound alias from
710 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
711 field it will point to sound/&lt;path&gt;.ext
712 </attribute>
713 <attribute arch="sound_destroy" editor="destroy sound" type="string">
714 The sound this objects makes when it is destroyed. Enter either a sound alias from
715 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
716 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 717 </attribute>
511</default_type> 718</default_type>
512 719
513<!-- This ignorelist is for all system objects which are non pickable 720<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 721 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 779 This text may describe the object.
573 </attribute> 780 </attribute>
574</type> 781</type>
575 782
576<!--####################################################################--> 783<!--####################################################################-->
784<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 785<type number="999" name="Ability">
578 <ignore> 786 <ignore>
579 <ignore_list name="system_object" /> 787 <ignore_list name="system_object" />
580 </ignore> 788 </ignore>
581 <description><![CDATA[ 789 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 790 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in 791 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 792 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 793 <br><br>
586 A particularly nice feature of abilities is that they can hold two 794 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 795 spells: One for short range - and one for long range use.
588 \n\n 796 \n\n
589 You should know that spellcasting monsters receive abilities via 797 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 798 &lt;treasurelist&gt;.]]>
591 </description> 799 </description>
592 <use><![CDATA[ 800 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 801 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 802 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 803 The long/short-range spell feature can make boss-monsters more
597 <br><br> 805 <br><br>
598 You should keep in mind that magic abilities allow players 806 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 807 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 808 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 809 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 810 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 811 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 812 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 813 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 814 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 815 The monster will use the specified &lt;short range spell&gt;
644 </ignore> 852 </ignore>
645 <description><![CDATA[ 853 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 854 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is 855 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once. 856 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 857 Either way, the sacrificed item disappears.]]>
650 </description> 858 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 859 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 860 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 861 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 862 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 863 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 864 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 865 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 866 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 867 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 868 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 869 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 870 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 871
690 <ignore_list name="non_pickable" /> 897 <ignore_list name="non_pickable" />
691 </ignore> 898 </ignore>
692 <description><![CDATA[ 899 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 900 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 901 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 902 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 903 </description>
697 <use><![CDATA[ 904 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 905 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 906 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 907 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 908 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 909 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 910 </UL>
704 The big advantage over normal altars is the infinite usability 911 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 912 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 913 quite grateful if things work more than once. =)]]>
707 </use> 914 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 915 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 916 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 917 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 918 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 919 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 920 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 921 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 922 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 923 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 924 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 925 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 926
756 in the exact moment when the altar is activated. 962 in the exact moment when the altar is activated.
757 </attribute> 963 </attribute>
758</type> 964</type>
759 965
760<!--####################################################################--> 966<!--####################################################################-->
967<type number="74" name="Skill Tool">
968 <description><![CDATA[
969 Wearing a skill tool will give the player the ability to use a skill.
970 ]]>
971 </description>
972 <use><![CDATA[
973 Feel free to assign resistancies and stats to a skill tools or change
974 the skill that is given.
975 ]]>
976 </use>
977 <attribute arch="skill" editor="skill name" type="string">
978 This field describes which skill the player will be able to use wearing this item.
979 </attribute>
980 &player_stat_resist_sections;
981</type>
982<!--####################################################################-->
761<type number="39" name="Amulet"> 983<type number="39" name="Amulet">
762 <description><![CDATA[ 984 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 985 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 986 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 987 </description>
766 <use><![CDATA[ 988 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 989 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 990 important that you keep your artifact in balance with existing maps.]]>
769 </use> 991 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 992 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 993 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 994 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 995 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1006 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1007 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1008 (like gifts from other players or cheated items).
787 1009
788 It is very important to adjust the &lt;item power&gt; value carefully 1010 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1011 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1012 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1013 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1014 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1015 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1016 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1042 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1043 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1044 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1045 is NOT in a monster's inventory.
824 </attribute> 1046 </attribute>
825<section name="resistance"> 1047 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1048<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1049 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1050 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1051 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1052 Unless the &lt;luck bonus&gt; is very high, the effect will be
1049 Battleground is very special: In short, players can die on battleground 1140 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1141 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1142 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1143 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1144 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1145 location which is defined in the battleground object.]]>
1055 </description> 1146 </description>
1056 <use><![CDATA[ 1147 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1148 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1149 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1150 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1152 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1153 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1154 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1155 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1156 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1157 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1158 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1159 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1160 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1161 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1162 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1167 get teleported after they died on this battleground.
1077 </attribute> 1168 </attribute>
1078</type> 1169</type>
1079 1170
1080<!--####################################################################--> 1171<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1172<type number="165" name="Safe ground">
1082 <ignore> 1173 <ignore>
1083 <ignore_list name="non_pickable" /> 1174 <ignore_list name="non_pickable" />
1084 </ignore> 1175 </ignore>
1085 <description><![CDATA[ 1176 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1177 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1178 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1179 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1180 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1181 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1182 ]]>
1093 </description> 1183 </description>
1094 <use><![CDATA[ 1184 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1185 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1186 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1187 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1188 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1189 ]]>
1100 </use> 1190 </use>
1191 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1192 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1193</type>
1103 1194
1104<!--####################################################################--> 1195<!--####################################################################-->
1105<type number="8" name="Book"> 1196<type number="8" name="Book">
1106 <description><![CDATA[ 1197 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]> 1198 Applying a book, the containing message is displayed to the player.]]>
1108 </description> 1199 </description>
1109 <attribute arch="level" editor="literacy level" type="int"> 1200 <attribute arch="level" editor="literacy level" type="int">
1110 If this value is set to be greater than zero, the player needs a 1201 If this value is set to be greater than zero, the player needs a
1111 certain literacy level to succeed reading the book. The book can be 1202 certain literacy level to succeed reading the book. The book can be
1112 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1203 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1136<type number="99" name="Boots"> 1227<type number="99" name="Boots">
1137 <import_type name="Amulet" /> 1228 <import_type name="Amulet" />
1138 <description><![CDATA[ 1229 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to 1230 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor 1231 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]> 1232 protection bonus.]]>
1142 </description> 1233 </description>
1143 <use><![CDATA[ 1234 <use><![CDATA[
1144 Feel free to create your own special artifacts. However, it is very 1235 Feel free to create your own special artifacts. However, it is very
1145 important that you keep your artifact in balance with existing maps. ]]> 1236 important that you keep your artifact in balance with existing maps.]]>
1146 </use> 1237 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int"> 1238 <attribute arch="exp" editor="speed bonus" type="int">
1148 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1239 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149 while worn. This kind of bonus is quite desirable for players of low- 1240 while worn. This kind of bonus is quite desirable for players of low-
1150 and medium level. High level players usually have fastest possible 1241 and medium level. High level players usually have fastest possible
1166<type number="104" name="Bracers"> 1257<type number="104" name="Bracers">
1167 <import_type name="Amulet" /> 1258 <import_type name="Amulet" />
1168 <description><![CDATA[ 1259 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists. 1260 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to 1261 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]> 1262 the player. Usually enhancing his defense.]]>
1172 </description> 1263 </description>
1173 <use><![CDATA[ 1264 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very 1265 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]> 1266 important that you keep your artifact in balance with existing maps.]]>
1176 </use> 1267 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int"> 1268 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1269 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1270 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers. 1271 than direct armour-class bonus on the bracers.
1184<!--####################################################################--> 1275<!--####################################################################-->
1185<type number="16" name="Brestplate Armour"> 1276<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" /> 1277 <import_type name="Amulet" />
1187 <description><![CDATA[ 1278 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to 1279 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]> 1280 the player. Usually enhancing his defense.]]>
1190 </description> 1281 </description>
1191 <use><![CDATA[ 1282 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very 1283 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]> 1284 important that you keep your artifact in balance with existing maps.]]>
1194 </use> 1285 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1286 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour. 1287 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse. 1288 The bigger the spellpoint penalty, the worse.
1198 </attribute> 1289 </attribute>
1214 </ignore> 1305 </ignore>
1215 <description><![CDATA[ 1306 <description><![CDATA[
1216 When a predefined amount of weigh is placed on a button, the 1307 When a predefined amount of weigh is placed on a button, the
1217 &lt;connection&gt; value is triggered. In most cases this happens when a 1308 &lt;connection&gt; value is triggered. In most cases this happens when a
1218 player or monster steps on it. When the button is "released", the 1309 player or monster steps on it. When the button is "released", the
1219 &lt;connection&gt; value get's triggered a second time. ]]> 1310 &lt;connection&gt; value get's triggered a second time.]]>
1220 </description> 1311 </description>
1221 &move_on; 1312 &move_on;
1222 &move_off; 1313 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" /> 1314 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int"> 1315 <attribute arch="weight" editor="press weight" type="int">
1242 <ignore_list name="non_pickable" /> 1333 <ignore_list name="non_pickable" />
1243 </ignore> 1334 </ignore>
1244 <description><![CDATA[ 1335 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period 1336 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the 1337 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]> 1338 &lt;connection&gt; value is triggered.]]>
1248 </description> 1339 </description>
1249</type> 1340</type>
1250 1341
1251<!--####################################################################--> 1342<!--####################################################################-->
1252<type number="37" name="Class Changer"> 1343<type number="37" name="Class Changer">
1253 <ignore> 1344 <ignore>
1254 <ignore_list name="non_pickable" /> 1345 <ignore_list name="non_pickable" />
1255 </ignore> 1346 </ignore>
1256 <description><![CDATA[ 1347 <description><![CDATA[
1257 Class changer are used while creating a character. ]]> 1348 Class changer are used while creating a character.]]>
1258 </description> 1349 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1350 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives. 1351 This entry determines which initial items the character receives.
1261 </attribute> 1352 </attribute>
1262<section name="stats"> 1353<section name="stats">
1295<type number="87" name="Cloak"> 1386<type number="87" name="Cloak">
1296 <import_type name="Amulet" /> 1387 <import_type name="Amulet" />
1297 <description><![CDATA[ 1388 <description><![CDATA[
1298 Wearing a cloak, the object's stats will directly be inherited to 1389 Wearing a cloak, the object's stats will directly be inherited to
1299 the player. Cloaks usually add minor &lt;armour class&gt; and 1390 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]> 1391 sometimes a bit of resistance.]]>
1301 </description> 1392 </description>
1302 <use><![CDATA[ 1393 <use><![CDATA[
1303 Feel free to create your own special artifacts. However, it is very 1394 Feel free to create your own special artifacts. However, it is very
1304 important that you keep your artifact in balance with existing maps. ]]> 1395 important that you keep your artifact in balance with existing maps.]]>
1305 </use> 1396 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int"> 1397 <attribute arch="magic" editor="magic bonus" type="int">
1307 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1398 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1399 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309 than direct armour-class bonus on the cloak. 1400 than direct armour-class bonus on the cloak.
1314</type> 1405</type>
1315 1406
1316<!--####################################################################--> 1407<!--####################################################################-->
1317<type number="9" name="Clock"> 1408<type number="9" name="Clock">
1318 <description><![CDATA[ 1409 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]> 1410 Applying a clock, the time is displayed to the player.]]>
1320 </description> 1411 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1412 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item 1413 This text may describe the item
1323 </attribute> 1414 </attribute>
1324</type> 1415</type>
1329 A player can put (certain kinds of) items in the container. 1420 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a 1421 The overall weight of items is reduced when put inside a
1331 container, depending on the settings. 1422 container, depending on the settings.
1332 <br><br> 1423 <br><br>
1333 A special feature of containers is the "cauldron", 1424 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]> 1425 capable of mixing alchemical receipes.]]>
1335 </description> 1426 </description>
1336 <use><![CDATA[ 1427 <use><![CDATA[
1337 Note on chests - There are two types of chests: 1428 Note on chests - There are two types of chests:
1338 <UL> 1429 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers 1430 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when 1431 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest". 1432 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers, 1433 <LI> Second there are the permanent chests - Those are containers,
1343 they can be opened and closed again. Archetype name is "chest_2". 1434 they can be opened and closed again. Archetype name is "chest_2".
1344 </UL> ]]> 1435 </UL>]]>
1345 </use> 1436 </use>
1346 <attribute arch="race" editor="container class" type="string"> 1437 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects. 1438 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels", 1439 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys". 1440 "arrows" and "keys".
1398 <ignore> 1489 <ignore>
1399 <attribute arch="value" /> 1490 <attribute arch="value" />
1400 <attribute arch="nrof" /> 1491 <attribute arch="nrof" />
1401 <attribute arch="name_pl" /> 1492 <attribute arch="name_pl" />
1402 <attribute arch="no_pick" /> 1493 <attribute arch="no_pick" />
1403 <attribute arch="unpaid" />
1404 <attribute arch="title" /> 1494 <attribute arch="title" />
1405 </ignore> 1495 </ignore>
1406 <description><![CDATA[ 1496 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a 1497 Converters are like "exchange tables". When the player drops a
1408 specific type of items, they get converted into other items, at a 1498 specific type of items, they get converted into other items, at a
1409 predefined exchange-ratio. ]]> 1499 predefined exchange-ratio.]]>
1410 </description> 1500 </description>
1411 <use><![CDATA[ 1501 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the 1502 Converters are better than shopping with doormats, because the
1413 converters never get sold out. For some items like food or jewels 1503 converters never get sold out. For some items like food or jewels
1414 those "exchange tables" are really nice, while for the more important 1504 those "exchange tables" are really nice, while for the more important
1416 <br><br> 1506 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1507 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser 1508 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like 1509 value than before! (Except if you are using "rare" items like
1420 dragonscales for payment). The code will not check if your ratio is 1510 dragonscales for payment). The code will not check if your ratio is
1421 sane, so the player could gain infinite wealth by using your converter. ]]> 1511 sane, so the player could gain infinite wealth by using your converter.]]>
1422 </use> 1512 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1513 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string"> 1514 <attribute arch="slaying" editor="cost arch" type="string">
1425 &lt;cost arch&gt; is the name of the archetype the player has to 1515 &lt;cost arch&gt; is the name of the archetype the player has to
1426 put on the converter, as payment. 1516 put on the converter, as payment.
1442 of &lt;receive arch&gt;. 1532 of &lt;receive arch&gt;.
1443 </attribute> 1533 </attribute>
1444 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1534 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445 This text may contain a description of the converter. 1535 This text may contain a description of the converter.
1446 </attribute> 1536 </attribute>
1537 <attribute arch="unpaid" editor="unpaid" type="bool">
1538 If the converter is marked as &lt;unpaid&gt; the generated item's will
1539 be flagged as unpaid. Useful if you want to make a converter in a shop.
1540 (For instance for 'dragon scale' to 'dragon shield' converters in some
1541 armour shops.)
1542 </attribute>
1447</type> 1543</type>
1448 1544
1449<!--####################################################################--> 1545<!--####################################################################-->
1450<type number="42" name="Creator"> 1546<type number="42" name="Creator">
1451 <ignore> 1547 <ignore>
1453 </ignore> 1549 </ignore>
1454 <description><![CDATA[ 1550 <description><![CDATA[
1455 A creator is an object which creates another object when it 1551 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are 1552 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. They can even 1553 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]> 1554 periodically create things.]]>
1459 </description> 1555 </description>
1460 <use><![CDATA[ 1556 <use><![CDATA[
1461 Don't hesitate to hide your creators under the floor. 1557 Don't hesitate to hide your creators under the floor.
1462 The created items will still always appear ontop of the floor. ]]> 1558 The created items will still always appear ontop of the floor.]]>
1463 </use> 1559 </use>
1464 <attribute arch="no_pick" value="1" type="fixed" /> 1560 <attribute arch="no_pick" value="1" type="fixed" />
1465 <attribute arch="other_arch" editor="create arch" type="string"> 1561 <attribute arch="other_arch" editor="create arch" type="string">
1466 This string defines the object that will be created. 1562 This string defines the object that will be created.
1467 You can choose any of the existing arches. 1563 You can choose any of the existing arches.
1509 finds a specific object, it toggles its connected value. 1605 finds a specific object, it toggles its connected value.
1510 <br><br> 1606 <br><br>
1511 What is "unique" about them, compared to inv. checkers/ pedestals? 1607 What is "unique" about them, compared to inv. checkers/ pedestals?
1512 - First, detectors check their square for a match periodically, not 1608 - First, detectors check their square for a match periodically, not
1513 instantly. Second, detectors check directly for object names. Third, 1609 instantly. Second, detectors check directly for object names. Third,
1514 detectors do not check the inventory of players/monsters. ]]> 1610 detectors do not check the inventory of players/monsters.]]>
1515 </description> 1611 </description>
1516 <use><![CDATA[ 1612 <use><![CDATA[
1517 There is one major speciality about detectors: You can detect spells 1613 There is one major speciality about detectors: You can detect spells
1518 blown over a detector! To detect a lighting bolt for example, set 1614 blown over a detector! To detect a lighting bolt for example, set
1519 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1615 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1520 walls, this can be very useful for map-mechanisms. ]]> 1616 walls, this can be very useful for map-mechanisms.]]>
1521 </use> 1617 </use>
1522 <attribute arch="no_pick" value="1" type="fixed" /> 1618 <attribute arch="no_pick" value="1" type="fixed" />
1523 <attribute arch="slaying" editor="match name" type="string"> 1619 <attribute arch="slaying" editor="match name" type="string">
1524 &lt;match name&gt; specifies the name of the object we are looking for. 1620 &lt;match name&gt; specifies the name of the object we are looking for.
1525 Actually it does also check for the &lt;key string&gt; in key-objects, 1621 Actually it does also check for the &lt;key string&gt; in key-objects,
1550 <description><![CDATA[ 1646 <description><![CDATA[
1551 Directors change the direction of spell objects and other projectiles 1647 Directors change the direction of spell objects and other projectiles
1552 that fly past. Unlike spinners, directors always move objects in the 1648 that fly past. Unlike spinners, directors always move objects in the
1553 same direction. It does not make a difference from what angle you 1649 same direction. It does not make a difference from what angle you
1554 shoot into it.<br> 1650 shoot into it.<br>
1555 Directors are visible per default. ]]> 1651 Directors are visible per default.]]>
1556 </description> 1652 </description>
1557 <use><![CDATA[ 1653 <use><![CDATA[
1558 Directors are rarely used in maps. Sometimes they are placed to 1654 Directors are rarely used in maps. Sometimes they are placed to
1559 change the direction of spells coming out of magic walls, 1655 change the direction of spells coming out of magic walls,
1560 "channeling" spell-projectiles in some direction. When doing this, 1656 "channeling" spell-projectiles in some direction. When doing this,
1562 into them!</B> The spell-projectiles bouncing between the directors 1658 into them!</B> The spell-projectiles bouncing between the directors
1563 would accumulate to huge numbers and at some point slow down the 1659 would accumulate to huge numbers and at some point slow down the
1564 server by eating memory- and CPU-time. 1660 server by eating memory- and CPU-time.
1565 <br><br> 1661 <br><br>
1566 You'd better not place directors in monster vs. player combat 1662 You'd better not place directors in monster vs. player combat
1567 areas too much, because that freaks out wizard-type players. ]]> 1663 areas too much, because that freaks out wizard-type players.]]>
1568 </use> 1664 </use>
1569 <attribute arch="sp" editor="direction" type="list_direction"> 1665 <attribute arch="sp" editor="direction" type="list_direction">
1570 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1666 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1571 A director with direction &lt;none&gt; simply stops projectiles. 1667 A director with direction &lt;none&gt; simply stops projectiles.
1572 (The latter works out a bit strange for some spells). 1668 (The latter works out a bit strange for some spells).
1578<type number="158" name="Disease"> 1674<type number="158" name="Disease">
1579 <ignore> 1675 <ignore>
1580 <ignore_list name="system_object" /> 1676 <ignore_list name="system_object" />
1581 </ignore> 1677 </ignore>
1582 <description><![CDATA[ 1678 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1679 Diseases are an intersting form of spellcraft in Deliantra.
1584 Once casted, they can spread out and infect creatures in a large 1680 Once casted, they can spread out and infect creatures in a large
1585 area. Being infected can have various effects, from amusing farts 1681 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1682 to horrible damage - almost everything is possible.]]>
1587 </description> 1683 </description>
1588 <use><![CDATA[ 1684 <use><![CDATA[
1589 Diseases are extremely flexible and usable in a many ways. 1685 Diseases are extremely flexible and usable in a many ways.
1590 So far they are mostly used for causing bad, unwanted effects. 1686 So far they are mostly used for causing bad, unwanted effects.
1591 You could just as well create a disease which helps the player 1687 You could just as well create a disease which helps the player
1592 (recharging mana for example). 1688 (recharging mana for example).
1593 Infection with a "positive disease" could even be a quest reward. ]]> 1689 Infection with a "positive disease" could even be a quest reward.]]>
1594 </use> 1690 </use>
1595 <attribute arch="invisible" value="1" type="fixed" /> 1691 <attribute arch="invisible" value="1" type="fixed" />
1596 <attribute arch="level" editor="plaque level" type="int"> 1692 <attribute arch="level" editor="plaque level" type="int">
1597 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1693 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1598 This mainly reflects in the &lt;damage&gt;. It has no effect on 1694 This mainly reflects in the &lt;damage&gt;. It has no effect on
1743 </ignore> 1839 </ignore>
1744 <description><![CDATA[ 1840 <description><![CDATA[
1745 A door can be opened with a normal key. It also can be broken by attacking 1841 A door can be opened with a normal key. It also can be broken by attacking
1746 it, and it can be defeated with the lockpicking skill. If a door is 1842 it, and it can be defeated with the lockpicking skill. If a door is
1747 defeated, horizontally and vertically adjacent doors are automatically 1843 defeated, horizontally and vertically adjacent doors are automatically
1748 removed. ]]> 1844 removed.]]>
1749 </description> 1845 </description>
1750 <attribute arch="no_pick" value="1" type="fixed" /> 1846 <attribute arch="no_pick" value="1" type="fixed" />
1751 <attribute arch="alive" value="1" type="fixed" /> 1847 <attribute arch="alive" value="1" type="fixed" />
1752 &movement_types_terrain; 1848 &movement_types_terrain;
1753 <attribute arch="hp" editor="hitpoints" type="int"> 1849 <attribute arch="hp" editor="hitpoints" type="int">
1780 When activated, a duplicator can duplicate, multiply or destroy a pile of 1876 When activated, a duplicator can duplicate, multiply or destroy a pile of
1781 objects which lies somewhere on top of the duplicator. 1877 objects which lies somewhere on top of the duplicator.
1782 The duplicator has one arch name specified as &lt;target arch&gt;, 1878 The duplicator has one arch name specified as &lt;target arch&gt;,
1783 and only objects of this archetype can be affected.<br> 1879 and only objects of this archetype can be affected.<br>
1784 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1880 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1785 If the latter is set to zero, it will destroy objects. ]]> 1881 If the latter is set to zero, it will destroy objects.]]>
1786 </description> 1882 </description>
1787 <use><![CDATA[ 1883 <use><![CDATA[
1788 I hope it is clear that one must be very cautious when inserting a duplicator 1884 I hope it is clear that one must be very cautious when inserting a duplicator
1789 anywhere with &lt;multiply factor&gt; greater than one. 1885 anywhere with &lt;multiply factor&gt; greater than one.
1790 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1886 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1791 It is <b>not acceptable</b> to allow duplication of anything other than 1887 It is <b>not acceptable</b> to allow duplication of anything other than
1792 coins, gold and jewels. Besides, it is very important that the chance to 1888 coins, gold and jewels. Besides, it is very important that the chance to
1793 loose the input matches the chance to earn winnings.<br> 1889 loose the input matches the chance to earn winnings.<br>
1794 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1890 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1795 loosing rate of 2/3 = 67%. ]]> 1891 loosing rate of 2/3 = 67%.]]>
1796 </use> 1892 </use>
1797 <attribute arch="other_arch" editor="target arch" type="string"> 1893 <attribute arch="other_arch" editor="target arch" type="string">
1798 Only objects of matching archtype, lying ontop of the duplicator will be 1894 Only objects of matching archtype, lying ontop of the duplicator will be
1799 duplicated, multiplied or removed. All other objects will be ignored. 1895 duplicated, multiplied or removed. All other objects will be ignored.
1800 </attribute> 1896 </attribute>
1818 </ignore> 1914 </ignore>
1819 <description><![CDATA[ 1915 <description><![CDATA[
1820 When the player applies an exit, he is transferred to a different location. 1916 When the player applies an exit, he is transferred to a different location.
1821 (Monsters cannot use exits.) Depending on how it is set, the player applies 1917 (Monsters cannot use exits.) Depending on how it is set, the player applies
1822 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1918 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1823 the exit. ]]> 1919 the exit. ]]>
1824 </description> 1920 </description>
1825 <use><![CDATA[ 1921 <use><![CDATA[
1826 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1922 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1827 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1923 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1828 detected with the show_invisible spell. 1924 detected with the show_invisible spell.
1829 <br><br> 1925 <br><br>
1830 You can be quite creative with the outlook of secret exits (their "face"). 1926 You can be quite creative with the outlook of secret exits (their "face").
1831 Don't forget to give the player relyable hints about them though. ]]> 1927 Don't forget to give the player relyable hints about them though.]]>
1832 </use> 1928 </use>
1833 <attribute arch="slaying" editor="exit path" type="string"> 1929 <attribute arch="slaying" editor="exit path" type="string">
1834 The exit path defines the map that the player is transferred to. 1930 The exit path defines the map that the player is transferred to.
1835 You can enter an absolute path, beginning with '/' (for example 1931 You can enter an absolute path, beginning with '/' (for example
1836 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1932 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1863 If set, this message will be displayed to the player when he applies the exit. 1959 If set, this message will be displayed to the player when he applies the exit.
1864 This is quite useful to throw in some "role-play feeling": "As you enter the 1960 This is quite useful to throw in some "role-play feeling": "As you enter the
1865 dark cave you hear the sound of rustling dragonscales...". Well, my english 1961 dark cave you hear the sound of rustling dragonscales...". Well, my english
1866 is poor, but you get the point. =) 1962 is poor, but you get the point. =)
1867 </attribute> 1963 </attribute>
1868 <attribute arch="unique" editor="unique destination" type="bool"> 1964 <attribute arch="damned" editor="set savebed" type="bool">
1869 This flag defines the destined map as "personal unique map". If set, 1965 If set, then players using this exit will have their savebed position
1870 there will be a seperate version of that map for every player out there. 1966 set to the destination of the exit when passing through.
1871 This feature is used for the permanent apartments
1872 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1873 than apartments, since Crossfire is a *multi*player game. In such a permanent
1874 apartment don't forget to set the unique-flag for all floor tiles too
1875 (see floors).
1876 An exit pointing outside of a personal unique map must have the
1877 "unique destination"-flag unset.
1878 </attribute> 1967 </attribute>
1879</type> 1968</type>
1880 1969
1881<!--####################################################################--> 1970<!--####################################################################-->
1882<type number="72" name="Flesh"> 1971<type number="72" name="Flesh">
1885 little health by eating flesh-objects. <br> 1974 little health by eating flesh-objects. <br>
1886 For dragon players, flesh plays a very special role though: If the 1975 For dragon players, flesh plays a very special role though: If the
1887 flesh has resistances set, a dragon player has a chance to gain resistance in 1976 flesh has resistances set, a dragon player has a chance to gain resistance in
1888 those categories. The only constraint to this process is the &lt;flesh level&gt;. 1977 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1889 Don't forget that flesh items with resistances have to be balanced 1978 Don't forget that flesh items with resistances have to be balanced
1890 according to map/monster difficulty. ]]> 1979 according to map/monster difficulty.]]>
1891 </description> 1980 </description>
1892 <use><![CDATA[ 1981 <use><![CDATA[
1893 For dragon players, flesh items can be highly valuable. Note that many 1982 For dragon players, flesh items can be highly valuable. Note that many
1894 standard monsters carry flesh items from their &lt;treasurelist&gt;. 1983 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1895 These flesh items "inherit" resistances and level from the monster they belong to. 1984 These flesh items "inherit" resistances and level from the monster they belong to.
1897 not the case - so you have to set it manually. 1986 not the case - so you have to set it manually.
1898 <br><br> 1987 <br><br>
1899 Generally adding special flesh-treaties for dragon players is a great thing 1988 Generally adding special flesh-treaties for dragon players is a great thing
1900 to do. Always consider that dragon players might really not be interested 1989 to do. Always consider that dragon players might really not be interested
1901 in that special piece of weapon or armour, so don't let the dragon-fellows miss 1990 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1902 out on the reward completely. ]]> 1991 out on the reward completely.]]>
1903 </use> 1992 </use>
1904 <attribute arch="food" editor="foodpoints" type="int"> 1993 <attribute arch="food" editor="foodpoints" type="int">
1905 The player's stomache will get filled with this amount of foodpoints. 1994 The player's stomache will get filled with this amount of foodpoints.
1906 The player's health will increase by &lt;foodpoints&gt;/50 hp. 1995 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1907 </attribute> 1996 </attribute>
1914 </attribute> 2003 </attribute>
1915 <attribute arch="startequip" editor="godgiven item" type="bool"> 2004 <attribute arch="startequip" editor="godgiven item" type="bool">
1916 A godgiven item vanishes as soon as the player 2005 A godgiven item vanishes as soon as the player
1917 drops it to the ground. 2006 drops it to the ground.
1918 </attribute> 2007 </attribute>
1919<section name="resistance"> 2008 &resistances_flesh_section;
1920 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1921 Resistances on flesh items make them more durable against spellcraft
1922 of the appropriate kind. It also allows dragon players to eventually gain
1923 resistance by eating it. Usually resistance should only be set for flesh
1924 items in a monster's inventory.
1925 </attribute>
1926 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1927 Resistances on flesh items make them more durable against spellcraft
1928 of the appropriate kind. It also allows dragon players to eventually gain
1929 resistance by eating it. Usually resistance should only be set for flesh
1930 items in a monster's inventory.
1931 </attribute>
1932 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1933 Resistances on flesh items make them more durable against spellcraft
1934 of the appropriate kind. It also allows dragon players to eventually gain
1935 resistance by eating it. Usually resistance should only be set for flesh
1936 items in a monster's inventory.
1937 </attribute>
1938 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1939 Resistances on flesh items make them more durable against spellcraft
1940 of the appropriate kind. It also allows dragon players to eventually gain
1941 resistance by eating it. Usually resistance should only be set for flesh
1942 items in a monster's inventory.
1943 </attribute>
1944 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1945 Resistances on flesh items make them more durable against spellcraft
1946 of the appropriate kind. It also allows dragon players to eventually gain
1947 resistance by eating it. Usually resistance should only be set for flesh
1948 items in a monster's inventory.
1949 </attribute>
1950 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1951 Resistances on flesh items make them more durable against spellcraft
1952 of the appropriate kind. It also allows dragon players to eventually gain
1953 resistance by eating it. Usually resistance should only be set for flesh
1954 items in a monster's inventory.
1955 </attribute>
1956 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1957 Resistances on flesh items make them more durable against spellcraft
1958 of the appropriate kind. It also allows dragon players to eventually gain
1959 resistance by eating it. Usually resistance should only be set for flesh
1960 items in a monster's inventory.
1961 </attribute>
1962 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1963 Resistances on flesh items make them more durable against spellcraft
1964 of the appropriate kind. It also allows dragon players to eventually gain
1965 resistance by eating it. Usually resistance should only be set for flesh
1966 items in a monster's inventory.
1967 </attribute>
1968 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1969 Resistances on flesh items make them more durable against spellcraft
1970 of the appropriate kind. It also allows dragon players to eventually gain
1971 resistance by eating it. Usually resistance should only be set for flesh
1972 items in a monster's inventory.
1973 </attribute>
1974 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1975 Resistances on flesh items make them more durable against spellcraft
1976 of the appropriate kind. It also allows dragon players to eventually gain
1977 resistance by eating it. Usually resistance should only be set for flesh
1978 items in a monster's inventory.
1979 </attribute>
1980 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1981 Resistances on flesh items make them more durable against spellcraft
1982 of the appropriate kind. It also allows dragon players to eventually gain
1983 resistance by eating it. Usually resistance should only be set for flesh
1984 items in a monster's inventory.
1985 </attribute>
1986 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1987 Resistances on flesh items make them more durable against spellcraft
1988 of the appropriate kind. It also allows dragon players to eventually gain
1989 resistance by eating it. Usually resistance should only be set for flesh
1990 items in a monster's inventory.
1991 </attribute>
1992 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1993 Resistances on flesh items make them more durable against spellcraft
1994 of the appropriate kind. It also allows dragon players to eventually gain
1995 resistance by eating it. Usually resistance should only be set for flesh
1996 items in a monster's inventory.
1997 </attribute>
1998 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1999 Resistances on flesh items make them more durable against spellcraft
2000 of the appropriate kind. It also allows dragon players to eventually gain
2001 resistance by eating it. Usually resistance should only be set for flesh
2002 items in a monster's inventory.
2003 </attribute>
2004 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2005 Resistances on flesh items make them more durable against spellcraft
2006 of the appropriate kind. It also allows dragon players to eventually gain
2007 resistance by eating it. Usually resistance should only be set for flesh
2008 items in a monster's inventory.
2009 </attribute>
2010 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2011 RResistances on flesh items make them more durable against spellcraft
2012 of the appropriate kind. It also allows dragon players to eventually gain
2013 resistance by eating it. Usually resistance should only be set for flesh
2014 items in a monster's inventory.
2015 </attribute>
2016 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2017 Resistances on flesh items make them more durable against spellcraft
2018 of the appropriate kind. It also allows dragon players to eventually gain
2019 resistance by eating it. Usually resistance should only be set for flesh
2020 items in a monster's inventory.
2021 </attribute>
2022 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2023 Resistances on flesh items make them more durable against spellcraft
2024 of the appropriate kind. It also allows dragon players to eventually gain
2025 resistance by eating it. Usually resistance should only be set for flesh
2026 items in a monster's inventory.
2027 </attribute>
2028</section>
2029 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2009 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030 This text may describe the item. 2010 This text may describe the item.
2031 </attribute> 2011 </attribute>
2032</type> 2012</type>
2033 2013
2040 <ignore> 2020 <ignore>
2041 <ignore_list name="non_pickable" /> 2021 <ignore_list name="non_pickable" />
2042 </ignore> 2022 </ignore>
2043 <description><![CDATA[ 2023 <description><![CDATA[
2044 Floor is a very basic thing whithout too much 2024 Floor is a very basic thing whithout too much
2045 functionality. It's a floor - you stand on it. ]]> 2025 functionality. It's a floor - you stand on it.]]>
2046 </description> 2026 </description>
2047 <attribute arch="is_floor" value="1" type="fixed" /> 2027 <attribute arch="is_floor" value="1" type="fixed" />
2048 <attribute arch="no_pick" value="1" type="fixed" /> 2028 <attribute arch="no_pick" value="1" type="fixed" />
2049<section name="terrain"> 2029<section name="terrain">
2050 &movement_types_terrain; 2030 &movement_types_terrain;
2084 Encounter-Floor is pretty much the same as normal floor. 2064 Encounter-Floor is pretty much the same as normal floor.
2085 Most outdoor floor/ground-arches are set to be "encounters". 2065 Most outdoor floor/ground-arches are set to be "encounters".
2086 That is kind of a relict from former code: When walking over 2066 That is kind of a relict from former code: When walking over
2087 encounter-floor, players sometimes got beamed to little maps 2067 encounter-floor, players sometimes got beamed to little maps
2088 with monsters on them. Nowadays this feature is disabled - 2068 with monsters on them. Nowadays this feature is disabled -
2089 Hence encounter floor is not different from normal floor. ]]> 2069 Hence encounter floor is not different from normal floor.]]>
2090 </description> 2070 </description>
2091 <attribute arch="is_floor" value="1" type="fixed" /> 2071 <attribute arch="is_floor" value="1" type="fixed" />
2092 <attribute arch="no_pick" value="1" type="fixed" /> 2072 <attribute arch="no_pick" value="1" type="fixed" />
2093<section name="terrain"> 2073<section name="terrain">
2094 &movement_types_terrain; 2074 &movement_types_terrain;
2121 2101
2122<!--####################################################################--> 2102<!--####################################################################-->
2123<type number="6" name="Food"> 2103<type number="6" name="Food">
2124 <description><![CDATA[ 2104 <description><![CDATA[
2125 By eating/drinking food-objects, the player can fill his 2105 By eating/drinking food-objects, the player can fill his
2126 stomache and gain a little health. ]]> 2106 stomache and gain a little health.]]>
2127 </description> 2107 </description>
2128 <attribute arch="food" editor="foodpoints" type="int"> 2108 <attribute arch="food" editor="foodpoints" type="int">
2129 The player's stomache will get filled with this amount of foodpoints. 2109 The player's stomache will get filled with this amount of foodpoints.
2130 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2110 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2131 </attribute> 2111 </attribute>
2139<type number="91" name="Gate"> 2119<type number="91" name="Gate">
2140 <ignore> 2120 <ignore>
2141 <ignore_list name="non_pickable" /> 2121 <ignore_list name="non_pickable" />
2142 </ignore> 2122 </ignore>
2143 <description><![CDATA[ 2123 <description><![CDATA[
2144 Gates play an important role in Crossfire. Gates can be opened 2124 Gates play an important role in Deliantra. Gates can be opened
2145 by activating a button/trigger, by speaking passwords (-> magic_ear) 2125 by activating a button/trigger, by speaking passwords (-> magic_ear)
2146 or carrying special key-objects (-> inventory checker). 2126 or carrying special key-objects (-> inventory checker).
2147 Unlike locked doors, gates can get shut again after a player has 2127 Unlike locked doors, gates can get shut again after a player has
2148 passed, which makes them more practical in many cases. ]]> 2128 passed, which makes them more practical in many cases.]]>
2149 </description> 2129 </description>
2150 <use><![CDATA[ 2130 <use><![CDATA[
2151 Use gates to divide your maps into seperated areas. After solving 2131 Use gates to divide your maps into seperated areas. After solving
2152 area A, the player gains access to area B, and so on. Make your 2132 area A, the player gains access to area B, and so on. Make your
2153 maps more complex than "one-way". ]]> 2133 maps more complex than "one-way".]]>
2154 </use> 2134 </use>
2155 <attribute arch="no_pick" value="1" type="fixed" /> 2135 <attribute arch="no_pick" value="1" type="fixed" />
2156 <attribute arch="speed" value="1" type="float"> 2136 <attribute arch="speed" value="1" type="float">
2157 The speed of the gate affects how fast it is closing/opening. 2137 The speed of the gate affects how fast it is closing/opening.
2158 </attribute> 2138 </attribute>
2182<type number="113" name="Girdle"> 2162<type number="113" name="Girdle">
2183 <import_type name="Amulet" /> 2163 <import_type name="Amulet" />
2184 <description><![CDATA[ 2164 <description><![CDATA[
2185 Wearing a girdle, the object's stats will directly be inherited to 2165 Wearing a girdle, the object's stats will directly be inherited to
2186 the player. Girdles usually provide stats- or damage bonuses and no 2166 the player. Girdles usually provide stats- or damage bonuses and no
2187 defense. ]]> 2167 defense.]]>
2188 </description> 2168 </description>
2189 <use><![CDATA[ 2169 <use><![CDATA[
2190 Feel free to create your own special artifacts. However, it is very 2170 Feel free to create your own special artifacts. However, it is very
2191 important that you keep your artifact in balance with existing maps. ]]> 2171 important that you keep your artifact in balance with existing maps.]]>
2192 </use> 2172 </use>
2193 <attribute arch="magic" editor="magic bonus" type="int"> 2173 <attribute arch="magic" editor="magic bonus" type="int">
2194 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2174 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2195 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2175 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2196 than direct armour-class bonus on the helmet. 2176 than direct armour-class bonus on the helmet.
2204<!--####################################################################--> 2184<!--####################################################################-->
2205<type number="100" name="Gloves"> 2185<type number="100" name="Gloves">
2206 <import_type name="Amulet" /> 2186 <import_type name="Amulet" />
2207 <description><![CDATA[ 2187 <description><![CDATA[
2208 Wearing gloves, the object's stats will directly be inherited to 2188 Wearing gloves, the object's stats will directly be inherited to
2209 the player. Gloves can add defense or damage bonuses. ]]> 2189 the player. Gloves can add defense or damage bonuses.]]>
2210 </description> 2190 </description>
2211 <use><![CDATA[ 2191 <use><![CDATA[
2212 Feel free to create your own special artifacts. However, it is very 2192 Feel free to create your own special artifacts. However, it is very
2213 important that you keep your artifact in balance with existing maps. ]]> 2193 important that you keep your artifact in balance with existing maps.]]>
2214 </use> 2194 </use>
2215 <attribute arch="magic" editor="magic bonus" type="int"> 2195 <attribute arch="magic" editor="magic bonus" type="int">
2216 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2196 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2217 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2197 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2218 will increase that. 2198 will increase that.
2224 <ignore> 2204 <ignore>
2225 <ignore_list name="non_pickable" /> 2205 <ignore_list name="non_pickable" />
2226 </ignore> 2206 </ignore>
2227 <description><![CDATA[ 2207 <description><![CDATA[
2228 A handle can be applied by players and (certain) monsters. 2208 A handle can be applied by players and (certain) monsters.
2229 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2209 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2230 </description> 2210 </description>
2231 <use><![CDATA[ 2211 <use><![CDATA[
2232 Handles are commonly used to move gates. When placing your lever, 2212 Handles are commonly used to move gates. When placing your lever,
2233 don't forget that some monsters are able to apply it. 2213 don't forget that some monsters are able to apply it.
2234 The ability to apply levers is rare among monsters - 2214 The ability to apply levers is rare among monsters -
2235 but vampires can do it for example. ]]> 2215 but vampires can do it for example.]]>
2236 </use> 2216 </use>
2237 <attribute arch="no_pick" value="1" type="fixed" /> 2217 <attribute arch="no_pick" value="1" type="fixed" />
2238 <attribute arch="connected" editor="connection" type="int"> 2218 <attribute arch="connected" editor="connection" type="int">
2239 Every time the handle is applied, all objects 2219 Every time the handle is applied, all objects
2240 with the same &lt;connection&gt; value are activated. 2220 with the same &lt;connection&gt; value are activated.
2252 <ignore_list name="non_pickable" /> 2232 <ignore_list name="non_pickable" />
2253 </ignore> 2233 </ignore>
2254 <description><![CDATA[ 2234 <description><![CDATA[
2255 Handle triggers are handles which reset after a short period 2235 Handle triggers are handles which reset after a short period
2256 of time. Every time it is either applied or reset, the 2236 of time. Every time it is either applied or reset, the
2257 &lt;connection&gt; value is triggered. ]]> 2237 &lt;connection&gt; value is triggered.]]>
2258 </description> 2238 </description>
2259 <use><![CDATA[ 2239 <use><![CDATA[
2260 When you connect an ordinary handle to a gate, the gate normally remains 2240 When you connect an ordinary handle to a gate, the gate normally remains
2261 opened after the first player passed. If you want to keep the gate shut, 2241 opened after the first player passed. If you want to keep the gate shut,
2262 connecting it to a handle trigger is an easy solution. ]]> 2242 connecting it to a handle trigger is an easy solution. ]]>
2263 </use> 2243 </use>
2264</type> 2244</type>
2265 2245
2266<!--####################################################################--> 2246<!--####################################################################-->
2267<type number="88" name="Hazard Floor"> 2247<type number="88" name="Hazard Floor">
2272 <ignore_list name="non_pickable" /> 2252 <ignore_list name="non_pickable" />
2273 </ignore> 2253 </ignore>
2274 <description><![CDATA[ 2254 <description><![CDATA[
2275 The best example for Hazard Floor is lava. It works like standard 2255 The best example for Hazard Floor is lava. It works like standard
2276 floor, but damages all creatures standing on it. 2256 floor, but damages all creatures standing on it.
2277 Damage is taken in regular time intervals. ]]> 2257 Damage is taken in regular time intervals.]]>
2278 </description> 2258 </description>
2279 <use><![CDATA[ 2259 <use><![CDATA[
2280 The default lava for example does minor damage. But you can turn 2260 The default lava for example does minor damage. But you can turn
2281 it up so that your hazard floor poses a real threat.<br> 2261 it up so that your hazard floor poses a real threat.<br>
2282 Like magic walls, such floors add a permanent thrill to your map. 2262 Like magic walls, such floors add a permanent thrill to your map.
2283 You can use that to safely chase off too-weak players, or just 2263 You can use that to safely chase off too-weak players, or just
2284 to have something different. ]]> 2264 to have something different.]]>
2285 </use> 2265 </use>
2286 <attribute arch="is_floor" value="1" type="fixed" /> 2266 <attribute arch="is_floor" value="1" type="fixed" />
2287 <attribute arch="lifesave" value="1" type="fixed" /> 2267 <attribute arch="lifesave" value="1" type="fixed" />
2288 &move_on; 2268 &move_on;
2289 <attribute arch="no_pick" value="1" type="fixed" /> 2269 <attribute arch="no_pick" value="1" type="fixed" />
2340 <import_type name="Amulet" /> 2320 <import_type name="Amulet" />
2341 <description><![CDATA[ 2321 <description><![CDATA[
2342 Wearing a helmet, the object's stats will directly be inherited to 2322 Wearing a helmet, the object's stats will directly be inherited to
2343 the player. Normal helmets usually increase defense, while crowns 2323 the player. Normal helmets usually increase defense, while crowns
2344 add more special bonuses like stats/resistances paired with 2324 add more special bonuses like stats/resistances paired with
2345 low defense. ]]> 2325 low defense.]]>
2346 </description> 2326 </description>
2347 <use><![CDATA[ 2327 <use><![CDATA[
2348 Feel free to create your own special artifacts. However, it is very 2328 Feel free to create your own special artifacts. However, it is very
2349 important that you keep your artifact in balance with existing maps. ]]> 2329 important that you keep your artifact in balance with existing maps.]]>
2350 </use> 2330 </use>
2351 <attribute arch="magic" editor="magic bonus" type="int"> 2331 <attribute arch="magic" editor="magic bonus" type="int">
2352 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2332 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2353 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2333 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2354 than direct armour-class bonus on the helmet. 2334 than direct armour-class bonus on the helmet.
2365 <ignore_list name="non_pickable" /> 2345 <ignore_list name="non_pickable" />
2366 </ignore> 2346 </ignore>
2367 <description><![CDATA[ 2347 <description><![CDATA[
2368 Holy_altars are altars for the various religions. Praying 2348 Holy_altars are altars for the various religions. Praying
2369 at a Holy_altar will make you a follower of that god, and 2349 at a Holy_altar will make you a follower of that god, and
2370 if you already follow that god, you may get some extra bonus. ]]> 2350 if you already follow that god, you may get some extra bonus.]]>
2371 </description> 2351 </description>
2372 <attribute arch="no_pick" value="1" type="fixed" /> 2352 <attribute arch="no_pick" value="1" type="fixed" />
2373 <attribute arch="other_arch" editor="god name" type="string"> 2353 <attribute arch="other_arch" editor="god name" type="string">
2374 The altar belongs to the god of the given name. Possible options for 2354 The altar belongs to the god of the given name. Possible options for
2375 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2355 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2398 Horns are very similar to rods. The difference is that horns regenerate 2378 Horns are very similar to rods. The difference is that horns regenerate
2399 spellpoints faster and thus are more valuable than rods. 2379 spellpoints faster and thus are more valuable than rods.
2400 <br><br> 2380 <br><br>
2401 A horn contains a spell. The player can use this spell by applying and 2381 A horn contains a spell. The player can use this spell by applying and
2402 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2382 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2403 used endlessly. ]]> 2383 used endlessly.]]>
2404 </description> 2384 </description>
2405 <use><![CDATA[ 2385 <use><![CDATA[
2406 Horns are powerful due to their fast recharge rate. They should 2386 Horns are powerful due to their fast recharge rate. They should
2407 never contain high level attacking spells. Even curing/healing spells 2387 never contain high level attacking spells. Even curing/healing spells
2408 are almost too good on a horn. ]]> 2388 are almost too good on a horn.]]>
2409 </use> 2389 </use>
2410 <attribute arch="sp" editor="spell" type="spell"> 2390 <attribute arch="sp" editor="spell" type="spell">
2411 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2391 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2412 horns to players, since they can be used endlessly without any mana cost! 2392 horns to players, since they can be used endlessly without any mana cost!
2413 Horns with heal/ restoration/ protection spells, IF available, MUST be 2393 Horns with heal/ restoration/ protection spells, IF available, MUST be
2439<!--####################################################################--> 2419<!--####################################################################-->
2440<type number="73" name="Inorganic"> 2420<type number="73" name="Inorganic">
2441 <description><![CDATA[ 2421 <description><![CDATA[
2442 Inorganic materials are generally used as ingredients for 2422 Inorganic materials are generally used as ingredients for
2443 alchemical receipes. By themselves, they have no special 2423 alchemical receipes. By themselves, they have no special
2444 functionalities. ]]> 2424 functionalities.]]>
2445 </description> 2425 </description>
2446 <attribute arch="is_dust" editor="is dust" type="bool"> 2426 <attribute arch="is_dust" editor="is dust" type="bool">
2447 </attribute> 2427 </attribute>
2448<section name="resistance"> 2428 &resistances_basic;
2449 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2468 </attribute>
2469 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2470 </attribute>
2471 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2472 </attribute>
2473</section>
2474</type> 2429</type>
2475 2430
2476<!--####################################################################--> 2431<!--####################################################################-->
2477<type number="64" name="Inventory Checker"> 2432<type number="64" name="Inventory Checker">
2478 <ignore> 2433 <ignore>
2487 <br><br> 2442 <br><br>
2488 Alternatively, you can set your inv. checker to block all players 2443 Alternatively, you can set your inv. checker to block all players
2489 that do/don't carry the matching object. 2444 that do/don't carry the matching object.
2490 <br><br> 2445 <br><br>
2491 As you can see, inv. checkers are quite powerful, holding a 2446 As you can see, inv. checkers are quite powerful, holding a
2492 great variety of possibilities. ]]> 2447 great variety of possibilities.]]>
2493 </description> 2448 </description>
2494 <use><![CDATA[ 2449 <use><![CDATA[
2495 Putting a check_inventory space in front of a gate (one below) and 2450 Putting a check_inventory space in front of a gate (one below) and
2496 one on the opposite side works reasonably well as a control mechanism. 2451 one on the opposite side works reasonably well as a control mechanism.
2497 Unlike the key/door-combo, this one works infinite since it is 2452 Unlike the key/door-combo, this one works infinite since it is
2498 independant from map reset. Use it to put a "structure" into your 2453 independant from map reset. Use it to put a "structure" into your
2499 maps: Player must solve area A to gain access to area B. This concept 2454 maps: Player must solve area A to gain access to area B. This concept
2500 can be found in nearly every RPG - simple but effective. ]]> 2455 can be found in nearly every RPG - simple but effective.]]>
2501 </use> 2456 </use>
2502 <attribute arch="no_pick" value="1" type="fixed" /> 2457 <attribute arch="no_pick" value="1" type="fixed" />
2503 <attribute arch="slaying" editor="match key string" type="string"> 2458 <attribute arch="slaying" editor="match key string" type="string">
2504 This string specifies the object we are looking for: We have a match 2459 This string specifies the object we are looking for: We have a match
2505 if the player does/don't carry a key object or a mark with identical 2460 if the player does/don't carry a key object or a mark with identical
2581<!--####################################################################--> 2536<!--####################################################################-->
2582<type number="60" name="Jewel"> 2537<type number="60" name="Jewel">
2583 <description><![CDATA[ 2538 <description><![CDATA[
2584 Items of the type Gold &amp; Jewels are handled like a currency. 2539 Items of the type Gold &amp; Jewels are handled like a currency.
2585 Unlike for any other type of item, in shops, the buy- and selling 2540 Unlike for any other type of item, in shops, the buy- and selling
2586 prices differ only marginally. ]]> 2541 prices differ only marginally.]]>
2587 </description> 2542 </description>
2588 <attribute arch="race" value="gold and jewels" type="fixed" /> 2543 <attribute arch="race" value="gold and jewels" type="fixed" />
2589 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2544 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2590 This text may describe the object. 2545 This text may describe the object.
2591 </attribute> 2546 </attribute>
2593 2548
2594<!--####################################################################--> 2549<!--####################################################################-->
2595<type number="24" name="Key"> 2550<type number="24" name="Key">
2596 <description><![CDATA[ 2551 <description><![CDATA[
2597 When carrying a key, a normal door can be opened. The key will 2552 When carrying a key, a normal door can be opened. The key will
2598 disappear. ]]> 2553 disappear.]]>
2599 </description> 2554 </description>
2600 <attribute arch="startequip" editor="godgiven item" type="bool"> 2555 <attribute arch="startequip" editor="godgiven item" type="bool">
2601 A godgiven item vanishes as soon as the player 2556 A godgiven item vanishes as soon as the player
2602 drops it to the ground. 2557 drops it to the ground.
2603 </attribute> 2558 </attribute>
2608 <ignore> 2563 <ignore>
2609 <ignore_list name="non_pickable" /> 2564 <ignore_list name="non_pickable" />
2610 </ignore> 2565 </ignore>
2611 <description><![CDATA[ 2566 <description><![CDATA[
2612 A locked door can be opened only when carrying 2567 A locked door can be opened only when carrying
2613 the appropriate special key. ]]> 2568 the appropriate special key.]]>
2614 </description> 2569 </description>
2615 <use><![CDATA[ 2570 <use><![CDATA[
2616 If you want to create a locked door that cannot be opened (no key), 2571 If you want to create a locked door that cannot be opened (no key),
2617 set a &lt;key string&gt; like "no_key_available". This will clearify things 2572 set a &lt;key string&gt; like "no_key_available". This will clearify things
2618 and only a fool would create a key matching that string. 2573 and only a fool would create a key matching that string.
2620 Door-objects can not only be used for "doors". In many maps these 2575 Door-objects can not only be used for "doors". In many maps these
2621 are used with all kinds of faces/names, especially often as 2576 are used with all kinds of faces/names, especially often as
2622 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2577 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2623 There you have magic forces (door objects) put under certain artifact 2578 There you have magic forces (door objects) put under certain artifact
2624 items. To get your hands on the artifacts, you need to bring up the 2579 items. To get your hands on the artifacts, you need to bring up the
2625 appropriate quest items (key objects). ]]> 2580 appropriate quest items (key objects).]]>
2626 </use> 2581 </use>
2627 <attribute arch="move_type" value="0" type="fixed" /> 2582 <attribute arch="move_type" value="0" type="fixed" />
2628 <attribute arch="no_pick" value="1" type="fixed" /> 2583 <attribute arch="no_pick" value="1" type="fixed" />
2629 <attribute arch="slaying" editor="key string" type="string"> 2584 <attribute arch="slaying" editor="key string" type="string">
2630 The &lt;key string&gt; in the door must be identical with the 2585 The &lt;key string&gt; in the door must be identical with the
2631 &lt;key string&gt; in the special key, then the door is unlocked. 2586 &lt;key string&gt; in the special key, then the door is unlocked.
2632 It is VERY important to set the &lt;key string&gt; to something that 2587 It is VERY important to set the &lt;key string&gt; to something that
2633 is unique among the CF mapset. 2588 is unique among the Deliantra mapset.
2634 2589
2635 DONT EVER USE the default string "set_individual_value". 2590 DONT EVER USE the default string "set_individual_value".
2636 </attribute> 2591 </attribute>
2637 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2592 <attribute arch="no_magic" editor="restrict spells" type="bool">
2638 Restricting the use of spells to pass this door. 2593 Restricting the use of spells to pass this door.
2657 <ignore> 2612 <ignore>
2658 <ignore_list name="system_object" /> 2613 <ignore_list name="system_object" />
2659 </ignore> 2614 </ignore>
2660 <description><![CDATA[ 2615 <description><![CDATA[
2661 Magic_ears trigger a connected value 2616 Magic_ears trigger a connected value
2662 when the player speaks a specific keyword. ]]> 2617 when the player speaks a specific keyword.]]>
2663 </description> 2618 </description>
2664 <use><![CDATA[ 2619 <use><![CDATA[
2665 Whenever you put magic_ears on your maps, make sure there are 2620 Whenever you put magic_ears on your maps, make sure there are
2666 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2621 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2667 something like a gate that is opened by speaking "open" or 2622 something like a gate that is opened by speaking "open" or
2669 <br><br> 2624 <br><br>
2670 Magic_ears are typically used for interaction with NPCs. You 2625 Magic_ears are typically used for interaction with NPCs. You
2671 can create the impression that the NPC actually *does* something 2626 can create the impression that the NPC actually *does* something
2672 according to his conversation with a player. Mostly this means 2627 according to his conversation with a player. Mostly this means
2673 opening a gate or handing out some item, but you could be quite 2628 opening a gate or handing out some item, but you could be quite
2674 creative here. ]]> 2629 creative here.]]>
2675 </use> 2630 </use>
2676 <attribute arch="no_pick" value="1" type="fixed" /> 2631 <attribute arch="no_pick" value="1" type="fixed" />
2677 <attribute arch="connected" editor="connection" type="int"> 2632 <attribute arch="connected" editor="connection" type="int">
2678 The Magic_ear will trigger all objects with the 2633 The Magic_ear will trigger all objects with the
2679 same connection value, every time it is activated. 2634 same connection value, every time it is activated.
2701 Magic walls can contain any spell. However, some spells do not 2656 Magic walls can contain any spell. However, some spells do not
2702 operate very successfully in them. The only way to know is to test 2657 operate very successfully in them. The only way to know is to test
2703 the spell you want to use with a wall. 2658 the spell you want to use with a wall.
2704 <br><br> 2659 <br><br>
2705 Several types of magical walls are predefined for you in the 2660 Several types of magical walls are predefined for you in the
2706 archetypes, and can be found on the "connected" Pickmap. ]]> 2661 archetypes, and can be found on the "connected" Pickmap.]]>
2707 </description> 2662 </description>
2708 <use><![CDATA[ 2663 <use><![CDATA[
2709 Spellcasting walls pose an interesting alternative to monsters. 2664 Spellcasting walls pose an interesting alternative to monsters.
2710 Usually they are set to be undestroyable. Thus, while monsters 2665 Usually they are set to be undestroyable. Thus, while monsters
2711 in a map can be cleared out, the magic walls remain. Low level 2666 in a map can be cleared out, the magic walls remain. Low level
2722 walls' spell(s). 2677 walls' spell(s).
2723 <br><br> 2678 <br><br>
2724 It is possible to make walls rotate when triggered. But that is so 2679 It is possible to make walls rotate when triggered. But that is so
2725 confusing (and useless IMHO) that I did not mention it above. You 2680 confusing (and useless IMHO) that I did not mention it above. You
2726 can find a working example on the map 2681 can find a working example on the map
2727 "/pup_land/castle_eureca/castle_eureca8". ]]> 2682 "/pup_land/castle_eureca/castle_eureca8".]]>
2728 </use> 2683 </use>
2729 <attribute arch="dam" editor="spell" type="spell"> 2684 <attribute arch="dam" editor="spell" type="spell">
2730 The magic wall will cast this &lt;spell&gt;. 2685 The magic wall will cast this &lt;spell&gt;.
2731 </attribute> 2686 </attribute>
2732 <attribute arch="level" editor="spell level" type="int"> 2687 <attribute arch="level" editor="spell level" type="int">
2772 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2727 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2773 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2728 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2774 to &lt;weapon class&gt;. 2729 to &lt;weapon class&gt;.
2775 </attribute> 2730 </attribute>
2776</section> 2731</section>
2777<section name="resistance"> 2732&resistances_basic;
2778 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2815 </attribute>
2816 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2817 </attribute>
2818 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2819 </attribute>
2820</section>
2821</type> 2733</type>
2822 2734
2823<!--####################################################################--> 2735<!--####################################################################-->
2824<type number="55" name="Marker"> 2736<type number="55" name="Marker">
2825 <ignore> 2737 <ignore>
2830 player stepping on it. This force does nothing except containing a 2742 player stepping on it. This force does nothing except containing a
2831 &lt;key string&gt; which can be discovered by detectors or inventory 2743 &lt;key string&gt; which can be discovered by detectors or inventory
2832 checkers. It is also possible to use markers for removing marks again. 2744 checkers. It is also possible to use markers for removing marks again.
2833 <br><br> 2745 <br><br>
2834 Note that the player has no possibility to "see" his own marks, 2746 Note that the player has no possibility to "see" his own marks,
2835 except by the effect that they cause on the maps. ]]> 2747 except by the effect that they cause on the maps.]]>
2836 </description> 2748 </description>
2837 <use><![CDATA[ 2749 <use><![CDATA[
2838 Markers hold real cool possibilities for map-making. I encourage 2750 Markers hold real cool possibilities for map-making. I encourage
2839 you to use them frequently. However there is one negative point 2751 you to use them frequently. However there is one negative point
2840 about markers: Players don't "see" what's going on with them. It is 2752 about markers: Players don't "see" what's going on with them. It is
2841 your task, as map-creator, to make sure the player is always well 2753 your task, as map-creator, to make sure the player is always well
2842 informed and never confused. 2754 informed and never confused.
2843 <br><br> 2755 <br><br>
2844 Please avoid infinite markers when they aren't needed. They're 2756 Please avoid infinite markers when they aren't needed. They're
2845 using a little space in the player file after all, so if there 2757 using a little space in the player file after all, so if there
2846 is no real purpose, set an expire time. ]]> 2758 is no real purpose, set an expire time.]]>
2847 </use> 2759 </use>
2848 <attribute arch="no_pick" value="1" type="fixed" /> 2760 <attribute arch="no_pick" value="1" type="fixed" />
2849 <attribute arch="slaying" editor="key string" type="string"> 2761 <attribute arch="slaying" editor="key string" type="string">
2850 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2762 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2851 If the player already has a force with that &lt;key string&gt;, 2763 If the player already has a force with that &lt;key string&gt;,
2897 When a player picks an item from a shop and attempts to 2809 When a player picks an item from a shop and attempts to
2898 walk over the shop mat, the item's selling-price is automatically 2810 walk over the shop mat, the item's selling-price is automatically
2899 subtracted from the player's money. 2811 subtracted from the player's money.
2900 <br><br> 2812 <br><br>
2901 For money, always use the default arches. 2813 For money, always use the default arches.
2902 Don't modify them. ]]> 2814 Don't modify them.]]>
2903 </description> 2815 </description>
2904 <attribute arch="race" value="gold and jewels" type="fixed" /> 2816 <attribute arch="race" value="gold and jewels" type="fixed" />
2905</type> 2817</type>
2906 2818
2907<!--####################################################################--> 2819<!--####################################################################-->
2922 Monsters can behave in various kinds of ways. 2834 Monsters can behave in various kinds of ways.
2923 They can be aggressive, attacking the player. Or peaceful, 2835 They can be aggressive, attacking the player. Or peaceful,
2924 helping the player - maybe joining him as pet. 2836 helping the player - maybe joining him as pet.
2925 The unagressive creatures who communicate with players are 2837 The unagressive creatures who communicate with players are
2926 usually called "NPCs" (Non Player Character), a well-known 2838 usually called "NPCs" (Non Player Character), a well-known
2927 term in role-play environments. ]]> 2839 term in role-play environments.]]>
2928 </description> 2840 </description>
2929 <use><![CDATA[ 2841 <use><![CDATA[
2930 Monsters play a central role in most maps. Choosing the right 2842 Monsters play a central role in most maps. Choosing the right
2931 combination of monsters for your map is vital: 2843 combination of monsters for your map is vital:
2932 <UL> 2844 <UL>
2957 can use. 2869 can use.
2958 </UL> 2870 </UL>
2959 I know it's impossible to make the perfectly balanced map. There's always 2871 I know it's impossible to make the perfectly balanced map. There's always
2960 some part which is found too easy or too hard for a certain kind of player. 2872 some part which is found too easy or too hard for a certain kind of player.
2961 Just give it your best shot. And listen to feedback from players if you 2873 Just give it your best shot. And listen to feedback from players if you
2962 receive some. :-) ]]> 2874 receive some. :-)]]>
2963 </use> 2875 </use>
2964 <attribute arch="alive" value="1" type="fixed" /> 2876 <attribute arch="alive" value="1" type="fixed" />
2965 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2877 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2966 When the monster is killed, items from the treasurelist will 2878 When the monster is killed, items from the treasurelist will
2967 drop to the ground. This is a common way to reward players 2879 drop to the ground. This is a common way to reward players
3030 If a monster has something in the inventory, this 2942 If a monster has something in the inventory, this
3031 value can be set to reflect the slowdown due to 2943 value can be set to reflect the slowdown due to
3032 the carried weight. 2944 the carried weight.
3033 </attribute> 2945 </attribute>
3034 <attribute arch="precious" editor="precious" type="bool"> 2946 <attribute arch="precious" editor="precious" type="bool">
3035 Set this flag to indicate that this monster is <i>precious</i>, i.e. 2947 Set this flag to indicate that this monster is precious, i.e.
3036 it should not be lightly destroyed. This is most useful on pets and 2948 it should not be lightly destroyed. This is most useful on pets and
3037 keeps the server from destroying them on destroy_pets/monster floors 2949 keeps the server from destroying them on destroy_pets/monster floors
3038 and will try to save them when the player logs out. 2950 and will try to save them when the player logs out.
3039 </attribute> 2951 </attribute>
3040 2952
3215 <attribute arch="stand_still" editor="stand still" type="bool"> 3127 <attribute arch="stand_still" editor="stand still" type="bool">
3216 Monsters which &lt;stand still&gt; won't move to leave their position. 3128 Monsters which &lt;stand still&gt; won't move to leave their position.
3217 When agressive, they will attack all enemies who get close to 3129 When agressive, they will attack all enemies who get close to
3218 them. This behaviour is commonly known from castle guards. 3130 them. This behaviour is commonly known from castle guards.
3219 3131
3220 In older versions of Crossfire it was possible to eventually 3132 In older versions of Deliantra it was possible to eventually
3221 push a &lt;stand still&gt;-monster out of position by force. 3133 push a &lt;stand still&gt;-monster out of position by force.
3222 I believe this is no longer possible. Neverthless, you should 3134 I believe this is no longer possible. Neverthless, you should
3223 still be cautious when lining up &lt;stand still&gt;-monster in order 3135 still be cautious when lining up &lt;stand still&gt;-monster in order
3224 to "defend" something: Such monsters are rather easy to kill. 3136 to "defend" something: Such monsters are rather easy to kill.
3225 It's good for low level maps, but not much more. 3137 It's good for low level maps, but not much more.
3261 When the monster's health points drop below this percentage 3173 When the monster's health points drop below this percentage
3262 (relative to max health), it attempts to run away from the 3174 (relative to max health), it attempts to run away from the
3263 attacker. 3175 attacker.
3264 </attribute> 3176 </attribute>
3265</section> 3177</section>
3266 3178 &resistances_basic;
3267<section name="resistance">
3268 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3295 </attribute>
3296 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3297 </attribute>
3298 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3299 </attribute>
3300 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3301 </attribute>
3302 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3303 </attribute>
3304 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3305 </attribute>
3306 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3307 </attribute>
3308 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3309 </attribute>
3310</section>
3311 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3179 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3312 </attribute> 3180 </attribute>
3313</type> 3181</type>
3314 3182
3315<!--####################################################################--> 3183<!--####################################################################-->
3320 <attribute arch="name_pl" /> 3188 <attribute arch="name_pl" />
3321 <attribute arch="nrof" /> 3189 <attribute arch="nrof" />
3322 <attribute arch="value" /> 3190 <attribute arch="value" />
3323 <attribute arch="unpaid" /> 3191 <attribute arch="unpaid" />
3324 </ignore> 3192 </ignore>
3325 <description><![CDATA[ 3193 <description>
3326 A grimreaper is a monster that vanishes after it did some number of 3194 A grimreaper is a monster that vanishes after it did some number of
3327 draining attacks. ]]> <!-- XXX: is this ok? --> 3195 draining attacks.
3328 </description> 3196 </description>
3329<section name="grimreaper"> 3197<section name="grimreaper">
3330 <attribute arch="value" editor="attacks" type="int"> 3198 <attribute arch="value" editor="attacks" type="int">
3331 The object vanishes after this number of draining attacks. 3199 The object vanishes after this number of draining attacks.
3332 </attribute> 3200 </attribute>
3340 </ignore> 3208 </ignore>
3341 <description><![CDATA[ 3209 <description><![CDATA[
3342 As the name implies, mood floors can change the "mood" of 3210 As the name implies, mood floors can change the "mood" of
3343 a monsters/NPC. For example, an unagressive monster could be 3211 a monsters/NPC. For example, an unagressive monster could be
3344 turned mad to start attacking. Similar, an agressive monster 3212 turned mad to start attacking. Similar, an agressive monster
3345 could be calmed. ]]> 3213 could be calmed.]]>
3346 </description> 3214 </description>
3347 <use><![CDATA[ 3215 <use><![CDATA[
3348 Mood floors are absolutely cool for NPC interaction. To make an 3216 Mood floors are absolutely cool for NPC interaction. To make an
3349 unaggressive monster/NPC attack, put a creator with "other_arch 3217 unaggressive monster/NPC attack, put a creator with "other_arch
3350 furious_floor" under it. Connect the creator to a magic_ear, so the 3218 furious_floor" under it. Connect the creator to a magic_ear, so the
3354 it directly to a magic_ear. Then the player speaks a keyword like 3222 it directly to a magic_ear. Then the player speaks a keyword like
3355 "help me" - and the NPC joins him as pet. 3223 "help me" - and the NPC joins him as pet.
3356 <br><br> 3224 <br><br>
3357 (Of course you must always give clear hints about keywords! 3225 (Of course you must always give clear hints about keywords!
3358 And there is no reason why you couldn't use a button/lever/pedestal 3226 And there is no reason why you couldn't use a button/lever/pedestal
3359 etc. instead of a magic_ear.) ]]> 3227 etc. instead of a magic_ear.)]]>
3360 </use> 3228 </use>
3361 <attribute arch="no_pick" value="1" type="fixed" /> 3229 <attribute arch="no_pick" value="1" type="fixed" />
3362 <attribute arch="last_sp" editor="mood" type="list_mood"> 3230 <attribute arch="last_sp" editor="mood" type="list_mood">
3363 &lt;mood&gt; is used to determine what will happen to the 3231 &lt;mood&gt; is used to determine what will happen to the
3364 monster when affected by the mood floor: 3232 monster when affected by the mood floor:
3408 can monsters. Motion is involuntary. Additionally, players or 3276 can monsters. Motion is involuntary. Additionally, players or
3409 monsters can be "frozen" while ontop of movers so that they MUST 3277 monsters can be "frozen" while ontop of movers so that they MUST
3410 move along a chain of them. 3278 move along a chain of them.
3411 <br><br> 3279 <br><br>
3412 Multisquare monsters can be moved as well, given 3280 Multisquare monsters can be moved as well, given
3413 enough space. Movers are usually invisible. ]]> 3281 enough space. Movers are usually invisible.]]>
3414 </description> 3282 </description>
3415 <use><![CDATA[ 3283 <use><![CDATA[
3416 NEVER EVER consider a mover being unpassable in the backwards 3284 NEVER EVER consider a mover being unpassable in the backwards
3417 direction. Setting "forced movement" makes it seemingly impossible 3285 direction. Setting "forced movement" makes it seemingly impossible
3418 but there is still a trick: One player can push a second player 3286 but there is still a trick: One player can push a second player
3425 cannot be discovered with the show_invisible spell. 3293 cannot be discovered with the show_invisible spell.
3426 <br><br> 3294 <br><br>
3427 Note that Movers and Directors are seperate objects, even though 3295 Note that Movers and Directors are seperate objects, even though
3428 they look and act similar. Directors only do spells/missiles, 3296 they look and act similar. Directors only do spells/missiles,
3429 while movers only do living creatures (depending on how it 3297 while movers only do living creatures (depending on how it
3430 is set: monsters and players). ]]> 3298 is set: monsters and players).]]>
3431 </use> 3299 </use>
3432 <attribute arch="attacktype" editor="forced movement" type="bool"> 3300 <attribute arch="attacktype" editor="forced movement" type="bool">
3433 If forced movement is enabled, the mover "freezes" anyone it 3301 If forced movement is enabled, the mover "freezes" anyone it
3434 moves (so they are forced to move along a chain). 3302 moves (so they are forced to move along a chain).
3435 For players there is no way to escape this forced movement, 3303 For players there is no way to escape this forced movement,
3487 <ignore_list name="non_pickable" /> 3355 <ignore_list name="non_pickable" />
3488 </ignore> 3356 </ignore>
3489 <description><![CDATA[ 3357 <description><![CDATA[
3490 Pedestals are designed to detect certain types of living objects. 3358 Pedestals are designed to detect certain types of living objects.
3491 When a predefined type of living creature steps on the pedestal, the 3359 When a predefined type of living creature steps on the pedestal, the
3492 connected value is triggered. ]]> 3360 connected value is triggered.]]>
3493 </description> 3361 </description>
3494 <use><![CDATA[ 3362 <use><![CDATA[
3495 If you want to create a place where only players of a certain race 3363 If you want to create a place where only players of a certain race
3496 can enter, put a teleporter over your pedestal. So the teleporter is 3364 can enter, put a teleporter over your pedestal. So the teleporter is
3497 only activated for players of the matching race. Do not use gates, 3365 only activated for players of the matching race. Do not use gates,
3498 because many other players could sneak in. If you put powerful 3366 because many other players could sneak in. If you put powerful
3499 artifacts into such places, generally set "startequip 1", so that 3367 artifacts into such places, generally set "startequip 1", so that
3500 they are preserved for that one race and can't be traded to others. ]]> 3368 they are preserved for that one race and can't be traded to others.]]>
3501 </use> 3369 </use>
3502 <attribute arch="no_pick" value="1" type="fixed" /> 3370 <attribute arch="no_pick" value="1" type="fixed" />
3503 <attribute arch="slaying" editor="match race" type="string"> 3371 <attribute arch="slaying" editor="match race" type="string">
3504 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3372 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3505 matches the monster's or the player's race, we have a match. 3373 matches the monster's or the player's race, we have a match.
3523 <ignore_list name="non_pickable" /> 3391 <ignore_list name="non_pickable" />
3524 </ignore> 3392 </ignore>
3525 <description><![CDATA[ 3393 <description><![CDATA[
3526 Pits are holes, transporting the player when he walks (and falls) into them. 3394 Pits are holes, transporting the player when he walks (and falls) into them.
3527 A speciality about pits is that they don't transport the player to 3395 A speciality about pits is that they don't transport the player to
3528 the exact destination, but within a two-square radius of the destination 3396 the exact destination, but within a configurable radius of the destination
3529 (never on blocked squares).<br> 3397 (never on blocked squares).<br>
3530 Optionally, pits can get closed and opened, similar to gates.<br><br> 3398 Optionally, pits can get closed and opened, similar to gates.<br><br>
3531 Monsters and items are affected by pits just as well as players. 3399 Monsters and items are affected by pits just as well as players.
3532 Even multipart monsters can fall through them, given enough space. ]]> 3400 Even multipart monsters can fall through them, given enough space.]]>
3533 </description> 3401 </description>
3534 <use><![CDATA[ 3402 <use><![CDATA[
3535 Pits can add interesting effects to your map. When using them, make 3403 Pits can add interesting effects to your map. When using them, make
3536 sure to use them in a "logical way": Pits should always drop the 3404 sure to use them in a "logical way": Pits should always drop the
3537 player to some kind of lower level. They should not be used to 3405 player to some kind of lower level. They should not be used to
3538 randomly interconnect maps like teleporters do. ]]> 3406 randomly interconnect maps like teleporters do.]]>
3539 </use> 3407 </use>
3540 <attribute arch="no_pick" value="1" type="fixed" /> 3408 <attribute arch="no_pick" value="1" type="fixed" />
3409 <attribute arch="range" editor="spread radius" type="int">
3410 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3411 </attribute>
3541 <attribute arch="connected" editor="connection" type="int"> 3412 <attribute arch="connected" editor="connection" type="int">
3542 When a &lt;connection&gt; value is set, the pit can be opened/closed 3413 When a &lt;connection&gt; value is set, the pit can be opened/closed
3543 by activating the connection. 3414 by activating the connection.
3544 </attribute> 3415 </attribute>
3545 &activate_on; 3416 &activate_on;
3566 3437
3567<!--####################################################################--> 3438<!--####################################################################-->
3568<type number="7" name="Poison Food"> 3439<type number="7" name="Poison Food">
3569 <description><![CDATA[ 3440 <description><![CDATA[
3570 When eating, the player's stomache is drained by 1/4 of food. 3441 When eating, the player's stomache is drained by 1/4 of food.
3571 If his food drops to zero, the player might even die. ]]> 3442 If his food drops to zero, the player might even die.]]>
3572 </description> 3443 </description>
3573</type> 3444</type>
3574 3445
3575<!--####################################################################--> 3446<!--####################################################################-->
3576<type number="5" name="Potion"> 3447<type number="5" name="Potion">
3577 <description><![CDATA[ 3448 <description><![CDATA[
3578 The player can drink these and gain various kinds of benefits 3449 The player can drink these and gain various kinds of benefits
3579 (/penalties) by doing so. ]]> 3450 (/penalties) by doing so.]]>
3580 </description> 3451 </description>
3581 <use><![CDATA[ 3452 <use><![CDATA[
3582 One potion should never give multiple benefits at once. ]]> 3453 One potion should never give multiple benefits at once.]]>
3583 </use> 3454 </use>
3584 <attribute arch="level" editor="potion level" type="int"> 3455 <attribute arch="level" editor="potion level" type="int">
3585 If the potion contains a spell, the spell is cast at this level. 3456 If the potion contains a spell, the spell is cast at this level.
3586 For other potions it should be set at least to 1. 3457 For other potions it should be set at least to 1.
3587 </attribute> 3458 </attribute>
3605 </attribute> 3476 </attribute>
3606 <attribute arch="startequip" editor="godgiven item" type="bool"> 3477 <attribute arch="startequip" editor="godgiven item" type="bool">
3607 A godgiven item vanishes as soon as the player 3478 A godgiven item vanishes as soon as the player
3608 drops it to the ground. 3479 drops it to the ground.
3609 </attribute> 3480 </attribute>
3610<section name="stats"> 3481 &player_stat_resist_sections;
3611 <attribute arch="Str" editor="strength" type="int">
3612 The player's strentgh will rise/fall by the given value for permanent
3613 (of course there is an upper limit). Generally there shouldn't be stat
3614 potions granting more than one stat. Cursed potions will subtract the
3615 stats if positive.
3616 </attribute>
3617 <attribute arch="Dex" editor="dexterity" type="int">
3618 The player's dexterity will rise/fall by the given value for permanent
3619 (of course there is an upper limit). Generally there shouldn't be stat
3620 potions granting more than one stat. Cursed potions will subtract the
3621 stats if positive.
3622 </attribute>
3623 <attribute arch="Con" editor="constitution" type="int">
3624 The player's constitution will rise/fall by the given value for permanent
3625 (of course there is an upper limit). Generally there shouldn't be stat
3626 potions granting more than one stat. Cursed potions will subtract the
3627 stats if positive.
3628 </attribute>
3629 <attribute arch="Int" editor="intelligence" type="int">
3630 The player's intelligence will rise/fall by the given value for permanent
3631 (of course there is an upper limit). Generally there shouldn't be stat
3632 potions granting more than one stat. Cursed potions will subtract the
3633 stats if positive.
3634 </attribute>
3635 <attribute arch="Pow" editor="power" type="int">
3636 The player's power will rise/fall by the given value for permanent
3637 (of course there is an upper limit). Generally there shouldn't be stat
3638 potions granting more than one stat. Cursed potions will subtract the
3639 stats if positive.
3640 </attribute>
3641 <attribute arch="Wis" editor="wisdom" type="int">
3642 The player's wisdom will rise/fall by the given value for permanent
3643 (of course there is an upper limit). Generally there shouldn't be stat
3644 potions granting more than one stat. Cursed potions will subtract the
3645 stats if positive.
3646 </attribute>
3647 <attribute arch="Cha" editor="charisma" type="int">
3648 The player's charisma will rise/fall by the given value for permanent
3649 (of course there is an upper limit). Generally there shouldn't be stat
3650 potions granting more than one stat. Cursed potions will subtract the
3651 stats if positive.
3652 </attribute>
3653</section>
3654<section name="resistance">
3655 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3656 The player's resistance to physical will rise by this value in percent
3657 (range -100 till +100). The effect is only temporare, and it does NOT
3658 add on the values from the player's equipment.
3659 Cursed potions will make negative resistance.. very nasty in combat!
3660 </attribute>
3661 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3662 The player's resistance to magic will rise by this value in percent
3663 (range -100 till +100). The effect is only temporare, and it does NOT
3664 add on the values from the player's equipment.
3665 Cursed potions will make negative resistance.. very nasty in combat!
3666 </attribute>
3667 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3668 The player's resistance to fire will rise by this value in percent
3669 (range -100 till +100). The effect is only temporare, and it does NOT
3670 add on the values from the player's equipment.
3671 Cursed potions will make negative resistance.. very nasty in combat!
3672 </attribute>
3673 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3674 The player's resistance to electricity will rise by this value in percent
3675 (range -100 till +100). The effect is only temporare, and it does NOT
3676 add on the values from the player's equipment.
3677 Cursed potions will make negative resistance.. very nasty in combat!
3678 </attribute>
3679 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3680 The player's resistance to cold will rise by this value in percent
3681 (range -100 till +100). The effect is only temporare, and it does NOT
3682 add on the values from the player's equipment.
3683 Cursed potions will make negative resistance.. very nasty in combat!
3684 </attribute>
3685 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3686 The player's resistance to acid will rise by this value in percent
3687 (range -100 till +100). The effect is only temporare, and it does NOT
3688 add on the values from the player's equipment.
3689 Cursed potions will make negative resistance.. very nasty in combat!
3690 </attribute>
3691 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3692 The player's resistance to confusion will rise by this value in percent
3693 (range -100 till +100). The effect is only temporare, and it does NOT
3694 add on the values from the player's equipment.
3695 Cursed potions will make negative resistance.. very nasty in combat!
3696 </attribute>
3697 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3698 The player's resistance to weaponmagic will rise by this value in percent
3699 (range -100 till +100). The effect is only temporare, and it does NOT
3700 add on the values from the player's equipment.
3701 Cursed potions will make negative resistance.. very nasty in combat!
3702 </attribute>
3703 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3704 The player's resistance to paralyze will rise by this value in percent
3705 (range -100 till +100). The effect is only temporare, and it does NOT
3706 add on the values from the player's equipment.
3707 Cursed potions will make negative resistance.. very nasty in combat!
3708 </attribute>
3709 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3710 The player's resistance to draining will rise by this value in percent
3711 (range -100 till +100). The effect is only temporare, and it does NOT
3712 add on the values from the player's equipment.
3713 Cursed potions will make negative resistance.. very nasty in combat!
3714 </attribute>
3715 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3716 The player's resistance to depletion will rise by this value in percent
3717 (range -100 till +100). The effect is only temporare, and it does NOT
3718 add on the values from the player's equipment.
3719 Cursed potions will make negative resistance.. very nasty in combat!
3720 </attribute>
3721 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3722 The player's resistance to poison will rise by this value in percent
3723 (range -100 till +100). The effect is only temporare, and it does NOT
3724 add on the values from the player's equipment.
3725 Cursed potions will make negative resistance.. very nasty in combat!
3726 </attribute>
3727</section>
3728</type> 3482</type>
3729 3483
3730<!--####################################################################--> 3484<!--####################################################################-->
3731<type number="156" name="Power Crystal"> 3485<type number="156" name="Power Crystal">
3732 <description><![CDATA[ 3486 <description><![CDATA[
3733 Power crystals can store a player's mana: 3487 Power crystals can store a player's mana:
3734 When the player applies the crystal with full mana, half of 3488 When the player applies the crystal with full mana, half of
3735 it flows into the crystal. When the player applies it with 3489 it flows into the crystal. When the player applies it with
3736 lacking mana, the crystal replenishes the player's mana. ]]> 3490 lacking mana, the crystal replenishes the player's mana.]]>
3737 </description> 3491 </description>
3738 <attribute arch="sp" editor="initial mana" type="int"> 3492 <attribute arch="sp" editor="initial mana" type="int">
3739 &lt;initial mana&gt; is the amount of spellpoints that the 3493 &lt;initial mana&gt; is the amount of spellpoints that the
3740 crystal holds when the map is loaded. 3494 crystal holds when the map is loaded.
3741 </attribute> 3495 </attribute>
3753 Projectiles like arrows/crossbow bolts are used as ammunition 3507 Projectiles like arrows/crossbow bolts are used as ammunition
3754 for shooting weapons. 3508 for shooting weapons.
3755 <br><br> 3509 <br><br>
3756 It's very easy to add new pairs of weapons &amp; projectiles. 3510 It's very easy to add new pairs of weapons &amp; projectiles.
3757 Just set matching &lt;ammunition class&gt; both for shooting 3511 Just set matching &lt;ammunition class&gt; both for shooting
3758 weapon and projectile. ]]> 3512 weapon and projectile.]]>
3759 </description> 3513 </description>
3760 <use><![CDATA[ 3514 <use><![CDATA[
3761 If you want to create new kinds of projectiles, you could 3515 If you want to create new kinds of projectiles, you could
3762 add an alchemical receipe to create these. 3516 add an alchemical receipe to create these.
3763 3517
3764 Don't create new pairs of weapons &amp; projectiles unless 3518 Don't create new pairs of weapons &amp; projectiles unless
3765 they really fullfill a useful purpose. In fact, even bows 3519 they really fullfill a useful purpose. In fact, even bows
3766 and crossbows are rarely ever used. ]]> 3520 and crossbows are rarely ever used.]]>
3767 </use> 3521 </use>
3768 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3522 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3769 This number is a bitmask, specifying the projectile's attacktypes. 3523 This number is a bitmask, specifying the projectile's attacktypes.
3770 Attacktypes are: physical, magical, fire, cold.. etc. 3524 Attacktypes are: physical, magical, fire, cold.. etc.
3771 This works identical to melee weapons. Note that shooting 3525 This works identical to melee weapons. Note that shooting
3833<type number="70" name="Ring"> 3587<type number="70" name="Ring">
3834 <import_type name="Amulet" /> 3588 <import_type name="Amulet" />
3835 <description><![CDATA[ 3589 <description><![CDATA[
3836 Rings are worn on the hands - one ring each. 3590 Rings are worn on the hands - one ring each.
3837 Wearing rings, the object's stats will directly be inherited to 3591 Wearing rings, the object's stats will directly be inherited to
3838 the player. Usually enhancing his spellcasting potential. ]]> 3592 the player. Usually enhancing his spellcasting potential.]]>
3839 </description> 3593 </description>
3840 <use><![CDATA[ 3594 <use><![CDATA[
3841 When you create an artifact ring, never forget that players can 3595 When you create an artifact ring, never forget that players can
3842 wear <B>two</B> rings! Due to that it is extremely important to 3596 wear <B>two</B> rings! Due to that it is extremely important to
3843 keep rings in balance with the game. 3597 keep rings in balance with the game.
3844 <br><br> 3598 <br><br>
3845 Also keep in mind that rings are generally the wizard's tools. 3599 Also keep in mind that rings are generally the wizard's tools.
3846 They should primarily grant bonuses to spellcasting abilities 3600 They should primarily grant bonuses to spellcasting abilities
3847 and non-physical resistances. ]]> 3601 and non-physical resistances.]]>
3848 </use> 3602 </use>
3849</type> 3603</type>
3850 3604
3851<!--####################################################################--> 3605<!--####################################################################-->
3852<type number="3" name="Rod"> 3606<type number="3" name="Rod">
3855 </ignore> 3609 </ignore>
3856 <description><![CDATA[ 3610 <description><![CDATA[
3857 A rod contains a spell. The player can use this spell by applying and 3611 A rod contains a spell. The player can use this spell by applying and
3858 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3612 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3859 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3613 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3860 used endlessly. ]]> 3614 used endlessly.]]>
3861 </description> 3615 </description>
3862 <use><![CDATA[ 3616 <use><![CDATA[
3863 Rods with healing/curing spells are extremely powerful. Usually, potions have 3617 Rods with healing/curing spells are extremely powerful. Usually, potions have
3864 to be used for that purpose. Though, potions are expensive and only good for 3618 to be used for that purpose. Though, potions are expensive and only good for
3865 one-time-use.<br> ]]> 3619 one-time-use.<br>]]>
3866 </use> 3620 </use>
3867 <attribute arch="sp" editor="spell" type="spell"> 3621 <attribute arch="sp" editor="spell" type="spell">
3868 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3622 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3869 rods to players, since they can be used endlessly without any mana cost! 3623 rods to players, since they can be used endlessly without any mana cost!
3870 Rods with heal/ restoration/ protection spells, IF available, MUST be 3624 Rods with heal/ restoration/ protection spells, IF available, MUST be
3910 Runes hit any monster or person who steps on them for 'dam' damage in 3664 Runes hit any monster or person who steps on them for 'dam' damage in
3911 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3665 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3912 and will cast this spell when it detonates. Yet another kind is the 3666 and will cast this spell when it detonates. Yet another kind is the
3913 "summoning rune", summoning predefined monsters of any kind, at detonation. 3667 "summoning rune", summoning predefined monsters of any kind, at detonation.
3914 <br><br> 3668 <br><br>
3915 Many runes are already defined in the archetypes. ]]> 3669 Many runes are already defined in the archetypes.]]>
3916 </description> 3670 </description>
3917 <use><![CDATA[ 3671 <use><![CDATA[
3918 Avoid monsters stepping on your runes. For example, summoning runes 3672 Avoid monsters stepping on your runes. For example, summoning runes
3919 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3673 together with spellcasting- and attack-runes is usually a bad idea.]]>
3920 </use> 3674 </use>
3921 <attribute arch="no_pick" value="1" type="fixed" /> 3675 <attribute arch="no_pick" value="1" type="fixed" />
3922 &move_on; 3676 &move_on;
3923 <attribute arch="level" editor="rune level" type="int"> 3677 <attribute arch="level" editor="rune level" type="int">
3924 This value sets the level the rune will cast the spell it contains at, 3678 This value sets the level the rune will cast the spell it contains at,
3992 <ignore_list name="non_pickable" /> 3746 <ignore_list name="non_pickable" />
3993 </ignore> 3747 </ignore>
3994 <description><![CDATA[ 3748 <description><![CDATA[
3995 When the player applies a savebed, he is not only saved. Both his 3749 When the player applies a savebed, he is not only saved. Both his
3996 respawn-after-death and his word-of-recall positions are pointing 3750 respawn-after-death and his word-of-recall positions are pointing
3997 to the last-applied savebed. ]]> 3751 to the last-applied savebed.]]>
3998 </description> 3752 </description>
3999 <use><![CDATA[ 3753 <use><![CDATA[
4000 Put savebed locations in towns, do not put them into dungeons. 3754 Put savebed locations in towns, do not put them into dungeons.
4001 It is absolutely neccessary that a place with savebeds is 100% secure. 3755 It is absolutely neccessary that a place with savebeds is 100% secure.
4002 That means: 3756 That means:
4003 <UL> 3757 <UL>
4004 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3758 <LI> Monsters must not be able to reach the savebeds under any circumstances!
4005 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3759 <LI> If there are NPCs around, make sure they have the friendly-flag set.
4006 <LI> Insert a relyable exit! Make sure there is no possibility that 3760 <LI> Insert a reliable exit! Make sure there is no possibility that
4007 players get trapped in a savebed location. 3761 players get trapped in a savebed location.
4008 <LI> If possible, mark the whole site as no-spell area (Insert this 3762 <LI> If possible, mark the whole site as no-spell area (Insert this
4009 arch called "dungeon_magic" everywhere). This is not required, 3763 arch called "dungeon_magic" everywhere). This is not required,
4010 but it makes the place much more safe. 3764 but it makes the place much more safe.
4011 </UL> ]]> 3765 </UL>]]>
4012 </use> 3766 </use>
4013 <attribute arch="no_pick" value="1" type="fixed" /> 3767 <attribute arch="no_pick" value="1" type="fixed" />
4014 <attribute arch="no_magic" value="1" type="fixed" /> 3768 <attribute arch="no_magic" value="1" type="fixed" />
4015 <attribute arch="damned" value="1" type="fixed" /> 3769 <attribute arch="damned" value="1" type="fixed" />
4016</type> 3770</type>
4023 <description><![CDATA[ 3777 <description><![CDATA[
4024 Scrolls contain spells (similar to spell-potions). Unlike potions, 3778 Scrolls contain spells (similar to spell-potions). Unlike potions,
4025 scrolls require a certain literacy skill to read successfully. 3779 scrolls require a certain literacy skill to read successfully.
4026 Accordingly, for a successful reading, a small amount of 3780 Accordingly, for a successful reading, a small amount of
4027 experience is gained. Scrolls allow only one time usage, but 3781 experience is gained. Scrolls allow only one time usage, but
4028 usually they are sold in bulks. ]]> 3782 usually they are sold in bulks.]]>
4029 </description> 3783 </description>
4030 <use><![CDATA[ 3784 <use><![CDATA[
4031 For low level quests, scrolls of healing/curing-spells 3785 For low level quests, scrolls of healing/curing-spells
4032 can be a nice reward. At higher levels, scrolls become less 3786 can be a nice reward. At higher levels, scrolls become less
4033 and less useful. ]]> 3787 and less useful.]]>
4034 </use> 3788 </use>
4035 <attribute arch="level" editor="casting level" type="int"> 3789 <attribute arch="level" editor="casting level" type="int">
4036 The spell of the scroll will be casted at this level. 3790 The spell of the scroll will be casted at this level.
4037 This value should always be set, at least to 1. 3791 This value should always be set, at least to 1.
4038 </attribute> 3792 </attribute>
4050<type number="33" name="Shield"> 3804<type number="33" name="Shield">
4051 <import_type name="Amulet" /> 3805 <import_type name="Amulet" />
4052 <description><![CDATA[ 3806 <description><![CDATA[
4053 Wearing a shield, the object's stats will directly be inherited to 3807 Wearing a shield, the object's stats will directly be inherited to
4054 the player. Shields usually provide good defense, only surpassed 3808 the player. Shields usually provide good defense, only surpassed
4055 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3809 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4056 </description> 3810 </description>
4057 <use><![CDATA[ 3811 <use><![CDATA[
4058 Feel free to create your own special artifacts. However, it is very 3812 Feel free to create your own special artifacts. However, it is very
4059 important that you keep your artifact in balance with existing maps. ]]> 3813 important that you keep your artifact in balance with existing maps.]]>
4060 </use> 3814 </use>
4061 <attribute arch="magic" editor="magic bonus" type="int"> 3815 <attribute arch="magic" editor="magic bonus" type="int">
4062 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3816 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4063 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3817 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4064 than direct armour-class bonus on the shield. 3818 than direct armour-class bonus on the shield.
4073 wielded both at the same time. Like with any other equipment, 3827 wielded both at the same time. Like with any other equipment,
4074 stats/bonuses from shooting weapons are directly inherited to the player. 3828 stats/bonuses from shooting weapons are directly inherited to the player.
4075 <br><br> 3829 <br><br>
4076 It's very easy to add new pairs of weapons &amp; projectiles. 3830 It's very easy to add new pairs of weapons &amp; projectiles.
4077 Just set matching &lt;ammunition class&gt; both for shooting 3831 Just set matching &lt;ammunition class&gt; both for shooting
4078 weapon and projectile. ]]> 3832 weapon and projectile.]]>
4079 </description> 3833 </description>
4080 <use><![CDATA[ 3834 <use><![CDATA[
4081 Shooting weapons should not add bonuses in general. There's already 3835 Shooting weapons should not add bonuses in general. There's already
4082 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3836 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4083 Shooting weapons should especially not add bonuses to the player 3837 Shooting weapons should especially not add bonuses to the player
4084 that have nothing to do with schooting. A Wisdom bonus on a bow 3838 that have nothing to do with schooting. A Wisdom bonus on a bow
4085 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3839 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4086 - still crap. ]]> 3840 - still crap.]]>
4087 </use> 3841 </use>
4088 <attribute arch="race" editor="ammunition class" type="string"> 3842 <attribute arch="race" editor="ammunition class" type="string">
4089 Only projectiles with matching &lt;ammunition class&gt; can be fired 3843 Only projectiles with matching &lt;ammunition class&gt; can be fired
4090 with this weapon. For normal bows set "arrows", for normal 3844 with this weapon. For normal bows set "arrows", for normal
4091 crossbows set "crossbow bolts". 3845 crossbows set "crossbow bolts".
4120 amount of &lt;item power&gt;, depending on their own level. This is the 3874 amount of &lt;item power&gt;, depending on their own level. This is the
4121 only way to prevent low level players to wear "undeserved" equipment 3875 only way to prevent low level players to wear "undeserved" equipment
4122 (like gifts from other players or cheated items). 3876 (like gifts from other players or cheated items).
4123 3877
4124 It is very important to adjust the &lt;item power&gt; value carefully 3878 It is very important to adjust the &lt;item power&gt; value carefully
4125 for every artifact you create! If zero/unset, the CF server will 3879 for every artifact you create! If zero/unset, the Deliantra server will
4126 calculate a provisional value at runtime, but this is never 3880 calculate a provisional value at runtime, but this is never
4127 going to be an accurate measurement of &lt;item power&gt;. 3881 going to be an accurate measurement of &lt;item power&gt;.
4128 </attribute> 3882 </attribute>
4129 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3883 <attribute arch="no_strength" editor="ignore strength" type="bool">
4130 Usually the player's strentgh takes effect on the damage 3884 Usually the player's strentgh takes effect on the damage
4212 These items are all flagged as unpaid. 3966 These items are all flagged as unpaid.
4213 When a player drops an item onto shop floor, the item becomes 3967 When a player drops an item onto shop floor, the item becomes
4214 unpaid and the player receives payment according to the item's 3968 unpaid and the player receives payment according to the item's
4215 selling-value. 3969 selling-value.
4216 Shopfloor always prevents magic (To hinder players from burning 3970 Shopfloor always prevents magic (To hinder players from burning
4217 or freezing the goods). ]]> 3971 or freezing the goods).]]>
4218 </description> 3972 </description>
4219 <use><![CDATA[ 3973 <use><![CDATA[
4220 Tile your whole shop-interior space which shop floor. 3974 Tile your whole shop-interior space which shop floor.
4221 (That assures players receive payment for dropping items). 3975 (That assures players receive payment for dropping items).
4222 Place shop mats to enter/leave the shop, and make sure 3976 Place shop mats to enter/leave the shop, and make sure
4223 there is no other exit than the shop mat. ]]> 3977 there is no other exit than the shop mat.]]>
4224 </use> 3978 </use>
4225 <attribute arch="is_floor" value="1" type="fixed" /> 3979 <attribute arch="is_floor" value="1" type="fixed" />
4226 <attribute arch="no_pick" value="1" type="fixed" /> 3980 <attribute arch="no_pick" value="1" type="fixed" />
4227 <attribute arch="no_magic" value="1" type="fixed" /> 3981 <attribute arch="no_magic" value="1" type="fixed" />
4228 <attribute arch="auto_apply" editor="generate goods" type="bool"> 3982 <attribute arch="auto_apply" editor="generate goods" type="bool">
4262 "shopping-area" and one outside. Shop mats don't use exit paths/ 4016 "shopping-area" and one outside. Shop mats don't use exit paths/
4263 or -destinations. When stepping onto a shopmat the player gets beamed 4017 or -destinations. When stepping onto a shopmat the player gets beamed
4264 to the nearest other mat. If the player has unpaid items in his 4018 to the nearest other mat. If the player has unpaid items in his
4265 inventory, the price gets charged from his coins automatically. 4019 inventory, the price gets charged from his coins automatically.
4266 If the player has insufficient coins to buy his unpaid items, he 4020 If the player has insufficient coins to buy his unpaid items, he
4267 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4021 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4268 </description> 4022 </description>
4269 <use><![CDATA[ 4023 <use><![CDATA[
4270 As stated above, always place TWO shop mats into your shop. 4024 As stated above, always place TWO shop mats into your shop.
4271 Not more and not less than that. ]]> 4025 Not more and not less than that.]]>
4272 </use> 4026 </use>
4273 <attribute arch="no_pick" value="1" type="fixed" /> 4027 <attribute arch="no_pick" value="1" type="fixed" />
4274 &move_on; 4028 &move_on;
4275</type> 4029</type>
4276 4030
4281 </ignore> 4035 </ignore>
4282 <description><![CDATA[ 4036 <description><![CDATA[
4283 The purpose of a sign or magic_mouth is to display a certain message to 4037 The purpose of a sign or magic_mouth is to display a certain message to
4284 the player. There are three ways to have the player get this message: 4038 the player. There are three ways to have the player get this message:
4285 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4039 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4286 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4040 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4287 </description> 4041 </description>
4288 <use><![CDATA[ 4042 <use><![CDATA[
4289 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4043 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4290 some true roleplay feeling to your maps, support your storyline or give 4044 some true roleplay feeling to your maps, support your storyline or give
4291 hints about hidden secrets/dangers. Place signs to provide the player 4045 hints about hidden secrets/dangers. Place signs to provide the player
4292 with all kinds of useful information for getting along in your maps. ]]> 4046 with all kinds of useful information for getting along in your maps.]]>
4293 </use> 4047 </use>
4294 <attribute arch="connected" editor="connection" type="int"> 4048 <attribute arch="connected" editor="connection" type="int">
4295 When a connection value is set, the message will be printed whenever 4049 When a connection value is set, the message will be printed whenever
4296 the connection is triggered. This should be used in combination with 4050 the connection is triggered. This should be used in combination with
4297 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4051 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4338 <ignore_list name="system_object" /> 4092 <ignore_list name="system_object" />
4339 </ignore> 4093 </ignore>
4340 <description><![CDATA[ 4094 <description><![CDATA[
4341 Skills are objects which exist in the player/monster inventory. 4095 Skills are objects which exist in the player/monster inventory.
4342 Both NPC/monsters and players use the same skill archetypes. Not all skills 4096 Both NPC/monsters and players use the same skill archetypes. Not all skills
4343 are enabled for monster use however. ]]> 4097 are enabled for monster use however.]]>
4344 </description> 4098 </description>
4345 <use><![CDATA[ 4099 <use><![CDATA[
4346 For mapmaking, Skill objects serve two purposes: 4100 For mapmaking, Skill objects serve two purposes:
4347 <p>First, the predefined skill archtypes (in the 'skills' directory) 4101 <p>First, the predefined skill archtypes (in the 'skills' directory)
4348 can be seen as the global skill definitions. A skill which doesn't 4102 can be seen as the global skill definitions. A skill which doesn't
4353 </p><p> 4107 </p><p>
4354 Secondly, in order to enable monsters to use skills, you will need to 4108 Secondly, in order to enable monsters to use skills, you will need to
4355 copy default skill archtypes into the monsters' inventories. 4109 copy default skill archtypes into the monsters' inventories.
4356 You can even customize the skills by changing stats. It is not 4110 You can even customize the skills by changing stats. It is not
4357 recommended however, to use skills in your maps which are totally 4111 recommended however, to use skills in your maps which are totally
4358 unrelated to any predefined skill archtype.</p> ]]> 4112 unrelated to any predefined skill archtype.</p>]]>
4359 </use> 4113 </use>
4360 <attribute arch="invisible" value="1" type="fixed" /> 4114 <attribute arch="invisible" value="1" type="fixed" />
4361 <attribute arch="no_drop" value="1" type="fixed" /> 4115 <attribute arch="no_drop" value="1" type="fixed" />
4362 <attribute arch="skill" editor="skill name" type="string"> 4116 <attribute arch="skill" editor="skill name" type="string">
4363 The &lt;skill name&gt; is used for matchings. When a usable 4117 The &lt;skill name&gt; is used for matchings. When a usable
4373 expmul is 1, the player will get 500 added to that skill as well as 4127 expmul is 1, the player will get 500 added to that skill as well as
4374 500 to their total. 4128 500 to their total.
4375 </attribute> 4129 </attribute>
4376 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4130 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4377 The &lt;skill type&gt; defines the base functionality of the skill. 4131 The &lt;skill type&gt; defines the base functionality of the skill.
4378 Skill types are hardcoded in the Crossfire server. It isn't hard to 4132 Skill types are hardcoded in the Deliantra server. It isn't hard to
4379 create new skill types, but it requires a bit of server-coding. 4133 create new skill types, but it requires a bit of server-coding.
4380 </attribute> 4134 </attribute>
4381 <attribute arch="level" editor="level" type="int"> 4135 <attribute arch="level" editor="level" type="int">
4382 </attribute> 4136 </attribute>
4383 <attribute arch="exp" editor="experience" type="int"> 4137 <attribute arch="exp" editor="experience" type="int">
4392 4146
4393<!--####################################################################--> 4147<!--####################################################################-->
4394<type number="130" name="Skill Scroll"> 4148<type number="130" name="Skill Scroll">
4395 <description><![CDATA[ 4149 <description><![CDATA[
4396 By reading a skill scroll, a player has a chance to learn the 4150 By reading a skill scroll, a player has a chance to learn the
4397 contained skill. ]]> 4151 contained skill.]]>
4398 </description> 4152 </description>
4399 <use><![CDATA[ 4153 <use><![CDATA[
4400 Skill scrolls are very much sought for by players. Currently, 4154 Skill scrolls are very much sought for by players. Currently,
4401 all skill scrolls are sold in shops randomly, which is in fact not 4155 all skill scrolls are sold in shops randomly, which is in fact not
4402 a good system. It would be nice to have some cool quests with 4156 a good system. It would be nice to have some cool quests with
4403 skill scrolls rewarded at the end. ]]> 4157 skill scrolls rewarded at the end.]]>
4404 </use> 4158 </use>
4405 <attribute arch="race" value="scrolls" type="fixed" /> 4159 <attribute arch="race" value="scrolls" type="fixed" />
4406 <attribute arch="skill" editor="skill name" type="string"> 4160 <attribute arch="skill" editor="skill name" type="string">
4407 The &lt;skill name&gt; matches the skill object that can 4161 The &lt;skill name&gt; matches the skill object that can
4408 be learned from this scroll. 4162 be learned from this scroll.
4418 When carrying the appropriate special key, a locked door can 4172 When carrying the appropriate special key, a locked door can
4419 be opened. The key will dissapear. 4173 be opened. The key will dissapear.
4420 <br><br> 4174 <br><br>
4421 This object-type can also be used for "passport"-like items: 4175 This object-type can also be used for "passport"-like items:
4422 When walking onto an invetory checker, a gate for example might 4176 When walking onto an invetory checker, a gate for example might
4423 get opened. The "passport" will stay in the player's inventory. ]]> 4177 get opened. The "passport" will stay in the player's inventory.]]>
4424 </description> 4178 </description>
4425 <use><![CDATA[ 4179 <use><![CDATA[
4426 How to make a "passport": You take the special key arch 4180 How to make a "passport": You take the special key arch
4427 (archetype name is "key2"), set the face to something like 4181 (archetype name is "key2"), set the face to something like
4428 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4182 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4429 certainly must match with the appropiate inventory checker. 4183 certainly must match with the appropiate inventory checker.
4430 <br><br> 4184 <br><br>
4431 Of course you can be creative with names and faces of 4185 Of course you can be creative with names and faces of
4432 key-objects. A "mysterious crystal" or a "big dragon claw" 4186 key-objects. A "mysterious crystal" or a "big dragon claw"
4433 (with appropriate faces) appear more interesting than just 4187 (with appropriate faces) appear more interesting than just
4434 a "strange key", or "passport". ]]> 4188 a "strange key", or "passport".]]>
4435 </use> 4189 </use>
4436 <attribute arch="slaying" editor="key string" type="string"> 4190 <attribute arch="slaying" editor="key string" type="string">
4437 This string must be identical with the &lt;key string&gt; in the 4191 This string must be identical with the &lt;key string&gt; in the
4438 locked door, then it can be unlocked. It can also be used 4192 locked door, then it can be unlocked. It can also be used
4439 to trigger inventory checkers. 4193 to trigger inventory checkers.
4474 players can learn it by reading the book. Once learned, players 4228 players can learn it by reading the book. Once learned, players
4475 can use the spell as often as they like. With increasing skill level 4229 can use the spell as often as they like. With increasing skill level
4476 of the player, spells may gain power but also increase cost.<br> 4230 of the player, spells may gain power but also increase cost.<br>
4477 Monsters can use spells which are put in their inventory (provided 4231 Monsters can use spells which are put in their inventory (provided
4478 that certain "enabling" settings are correct). The monster's 4232 that certain "enabling" settings are correct). The monster's
4479 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4233 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4480 </description> 4234 </description>
4481 <use><![CDATA[ 4235 <use><![CDATA[
4482 A lot of the spells' settings can be tuned and customized. 4236 A lot of the spells' settings can be tuned and customized.
4483 When creating new spells which are accessible to players, it is 4237 When creating new spells which are accessible to players, it is
4484 important to think about balance. A single spell which is too 4238 important to think about balance. A single spell which is too
4485 powerful and/or too easy to use can eventually toss the whole skill 4239 powerful and/or too easy to use can eventually toss the whole skill
4486 and magic school system out of whack. Testing new spells is 4240 and magic school system out of whack. Testing new spells is
4487 quite important therefore. ]]> 4241 quite important therefore.]]>
4488 </use> 4242 </use>
4489 <attribute arch="no_drop" value="1" type="fixed" /> 4243 <attribute arch="no_drop" value="1" type="fixed" />
4490 <attribute arch="invisible" value="1" type="fixed" /> 4244 <attribute arch="invisible" value="1" type="fixed" />
4491 <attribute arch="skill" editor="skill name" type="string"> 4245 <attribute arch="skill" editor="skill name" type="string">
4492 The &lt;skill name&gt; matches the skill which is needed 4246 The &lt;skill name&gt; matches the skill which is needed
4524 to read.<br><br> 4278 to read.<br><br>
4525 You can create widely customized spells only by adjusting the 4279 You can create widely customized spells only by adjusting the
4526 spell object in the spellbooks inventory. Refer to the description 4280 spell object in the spellbooks inventory. Refer to the description
4527 of spell objects for detailed information how to customize spells.<br> 4281 of spell objects for detailed information how to customize spells.<br>
4528 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4282 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4529 with a compilation of spells that the book may contain. ]]> 4283 with a compilation of spells that the book may contain.]]>
4530 </description> 4284 </description>
4531 <use><![CDATA[ 4285 <use><![CDATA[
4532 Don't put any of the godgiven spells into a spellbook! These are 4286 Don't put any of the godgiven spells into a spellbook! These are
4533 reserved for the followers of the appropriate cults. Handing them 4287 reserved for the followers of the appropriate cults. Handing them
4534 out in a spellbook would violate the balance between different religions. 4288 out in a spellbook would violate the balance between different religions.
4535 <br><br> 4289 <br><br>
4536 Note that there is no fundamental difference between the spellbooks 4290 Note that there is no fundamental difference between the spellbooks
4537 of varying schools (pyromancy, sorcery, evocation, summoning, and 4291 of varying schools (pyromancy, sorcery, evocation, summoning, and
4538 even praying). The difference lies only in the spells they contain. 4292 even praying). The difference lies only in the spells they contain.
4539 It is up to you, the mapmaker, to pick the right type of book 4293 It is up to you, the mapmaker, to pick the right type of book
4540 for your spells. ]]> 4294 for your spells.]]>
4541 </use> 4295 </use>
4542 <attribute arch="skill" value="literacy" type="fixed" /> 4296 <attribute arch="skill" value="literacy" type="fixed" />
4543 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4297 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4544 There are two ways to put spells into a spellbook: 4298 There are two ways to put spells into a spellbook:
4545 1. Put a spell object in the books inventory. In this case, 4299 1. Put a spell object in the books inventory. In this case,
4564 </ignore> 4318 </ignore>
4565 <description><![CDATA[ 4319 <description><![CDATA[
4566 Spinners change the direction of spell objects and other projectiles 4320 Spinners change the direction of spell objects and other projectiles
4567 that fly past. Unlike directors, it does make a difference from what 4321 that fly past. Unlike directors, it does make a difference from what
4568 angle you shoot into the spinner. The direction of objects flying past 4322 angle you shoot into the spinner. The direction of objects flying past
4569 is always changed by a certain degree. ]]> 4323 is always changed by a certain degree.]]>
4570 </description> 4324 </description>
4571 <use><![CDATA[ 4325 <use><![CDATA[
4572 Spinners are very rarely used. I believe they are quite 4326 Spinners are very rarely used. I believe they are quite
4573 confusing and pointless. The only use I can think of is building 4327 confusing and pointless. The only use I can think of is building
4574 some puzzle about where to shoot into spinners to shoot somewhere you 4328 some puzzle about where to shoot into spinners to shoot somewhere you
4575 otherwise couldn't. 4329 otherwise couldn't.
4576 4330
4577 When placing spinners on a map with magic walls, make sure the spell- 4331 When placing spinners on a map with magic walls, make sure the spell-
4578 projectiles from magic walls don't get to fly in loops. ]]> 4332 projectiles from magic walls don't get to fly in loops.]]>
4579 </use> 4333 </use>
4580 <attribute arch="sp" editor="direction number" type="int"> 4334 <attribute arch="sp" editor="direction number" type="int">
4581 The spinner will change the direction of flying objects by 4335 The spinner will change the direction of flying objects by
4582 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4336 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4583 positive values counter clockwise. 4337 positive values counter clockwise.
4596 Swamp areas show a special behaviour: 4350 Swamp areas show a special behaviour:
4597 When a player stands still on a swamp-square for too long, 4351 When a player stands still on a swamp-square for too long,
4598 he will start to sink in and eventually drown and die. 4352 he will start to sink in and eventually drown and die.
4599 Items dropped on the swamp sink in and dissapear. 4353 Items dropped on the swamp sink in and dissapear.
4600 Players with knowledge of the woodsman skill are a lot less likely 4354 Players with knowledge of the woodsman skill are a lot less likely
4601 to die in the swamp. ]]> 4355 to die in the swamp.]]>
4602 </description> 4356 </description>
4603 <attribute arch="is_floor" value="1" type="fixed" /> 4357 <attribute arch="is_floor" value="1" type="fixed" />
4604 <attribute arch="is_wooded" value="1" type="fixed" /> 4358 <attribute arch="is_wooded" value="1" type="fixed" />
4605 <attribute arch="speed" editor="drowning speed" type="float"> 4359 <attribute arch="speed" editor="drowning speed" type="float">
4606 The higher the &lt;drowning speed&gt;, the faster will players and items 4360 The higher the &lt;drowning speed&gt;, the faster will players and items
4630 different location. The main difference to the object-type exit 4384 different location. The main difference to the object-type exit
4631 is the possibility to have teleporters connected to levers/buttons/etc. 4385 is the possibility to have teleporters connected to levers/buttons/etc.
4632 Sometimes teleporters are activated even against the players will. 4386 Sometimes teleporters are activated even against the players will.
4633 <br><br> 4387 <br><br>
4634 Unlike exits, teleporters can also transfer items and 4388 Unlike exits, teleporters can also transfer items and
4635 monsters to different locations on the same map. ]]> 4389 monsters to different locations on the same map.]]>
4636 </description> 4390 </description>
4637 <use><![CDATA[ 4391 <use><![CDATA[
4638 When creating maps, I guess sooner or later you'll want to have 4392 When creating maps, I guess sooner or later you'll want to have
4639 an invisible teleporter. If using "invisible 1", the teleporter 4393 an invisible teleporter. If using "invisible 1", the teleporter
4640 can still be discovered with the show_invisible spell. And in 4394 can still be discovered with the show_invisible spell. And in
4641 some cases you can't place it under the floor to prevent this. 4395 some cases you can't place it under the floor to prevent this.
4642 <br><br> 4396 <br><br>
4643 Fortunately, there is a cool trick to make a perfectly invisible 4397 Fortunately, there is a cool trick to make a perfectly invisible
4644 teleporter: You simply add teleporter functionality to the floor 4398 teleporter: You simply add teleporter functionality to the floor
4645 itself. That means: You take the floor arch (e.g. "flagstone"), 4399 itself. That means: You take the floor arch (e.g. "flagstone"),
4646 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4400 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4647 </use> 4401 </use>
4648 <attribute arch="slaying" editor="exit path" type="string"> 4402 <attribute arch="slaying" editor="exit path" type="string">
4649 The exit path specifies the map that the player is transferred to. 4403 The exit path specifies the map that the player is transferred to.
4650 &lt;exit path&gt; can be an absolute path, beginning with '/' 4404 &lt;exit path&gt; can be an absolute path, beginning with '/'
4651 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4405 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4712<type number="26" name="Timed Gate"> 4466<type number="26" name="Timed Gate">
4713 <ignore> 4467 <ignore>
4714 <ignore_list name="non_pickable" /> 4468 <ignore_list name="non_pickable" />
4715 </ignore> 4469 </ignore>
4716 <description><![CDATA[ 4470 <description><![CDATA[
4717 Gates play an important role in Crossfire. Gates can be opened 4471 Gates play an important role in Deliantra. Gates can be opened
4718 by activating a button/trigger, by speaking passwords (-> magic_ear) 4472 by activating a button/trigger, by speaking passwords (-> magic_ear)
4719 or carrying special key-objects (-> inventory checker). 4473 or carrying special key-objects (-> inventory checker).
4720 Unlike locked doors, gates can get shut again after a player has 4474 Unlike locked doors, gates can get shut again after a player has
4721 passed, which makes them more practical in many cases. Unlike normal 4475 passed, which makes them more practical in many cases. Unlike normal
4722 gates, timed gates open when triggered but automatically close again 4476 gates, timed gates open when triggered but automatically close again
4723 after some time.]]> 4477 after some time.]]>
4724 </description> 4478 </description>
4725 <use><![CDATA[ 4479 <use><![CDATA[
4726 Use gates to divide your maps into separated areas. After solving 4480 Use gates to divide your maps into separated areas. After solving
4727 area A, the player gains access to area B, and so on. Make your 4481 area A, the player gains access to area B, and so on. Make your
4728 maps more complex than "one-way". ]]> 4482 maps more complex than "one-way".]]>
4729 </use> 4483 </use>
4730 <attribute arch="no_pick" value="1" type="fixed" /> 4484 <attribute arch="no_pick" value="1" type="fixed" />
4731 <attribute arch="connected" editor="connection" type="int"> 4485 <attribute arch="connected" editor="connection" type="int">
4732 Whenever the inventory checker is triggered, all objects with identical 4486 Whenever the inventory checker is triggered, all objects with identical
4733 &lt;connection&gt; value get activated. This only makes sense together with 4487 &lt;connection&gt; value get activated. This only makes sense together with
4773 and generally have either a physical attack or trigger a reaction. 4527 and generally have either a physical attack or trigger a reaction.
4774 <br><br> 4528 <br><br>
4775 Traps hit any monster or person who steps on them for 'dam' damage in 4529 Traps hit any monster or person who steps on them for 'dam' damage in
4776 'attacktype' attacktype and/or trigger a reaction. 4530 'attacktype' attacktype and/or trigger a reaction.
4777 <br><br> 4531 <br><br>
4778 Many traps are already defined in the archetypes. ]]> 4532 Many traps are already defined in the archetypes.]]>
4779 </description> 4533 </description>
4780 <use><![CDATA[ 4534 <use><![CDATA[
4781 Avoid monsters stepping on your traps. For example, a party of orcs setting 4535 Avoid monsters stepping on your traps. For example, a party of orcs setting
4782off your lightning wall and pit trap is usually a bad idea. ]]> 4536 off your lightning wall and pit trap is usually a bad idea.]]>
4783 </use> 4537 </use>
4784 <attribute arch="no_pick" value="1" type="fixed" /> 4538 <attribute arch="no_pick" value="1" type="fixed" />
4785 &move_on; 4539 &move_on;
4786 <attribute arch="level" editor="trap level" type="int"> 4540 <attribute arch="level" editor="trap level" type="int">
4787 Level effects how easily a trap may be found and disarmed, and 4541 Level effects how easily a trap may be found and disarmed, and
4825 Trapdoors are very similar to pits. The difference is that they 4579 Trapdoors are very similar to pits. The difference is that they
4826 can not be closed. Instead, the weight of the object on the 4580 can not be closed. Instead, the weight of the object on the
4827 trapdoor determines weither it slams the trapdoor open and falls through 4581 trapdoor determines weither it slams the trapdoor open and falls through
4828 or not.<br> 4582 or not.<br>
4829 Once a trapdoor has been opened (by a creature or items of sufficient 4583 Once a trapdoor has been opened (by a creature or items of sufficient
4830 weight,) it remains open, acting like an opened pit. ]]> 4584 weight,) it remains open, acting like an opened pit.]]>
4831 </description> 4585 </description>
4832 <use><![CDATA[ 4586 <use><![CDATA[
4833 Trapdoors should be used in the same fashion as pits: 4587 Trapdoors should be used in the same fashion as pits:
4834 They should always drop the victims to some kind of lower level. They 4588 They should always drop the victims to some kind of lower level. They
4835 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4589 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4836 </use> 4590 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" /> 4591 <attribute arch="no_pick" value="1" type="fixed" />
4838 &move_on; 4592 &move_on;
4839 <attribute arch="weight" editor="hold weight" type="int"> 4593 <attribute arch="weight" editor="hold weight" type="int">
4840 This value defines how much weight the trapdoor can hold. 4594 This value defines how much weight the trapdoor can hold.
4866 <attribute arch="value" /> 4620 <attribute arch="value" />
4867 <attribute arch="material" /> 4621 <attribute arch="material" />
4868 </ignore> 4622 </ignore>
4869 <description><![CDATA[ 4623 <description><![CDATA[
4870 A treasure-object turns into certain randomitems when the map is loaded 4624 A treasure-object turns into certain randomitems when the map is loaded
4871 into the game. ]]> 4625 into the game.]]>
4872 </description> 4626 </description>
4873 <use><![CDATA[ 4627 <use><![CDATA[
4874 About usage of the "random-artifact" treasurelist: 4628 About usage of the "random-artifact" treasurelist:
4875 This will generate powerful stuff like girdles, xray helmets, special 4629 This will generate powerful stuff like girdles, xray helmets, special
4876 swords etc. If you put this as reward to your quest, players might be 4630 swords etc. If you put this as reward to your quest, players might be
4877 motivated to do it more than once. BUT, by doing so they will get a huge 4631 motivated to do it more than once. BUT, by doing so they will get a huge
4878 number of different artifacts! Besides, players will always seek the place 4632 number of different artifacts! Besides, players will always seek the place
4879 with the most easy-to-get random artifact and ignore all others. 4633 with the most easy-to-get random artifact and ignore all others.
4880 My advice: Don't use it! Attract players with good fighting experience 4634 My advice: Don't use it! Attract players with good fighting experience
4881 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4635 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4882 </use> 4636 </use>
4883 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4637 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4884 This entry determines what kind of treasure will appear. Look into 4638 This entry determines what kind of treasure will appear. Look into
4885 /crossfire/share/crossfire/treasures for details about existing 4639 /crossfire/share/crossfire/treasures for details about existing
4886 treasurelists. 4640 treasurelists.
4917 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4671 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4918 &lt;key string&gt; which can be discovered by detectors or inventory 4672 &lt;key string&gt; which can be discovered by detectors or inventory
4919 checkers. It is also possible to use markers for removing marks again. 4673 checkers. It is also possible to use markers for removing marks again.
4920 <br><br> 4674 <br><br>
4921 Note that the player has no possibility to "see" his own marks, 4675 Note that the player has no possibility to "see" his own marks,
4922 except by the effect that they cause on the maps. ]]> 4676 except by the effect that they cause on the maps.]]>
4923 </description> 4677 </description>
4924 <use><![CDATA[ 4678 <use><![CDATA[
4925 Markers hold real cool possibilities for map-making. I encourage 4679 Markers hold real cool possibilities for map-making. I encourage
4926 you to use them frequently. However there is one negative point 4680 you to use them frequently. However there is one negative point
4927 about markers: Players don't "see" what's going on with them. It is 4681 about markers: Players don't "see" what's going on with them. It is
4928 your task, as map-creator, to make sure the player is always well 4682 your task, as map-creator, to make sure the player is always well
4929 informed and never confused. 4683 informed and never confused.
4930 <br><br> 4684 <br><br>
4931 Please avoid infinite markers when they aren't needed. They're 4685 Please avoid infinite markers when they aren't needed. They're
4932 using a little space in the player file after all, so if there 4686 using a little space in the player file after all, so if there
4933 is no real purpose, set an expire time. ]]> 4687 is no real purpose, set an expire time.]]>
4934 </use> 4688 </use>
4935 <attribute arch="no_pick" value="1" type="fixed" /> 4689 <attribute arch="no_pick" value="1" type="fixed" />
4936 <attribute arch="slaying" editor="key string" type="string"> 4690 <attribute arch="slaying" editor="key string" type="string">
4937 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4691 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4938 If the player already has a force with that &lt;key string&gt;, 4692 If the player already has a force with that &lt;key string&gt;,
4977 <attribute arch="name_pl" /> 4731 <attribute arch="name_pl" />
4978 <attribute arch="value" /> 4732 <attribute arch="value" />
4979 <attribute arch="unpaid" /> 4733 <attribute arch="unpaid" />
4980 </ignore> 4734 </ignore>
4981 <description><![CDATA[ 4735 <description><![CDATA[
4982 Walls usually block passage and sight. ]]> 4736 Walls usually block passage and sight.]]>
4983 </description> 4737 </description>
4984 &movement_types_terrain; 4738 &movement_types_terrain;
4985 <attribute arch="can_roll" editor="moveable" type="bool"> 4739 <attribute arch="can_roll" editor="moveable" type="bool">
4986 If set, the object is able to "roll", so it can be pushed around. 4740 If set, the object is able to "roll", so it can be pushed around.
4987 This setting is used for boulders and barrels. 4741 This setting is used for boulders and barrels.
5000<type number="109" name="Wand &amp; Staff"> 4754<type number="109" name="Wand &amp; Staff">
5001 <description><![CDATA[ 4755 <description><![CDATA[
5002 Wands contain a certain spell. The player can apply (ready) and 4756 Wands contain a certain spell. The player can apply (ready) and
5003 fire the wand. After a defined number of casts, the wand is 4757 fire the wand. After a defined number of casts, the wand is
5004 "used up". It is possible to recharge a wand with scrolls of 4758 "used up". It is possible to recharge a wand with scrolls of
5005 charging, but usually that isn't worth the cost. ]]> 4759 charging, but usually that isn't worth the cost.]]>
5006 </description> 4760 </description>
5007 <use><![CDATA[ 4761 <use><![CDATA[
5008 Wands are quite seldomly used. The reason prolly is that they're 4762 Wands are quite seldomly used. The reason prolly is that they're
5009 generally not cost-efficient. Handing out high-level wands with 4763 generally not cost-efficient. Handing out high-level wands with
5010 powerful special spells isn't a good idea either, because of 4764 powerful special spells isn't a good idea either, because of
5011 the recharge ability. 4765 the recharge ability.
5012 <br><br> 4766 <br><br>
5013 For low levels, staffs of healing/cure and word of recall are 4767 For low levels, staffs of healing/cure and word of recall are
5014 quite desirable though. Ideal rewards for low level quests. ]]> 4768 quite desirable though. Ideal rewards for low level quests.]]>
5015 </use> 4769 </use>
5016 <attribute arch="sp" editor="spell" type="spell"> 4770 <attribute arch="sp" editor="spell" type="spell">
5017 The &lt;spell&gt; specifies the contained spell. 4771 The &lt;spell&gt; specifies the contained spell.
5018 </attribute> 4772 </attribute>
5019 <attribute arch="level" editor="casting level" type="int"> 4773 <attribute arch="level" editor="casting level" type="int">
5044 <ignore_list name="non_pickable" /> 4798 <ignore_list name="non_pickable" />
5045 </ignore> 4799 </ignore>
5046 <description><![CDATA[ 4800 <description><![CDATA[
5047 A weak wall is a breakable spot amidsts a solid wall. Typically 4801 A weak wall is a breakable spot amidsts a solid wall. Typically
5048 these weak walls look similar to their solid "relatives" except 4802 these weak walls look similar to their solid "relatives" except
5049 for a small crack or little chunks of wall on the ground. ]]> 4803 for a small crack or little chunks of wall on the ground.]]>
5050 </description> 4804 </description>
5051 <use><![CDATA[ 4805 <use><![CDATA[
5052 If you want to create hidden rooms, using weak walls is alot 4806 If you want to create hidden rooms, using weak walls is alot
5053 better than completely indiscernible passages in a wall.<br> 4807 better than completely indiscernible passages in a wall.<br>
5054 Anyways, there can be a lot more to weak walls than just finding 4808 Anyways, there can be a lot more to weak walls than just finding
5055 them: Rising their defensive stats, weak walls can become a 4809 them: Rising their defensive stats, weak walls can become a
5056 serious obstacle. An ice wall might only be torn down by a fire 4810 serious obstacle. An ice wall might only be torn down by a fire
5057 attack for example. A granite wall for instance might be very 4811 attack for example. A granite wall for instance might be very
5058 hard to destroy. ]]> 4812 hard to destroy.]]>
5059 </use> 4813 </use>
5060 <attribute arch="alive" value="1" type="fixed" /> 4814 <attribute arch="alive" value="1" type="fixed" />
5061 <attribute arch="no_pick" value="1" type="fixed" /> 4815 <attribute arch="no_pick" value="1" type="fixed" />
5062 <attribute arch="tear_down" value="1" type="fixed" /> 4816 <attribute arch="tear_down" value="1" type="fixed" />
5063 <attribute arch="race" editor="race" type="string"> 4817 <attribute arch="race" editor="race" type="string">
5084 </attribute> 4838 </attribute>
5085 <attribute arch="ac" editor="armour class" type="int"> 4839 <attribute arch="ac" editor="armour class" type="int">
5086 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4840 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5087 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4841 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5088 </attribute> 4842 </attribute>
5089<section name="resistance"> 4843 &resistances_basic;
5090 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5103 </attribute>
5104 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5105 </attribute>
5106 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5107 </attribute>
5108 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5109 </attribute>
5110 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5111 </attribute>
5112 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5113 </attribute>
5114 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5115 </attribute>
5116 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5117 </attribute>
5118 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5119 </attribute>
5120 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5121 </attribute>
5122 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5123 </attribute>
5124 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5125 </attribute>
5126 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5127 </attribute>
5128 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5129 </attribute>
5130 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5131 </attribute>
5132</section>
5133</type> 4844</type>
5134 4845
5135<!--####################################################################--> 4846<!--####################################################################-->
5136<type number="15" name="Weapon"> 4847<type number="15" name="Weapon">
5137 <description><![CDATA[ 4848 <description><![CDATA[
5138 Wielding a weapon, the object's stats will directly be inherited to the 4849 Wielding a weapon, the object's stats will directly be inherited to the
5139 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4850 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5140 be improved with scrolls. ]]> 4851 be improved with scrolls.]]>
5141 </description> 4852 </description>
5142 <use><![CDATA[ 4853 <use><![CDATA[
5143 If you create artifacts (equipment) with stats- or resistance-bonus: 4854 If you create artifacts (equipment) with stats- or resistance-bonus:
5144 Keep playbalance in mind! Such items mustn't be reachable without hard 4855 Keep playbalance in mind! Such items mustn't be reachable without hard
5145 fighting AND questing. ]]> 4856 fighting AND questing.]]>
5146 </use> 4857 </use>
5147 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4858 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5148 This number is a bitmask, specifying the weapon's attacktypes. 4859 This number is a bitmask, specifying the weapon's attacktypes.
5149 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4860 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5150 have no more than one or two attacktypes. Keep in mind that all weapons 4861 have no more than one or two attacktypes. Keep in mind that all weapons
5205 amount of &lt;item power&gt;, depending on their own level. This is the 4916 amount of &lt;item power&gt;, depending on their own level. This is the
5206 only way to prevent low level players to wear "undeserved" equipment 4917 only way to prevent low level players to wear "undeserved" equipment
5207 (like gifts from other players or cheated items). 4918 (like gifts from other players or cheated items).
5208 4919
5209 It is very important to adjust the &lt;item power&gt; value carefully 4920 It is very important to adjust the &lt;item power&gt; value carefully
5210 for every artifact you create! If zero/unset, the CF server will 4921 for every artifact you create! If zero/unset, the Deliantra server will
5211 calculate a provisional value at runtime, but this is never 4922 calculate a provisional value at runtime, but this is never
5212 going to be an accurate measurement of &lt;item power&gt;. 4923 going to be an accurate measurement of &lt;item power&gt;.
5213 </attribute> 4924 </attribute>
5214 <attribute arch="damned" editor="damnation" type="bool"> 4925 <attribute arch="damned" editor="damnation" type="bool">
5215 A damned weapon cannot be unwielded unless 4926 A damned weapon cannot be unwielded unless
5235 </attribute> 4946 </attribute>
5236 <attribute arch="startequip" editor="godgiven item" type="bool"> 4947 <attribute arch="startequip" editor="godgiven item" type="bool">
5237 A godgiven item vanishes as soon as the player 4948 A godgiven item vanishes as soon as the player
5238 drops it to the ground. 4949 drops it to the ground.
5239 </attribute> 4950 </attribute>
5240<section name="resistance"> 4951 &player_stat_resist_sections;
5241 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5242 This adds physical resistance to the weapon (= armour value). The number is
5243 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5244 and what they require to do for getting this-and-that artifact.
5245 </attribute>
5246 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5247 This adds magic resistance to the weapon. The number is a percent-value in
5248 the range 0-100. Treat this with CARE. Look at other maps and what they
5249 require to do for getting this-and-that artifact.
5250 </attribute>
5251 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5252 This adds fire resistance to the weapon. The number is a percent-value in
5253 the range 0-100. Treat this with CARE. Look at other maps and what they
5254 require to do for getting this-and-that artifact.
5255 </attribute>
5256 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5257 This adds electricity resistance to the weapon. The number is a percent-value in
5258 the range 0-100. Treat this with CARE. Look at other maps and what they
5259 require to do for getting this-and-that artifact.
5260 </attribute>
5261 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5262 This adds fire resistance to the weapon. The number is a percent-value in
5263 the range 0-100. Treat this with CARE. Look at other maps and what they
5264 require to do for getting this-and-that artifact.
5265 </attribute>
5266 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5267 This adds confusion resistance to the weapon. The number is a percent-value in
5268 the range 0-100. Confusion resistance is not very effective
5269 unless the value comes close to 100 (= perfect immunity).
5270 </attribute>
5271 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5272 This adds acid resistance to the weapon. The number is a percent-value in
5273 the range 0-100. Treat this with CARE. Look at other maps and what they
5274 require to do for getting this-and-that artifact.
5275 </attribute>
5276 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5277 This adds draining resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Draining resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5282 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5283 the range 0-100. Weaponmagic resistance generally should not exist on
5284 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5285 are not meant to be easily resisted.
5286 </attribute>
5287 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5288 This adds ghosthit resistance to the weapon. The number is a percent-value
5289 in the range 0-100. Treat this with CARE. Look at other maps and what they
5290 require to do for getting this-and-that artifact.
5291 </attribute>
5292 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5293 This adds poison resistance to the weapon. The number is a percent-value in
5294 the range 0-100. Treat this with CARE. Look at other maps and what they
5295 require to do for getting this-and-that artifact.
5296 </attribute>
5297 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5298 This adds fear resistance to the weapon. The number is a percent-value in
5299 the range 0-100. Resistance to fear is pretty useless.
5300 </attribute>
5301 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5302 This adds paralyze resistance to the weapon. The number is a percent-value in
5303 the range 0-100. Paralyze resistance is little effective
5304 unless the value is 100 (= perfect immunity).
5305 </attribute>
5306 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5307 This adds fear resistance to the weapon. The number is a percent-value in
5308 the range 0-100. Resistance to fear is pretty useless.
5309 </attribute>
5310 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5311 This adds depletion resistance to the weapon. The number is a percent-value
5312 in the range 0-100. Depletion resistance is little effective
5313 unless the value is 100 (= perfect immunity).
5314 </attribute>
5315 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5316 This adds death-attack resistance to the weapon. The number is a
5317 percent-value in the range 0-100. Death-attack resistance is little
5318 effective unless the value is 100 (= perfect immunity).
5319 Generally, resistance to death-attack is not supposed to be
5320 available to players!
5321 </attribute>
5322 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5323 This adds chaos resistance to the weapon. The number is a percent-value in
5324 the range 0-100. Treat this with CARE. Look at other maps and what they
5325 require to do for getting this-and-that artifact.
5326 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5327 combination of other attacktypes.
5328 </attribute>
5329 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5330 This adds blinding resistance to the weapon. The number is a percent-value
5331 in the range 0-100. Treat this with CARE. Look at other maps and what they
5332 require to do for getting this-and-that artifact.
5333 </attribute>
5334 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5335 This adds holy power resistance to the weapon. The number is a percent-value
5336 in the range 0-100. Holy power is the attacktype that holyword-type spells
5337 use to hurt undead creatures. This kind of resistance is only reasonable
5338 for undead players (wraith or devourer cult).
5339 Generally, resistance to holy word should not be available for players.
5340 </attribute>
5341</section>
5342<section name="stats">
5343 <attribute arch="Str" editor="strength" type="int">
5344 The player's strentgh will rise/fall by the given value
5345 while wearing this weapon.
5346 </attribute>
5347 <attribute arch="Dex" editor="dexterity" type="int">
5348 The player's dexterity will rise/fall by the given value
5349 while wearing this weapon.
5350 </attribute>
5351 <attribute arch="Con" editor="constitution" type="int">
5352 The player's constitution will rise/fall by the given value
5353 while wearing this weapon.
5354 </attribute>
5355 <attribute arch="Int" editor="intelligence" type="int">
5356 The player's intelligence will rise/fall by the given value
5357 while wearing this weapon.
5358 </attribute>
5359 <attribute arch="Pow" editor="power" type="int">
5360 The player's power will rise/fall by the given value
5361 while wearing this weapon.
5362 </attribute>
5363 <attribute arch="Wis" editor="wisdom" type="int">
5364 The player's wisdom will rise/fall by the given value while
5365 wearing this weapon.
5366 </attribute>
5367 <attribute arch="Cha" editor="charisma" type="int">
5368 The player's charisma will rise/fall by the given value
5369 while wearing this weapon.
5370 </attribute>
5371</section>
5372<section name="misc"> 4952<section name="misc">
5373 <attribute arch="luck" editor="luck bonus" type="int"> 4953 <attribute arch="luck" editor="luck bonus" type="int">
5374 With positive luck bonus, the player is more likely to 4954 With positive luck bonus, the player is more likely to
5375 succeed in all sorts of things (spellcasting, praying,...). 4955 succeed in all sorts of things (spellcasting, praying,...).
5376 Unless the &lt;luck bonus&gt; is very high, the effect will be 4956 Unless the &lt;luck bonus&gt; is very high, the effect will be
5455</type> 5035</type>
5456 5036
5457<type number="116" name="Event Connector"> 5037<type number="116" name="Event Connector">
5458 <description><![CDATA[ 5038 <description><![CDATA[
5459 Event connectors link specific events that happen to objects to 5039 Event connectors link specific events that happen to objects to
5460 a crossfire plug-in. ]]> 5040 a crossfire plug-in. They are not used at all in Deliantra.]]>
5461 </description> 5041 </description>
5462 <attribute arch="subtype" editor="event type" type="list_event_type">
5463 The type of event that triggers a notify to the plug-in.
5464 </attribute>
5465 <attribute arch="title" editor="plug-in" type="string">
5466 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5467 for python and "perl" for the Crossfire-Perl plug-in.
5468 </attribute>
5469 <attribute arch="slaying" editor="extension" type="string">
5470 The name of the extension to invoke (for python, this is the path to a script,
5471 for perl this is the name of a extension package without the ".ext" extension.
5472 </attribute>
5473 <attribute arch="name" editor="options" type="string">
5474 A string that is passed unaltered to the extension above. Often used to pass
5475 options to the extension that alter its behaviour.
5476 </attribute>
5477</type> 5042</type>
5478 5043
5479</types> 5044</types>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines