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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.15 by elmex, Tue Aug 8 20:29:31 2006 UTC vs.
Revision 1.45 by root, Thu Jan 8 03:05:17 2009 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" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 106 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 111 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 126 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 127 precedence over 'blocked movements'.
137 </attribute> 128 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 130 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 131 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 133 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 134 creatures matching 'slow move' will be slower than normal on this spot.
156 than 0, the object acts/triggers/moves etc. and the value gets 147 than 0, the object acts/triggers/moves etc. and the value gets
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 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
161]> 354]>
162 355
163<types> 356<types>
164 357
165<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
405</list> 599</list>
406 600
407<list name="attack_movement_bits_0_3"> 601<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 602 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 603 <entry value="1" name="attack from distance" />
447 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
448 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
449 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.
450 </attribute> 644 </attribute>
451 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
452 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.
453 </attribute> 658 </attribute>
454 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
455 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:
456 100 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
457 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.
496 </attribute> 701 </attribute>
497 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
498 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
499 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
500 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
501 </attribute> 716 </attribute>
502</default_type> 717</default_type>
503 718
504<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
505 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
563 This text may describe the object. 778 This text may describe the object.
564 </attribute> 779 </attribute>
565</type> 780</type>
566 781
567<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
568<type number="110" name="Ability"> 784<type number="999" name="Ability">
569 <ignore> 785 <ignore>
570 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
571 </ignore> 787 </ignore>
572 <description><![CDATA[ 788 <description><![CDATA[
573 Abilities are to be put in a monster's inventory. They grant monsters the 789 Abilities are to be put in a monster's inventory. They grant monsters the
574 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
575 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
576 <br><br> 792 <br><br>
577 A particularly nice feature of abilities is that they can hold two 793 A particularly nice feature of abilities is that they can hold two
578 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
579 \n\n 795 \n\n
580 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
581 &lt;treasurelist&gt;. ]]> 797 &lt;treasurelist&gt;.]]>
582 </description> 798 </description>
583 <use><![CDATA[ 799 <use><![CDATA[
584 If you want to create "customized" spellcasting monsters, you 800 If you want to create "customized" spellcasting monsters, you
585 should use abilities (rather than spellbooks/wands or something). 801 should use abilities (rather than spellbooks/wands or something).
586 The long/short-range spell feature can make boss-monsters more 802 The long/short-range spell feature can make boss-monsters more
588 <br><br> 804 <br><br>
589 You should keep in mind that magic abilities allow players 805 You should keep in mind that magic abilities allow players
590 to get better resistance. You can turn off the magic part to 806 to get better resistance. You can turn off the magic part to
591 make the spells more dangerous. However, this really shouldn't 807 make the spells more dangerous. However, this really shouldn't
592 be neccessary unless you work on very high level maps. 808 be neccessary unless you work on very high level maps.
593 And what fun is a magic resistance cloak when it has no effect? ]]> 809 And what fun is a magic resistance cloak when it has no effect?]]>
594 </use> 810 </use>
595 <attribute arch="invisible" value="1" type="fixed" /> 811 <attribute arch="invisible" value="1" type="fixed" />
596 <attribute arch="no_drop" value="1" type="fixed" /> 812 <attribute arch="no_drop" value="1" type="fixed" />
597 <attribute arch="sp" editor="short range spell" type="spell"> 813 <attribute arch="sp" editor="short range spell" type="spell">
598 The monster will use the specified &lt;short range spell&gt; 814 The monster will use the specified &lt;short range spell&gt;
635 </ignore> 851 </ignore>
636 <description><![CDATA[ 852 <description><![CDATA[
637 When a player puts a defined number of certain items on the altar, 853 When a player puts a defined number of certain items on the altar,
638 then either a spell is casted (on the player) or a connector is 854 then either a spell is casted (on the player) or a connector is
639 triggered. If the latter is the case, the altar works only once. 855 triggered. If the latter is the case, the altar works only once.
640 Either way, the sacrificed item disappears. ]]> 856 Either way, the sacrificed item disappears.]]>
641 </description> 857 </description>
642 <attribute arch="no_pick" value="1" type="fixed" /> 858 <attribute arch="no_pick" value="1" type="fixed" />
643 &move_on; 859 &move_on;
644 <attribute arch="slaying" editor="match item name" type="string"> 860 <attribute arch="slaying" editor="match item name" type="string">
645 This string specifies the item that must be put on the altar to 861 This string specifies the item that must be put on the altar to
646 activate it. It can either be the name of an archetype, or directly 862 activate it. It can either be the name of an archetype, or directly
647 the name of an object. Yet, titles are not recognized by altars. 863 the name of an object. Yet, titles are not recognized by altars.
648 Remember to put a note somewhere, telling the player what he is 864 If you want the player to have to drop a specific amount of money use "money".
649 expected to drop on the altar. (Often this is put in the altar's 865 See also the "drop amount" attribute.
650 name: E.g. "drop 100 platinums")
651 </attribute> 866 </attribute>
652 <attribute arch="food" editor="drop amount" type="int"> 867 <attribute arch="food" editor="drop amount" type="int">
653 The drop amount specifies the amount of items (specified 868 The drop amount specifies the amount of items (specified
654 in &lt;match item name&gt;) that must be dropped to activate the altar. 869 in &lt;match item name&gt;) that must be dropped to activate the altar.
655 870
657 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
658 200 silver, 20 gold, or 4 platinum will all work.) 873 200 silver, 20 gold, or 4 platinum will all work.)
659 874
660 Note that the maximum possible for &lt;drop amount&gt; is 32767. 875 Note that the maximum possible for &lt;drop amount&gt; is 32767.
661 </attribute> 876 </attribute>
662 <attribute arch="connected" editor="connection" type="int"> 877 <attribute arch="connected" editor="connection" type="string">
663 If a connection value is set, the altar will trigger all objects 878 If a connection value is set, the altar will trigger all objects
664 with the same value, when activated. This will only work once. 879 with the same value, when activated. This will only work once.
665 </attribute> 880 </attribute>
666 <attribute arch="sp" editor="spell" type="spell"> 881 <attribute arch="sp" editor="spell" type="spell">
667 When activated, the selected &lt;spell&gt; will be casted (once, on the 882 When activated, the selected &lt;spell&gt; will be casted (once, on the
681 <ignore_list name="non_pickable" /> 896 <ignore_list name="non_pickable" />
682 </ignore> 897 </ignore>
683 <description><![CDATA[ 898 <description><![CDATA[
684 Altar_triggers work pretty much like normal altars 899 Altar_triggers work pretty much like normal altars
685 (drop sacrifice -> connection activated), except for the fact that 900 (drop sacrifice -> connection activated), except for the fact that
686 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
687 </description> 902 </description>
688 <use><![CDATA[ 903 <use><![CDATA[
689 Altar_triggers are very useful if you want to charge a price for... 904 Altar_triggers are very useful if you want to charge a price for...
690 <UL> 905 <UL>
691 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
692 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
693 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
694 </UL> 909 </UL>
695 The big advantage over normal altars is the infinite usability 910 The big advantage over normal altars is the infinite usability
696 of altar_triggers! If there are ten players on one server, they're 911 of altar_triggers! If there are ten players on one server, they're
697 quite grateful if things work more than once. =) ]]> 912 quite grateful if things work more than once. =)]]>
698 </use> 913 </use>
699 <attribute arch="no_pick" value="1" type="fixed" /> 914 <attribute arch="no_pick" value="1" type="fixed" />
700 <attribute arch="slaying" editor="match item name" type="string"> 915 <attribute arch="slaying" editor="match item name" type="string">
701 This string specifies the item that must be put on the altar to 916 This string specifies the item that must be put on the altar to
702 activate it. It can either be the name of an archetype, or directly 917 activate it. It can either be the name of an archetype, or directly
703 the name of an object. Yet, titles are not recognized by altars. 918 the name of an object. Yet, titles are not recognized by altars.
704 Remember to put a note somewhere, telling the player what he is 919 If you want the player to have to drop a specific amount of money use "money".
705 expected to drop on the altar. (Often this is put in the altar's 920 See also the "drop amount" attribute.
706 name: E.g. "drop 100 platinums")
707 </attribute> 921 </attribute>
708 <attribute arch="food" editor="drop amount" type="int"> 922 <attribute arch="food" editor="drop amount" type="int">
709 The drop amount specifies the amount of items (specified 923 The drop amount specifies the amount of items (specified
710 in &lt;match item name&gt;) that must be dropped to activate the altar. 924 in &lt;match item name&gt;) that must be dropped to activate the altar.
711 925
713 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
714 200 silver, 20 gold, or 4 platinum will all work.) 928 200 silver, 20 gold, or 4 platinum will all work.)
715 929
716 Note that the maximum possible for &lt;drop amount&gt; is 32767. 930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
717 </attribute> 931 </attribute>
718 <attribute arch="connected" editor="connection" type="int"> 932 <attribute arch="connected" editor="connection" type="string">
719 If a connection value is set, the altar will trigger all objects 933 If a connection value is set, the altar will trigger all objects
720 with the same value, when activated. This will only work once. 934 with the same value, when activated. This will only work once.
721 </attribute> 935 </attribute>
722 <attribute arch="sp" editor="spell" type="spell"> 936 <attribute arch="sp" editor="spell" type="spell">
723 When activated, this &lt;spell&gt; will be casted (once, on the player). 937 When activated, this &lt;spell&gt; will be casted (once, on the player).
747 in the exact moment when the altar is activated. 961 in the exact moment when the altar is activated.
748 </attribute> 962 </attribute>
749</type> 963</type>
750 964
751<!--####################################################################--> 965<!--####################################################################-->
966<type number="74" name="Skill Tool">
967 <description><![CDATA[
968 Wearing a skill tool will give the player the ability to use a skill.
969 ]]>
970 </description>
971 <use><![CDATA[
972 Feel free to assign resistancies and stats to a skill tools or change
973 the skill that is given.
974 ]]>
975 </use>
976 <attribute arch="skill" editor="skill name" type="string">
977 This field describes which skill the player will be able to use wearing this item.
978 </attribute>
979 &player_stat_resist_sections;
980</type>
981<!--####################################################################-->
752<type number="39" name="Amulet"> 982<type number="39" name="Amulet">
753 <description><![CDATA[ 983 <description><![CDATA[
754 Wearing an amulet, the object's stats will directly be inherited to 984 Wearing an amulet, the object's stats will directly be inherited to
755 the player. Amulets are usually meant for protection and defense. ]]> 985 the player. Amulets are usually meant for protection and defense.]]>
756 </description> 986 </description>
757 <use><![CDATA[ 987 <use><![CDATA[
758 Feel free to create your own special artifacts. However, it is very 988 Feel free to create your own special artifacts. However, it is very
759 important that you keep your artifact in balance with existing maps. ]]> 989 important that you keep your artifact in balance with existing maps.]]>
760 </use> 990 </use>
761 <attribute arch="ac" editor="armour class" type="int"> 991 <attribute arch="ac" editor="armour class" type="int">
762 This value defines the amount of armour-class bonus for wearing 992 This value defines the amount of armour-class bonus for wearing
763 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
764 values are better. It should usually be set only for armour-like equipment. 994 values are better. It should usually be set only for armour-like equipment.
775 amount of &lt;item power&gt;, depending on their own level. This is the 1005 amount of &lt;item power&gt;, depending on their own level. This is the
776 only way to prevent low level players to wear "undeserved" equipment 1006 only way to prevent low level players to wear "undeserved" equipment
777 (like gifts from other players or cheated items). 1007 (like gifts from other players or cheated items).
778 1008
779 It is very important to adjust the &lt;item power&gt; value carefully 1009 It is very important to adjust the &lt;item power&gt; value carefully
780 for every artifact you create! If zero/unset, the CF server will 1010 for every artifact you create! If zero/unset, the Deliantra server will
781 calculate a provisional value at runtime, but this is never 1011 calculate a provisional value at runtime, but this is never
782 going to be an accurate measurement of &lt;item power&gt;. 1012 going to be an accurate measurement of &lt;item power&gt;.
783 </attribute> 1013 </attribute>
784 <attribute arch="damned" editor="damnation" type="bool"> 1014 <attribute arch="damned" editor="damnation" type="bool">
785 A damned piece of equipment cannot be unwielded unless the curse 1015 A damned piece of equipment cannot be unwielded unless the curse
811 you want the monster to use/wear the item - you must set 1041 you want the monster to use/wear the item - you must set
812 &lt;is applied&gt;. 1042 &lt;is applied&gt;.
813 Enabling this flag doesn't make any sense if the item 1043 Enabling this flag doesn't make any sense if the item
814 is NOT in a monster's inventory. 1044 is NOT in a monster's inventory.
815 </attribute> 1045 </attribute>
816<section name="resistance"> 1046 &player_stat_resist_sections;
817 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
818 This adds physical resistance to the item (= armour value). The number is
819 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
820 and what they require to do for getting this-and-that artifact.
821 </attribute>
822 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
823 This adds magic resistance to the item. The number is a percent-value in
824 the range 0-100. Treat this with CARE. Look at other maps and what they
825 require to do for getting this-and-that artifact.
826 </attribute>
827 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
828 This adds fire resistance to the item. The number is a percent-value in
829 the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
833 This adds electricity resistance to the item. The number is a percent-value in
834 the range 0-100. Treat this with CARE. Look at other maps and what they
835 require to do for getting this-and-that artifact.
836 </attribute>
837 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
838 This adds fire resistance to the item. The number is a percent-value in
839 the range 0-100. Treat this with CARE. Look at other maps and what they
840 require to do for getting this-and-that artifact.
841 </attribute>
842 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
843 This adds confusion resistance to the item. The number is a percent-value in
844 the range 0-100. Confusion resistance is not very effective
845 unless the value comes close to 100 (= perfect immunity).
846 </attribute>
847 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
848 This adds acid resistance to the item. The number is a percent-value in
849 the range 0-100. Treat this with CARE. Look at other maps and what they
850 require to do for getting this-and-that artifact.
851 </attribute>
852 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
853 This adds draining resistance to the item. The number is a percent-value
854 in the range 0-100. Draining resistance is little effective
855 unless the value is 100 (= perfect immunity).
856 </attribute>
857 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
858 This adds weaponmagic resistance to the item. The number is a percent-value in
859 the range 0-100. Weaponmagic resistance generally should not exist on
860 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
861 are not meant to be easily resisted.
862 </attribute>
863 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
864 This adds ghosthit resistance to the item. The number is a percent-value
865 in the range 0-100. Treat this with CARE. Look at other maps and what they
866 require to do for getting this-and-that artifact.
867 </attribute>
868 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
869 This adds poison resistance to the item. The number is a percent-value in
870 the range 0-100. Treat this with CARE. Look at other maps and what they
871 require to do for getting this-and-that artifact.
872 </attribute>
873 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
874 This adds fear resistance to the item. The number is a percent-value in
875 the range 0-100. Resistance to fear is pretty useless.
876 </attribute>
877 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
878 This adds paralyze resistance to the item. The number is a percent-value in
879 the range 0-100. Paralyze resistance is little effective
880 unless the value is 100 (= perfect immunity).
881 </attribute>
882 <attribute arch="resist_fear" editor="resist fear %" 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_deplete" editor="resist depletion %" length="15" type="int">
887 This adds depletion resistance to the item. The number is a percent-value
888 in the range 0-100. Depletion resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
892 This adds death-attack resistance to the item. The number is a
893 percent-value in the range 0-100. Death-attack resistance is little
894 effective unless the value is 100 (= perfect immunity).
895 Generally, resistance to death-attack is not supposed to be
896 available to players!
897 </attribute>
898 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
899 This adds chaos resistance to the item. The number is a percent-value in
900 the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
903 combination of other attacktypes.
904 </attribute>
905 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
906 This adds blinding resistance to the item. The number is a percent-value
907 in the range 0-100. Treat this with CARE. Look at other maps and what they
908 require to do for getting this-and-that artifact.
909 </attribute>
910 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
911 This adds holy power resistance to the item. The number is a percent-value
912 in the range 0-100. Holy power is the attacktype that holyword-type spells
913 use to hurt undead creatures. This kind of resistance is only reasonable
914 for undead players (wraith or devourer cult).
915 Generally, resistance to holy word should not be available for players.
916 </attribute>
917</section>
918<section name="stats">
919 <attribute arch="Str" editor="strength" type="int">
920 The player's strentgh will rise/fall by the given value
921 while wearing this piece of equipment.
922 </attribute>
923 <attribute arch="Dex" editor="dexterity" type="int">
924 The player's dexterity will rise/fall by the given value
925 while wearing this piece of equipment.
926 </attribute>
927 <attribute arch="Con" editor="constitution" type="int">
928 The player's constitution will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Int" editor="intelligence" type="int">
932 The player's intelligence will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Pow" editor="power" type="int">
936 The player's power will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Wis" editor="wisdom" type="int">
940 The player's wisdom will rise/fall by the given value while
941 wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Cha" editor="charisma" type="int">
944 The player's charisma will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947</section>
948<section name="misc"> 1047<section name="misc">
949 <attribute arch="luck" editor="luck bonus" type="int"> 1048 <attribute arch="luck" editor="luck bonus" type="int">
950 With positive luck bonus, the player is more likely to 1049 With positive luck bonus, the player is more likely to
951 succeed in all sorts of things (spellcasting, praying,...). 1050 succeed in all sorts of things (spellcasting, praying,...).
952 Unless the &lt;luck bonus&gt; is very high, the effect will be 1051 Unless the &lt;luck bonus&gt; is very high, the effect will be
1040 Battleground is very special: In short, players can die on battleground 1139 Battleground is very special: In short, players can die on battleground
1041 without any death penalties. They don't loose or gain experience 1140 without any death penalties. They don't loose or gain experience
1042 while on battleground. Acid, draining and depletion effects don't 1141 while on battleground. Acid, draining and depletion effects don't
1043 work either. 1142 work either.
1044 When a player dies on battleground, he gets teleported to an exit 1143 When a player dies on battleground, he gets teleported to an exit
1045 location which is defined in the battleground object. ]]> 1144 location which is defined in the battleground object.]]>
1046 </description> 1145 </description>
1047 <use><![CDATA[ 1146 <use><![CDATA[
1048 Battleground is only meant for player vs. player duels. You can 1147 Battleground is only meant for player vs. player duels. You can
1049 design combat arenas similiar to the one in scorn.<br> 1148 design combat arenas similiar to the one in scorn.<br>
1050 What should NEVER be done is placing battleground tiles in 1149 What should NEVER be done is placing battleground tiles in
1052 It must not be possible to gain significant treasure for fighting 1151 It must not be possible to gain significant treasure for fighting
1053 on battleground, because it bears no risk.<br><br> 1152 on battleground, because it bears no risk.<br><br>
1054 (Battleground will cease to work when the image or name is changed, 1153 (Battleground will cease to work when the image or name is changed,
1055 or when it is placed beneath another floor tile. 1154 or when it is placed beneath another floor tile.
1056 This is not a bug, it is there to prevent any attempts of placing 1155 This is not a bug, it is there to prevent any attempts of placing
1057 "hidden" battleground tiles anywhere.) ]]> 1156 "hidden" battleground tiles anywhere.)]]>
1058 </use> 1157 </use>
1059 <attribute arch="no_pick" value="1" type="fixed" /> 1158 <attribute arch="no_pick" value="1" type="fixed" />
1060 <attribute arch="is_floor" value="1" type="fixed" /> 1159 <attribute arch="is_floor" value="1" type="fixed" />
1061 <attribute arch="hp" editor="destination X" type="int"> 1160 <attribute arch="hp" editor="destination X" type="int">
1062 The exit destinations define the (x, y)-coordinates where players 1161 The exit destinations define the (x, y)-coordinates where players
1067 get teleported after they died on this battleground. 1166 get teleported after they died on this battleground.
1068 </attribute> 1167 </attribute>
1069</type> 1168</type>
1070 1169
1071<!--####################################################################--> 1170<!--####################################################################-->
1171<type number="165" name="Safe ground">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 Safe ground is a special object that prevents any effects that might
1177 be harmful for the map, other players or items on the map.
1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1179 from being used and blocks bombs from exploding. Note that altars that
1180 do cast spells still work.
1181 ]]>
1182 </description>
1183 <use><![CDATA[
1184 Safe ground can be used to prevents any means of burning
1185 or destroying the items in a shop. Put this object below all floor tiles
1186 in your map and your shop will be safe. It's generally useful for making
1187 areas where really no kind of spell should be invoked by a player.
1188 ]]>
1189 </use>
1190 &movement_types_terrain;
1191 <attribute arch="no_pick" value="1" type="fixed" />
1192</type>
1193
1194<!--####################################################################-->
1072<type number="8" name="Book"> 1195<type number="8" name="Book">
1073 <description><![CDATA[ 1196 <description><![CDATA[
1074 Applying a book, the containing message is displayed to the player. ]]> 1197 Applying a book, the containing message is displayed to the player.]]>
1075 </description> 1198 </description>
1076 <attribute arch="level" editor="literacy level" type="int"> 1199 <attribute arch="level" editor="literacy level" type="int">
1077 If this value is set to be greater than zero, the player needs a 1200 If this value is set to be greater than zero, the player needs a
1078 certain literacy level to succeed reading the book. The book can be 1201 certain literacy level to succeed reading the book. The book can be
1079 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1202 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1095 </attribute> 1218 </attribute>
1096 <attribute arch="slaying" editor="key string" type="string"> 1219 <attribute arch="slaying" editor="key string" type="string">
1097 This is the key string of the book. The key string is checked by an inventory checker. 1220 This is the key string of the book. The key string is checked by an inventory checker.
1098 (This is used eg. for the gate/port passes in scorn) 1221 (This is used eg. for the gate/port passes in scorn)
1099 </attribute> 1222 </attribute>
1223 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224 If this flag is true the player won't be able to identify this
1225 item with by using a skill.
1226 </attribute>
1100</type> 1227</type>
1101 1228
1102<!--####################################################################--> 1229<!--####################################################################-->
1103<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1104 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1105 <description><![CDATA[ 1232 <description><![CDATA[
1106 Wearing boots, the object's stats will directly be inherited to 1233 Wearing boots, the object's stats will directly be inherited to
1107 the player. Usually enhancing his speed, or granting some minor 1234 the player. Usually enhancing his speed, or granting some minor
1108 protection bonus. ]]> 1235 protection bonus.]]>
1109 </description> 1236 </description>
1110 <use><![CDATA[ 1237 <use><![CDATA[
1111 Feel free to create your own special artifacts. However, it is very 1238 Feel free to create your own special artifacts. However, it is very
1112 important that you keep your artifact in balance with existing maps. ]]> 1239 important that you keep your artifact in balance with existing maps.]]>
1113 </use> 1240 </use>
1114 <attribute arch="exp" editor="speed bonus" type="int"> 1241 <attribute arch="exp" editor="speed bonus" type="int">
1115 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1242 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1116 while worn. This kind of bonus is quite desirable for players of low- 1243 while worn. This kind of bonus is quite desirable for players of low-
1117 and medium level. High level players usually have fastest possible 1244 and medium level. High level players usually have fastest possible
1133<type number="104" name="Bracers"> 1260<type number="104" name="Bracers">
1134 <import_type name="Amulet" /> 1261 <import_type name="Amulet" />
1135 <description><![CDATA[ 1262 <description><![CDATA[
1136 Bracers are armour-plates worn around the wrists. 1263 Bracers are armour-plates worn around the wrists.
1137 Wearing bracer, the object's stats will directly be inherited to 1264 Wearing bracer, the object's stats will directly be inherited to
1138 the player. Usually enhancing his defense. ]]> 1265 the player. Usually enhancing his defense.]]>
1139 </description> 1266 </description>
1140 <use><![CDATA[ 1267 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very 1268 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]> 1269 important that you keep your artifact in balance with existing maps.]]>
1143 </use> 1270 </use>
1144 <attribute arch="magic" editor="magic bonus" type="int"> 1271 <attribute arch="magic" editor="magic bonus" type="int">
1145 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1272 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1146 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1273 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1147 than direct armour-class bonus on the bracers. 1274 than direct armour-class bonus on the bracers.
1151<!--####################################################################--> 1278<!--####################################################################-->
1152<type number="16" name="Brestplate Armour"> 1279<type number="16" name="Brestplate Armour">
1153 <import_type name="Amulet" /> 1280 <import_type name="Amulet" />
1154 <description><![CDATA[ 1281 <description><![CDATA[
1155 Wearing an armour, the object's stats will directly be inherited to 1282 Wearing an armour, the object's stats will directly be inherited to
1156 the player. Usually enhancing his defense. ]]> 1283 the player. Usually enhancing his defense.]]>
1157 </description> 1284 </description>
1158 <use><![CDATA[ 1285 <use><![CDATA[
1159 Feel free to create your own special artifacts. However, it is very 1286 Feel free to create your own special artifacts. However, it is very
1160 important that you keep your artifact in balance with existing maps. ]]> 1287 important that you keep your artifact in balance with existing maps.]]>
1161 </use> 1288 </use>
1162 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1163 This poses a penalty to spell regeneration speed, for wearing the armour. 1290 This poses a penalty to spell regeneration speed, for wearing the armour.
1164 The bigger the spellpoint penalty, the worse. 1291 The bigger the spellpoint penalty, the worse.
1165 </attribute> 1292 </attribute>
1181 </ignore> 1308 </ignore>
1182 <description><![CDATA[ 1309 <description><![CDATA[
1183 When a predefined amount of weigh is placed on a button, the 1310 When a predefined amount of weigh is placed on a button, the
1184 &lt;connection&gt; value is triggered. In most cases this happens when a 1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1185 player or monster steps on it. When the button is "released", the 1312 player or monster steps on it. When the button is "released", the
1186 &lt;connection&gt; value get's triggered a second time. ]]> 1313 &lt;connection&gt; value get's triggered a second time.]]>
1187 </description> 1314 </description>
1188 &move_on; 1315 &move_on;
1189 &move_off; 1316 &move_off;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1191 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1192 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1193 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1194 </attribute> 1321 </attribute>
1195 <attribute arch="connected" editor="connection" type="int"> 1322 <attribute arch="connected" editor="connection" type="string">
1196 Every time the button is pressed or released, all objects 1323 Every time the button is pressed or released, all objects
1197 with the same &lt;connection&gt; value are activated. 1324 with the same &lt;connection&gt; value are activated.
1198 </attribute> 1325 </attribute>
1199 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1200 This text may describe the item. You can use this 1327 This text may describe the item. You can use this
1209 <ignore_list name="non_pickable" /> 1336 <ignore_list name="non_pickable" />
1210 </ignore> 1337 </ignore>
1211 <description><![CDATA[ 1338 <description><![CDATA[
1212 Handle buttons are buttons which reset after a short period 1339 Handle buttons are buttons which reset after a short period
1213 of time. Every time it is either applied or reset, the 1340 of time. Every time it is either applied or reset, the
1214 &lt;connection&gt; value is triggered. ]]> 1341 &lt;connection&gt; value is triggered.]]>
1215 </description> 1342 </description>
1216</type> 1343</type>
1217 1344
1218<!--####################################################################--> 1345<!--####################################################################-->
1219<type number="37" name="Class Changer"> 1346<type number="37" name="Class Changer">
1220 <ignore> 1347 <ignore>
1221 <ignore_list name="non_pickable" /> 1348 <ignore_list name="non_pickable" />
1222 </ignore> 1349 </ignore>
1223 <description><![CDATA[ 1350 <description><![CDATA[
1224 Class changer are used while creating a character. ]]> 1351 Class changer are used while creating a character.]]>
1225 </description> 1352 </description>
1226 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1227 This entry determines which initial items the character receives. 1354 This entry determines which initial items the character receives.
1228 </attribute> 1355 </attribute>
1229<section name="stats"> 1356<section name="stats">
1262<type number="87" name="Cloak"> 1389<type number="87" name="Cloak">
1263 <import_type name="Amulet" /> 1390 <import_type name="Amulet" />
1264 <description><![CDATA[ 1391 <description><![CDATA[
1265 Wearing a cloak, the object's stats will directly be inherited to 1392 Wearing a cloak, the object's stats will directly be inherited to
1266 the player. Cloaks usually add minor &lt;armour class&gt; and 1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1267 sometimes a bit of resistance. ]]> 1394 sometimes a bit of resistance.]]>
1268 </description> 1395 </description>
1269 <use><![CDATA[ 1396 <use><![CDATA[
1270 Feel free to create your own special artifacts. However, it is very 1397 Feel free to create your own special artifacts. However, it is very
1271 important that you keep your artifact in balance with existing maps. ]]> 1398 important that you keep your artifact in balance with existing maps.]]>
1272 </use> 1399 </use>
1273 <attribute arch="magic" editor="magic bonus" type="int"> 1400 <attribute arch="magic" editor="magic bonus" type="int">
1274 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1275 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1276 than direct armour-class bonus on the cloak. 1403 than direct armour-class bonus on the cloak.
1281</type> 1408</type>
1282 1409
1283<!--####################################################################--> 1410<!--####################################################################-->
1284<type number="9" name="Clock"> 1411<type number="9" name="Clock">
1285 <description><![CDATA[ 1412 <description><![CDATA[
1286 Applying a clock, the time is displayed to the player. ]]> 1413 Applying a clock, the time is displayed to the player.]]>
1287 </description> 1414 </description>
1288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1289 This text may describe the item 1416 This text may describe the item
1290 </attribute> 1417 </attribute>
1291</type> 1418</type>
1296 A player can put (certain kinds of) items in the container. 1423 A player can put (certain kinds of) items in the container.
1297 The overall weight of items is reduced when put inside a 1424 The overall weight of items is reduced when put inside a
1298 container, depending on the settings. 1425 container, depending on the settings.
1299 <br><br> 1426 <br><br>
1300 A special feature of containers is the "cauldron", 1427 A special feature of containers is the "cauldron",
1301 capable of mixing alchemical receipes. ]]> 1428 capable of mixing alchemical receipes.]]>
1302 </description> 1429 </description>
1303 <use><![CDATA[ 1430 <use><![CDATA[
1304 Note on chests - There are two types of chests: 1431 Note on chests - There are two types of chests:
1305 <UL> 1432 <UL>
1306 <LI> First the random treasure chests - Those are NOT containers 1433 <LI> First the random treasure chests - Those are NOT containers
1307 (but object type Treasure), they create random treasures when 1434 (but object type Treasure), they create random treasures when
1308 applied. Archetype name is "chest". 1435 applied. Archetype name is "chest".
1309 <LI> Second there are the permanent chests - Those are containers, 1436 <LI> Second there are the permanent chests - Those are containers,
1310 they can be opened and closed again. Archetype name is "chest_2". 1437 they can be opened and closed again. Archetype name is "chest_2".
1311 </UL> ]]> 1438 </UL>]]>
1312 </use> 1439 </use>
1313 <attribute arch="race" editor="container class" type="string"> 1440 <attribute arch="race" editor="container class" type="string">
1314 If set, the container will hold only certain types of objects. 1441 If set, the container will hold only certain types of objects.
1315 Possible choices for &lt;container class&gt; are: "gold and jewels", 1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1316 "arrows" and "keys". 1443 "arrows" and "keys".
1371 <attribute arch="title" /> 1498 <attribute arch="title" />
1372 </ignore> 1499 </ignore>
1373 <description><![CDATA[ 1500 <description><![CDATA[
1374 Converters are like "exchange tables". When the player drops a 1501 Converters are like "exchange tables". When the player drops a
1375 specific type of items, they get converted into other items, at a 1502 specific type of items, they get converted into other items, at a
1376 predefined exchange-ratio. ]]> 1503 predefined exchange-ratio.]]>
1377 </description> 1504 </description>
1378 <use><![CDATA[ 1505 <use><![CDATA[
1379 Converters are better than shopping with doormats, because the 1506 Converters are better than shopping with doormats, because the
1380 converters never get sold out. For some items like food or jewels 1507 converters never get sold out. For some items like food or jewels
1381 those "exchange tables" are really nice, while for the more important 1508 those "exchange tables" are really nice, while for the more important
1383 <br><br> 1510 <br><br>
1384 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1385 items on a converter, the stuff you get must be of equal or lesser 1512 items on a converter, the stuff you get must be of equal or lesser
1386 value than before! (Except if you are using "rare" items like 1513 value than before! (Except if you are using "rare" items like
1387 dragonscales for payment). The code will not check if your ratio is 1514 dragonscales for payment). The code will not check if your ratio is
1388 sane, so the player could gain infinite wealth by using your converter. ]]> 1515 sane, so the player could gain infinite wealth by using your converter.]]>
1389 </use> 1516 </use>
1390 <attribute arch="no_pick" value="1" type="fixed" /> 1517 <attribute arch="no_pick" value="1" type="fixed" />
1391 <attribute arch="slaying" editor="cost arch" type="string"> 1518 <attribute arch="slaying" editor="cost arch" type="string">
1392 &lt;cost arch&gt; is the name of the archetype the player has to 1519 &lt;cost arch&gt; is the name of the archetype the player has to
1393 put on the converter, as payment. 1520 put on the converter, as payment.
1409 of &lt;receive arch&gt;. 1536 of &lt;receive arch&gt;.
1410 </attribute> 1537 </attribute>
1411 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1412 This text may contain a description of the converter. 1539 This text may contain a description of the converter.
1413 </attribute> 1540 </attribute>
1541 <attribute arch="precious" editor="output unpaid" type="bool">
1542 If the converter has this flag set the generated items will
1543 be flagged as unpaid. Useful if you want to make a converter in a shop.
1544 (For instance for 'dragon scale' to 'dragon shield' converters in some
1545 armour shops.)
1546 </attribute>
1414</type> 1547</type>
1415 1548
1416<!--####################################################################--> 1549<!--####################################################################-->
1417<type number="42" name="Creator"> 1550<type number="42" name="Creator">
1418 <ignore> 1551 <ignore>
1419 <ignore_list name="system_object" /> 1552 <ignore_list name="system_object" />
1420 </ignore> 1553 </ignore>
1421 <description><![CDATA[ 1554 <description><![CDATA[
1422 A creator is an object which creates another object when it 1555 A creator is an object which creates another object when it
1423 is triggered. The child object can be anything. Creators are 1556 is triggered. The child object can be anything. Creators are
1424 VERY useful for all kinds of map-mechanisms. ]]> 1557 VERY useful for all kinds of map-mechanisms. They can even
1558 periodically create things.]]>
1425 </description> 1559 </description>
1426 <use><![CDATA[ 1560 <use><![CDATA[
1427 Don't hesitate to hide your creators under the floor. 1561 Don't hesitate to hide your creators under the floor.
1428 The created items will still always appear ontop of the floor. ]]> 1562 The created items will still always appear ontop of the floor.]]>
1429 </use> 1563 </use>
1430 <attribute arch="no_pick" value="1" type="fixed" /> 1564 <attribute arch="no_pick" value="1" type="fixed" />
1431 <attribute arch="other_arch" editor="create arch" type="string"> 1565 <attribute arch="other_arch" editor="create arch" type="string">
1432 This string defines the object that will be created. 1566 This string defines the object that will be created.
1433 You can choose any of the existing arches. 1567 You can choose any of the existing arches.
1434 This field is ignored if the creator has items in inventory. In this case 1568 This field is ignored if the creator has items in inventory. In this case
1435 one of the inventory items is duplicated. The duplicated item is randomly 1569 one of the inventory items is duplicated. The duplicated item is randomly
1436 chosen from all items present. 1570 chosen from all items present.
1437 </attribute> 1571 </attribute>
1438 <attribute arch="connected" editor="connection" type="int"> 1572 <attribute arch="connected" editor="connection" type="string">
1439 Whenever the connection value is activated, 1573 Whenever the connection value is activated,
1440 the creator gets triggered. 1574 the creator gets triggered.
1441 </attribute> 1575 </attribute>
1576 &activate_on;
1442 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work 1578 If &lt;infinit uses&gt; is set, the creator will work
1444 infinitely, regardless of the value in &lt;number of uses&gt;. 1579 infinitely, regardless of the value in &lt;number of uses&gt;.
1580 </attribute>
1581 <attribute arch="speed" editor="speed" type="float">
1582 When this field is set the creator will periodically create stuff
1583 (and will still do so when the connection is triggered).
1584 A value of 1 means roughly 8 times a second.
1445 </attribute> 1585 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int"> 1586 <attribute arch="hp" editor="number of uses" type="int">
1447 The creator can be triggered &lt;number of uses&gt; times, thus 1587 The creator can be triggered &lt;number of uses&gt; times, thus
1448 creating that many objects, before it dissappears. 1588 creating that many objects, before it dissappears.
1449 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1589 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1469 finds a specific object, it toggles its connected value. 1609 finds a specific object, it toggles its connected value.
1470 <br><br> 1610 <br><br>
1471 What is "unique" about them, compared to inv. checkers/ pedestals? 1611 What is "unique" about them, compared to inv. checkers/ pedestals?
1472 - First, detectors check their square for a match periodically, not 1612 - First, detectors check their square for a match periodically, not
1473 instantly. Second, detectors check directly for object names. Third, 1613 instantly. Second, detectors check directly for object names. Third,
1474 detectors do not check the inventory of players/monsters. ]]> 1614 detectors do not check the inventory of players/monsters.]]>
1475 </description> 1615 </description>
1476 <use><![CDATA[ 1616 <use><![CDATA[
1477 There is one major speciality about detectors: You can detect spells 1617 There is one major speciality about detectors: You can detect spells
1478 blown over a detector! To detect a lighting bolt for example, set 1618 blown over a detector! To detect a lighting bolt for example, set
1479 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1480 walls, this can be very useful for map-mechanisms. ]]> 1620 walls, this can be very useful for map-mechanisms.]]>
1481 </use> 1621 </use>
1482 <attribute arch="no_pick" value="1" type="fixed" /> 1622 <attribute arch="no_pick" value="1" type="fixed" />
1483 <attribute arch="slaying" editor="match name" type="string"> 1623 <attribute arch="slaying" editor="match name" type="string">
1484 &lt;match name&gt; specifies the name of the object we are looking for. 1624 &lt;match name&gt; specifies the name of the object we are looking for.
1485 Actually it does also check for the &lt;key string&gt; in key-objects, 1625 Actually it does also check for the &lt;key string&gt; in key-objects,
1486 but for this case inventory checkers are often more powerful to use. 1626 but for this case inventory checkers are often more powerful to use.
1487 </attribute> 1627 </attribute>
1488 <attribute arch="connected" editor="connection" type="int"> 1628 <attribute arch="connected" editor="connection" type="string">
1489 When the detector is triggered, all objects with the same 1629 When the detector is triggered, all objects with the same
1490 connection value get activated. 1630 connection value get activated.
1491 </attribute> 1631 </attribute>
1492 <attribute arch="speed" editor="detection speed" type="float"> 1632 <attribute arch="speed" editor="detection speed" type="float">
1493 This value defines the time between two detector-checks. 1633 This value defines the time between two detector-checks.
1501 by 1. 1641 by 1.
1502 </attribute> 1642 </attribute>
1503</type> 1643</type>
1504 1644
1505<!--####################################################################--> 1645<!--####################################################################-->
1646<type number="164" name="Map Script">
1647 <ignore>
1648 <ignore_list name="system_object" />
1649 </ignore>
1650 <description><![CDATA[
1651 The map script object is a very special object that can react to connected
1652 events and executes a perl script.
1653 ]]>
1654 </description>
1655 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects.
1658 ]]>
1659 </use>
1660 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator.
1663 </attribute>
1664 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1666 This perl script will be executed each time the objetc is triggered.
1667 </attribute>
1668</type>
1669
1670<!--####################################################################-->
1506<type number="112" name="Director"> 1671<type number="112" name="Director">
1507 <ignore> 1672 <ignore>
1508 <ignore_list name="non_pickable" /> 1673 <ignore_list name="non_pickable" />
1509 </ignore> 1674 </ignore>
1510 <description><![CDATA[ 1675 <description><![CDATA[
1511 Directors change the direction of spell objects and other projectiles 1676 Directors change the direction of spell objects and other projectiles
1512 that fly past. Unlike spinners, directors always move objects in the 1677 that fly past. Unlike spinners, directors always move objects in the
1513 same direction. It does not make a difference from what angle you 1678 same direction. It does not make a difference from what angle you
1514 shoot into it.<br> 1679 shoot into it.<br>
1515 Directors are visible per default. ]]> 1680 Directors are visible per default.]]>
1516 </description> 1681 </description>
1517 <use><![CDATA[ 1682 <use><![CDATA[
1518 Directors are rarely used in maps. Sometimes they are placed to 1683 Directors are rarely used in maps. Sometimes they are placed to
1519 change the direction of spells coming out of magic walls, 1684 change the direction of spells coming out of magic walls,
1520 "channeling" spell-projectiles in some direction. When doing this, 1685 "channeling" spell-projectiles in some direction. When doing this,
1522 into them!</B> The spell-projectiles bouncing between the directors 1687 into them!</B> The spell-projectiles bouncing between the directors
1523 would accumulate to huge numbers and at some point slow down the 1688 would accumulate to huge numbers and at some point slow down the
1524 server by eating memory- and CPU-time. 1689 server by eating memory- and CPU-time.
1525 <br><br> 1690 <br><br>
1526 You'd better not place directors in monster vs. player combat 1691 You'd better not place directors in monster vs. player combat
1527 areas too much, because that freaks out wizard-type players. ]]> 1692 areas too much, because that freaks out wizard-type players.]]>
1528 </use> 1693 </use>
1529 <attribute arch="sp" editor="direction" type="list_direction"> 1694 <attribute arch="sp" editor="direction" type="list_direction">
1530 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1695 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1531 A director with direction &lt;none&gt; simply stops projectiles. 1696 A director with direction &lt;none&gt; simply stops projectiles.
1532 (The latter works out a bit strange for some spells). 1697 (The latter works out a bit strange for some spells).
1538<type number="158" name="Disease"> 1703<type number="158" name="Disease">
1539 <ignore> 1704 <ignore>
1540 <ignore_list name="system_object" /> 1705 <ignore_list name="system_object" />
1541 </ignore> 1706 </ignore>
1542 <description><![CDATA[ 1707 <description><![CDATA[
1543 Diseases are an intersting form of spellcraft in Crossfire. 1708 Diseases are an intersting form of spellcraft in Deliantra.
1544 Once casted, they can spread out and infect creatures in a large 1709 Once casted, they can spread out and infect creatures in a large
1545 area. Being infected can have various effects, from amusing farts 1710 area. Being infected can have various effects, from amusing farts
1546 to horrible damage - almost everything is possible. ]]> 1711 to horrible damage - almost everything is possible.]]>
1547 </description> 1712 </description>
1548 <use><![CDATA[ 1713 <use><![CDATA[
1549 Diseases are extremely flexible and usable in a many ways. 1714 Diseases are extremely flexible and usable in a many ways.
1550 So far they are mostly used for causing bad, unwanted effects. 1715 So far they are mostly used for causing bad, unwanted effects.
1551 You could just as well create a disease which helps the player 1716 You could just as well create a disease which helps the player
1552 (recharging mana for example). 1717 (recharging mana for example).
1553 Infection with a "positive disease" could even be a quest reward. ]]> 1718 Infection with a "positive disease" could even be a quest reward.]]>
1554 </use> 1719 </use>
1555 <attribute arch="invisible" value="1" type="fixed" /> 1720 <attribute arch="invisible" value="1" type="fixed" />
1556 <attribute arch="level" editor="plaque level" type="int"> 1721 <attribute arch="level" editor="plaque level" type="int">
1557 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1722 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1558 This mainly reflects in the &lt;damage&gt;. It has no effect on 1723 This mainly reflects in the &lt;damage&gt;. It has no effect on
1703 </ignore> 1868 </ignore>
1704 <description><![CDATA[ 1869 <description><![CDATA[
1705 A door can be opened with a normal key. It also can be broken by attacking 1870 A door can be opened with a normal key. It also can be broken by attacking
1706 it, and it can be defeated with the lockpicking skill. If a door is 1871 it, and it can be defeated with the lockpicking skill. If a door is
1707 defeated, horizontally and vertically adjacent doors are automatically 1872 defeated, horizontally and vertically adjacent doors are automatically
1708 removed. ]]> 1873 removed.]]>
1709 </description> 1874 </description>
1710 <attribute arch="no_pick" value="1" type="fixed" /> 1875 <attribute arch="no_pick" value="1" type="fixed" />
1711 <attribute arch="alive" value="1" type="fixed" /> 1876 <attribute arch="alive" value="1" type="fixed" />
1712 &movement_types_terrain; 1877 &movement_types_terrain;
1713 <attribute arch="hp" editor="hitpoints" type="int"> 1878 <attribute arch="hp" editor="hitpoints" type="int">
1723 defeated. 1888 defeated.
1724 </attribute> 1889 </attribute>
1725 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1890 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726 This entry determines what kind of traps will appear in the door. 1891 This entry determines what kind of traps will appear in the door.
1727 </attribute> 1892 </attribute>
1893 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1894 Set this flag to move treasure items created into the environment (map)
1895 instead of putting them into the object.
1896 </attribute>
1728</type> 1897</type>
1729 1898
1730<!--####################################################################--> 1899<!--####################################################################-->
1731<type number="83" name="Duplicator"> 1900<type number="83" name="Duplicator">
1732 <ignore> 1901 <ignore>
1736 When activated, a duplicator can duplicate, multiply or destroy a pile of 1905 When activated, a duplicator can duplicate, multiply or destroy a pile of
1737 objects which lies somewhere on top of the duplicator. 1906 objects which lies somewhere on top of the duplicator.
1738 The duplicator has one arch name specified as &lt;target arch&gt;, 1907 The duplicator has one arch name specified as &lt;target arch&gt;,
1739 and only objects of this archetype can be affected.<br> 1908 and only objects of this archetype can be affected.<br>
1740 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1909 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1741 If the latter is set to zero, it will destroy objects. ]]> 1910 If the latter is set to zero, it will destroy objects.]]>
1742 </description> 1911 </description>
1743 <use><![CDATA[ 1912 <use><![CDATA[
1744 I hope it is clear that one must be very cautious when inserting a duplicator 1913 I hope it is clear that one must be very cautious when inserting a duplicator
1745 anywhere with &lt;multiply factor&gt; greater than one. 1914 anywhere with &lt;multiply factor&gt; greater than one.
1746 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1915 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1747 It is <b>not acceptable</b> to allow duplication of anything other than 1916 It is <b>not acceptable</b> to allow duplication of anything other than
1748 coins, gold and jewels. Besides, it is very important that the chance to 1917 coins, gold and jewels. Besides, it is very important that the chance to
1749 loose the input matches the chance to earn winnings.<br> 1918 loose the input matches the chance to earn winnings.<br>
1750 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1919 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751 loosing rate of 2/3 = 67%. ]]> 1920 loosing rate of 2/3 = 67%.]]>
1752 </use> 1921 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string"> 1922 <attribute arch="other_arch" editor="target arch" type="string">
1754 Only objects of matching archtype, lying ontop of the dublicator will be 1923 Only objects of matching archtype, lying ontop of the duplicator will be
1755 dublicated, multiplied or removed. All other objects will be ignored. 1924 duplicated, multiplied or removed. All other objects will be ignored.
1756 </attribute> 1925 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int"> 1926 <attribute arch="level" editor="multiply factor" type="int">
1758 The number of items in the target pile will be multiplied by the 1927 The number of items in the target pile will be multiplied by the
1759 &lt;multiply factor&gt;. If it is set to zero, all target objects 1928 &lt;multiply factor&gt;. If it is set to zero, all target objects
1760 will be destroyed. 1929 will be destroyed.
1761 </attribute> 1930 </attribute>
1762 <attribute arch="connected" editor="connection" type="int"> 1931 <attribute arch="connected" editor="connection" type="string">
1763 An activator (lever, altar, button, etc) with matching connection value 1932 An activator (lever, altar, button, etc) with matching connection value
1764 is able to trigger this duplicator. Be very careful that players cannot 1933 is able to trigger this duplicator. Be very careful that players cannot
1765 abuse it to create endless amounts of money or other valuable stuff! 1934 abuse it to create endless amounts of money or other valuable stuff!
1766 </attribute> 1935 </attribute>
1936 &activate_on;
1767</type> 1937</type>
1768 1938
1769<!--####################################################################--> 1939<!--####################################################################-->
1770<type number="66" name="Exit"> 1940<type number="66" name="Exit">
1771 <ignore> 1941 <ignore>
1773 </ignore> 1943 </ignore>
1774 <description><![CDATA[ 1944 <description><![CDATA[
1775 When the player applies an exit, he is transferred to a different location. 1945 When the player applies an exit, he is transferred to a different location.
1776 (Monsters cannot use exits.) Depending on how it is set, the player applies 1946 (Monsters cannot use exits.) Depending on how it is set, the player applies
1777 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1947 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1778 the exit. ]]> 1948 the exit. ]]>
1779 </description> 1949 </description>
1780 <use><![CDATA[ 1950 <use><![CDATA[
1781 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1951 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1782 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1952 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1783 detected with the show_invisible spell. 1953 detected with the show_invisible spell.
1784 <br><br> 1954 <br><br>
1785 You can be quite creative with the outlook of secret exits (their "face"). 1955 You can be quite creative with the outlook of secret exits (their "face").
1786 Don't forget to give the player relyable hints about them though. ]]> 1956 Don't forget to give the player relyable hints about them though.]]>
1787 </use> 1957 </use>
1788 <attribute arch="slaying" editor="exit path" type="string"> 1958 <attribute arch="slaying" editor="exit path" type="string">
1789 The exit path defines the map that the player is transferred to. 1959 The exit path defines the map that the player is transferred to.
1790 You can enter an absolute path, beginning with '/' (for example 1960 You can enter an absolute path, beginning with '/' (for example
1791 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1961 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1818 If set, this message will be displayed to the player when he applies the exit. 1988 If set, this message will be displayed to the player when he applies the exit.
1819 This is quite useful to throw in some "role-play feeling": "As you enter the 1989 This is quite useful to throw in some "role-play feeling": "As you enter the
1820 dark cave you hear the sound of rustling dragonscales...". Well, my english 1990 dark cave you hear the sound of rustling dragonscales...". Well, my english
1821 is poor, but you get the point. =) 1991 is poor, but you get the point. =)
1822 </attribute> 1992 </attribute>
1823 <attribute arch="unique" editor="unique destination" type="bool"> 1993 <attribute arch="damned" editor="set savebed" type="bool">
1824 This flag defines the destined map as "personal unique map". If set, 1994 If set, then players using this exit will have their savebed position
1825 there will be a seperate version of that map for every player out there. 1995 set to the destination of the exit when passing through.
1826 This feature is used for the permanent apartments
1827 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1828 than apartments, since Crossfire is a *multi*player game. In such a permanent
1829 apartment don't forget to set the unique-flag for all floor tiles too
1830 (see floors).
1831 An exit pointing outside of a personal unique map must have the
1832 "unique destination"-flag unset.
1833 </attribute> 1996 </attribute>
1834</type> 1997</type>
1835 1998
1836<!--####################################################################--> 1999<!--####################################################################-->
1837<type number="72" name="Flesh"> 2000<type number="72" name="Flesh">
1840 little health by eating flesh-objects. <br> 2003 little health by eating flesh-objects. <br>
1841 For dragon players, flesh plays a very special role though: If the 2004 For dragon players, flesh plays a very special role though: If the
1842 flesh has resistances set, a dragon player has a chance to gain resistance in 2005 flesh has resistances set, a dragon player has a chance to gain resistance in
1843 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2006 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1844 Don't forget that flesh items with resistances have to be balanced 2007 Don't forget that flesh items with resistances have to be balanced
1845 according to map/monster difficulty. ]]> 2008 according to map/monster difficulty.]]>
1846 </description> 2009 </description>
1847 <use><![CDATA[ 2010 <use><![CDATA[
1848 For dragon players, flesh items can be highly valuable. Note that many 2011 For dragon players, flesh items can be highly valuable. Note that many
1849 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2012 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1850 These flesh items "inherit" resistances and level from the monster they belong to. 2013 These flesh items "inherit" resistances and level from the monster they belong to.
1852 not the case - so you have to set it manually. 2015 not the case - so you have to set it manually.
1853 <br><br> 2016 <br><br>
1854 Generally adding special flesh-treaties for dragon players is a great thing 2017 Generally adding special flesh-treaties for dragon players is a great thing
1855 to do. Always consider that dragon players might really not be interested 2018 to do. Always consider that dragon players might really not be interested
1856 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2019 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1857 out on the reward completely. ]]> 2020 out on the reward completely.]]>
1858 </use> 2021 </use>
1859 <attribute arch="food" editor="foodpoints" type="int"> 2022 <attribute arch="food" editor="foodpoints" type="int">
1860 The player's stomache will get filled with this amount of foodpoints. 2023 The player's stomache will get filled with this amount of foodpoints.
1861 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2024 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1862 </attribute> 2025 </attribute>
1869 </attribute> 2032 </attribute>
1870 <attribute arch="startequip" editor="godgiven item" type="bool"> 2033 <attribute arch="startequip" editor="godgiven item" type="bool">
1871 A godgiven item vanishes as soon as the player 2034 A godgiven item vanishes as soon as the player
1872 drops it to the ground. 2035 drops it to the ground.
1873 </attribute> 2036 </attribute>
1874<section name="resistance"> 2037 &resistances_flesh_section;
1875 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1876 Resistances on flesh items make them more durable against spellcraft
1877 of the appropriate kind. It also allows dragon players to eventually gain
1878 resistance by eating it. Usually resistance should only be set for flesh
1879 items in a monster's inventory.
1880 </attribute>
1881 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1882 Resistances on flesh items make them more durable against spellcraft
1883 of the appropriate kind. It also allows dragon players to eventually gain
1884 resistance by eating it. Usually resistance should only be set for flesh
1885 items in a monster's inventory.
1886 </attribute>
1887 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1888 Resistances on flesh items make them more durable against spellcraft
1889 of the appropriate kind. It also allows dragon players to eventually gain
1890 resistance by eating it. Usually resistance should only be set for flesh
1891 items in a monster's inventory.
1892 </attribute>
1893 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1894 Resistances on flesh items make them more durable against spellcraft
1895 of the appropriate kind. It also allows dragon players to eventually gain
1896 resistance by eating it. Usually resistance should only be set for flesh
1897 items in a monster's inventory.
1898 </attribute>
1899 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1900 Resistances on flesh items make them more durable against spellcraft
1901 of the appropriate kind. It also allows dragon players to eventually gain
1902 resistance by eating it. Usually resistance should only be set for flesh
1903 items in a monster's inventory.
1904 </attribute>
1905 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1906 Resistances on flesh items make them more durable against spellcraft
1907 of the appropriate kind. It also allows dragon players to eventually gain
1908 resistance by eating it. Usually resistance should only be set for flesh
1909 items in a monster's inventory.
1910 </attribute>
1911 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1912 Resistances on flesh items make them more durable against spellcraft
1913 of the appropriate kind. It also allows dragon players to eventually gain
1914 resistance by eating it. Usually resistance should only be set for flesh
1915 items in a monster's inventory.
1916 </attribute>
1917 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1918 Resistances on flesh items make them more durable against spellcraft
1919 of the appropriate kind. It also allows dragon players to eventually gain
1920 resistance by eating it. Usually resistance should only be set for flesh
1921 items in a monster's inventory.
1922 </attribute>
1923 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1966 RResistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983</section>
1984 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2038 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1985 This text may describe the item. 2039 This text may describe the item.
1986 </attribute> 2040 </attribute>
1987</type> 2041</type>
1988 2042
1995 <ignore> 2049 <ignore>
1996 <ignore_list name="non_pickable" /> 2050 <ignore_list name="non_pickable" />
1997 </ignore> 2051 </ignore>
1998 <description><![CDATA[ 2052 <description><![CDATA[
1999 Floor is a very basic thing whithout too much 2053 Floor is a very basic thing whithout too much
2000 functionality. It's a floor - you stand on it. ]]> 2054 functionality. It's a floor - you stand on it.]]>
2001 </description> 2055 </description>
2002 <attribute arch="is_floor" value="1" type="fixed" /> 2056 <attribute arch="is_floor" value="1" type="fixed" />
2003 <attribute arch="no_pick" value="1" type="fixed" /> 2057 <attribute arch="no_pick" value="1" type="fixed" />
2004<section name="terrain"> 2058<section name="terrain">
2005 &movement_types_terrain; 2059 &movement_types_terrain;
2039 Encounter-Floor is pretty much the same as normal floor. 2093 Encounter-Floor is pretty much the same as normal floor.
2040 Most outdoor floor/ground-arches are set to be "encounters". 2094 Most outdoor floor/ground-arches are set to be "encounters".
2041 That is kind of a relict from former code: When walking over 2095 That is kind of a relict from former code: When walking over
2042 encounter-floor, players sometimes got beamed to little maps 2096 encounter-floor, players sometimes got beamed to little maps
2043 with monsters on them. Nowadays this feature is disabled - 2097 with monsters on them. Nowadays this feature is disabled -
2044 Hence encounter floor is not different from normal floor. ]]> 2098 Hence encounter floor is not different from normal floor.]]>
2045 </description> 2099 </description>
2046 <attribute arch="is_floor" value="1" type="fixed" /> 2100 <attribute arch="is_floor" value="1" type="fixed" />
2047 <attribute arch="no_pick" value="1" type="fixed" /> 2101 <attribute arch="no_pick" value="1" type="fixed" />
2048<section name="terrain"> 2102<section name="terrain">
2049 &movement_types_terrain; 2103 &movement_types_terrain;
2076 2130
2077<!--####################################################################--> 2131<!--####################################################################-->
2078<type number="6" name="Food"> 2132<type number="6" name="Food">
2079 <description><![CDATA[ 2133 <description><![CDATA[
2080 By eating/drinking food-objects, the player can fill his 2134 By eating/drinking food-objects, the player can fill his
2081 stomache and gain a little health. ]]> 2135 stomache and gain a little health.]]>
2082 </description> 2136 </description>
2083 <attribute arch="food" editor="foodpoints" type="int"> 2137 <attribute arch="food" editor="foodpoints" type="int">
2084 The player's stomache will get filled with this amount of foodpoints. 2138 The player's stomache will get filled with this amount of foodpoints.
2085 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2139 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2086 </attribute> 2140 </attribute>
2094<type number="91" name="Gate"> 2148<type number="91" name="Gate">
2095 <ignore> 2149 <ignore>
2096 <ignore_list name="non_pickable" /> 2150 <ignore_list name="non_pickable" />
2097 </ignore> 2151 </ignore>
2098 <description><![CDATA[ 2152 <description><![CDATA[
2099 Gates play an important role in Crossfire. Gates can be opened 2153 Gates play an important role in Deliantra. Gates can be opened
2100 by activating a button/trigger, by speaking passwords (-> magic_ear) 2154 by activating a button/trigger, by speaking passwords (-> magic_ear)
2101 or carrying special key-objects (-> inventory checker). 2155 or carrying special key-objects (-> inventory checker).
2102 Unlike locked doors, gates can get shut again after a player has 2156 Unlike locked doors, gates can get shut again after a player has
2103 passed, which makes them more practical in many cases. ]]> 2157 passed, which makes them more practical in many cases.]]>
2104 </description> 2158 </description>
2105 <use><![CDATA[ 2159 <use><![CDATA[
2106 Use gates to divide your maps into seperated areas. After solving 2160 Use gates to divide your maps into seperated areas. After solving
2107 area A, the player gains access to area B, and so on. Make your 2161 area A, the player gains access to area B, and so on. Make your
2108 maps more complex than "one-way". ]]> 2162 maps more complex than "one-way".]]>
2109 </use> 2163 </use>
2110 <attribute arch="no_pick" value="1" type="fixed" /> 2164 <attribute arch="no_pick" value="1" type="fixed" />
2111 <attribute arch="speed" value="1" type="float"> 2165 <attribute arch="speed" value="1" type="float">
2112 The speed of the gate affects how fast it is closing/opening. 2166 The speed of the gate affects how fast it is closing/opening.
2113 </attribute> 2167 </attribute>
2114 <attribute arch="connected" editor="connection" type="int"> 2168 <attribute arch="connected" editor="connection" type="string">
2115 Whenever the inventory checker is triggered, all objects with identical 2169 Whenever the inventory checker is triggered, all objects with identical
2116 &lt;connection&gt; value get activated. This only makes sense together with 2170 &lt;connection&gt; value get activated. This only makes sense together with
2117 &lt;blocking passage&gt; disabled. 2171 &lt;blocking passage&gt; disabled.
2118 </attribute> 2172 </attribute>
2119 <attribute arch="wc" editor="position state" type="int"> 2173 <attribute arch="wc" editor="position state" type="int">
2137<type number="113" name="Girdle"> 2191<type number="113" name="Girdle">
2138 <import_type name="Amulet" /> 2192 <import_type name="Amulet" />
2139 <description><![CDATA[ 2193 <description><![CDATA[
2140 Wearing a girdle, the object's stats will directly be inherited to 2194 Wearing a girdle, the object's stats will directly be inherited to
2141 the player. Girdles usually provide stats- or damage bonuses and no 2195 the player. Girdles usually provide stats- or damage bonuses and no
2142 defense. ]]> 2196 defense.]]>
2143 </description> 2197 </description>
2144 <use><![CDATA[ 2198 <use><![CDATA[
2145 Feel free to create your own special artifacts. However, it is very 2199 Feel free to create your own special artifacts. However, it is very
2146 important that you keep your artifact in balance with existing maps. ]]> 2200 important that you keep your artifact in balance with existing maps.]]>
2147 </use> 2201 </use>
2148 <attribute arch="magic" editor="magic bonus" type="int"> 2202 <attribute arch="magic" editor="magic bonus" type="int">
2149 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2203 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2150 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2204 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2151 than direct armour-class bonus on the helmet. 2205 than direct armour-class bonus on the helmet.
2159<!--####################################################################--> 2213<!--####################################################################-->
2160<type number="100" name="Gloves"> 2214<type number="100" name="Gloves">
2161 <import_type name="Amulet" /> 2215 <import_type name="Amulet" />
2162 <description><![CDATA[ 2216 <description><![CDATA[
2163 Wearing gloves, the object's stats will directly be inherited to 2217 Wearing gloves, the object's stats will directly be inherited to
2164 the player. Gloves can add defense or damage bonuses. ]]> 2218 the player. Gloves can add defense or damage bonuses.]]>
2165 </description> 2219 </description>
2166 <use><![CDATA[ 2220 <use><![CDATA[
2167 Feel free to create your own special artifacts. However, it is very 2221 Feel free to create your own special artifacts. However, it is very
2168 important that you keep your artifact in balance with existing maps. ]]> 2222 important that you keep your artifact in balance with existing maps.]]>
2169 </use> 2223 </use>
2170 <attribute arch="magic" editor="magic bonus" type="int"> 2224 <attribute arch="magic" editor="magic bonus" type="int">
2171 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2225 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2172 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2226 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2173 will increase that. 2227 will increase that.
2179 <ignore> 2233 <ignore>
2180 <ignore_list name="non_pickable" /> 2234 <ignore_list name="non_pickable" />
2181 </ignore> 2235 </ignore>
2182 <description><![CDATA[ 2236 <description><![CDATA[
2183 A handle can be applied by players and (certain) monsters. 2237 A handle can be applied by players and (certain) monsters.
2184 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2238 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2185 </description> 2239 </description>
2186 <use><![CDATA[ 2240 <use><![CDATA[
2187 Handles are commonly used to move gates. When placing your lever, 2241 Handles are commonly used to move gates. When placing your lever,
2188 don't forget that some monsters are able to apply it. 2242 don't forget that some monsters are able to apply it.
2189 The ability to apply levers is rare among monsters - 2243 The ability to apply levers is rare among monsters -
2190 but vampires can do it for example. ]]> 2244 but vampires can do it for example.]]>
2191 </use> 2245 </use>
2192 <attribute arch="no_pick" value="1" type="fixed" /> 2246 <attribute arch="no_pick" value="1" type="fixed" />
2193 <attribute arch="connected" editor="connection" type="int"> 2247 <attribute arch="connected" editor="connection" type="string">
2194 Every time the handle is applied, all objects 2248 Every time the handle is applied, all objects
2195 with the same &lt;connection&gt; value are activated. 2249 with the same &lt;connection&gt; value are activated.
2196 </attribute> 2250 </attribute>
2197 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2198 This text may describe the item. You can use this 2252 This text may describe the item. You can use this
2207 <ignore_list name="non_pickable" /> 2261 <ignore_list name="non_pickable" />
2208 </ignore> 2262 </ignore>
2209 <description><![CDATA[ 2263 <description><![CDATA[
2210 Handle triggers are handles which reset after a short period 2264 Handle triggers are handles which reset after a short period
2211 of time. Every time it is either applied or reset, the 2265 of time. Every time it is either applied or reset, the
2212 &lt;connection&gt; value is triggered. ]]> 2266 &lt;connection&gt; value is triggered.]]>
2213 </description> 2267 </description>
2214 <use><![CDATA[ 2268 <use><![CDATA[
2215 When you connect an ordinary handle to a gate, the gate normally remains 2269 When you connect an ordinary handle to a gate, the gate normally remains
2216 opened after the first player passed. If you want to keep the gate shut, 2270 opened after the first player passed. If you want to keep the gate shut,
2217 connecting it to a handle trigger is an easy solution. ]]> 2271 connecting it to a handle trigger is an easy solution. ]]>
2218 </use> 2272 </use>
2219</type> 2273</type>
2220 2274
2221<!--####################################################################--> 2275<!--####################################################################-->
2222<type number="88" name="Hazard Floor"> 2276<type number="88" name="Hazard Floor">
2227 <ignore_list name="non_pickable" /> 2281 <ignore_list name="non_pickable" />
2228 </ignore> 2282 </ignore>
2229 <description><![CDATA[ 2283 <description><![CDATA[
2230 The best example for Hazard Floor is lava. It works like standard 2284 The best example for Hazard Floor is lava. It works like standard
2231 floor, but damages all creatures standing on it. 2285 floor, but damages all creatures standing on it.
2232 Damage is taken in regular time intervals. ]]> 2286 Damage is taken in regular time intervals.]]>
2233 </description> 2287 </description>
2234 <use><![CDATA[ 2288 <use><![CDATA[
2235 The default lava for example does minor damage. But you can turn 2289 The default lava for example does minor damage. But you can turn
2236 it up so that your hazard floor poses a real threat.<br> 2290 it up so that your hazard floor poses a real threat.<br>
2237 Like magic walls, such floors add a permanent thrill to your map. 2291 Like magic walls, such floors add a permanent thrill to your map.
2238 You can use that to safely chase off too-weak players, or just 2292 You can use that to safely chase off too-weak players, or just
2239 to have something different. ]]> 2293 to have something different.]]>
2240 </use> 2294 </use>
2241 <attribute arch="is_floor" value="1" type="fixed" /> 2295 <attribute arch="is_floor" value="1" type="fixed" />
2242 <attribute arch="lifesave" value="1" type="fixed" /> 2296 <attribute arch="lifesave" value="1" type="fixed" />
2243 &move_on; 2297 &move_on;
2244 <attribute arch="no_pick" value="1" type="fixed" /> 2298 <attribute arch="no_pick" value="1" type="fixed" />
2295 <import_type name="Amulet" /> 2349 <import_type name="Amulet" />
2296 <description><![CDATA[ 2350 <description><![CDATA[
2297 Wearing a helmet, the object's stats will directly be inherited to 2351 Wearing a helmet, the object's stats will directly be inherited to
2298 the player. Normal helmets usually increase defense, while crowns 2352 the player. Normal helmets usually increase defense, while crowns
2299 add more special bonuses like stats/resistances paired with 2353 add more special bonuses like stats/resistances paired with
2300 low defense. ]]> 2354 low defense.]]>
2301 </description> 2355 </description>
2302 <use><![CDATA[ 2356 <use><![CDATA[
2303 Feel free to create your own special artifacts. However, it is very 2357 Feel free to create your own special artifacts. However, it is very
2304 important that you keep your artifact in balance with existing maps. ]]> 2358 important that you keep your artifact in balance with existing maps.]]>
2305 </use> 2359 </use>
2306 <attribute arch="magic" editor="magic bonus" type="int"> 2360 <attribute arch="magic" editor="magic bonus" type="int">
2307 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2361 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2308 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2362 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2309 than direct armour-class bonus on the helmet. 2363 than direct armour-class bonus on the helmet.
2320 <ignore_list name="non_pickable" /> 2374 <ignore_list name="non_pickable" />
2321 </ignore> 2375 </ignore>
2322 <description><![CDATA[ 2376 <description><![CDATA[
2323 Holy_altars are altars for the various religions. Praying 2377 Holy_altars are altars for the various religions. Praying
2324 at a Holy_altar will make you a follower of that god, and 2378 at a Holy_altar will make you a follower of that god, and
2325 if you already follow that god, you may get some extra bonus. ]]> 2379 if you already follow that god, you may get some extra bonus.]]>
2326 </description> 2380 </description>
2327 <attribute arch="no_pick" value="1" type="fixed" /> 2381 <attribute arch="no_pick" value="1" type="fixed" />
2328 <attribute arch="other_arch" editor="god name" type="string"> 2382 <attribute arch="other_arch" editor="god name" type="string">
2329 The altar belongs to the god of the given name. Possible options for 2383 The altar belongs to the god of the given name. Possible options for
2330 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2384 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2336 <attribute arch="level" editor="reconsecrate level" type="int"> 2390 <attribute arch="level" editor="reconsecrate level" type="int">
2337 To re-consecrate an altar, the player's wisdom level must be as 2391 To re-consecrate an altar, the player's wisdom level must be as
2338 high or higher than this value. In that way, some altars can not 2392 high or higher than this value. In that way, some altars can not
2339 be re-consecrated, while other altars, like those in dungeons, could be. 2393 be re-consecrated, while other altars, like those in dungeons, could be.
2340 2394
2341 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2395 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2342 Some characters might need those altars, they would be very unhappy to 2396 Some characters might need those altars, they would be very unhappy to
2343 see them re-consecrated to another cult. 2397 see them re-consecrated to another cult.
2344 </attribute> 2398 </attribute>
2345</type> 2399</type>
2346 2400
2353 Horns are very similar to rods. The difference is that horns regenerate 2407 Horns are very similar to rods. The difference is that horns regenerate
2354 spellpoints faster and thus are more valuable than rods. 2408 spellpoints faster and thus are more valuable than rods.
2355 <br><br> 2409 <br><br>
2356 A horn contains a spell. The player can use this spell by applying and 2410 A horn contains a spell. The player can use this spell by applying and
2357 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2411 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2358 used endlessly. ]]> 2412 used endlessly.]]>
2359 </description> 2413 </description>
2360 <use><![CDATA[ 2414 <use><![CDATA[
2361 Horns are powerful due to their fast recharge rate. They should 2415 Horns are powerful due to their fast recharge rate. They should
2362 never contain high level attacking spells. Even curing/healing spells 2416 never contain high level attacking spells. Even curing/healing spells
2363 are almost too good on a horn. ]]> 2417 are almost too good on a horn.]]>
2364 </use> 2418 </use>
2365 <attribute arch="sp" editor="spell" type="spell"> 2419 <attribute arch="sp" editor="spell" type="spell">
2366 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2420 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2367 horns to players, since they can be used endlessly without any mana cost! 2421 horns to players, since they can be used endlessly without any mana cost!
2368 Horns with heal/ restoration/ protection spells, IF available, MUST be 2422 Horns with heal/ restoration/ protection spells, IF available, MUST be
2394<!--####################################################################--> 2448<!--####################################################################-->
2395<type number="73" name="Inorganic"> 2449<type number="73" name="Inorganic">
2396 <description><![CDATA[ 2450 <description><![CDATA[
2397 Inorganic materials are generally used as ingredients for 2451 Inorganic materials are generally used as ingredients for
2398 alchemical receipes. By themselves, they have no special 2452 alchemical receipes. By themselves, they have no special
2399 functionalities. ]]> 2453 functionalities.]]>
2400 </description> 2454 </description>
2401 <attribute arch="is_dust" editor="is dust" type="bool"> 2455 <attribute arch="is_dust" editor="is dust" type="bool">
2402 </attribute> 2456 </attribute>
2403<section name="resistance"> 2457 &resistances_basic;
2404 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2425 </attribute>
2426 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2427 </attribute>
2428</section>
2429</type> 2458</type>
2430 2459
2431<!--####################################################################--> 2460<!--####################################################################-->
2432<type number="64" name="Inventory Checker"> 2461<type number="64" name="Inventory Checker">
2433 <ignore> 2462 <ignore>
2442 <br><br> 2471 <br><br>
2443 Alternatively, you can set your inv. checker to block all players 2472 Alternatively, you can set your inv. checker to block all players
2444 that do/don't carry the matching object. 2473 that do/don't carry the matching object.
2445 <br><br> 2474 <br><br>
2446 As you can see, inv. checkers are quite powerful, holding a 2475 As you can see, inv. checkers are quite powerful, holding a
2447 great variety of possibilities. ]]> 2476 great variety of possibilities.]]>
2448 </description> 2477 </description>
2449 <use><![CDATA[ 2478 <use><![CDATA[
2450 Putting a check_inventory space in front of a gate (one below) and 2479 Putting a check_inventory space in front of a gate (one below) and
2451 one on the opposite side works reasonably well as a control mechanism. 2480 one on the opposite side works reasonably well as a control mechanism.
2452 Unlike the key/door-combo, this one works infinite since it is 2481 Unlike the key/door-combo, this one works infinite since it is
2453 independant from map reset. Use it to put a "structure" into your 2482 independant from map reset. Use it to put a "structure" into your
2454 maps: Player must solve area A to gain access to area B. This concept 2483 maps: Player must solve area A to gain access to area B. This concept
2455 can be found in nearly every RPG - simple but effective. ]]> 2484 can be found in nearly every RPG - simple but effective.]]>
2456 </use> 2485 </use>
2457 <attribute arch="no_pick" value="1" type="fixed" /> 2486 <attribute arch="no_pick" value="1" type="fixed" />
2458 <attribute arch="slaying" editor="match key string" type="string"> 2487 <attribute arch="slaying" editor="match key string" type="string">
2459 This string specifies the object we are looking for: We have a match 2488 This string specifies the object we are looking for: We have a match
2460 if the player does/don't carry a key object or a mark with identical 2489 if the player does/don't carry a key object or a mark with identical
2476 </attribute> 2505 </attribute>
2477 <attribute arch="last_sp" editor="match = having" type="bool"> 2506 <attribute arch="last_sp" editor="match = having" type="bool">
2478 Enabled means having that object is a match. 2507 Enabled means having that object is a match.
2479 Disabled means not having that object is a match. 2508 Disabled means not having that object is a match.
2480 </attribute> 2509 </attribute>
2481 <attribute arch="connected" editor="connection" type="int"> 2510 <attribute arch="connected" editor="connection" type="string">
2482 Whenever the inventory checker is triggered, all objects with identical 2511 Whenever the inventory checker is triggered, all objects with identical
2483 &lt;connection&gt; value get activated. This only makes sense together with 2512 &lt;connection&gt; value get activated. This only makes sense together with
2484 &lt;blocking passage&gt; disabled. 2513 &lt;blocking passage&gt; disabled.
2485 </attribute> 2514 </attribute>
2486 &movement_types_terrain; 2515 &movement_types_terrain;
2536<!--####################################################################--> 2565<!--####################################################################-->
2537<type number="60" name="Jewel"> 2566<type number="60" name="Jewel">
2538 <description><![CDATA[ 2567 <description><![CDATA[
2539 Items of the type Gold &amp; Jewels are handled like a currency. 2568 Items of the type Gold &amp; Jewels are handled like a currency.
2540 Unlike for any other type of item, in shops, the buy- and selling 2569 Unlike for any other type of item, in shops, the buy- and selling
2541 prices differ only marginally. ]]> 2570 prices differ only marginally.]]>
2542 </description> 2571 </description>
2543 <attribute arch="race" value="gold and jewels" type="fixed" /> 2572 <attribute arch="race" value="gold and jewels" type="fixed" />
2544 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2573 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2545 This text may describe the object. 2574 This text may describe the object.
2546 </attribute> 2575 </attribute>
2548 2577
2549<!--####################################################################--> 2578<!--####################################################################-->
2550<type number="24" name="Key"> 2579<type number="24" name="Key">
2551 <description><![CDATA[ 2580 <description><![CDATA[
2552 When carrying a key, a normal door can be opened. The key will 2581 When carrying a key, a normal door can be opened. The key will
2553 disappear. ]]> 2582 disappear.]]>
2554 </description> 2583 </description>
2555 <attribute arch="startequip" editor="godgiven item" type="bool"> 2584 <attribute arch="startequip" editor="godgiven item" type="bool">
2556 A godgiven item vanishes as soon as the player 2585 A godgiven item vanishes as soon as the player
2557 drops it to the ground. 2586 drops it to the ground.
2558 </attribute> 2587 </attribute>
2563 <ignore> 2592 <ignore>
2564 <ignore_list name="non_pickable" /> 2593 <ignore_list name="non_pickable" />
2565 </ignore> 2594 </ignore>
2566 <description><![CDATA[ 2595 <description><![CDATA[
2567 A locked door can be opened only when carrying 2596 A locked door can be opened only when carrying
2568 the appropriate special key. ]]> 2597 the appropriate special key.]]>
2569 </description> 2598 </description>
2570 <use><![CDATA[ 2599 <use><![CDATA[
2571 If you want to create a locked door that cannot be opened (no key), 2600 If you want to create a locked door that cannot be opened (no key),
2572 set a &lt;key string&gt; like "no_key_available". This will clearify things 2601 set a &lt;key string&gt; like "no_key_available". This will clearify things
2573 and only a fool would create a key matching that string. 2602 and only a fool would create a key matching that string.
2575 Door-objects can not only be used for "doors". In many maps these 2604 Door-objects can not only be used for "doors". In many maps these
2576 are used with all kinds of faces/names, especially often as 2605 are used with all kinds of faces/names, especially often as
2577 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2606 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2578 There you have magic forces (door objects) put under certain artifact 2607 There you have magic forces (door objects) put under certain artifact
2579 items. To get your hands on the artifacts, you need to bring up the 2608 items. To get your hands on the artifacts, you need to bring up the
2580 appropriate quest items (key objects). ]]> 2609 appropriate quest items (key objects).]]>
2581 </use> 2610 </use>
2582 <attribute arch="move_type" value="0" type="fixed" /> 2611 <attribute arch="move_type" value="0" type="fixed" />
2583 <attribute arch="no_pick" value="1" type="fixed" /> 2612 <attribute arch="no_pick" value="1" type="fixed" />
2584 <attribute arch="slaying" editor="key string" type="string"> 2613 <attribute arch="slaying" editor="key string" type="string">
2585 The &lt;key string&gt; in the door must be identical with the 2614 The &lt;key string&gt; in the door must be identical with the
2586 &lt;key string&gt; in the special key, then the door is unlocked. 2615 &lt;key string&gt; in the special key, then the door is unlocked.
2587 It is VERY important to set the &lt;key string&gt; to something that 2616 It is VERY important to set the &lt;key string&gt; to something that
2588 is unique among the CF mapset. 2617 is unique among the Deliantra mapset.
2589 2618
2590 DONT EVER USE the default string "set_individual_value". 2619 DONT EVER USE the default string "set_individual_value".
2591 </attribute> 2620 </attribute>
2592 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2621 <attribute arch="no_magic" editor="restrict spells" type="bool">
2593 Restricting the use of spells to pass this door. 2622 Restricting the use of spells to pass this door.
2612 <ignore> 2641 <ignore>
2613 <ignore_list name="system_object" /> 2642 <ignore_list name="system_object" />
2614 </ignore> 2643 </ignore>
2615 <description><![CDATA[ 2644 <description><![CDATA[
2616 Magic_ears trigger a connected value 2645 Magic_ears trigger a connected value
2617 when the player speaks a specific keyword. ]]> 2646 when the player speaks a specific keyword.]]>
2618 </description> 2647 </description>
2619 <use><![CDATA[ 2648 <use><![CDATA[
2620 Whenever you put magic_ears on your maps, make sure there are 2649 Whenever you put magic_ears on your maps, make sure there are
2621 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2650 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2622 something like a gate that is opened by speaking "open" or 2651 something like a gate that is opened by speaking "open" or
2624 <br><br> 2653 <br><br>
2625 Magic_ears are typically used for interaction with NPCs. You 2654 Magic_ears are typically used for interaction with NPCs. You
2626 can create the impression that the NPC actually *does* something 2655 can create the impression that the NPC actually *does* something
2627 according to his conversation with a player. Mostly this means 2656 according to his conversation with a player. Mostly this means
2628 opening a gate or handing out some item, but you could be quite 2657 opening a gate or handing out some item, but you could be quite
2629 creative here. ]]> 2658 creative here.]]>
2630 </use> 2659 </use>
2631 <attribute arch="no_pick" value="1" type="fixed" /> 2660 <attribute arch="no_pick" value="1" type="fixed" />
2632 <attribute arch="connected" editor="connection" type="int"> 2661 <attribute arch="connected" editor="connection" type="string">
2633 The Magic_ear will trigger all objects with the 2662 The Magic_ear will trigger all objects with the
2634 same connection value, every time it is activated. 2663 same connection value, every time it is activated.
2635 </attribute> 2664 </attribute>
2636 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2637 This textfield contains the keyword-matching-syntax. The text should 2666 This textfield contains the keyword-matching-syntax. The text should
2656 Magic walls can contain any spell. However, some spells do not 2685 Magic walls can contain any spell. However, some spells do not
2657 operate very successfully in them. The only way to know is to test 2686 operate very successfully in them. The only way to know is to test
2658 the spell you want to use with a wall. 2687 the spell you want to use with a wall.
2659 <br><br> 2688 <br><br>
2660 Several types of magical walls are predefined for you in the 2689 Several types of magical walls are predefined for you in the
2661 archetypes, and can be found on the "connected" Pickmap. ]]> 2690 archetypes, and can be found on the "connected" Pickmap.]]>
2662 </description> 2691 </description>
2663 <use><![CDATA[ 2692 <use><![CDATA[
2664 Spellcasting walls pose an interesting alternative to monsters. 2693 Spellcasting walls pose an interesting alternative to monsters.
2665 Usually they are set to be undestroyable. Thus, while monsters 2694 Usually they are set to be undestroyable. Thus, while monsters
2666 in a map can be cleared out, the magic walls remain. Low level 2695 in a map can be cleared out, the magic walls remain. Low level
2677 walls' spell(s). 2706 walls' spell(s).
2678 <br><br> 2707 <br><br>
2679 It is possible to make walls rotate when triggered. But that is so 2708 It is possible to make walls rotate when triggered. But that is so
2680 confusing (and useless IMHO) that I did not mention it above. You 2709 confusing (and useless IMHO) that I did not mention it above. You
2681 can find a working example on the map 2710 can find a working example on the map
2682 "/pup_land/castle_eureca/castle_eureca8". ]]> 2711 "/pup_land/castle_eureca/castle_eureca8".]]>
2683 </use> 2712 </use>
2684 <attribute arch="dam" editor="spell" type="spell"> 2713 <attribute arch="dam" editor="spell" type="spell">
2685 The magic wall will cast this &lt;spell&gt;. 2714 The magic wall will cast this &lt;spell&gt;.
2686 </attribute> 2715 </attribute>
2687 <attribute arch="level" editor="spell level" type="int"> 2716 <attribute arch="level" editor="spell level" type="int">
2688 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2689 walls cast spells at minimal strength. "level 100" walls cast deadly 2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2690 spells. Arch default is level 1 - you should always set this value 2719 spells. Arch default is level 1 - you should always set this value
2691 to meet the overall difficulty of your map. 2720 to meet the overall difficulty of your map.
2692 </attribute> 2721 </attribute>
2693 <attribute arch="connected" editor="connection" type="int"> 2722 <attribute arch="connected" editor="connection" type="string">
2694 Every time the &lt;connection&gt; value is triggered, the wall will cast 2723 Every time the &lt;connection&gt; value is triggered, the wall will cast
2695 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696 have much visible effect. 2725 have much visible effect.
2697 </attribute> 2726 </attribute>
2727 &activate_on;
2698 <attribute arch="speed" editor="casting speed" type="float"> 2728 <attribute arch="speed" editor="casting speed" type="float">
2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2729 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700 You can fine-tune how long the duration between two casts shall 2730 You can fine-tune how long the duration between two casts shall
2701 be. If you want to create a wall that can be activated (cast per 2731 be. If you want to create a wall that can be activated (cast per
2702 trigger) via connected lever/button/etc, you must set "speed 0". 2732 trigger) via connected lever/button/etc, you must set "speed 0".
2726 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2756 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2757 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728 to &lt;weapon class&gt;. 2758 to &lt;weapon class&gt;.
2729 </attribute> 2759 </attribute>
2730</section> 2760</section>
2731<section name="resistance"> 2761&resistances_basic;
2732 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2773 </attribute>
2774</section>
2775</type> 2762</type>
2776 2763
2777<!--####################################################################--> 2764<!--####################################################################-->
2778<type number="55" name="Marker"> 2765<type number="55" name="Marker">
2779 <ignore> 2766 <ignore>
2784 player stepping on it. This force does nothing except containing a 2771 player stepping on it. This force does nothing except containing a
2785 &lt;key string&gt; which can be discovered by detectors or inventory 2772 &lt;key string&gt; which can be discovered by detectors or inventory
2786 checkers. It is also possible to use markers for removing marks again. 2773 checkers. It is also possible to use markers for removing marks again.
2787 <br><br> 2774 <br><br>
2788 Note that the player has no possibility to "see" his own marks, 2775 Note that the player has no possibility to "see" his own marks,
2789 except by the effect that they cause on the maps. ]]> 2776 except by the effect that they cause on the maps.]]>
2790 </description> 2777 </description>
2791 <use><![CDATA[ 2778 <use><![CDATA[
2792 Markers hold real cool possibilities for map-making. I encourage 2779 Markers hold real cool possibilities for map-making. I encourage
2793 you to use them frequently. However there is one negative point 2780 you to use them frequently. However there is one negative point
2794 about markers: Players don't "see" what's going on with them. It is 2781 about markers: Players don't "see" what's going on with them. It is
2795 your task, as map-creator, to make sure the player is always well 2782 your task, as map-creator, to make sure the player is always well
2796 informed and never confused. 2783 informed and never confused.
2797 <br><br> 2784 <br><br>
2798 Please avoid infinite markers when they aren't needed. They're 2785 Please avoid infinite markers when they aren't needed. They're
2799 using a little space in the player file after all, so if there 2786 using a little space in the player file after all, so if there
2800 is no real purpose, set an expire time. ]]> 2787 is no real purpose, set an expire time.]]>
2801 </use> 2788 </use>
2802 <attribute arch="no_pick" value="1" type="fixed" /> 2789 <attribute arch="no_pick" value="1" type="fixed" />
2803 <attribute arch="slaying" editor="key string" type="string"> 2790 <attribute arch="slaying" editor="key string" type="string">
2804 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2791 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2805 If the player already has a force with that &lt;key string&gt;, 2792 If the player already has a force with that &lt;key string&gt;,
2806 there won't be inserted a second one. 2793 there won't be inserted a second one.
2807 </attribute> 2794 </attribute>
2808 <attribute arch="connected" editor="connection" type="int"> 2795 <attribute arch="connected" editor="connection" type="string">
2809 When the detector is triggered, all objects with the same 2796 When the detector is triggered, all objects with the same
2810 connection value get activated. 2797 connection value get activated.
2811 </attribute> 2798 </attribute>
2812 <attribute arch="speed" editor="marking speed" type="float"> 2799 <attribute arch="speed" editor="marking speed" type="float">
2813 The &lt;marking speed&gt; defines how quickly it will mark something 2800 The &lt;marking speed&gt; defines how quickly it will mark something
2851 When a player picks an item from a shop and attempts to 2838 When a player picks an item from a shop and attempts to
2852 walk over the shop mat, the item's selling-price is automatically 2839 walk over the shop mat, the item's selling-price is automatically
2853 subtracted from the player's money. 2840 subtracted from the player's money.
2854 <br><br> 2841 <br><br>
2855 For money, always use the default arches. 2842 For money, always use the default arches.
2856 Don't modify them. ]]> 2843 Don't modify them.]]>
2857 </description> 2844 </description>
2858 <attribute arch="race" value="gold and jewels" type="fixed" /> 2845 <attribute arch="race" value="gold and jewels" type="fixed" />
2859</type> 2846</type>
2860 2847
2861<!--####################################################################--> 2848<!--####################################################################-->
2876 Monsters can behave in various kinds of ways. 2863 Monsters can behave in various kinds of ways.
2877 They can be aggressive, attacking the player. Or peaceful, 2864 They can be aggressive, attacking the player. Or peaceful,
2878 helping the player - maybe joining him as pet. 2865 helping the player - maybe joining him as pet.
2879 The unagressive creatures who communicate with players are 2866 The unagressive creatures who communicate with players are
2880 usually called "NPCs" (Non Player Character), a well-known 2867 usually called "NPCs" (Non Player Character), a well-known
2881 term in role-play environments. ]]> 2868 term in role-play environments.]]>
2882 </description> 2869 </description>
2883 <use><![CDATA[ 2870 <use><![CDATA[
2884 Monsters play a central role in most maps. Choosing the right 2871 Monsters play a central role in most maps. Choosing the right
2885 combination of monsters for your map is vital: 2872 combination of monsters for your map is vital:
2886 <UL> 2873 <UL>
2911 can use. 2898 can use.
2912 </UL> 2899 </UL>
2913 I know it's impossible to make the perfectly balanced map. There's always 2900 I know it's impossible to make the perfectly balanced map. There's always
2914 some part which is found too easy or too hard for a certain kind of player. 2901 some part which is found too easy or too hard for a certain kind of player.
2915 Just give it your best shot. And listen to feedback from players if you 2902 Just give it your best shot. And listen to feedback from players if you
2916 receive some. :-) ]]> 2903 receive some. :-)]]>
2917 </use> 2904 </use>
2918 <attribute arch="alive" value="1" type="fixed" /> 2905 <attribute arch="alive" value="1" type="fixed" />
2919 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2906 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2920 When the monster is killed, items from the treasurelist will 2907 When the monster is killed, items from the treasurelist will
2921 drop to the ground. This is a common way to reward players 2908 drop to the ground. This is a common way to reward players
2922 for killing (masses of) monsters. 2909 for killing (masses of) monsters.
2923 2910
2924 Note that you can always put items into the monster's 2911 Note that you can always put items into the monster's
2925 inventory. Those will drop-at-kill just like the stuff 2912 inventory. Those will drop-at-kill just like the stuff
2926 from the &lt;treasurelist&gt;. 2913 from the &lt;treasurelist&gt;.
2914 </attribute>
2915 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2916 Set this flag to move treasure items created into the environment (map)
2917 instead of putting them into the object.
2927 </attribute> 2918 </attribute>
2928 <attribute arch="level" editor="level" type="int"> 2919 <attribute arch="level" editor="level" type="int">
2929 A monster's &lt;level&gt; is the most important attribute. 2920 A monster's &lt;level&gt; is the most important attribute.
2930 &lt;level&gt; affects the power of a monster in various ways. 2921 &lt;level&gt; affects the power of a monster in various ways.
2931 </attribute> 2922 </attribute>
2978 </attribute> 2969 </attribute>
2979 <attribute arch="carrying" editor="carries weight" type="int"> 2970 <attribute arch="carrying" editor="carries weight" type="int">
2980 If a monster has something in the inventory, this 2971 If a monster has something in the inventory, this
2981 value can be set to reflect the slowdown due to 2972 value can be set to reflect the slowdown due to
2982 the carried weight. 2973 the carried weight.
2974 </attribute>
2975 <attribute arch="precious" editor="precious" type="bool">
2976 Set this flag to indicate that this monster is precious, i.e.
2977 it should not be lightly destroyed. This is most useful on pets and
2978 keeps the server from destroying them on destroy_pets/monster floors
2979 and will try to save them when the player logs out.
2983 </attribute> 2980 </attribute>
2984 2981
2985<section name="melee"> 2982<section name="melee">
2986 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2983 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2987 This number is a bitmask, specifying the monster's attacktypes 2984 This number is a bitmask, specifying the monster's attacktypes
3159 <attribute arch="stand_still" editor="stand still" type="bool"> 3156 <attribute arch="stand_still" editor="stand still" type="bool">
3160 Monsters which &lt;stand still&gt; won't move to leave their position. 3157 Monsters which &lt;stand still&gt; won't move to leave their position.
3161 When agressive, they will attack all enemies who get close to 3158 When agressive, they will attack all enemies who get close to
3162 them. This behaviour is commonly known from castle guards. 3159 them. This behaviour is commonly known from castle guards.
3163 3160
3164 In older versions of Crossfire it was possible to eventually 3161 In older versions of Deliantra it was possible to eventually
3165 push a &lt;stand still&gt;-monster out of position by force. 3162 push a &lt;stand still&gt;-monster out of position by force.
3166 I believe this is no longer possible. Neverthless, you should 3163 I believe this is no longer possible. Neverthless, you should
3167 still be cautious when lining up &lt;stand still&gt;-monster in order 3164 still be cautious when lining up &lt;stand still&gt;-monster in order
3168 to "defend" something: Such monsters are rather easy to kill. 3165 to "defend" something: Such monsters are rather easy to kill.
3169 It's good for low level maps, but not much more. 3166 It's good for low level maps, but not much more.
3205 When the monster's health points drop below this percentage 3202 When the monster's health points drop below this percentage
3206 (relative to max health), it attempts to run away from the 3203 (relative to max health), it attempts to run away from the
3207 attacker. 3204 attacker.
3208 </attribute> 3205 </attribute>
3209</section> 3206</section>
3210 3207 &resistances_basic;
3211<section name="resistance">
3212 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3253 </attribute>
3254</section>
3255 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3208 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3256 </attribute> 3209 </attribute>
3257</type> 3210</type>
3258 3211
3259<!--####################################################################--> 3212<!--####################################################################-->
3264 <attribute arch="name_pl" /> 3217 <attribute arch="name_pl" />
3265 <attribute arch="nrof" /> 3218 <attribute arch="nrof" />
3266 <attribute arch="value" /> 3219 <attribute arch="value" />
3267 <attribute arch="unpaid" /> 3220 <attribute arch="unpaid" />
3268 </ignore> 3221 </ignore>
3269 <description><![CDATA[ 3222 <description>
3270 A grimreaper is a monster that vanishes after it did some number of 3223 A grimreaper is a monster that vanishes after it did some number of
3271 draining attacks. ]]> <!-- XXX: is this ok? --> 3224 draining attacks.
3272 </description> 3225 </description>
3273<section name="grimreaper"> 3226<section name="grimreaper">
3274 <attribute arch="value" editor="attacks" type="int"> 3227 <attribute arch="value" editor="attacks" type="int">
3275 The object vanishes after this number of draining attacks. 3228 The object vanishes after this number of draining attacks.
3276 </attribute> 3229 </attribute>
3284 </ignore> 3237 </ignore>
3285 <description><![CDATA[ 3238 <description><![CDATA[
3286 As the name implies, mood floors can change the "mood" of 3239 As the name implies, mood floors can change the "mood" of
3287 a monsters/NPC. For example, an unagressive monster could be 3240 a monsters/NPC. For example, an unagressive monster could be
3288 turned mad to start attacking. Similar, an agressive monster 3241 turned mad to start attacking. Similar, an agressive monster
3289 could be calmed. ]]> 3242 could be calmed.]]>
3290 </description> 3243 </description>
3291 <use><![CDATA[ 3244 <use><![CDATA[
3292 Mood floors are absolutely cool for NPC interaction. To make an 3245 Mood floors are absolutely cool for NPC interaction. To make an
3293 unaggressive monster/NPC attack, put a creator with "other_arch 3246 unaggressive monster/NPC attack, put a creator with "other_arch
3294 furious_floor" under it. Connect the creator to a magic_ear, so the 3247 furious_floor" under it. Connect the creator to a magic_ear, so the
3298 it directly to a magic_ear. Then the player speaks a keyword like 3251 it directly to a magic_ear. Then the player speaks a keyword like
3299 "help me" - and the NPC joins him as pet. 3252 "help me" - and the NPC joins him as pet.
3300 <br><br> 3253 <br><br>
3301 (Of course you must always give clear hints about keywords! 3254 (Of course you must always give clear hints about keywords!
3302 And there is no reason why you couldn't use a button/lever/pedestal 3255 And there is no reason why you couldn't use a button/lever/pedestal
3303 etc. instead of a magic_ear.) ]]> 3256 etc. instead of a magic_ear.)]]>
3304 </use> 3257 </use>
3305 <attribute arch="no_pick" value="1" type="fixed" /> 3258 <attribute arch="no_pick" value="1" type="fixed" />
3306 <attribute arch="last_sp" editor="mood" type="list_mood"> 3259 <attribute arch="last_sp" editor="mood" type="list_mood">
3307 &lt;mood&gt; is used to determine what will happen to the 3260 &lt;mood&gt; is used to determine what will happen to the
3308 monster when affected by the mood floor: 3261 monster when affected by the mood floor:
3318 &lt;mood&gt; 'charm': Turns monster into a pet of person 3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3319 who triggers the square. This setting is not 3272 who triggers the square. This setting is not
3320 enabled for continous operation, you need to 3273 enabled for continous operation, you need to
3321 insert a &lt;connection&gt; value! 3274 insert a &lt;connection&gt; value!
3322 </attribute> 3275 </attribute>
3323 <attribute arch="connected" editor="connection" type="int"> 3276 <attribute arch="connected" editor="connection" type="string">
3324 This should only be set in combination with &lt;mood number&gt; 4. 3277 This should only be set in combination with &lt;mood number&gt; 4.
3325 Normally, monsters are affected by the mood floor as soon as they 3278 Normally, monsters are affected by the mood floor as soon as they
3326 step on it. But charming (monster -&gt; pet) is too powerful, 3279 step on it. But charming (monster -&gt; pet) is too powerful,
3327 so it needs to be activated. 3280 so it needs to be activated.
3328 3281
3352 can monsters. Motion is involuntary. Additionally, players or 3305 can monsters. Motion is involuntary. Additionally, players or
3353 monsters can be "frozen" while ontop of movers so that they MUST 3306 monsters can be "frozen" while ontop of movers so that they MUST
3354 move along a chain of them. 3307 move along a chain of them.
3355 <br><br> 3308 <br><br>
3356 Multisquare monsters can be moved as well, given 3309 Multisquare monsters can be moved as well, given
3357 enough space. Movers are usually invisible. ]]> 3310 enough space. Movers are usually invisible.]]>
3358 </description> 3311 </description>
3359 <use><![CDATA[ 3312 <use><![CDATA[
3360 NEVER EVER consider a mover being unpassable in the backwards 3313 NEVER EVER consider a mover being unpassable in the backwards
3361 direction. Setting "forced movement" makes it seemingly impossible 3314 direction. Setting "forced movement" makes it seemingly impossible
3362 but there is still a trick: One player can push a second player 3315 but there is still a trick: One player can push a second player
3369 cannot be discovered with the show_invisible spell. 3322 cannot be discovered with the show_invisible spell.
3370 <br><br> 3323 <br><br>
3371 Note that Movers and Directors are seperate objects, even though 3324 Note that Movers and Directors are seperate objects, even though
3372 they look and act similar. Directors only do spells/missiles, 3325 they look and act similar. Directors only do spells/missiles,
3373 while movers only do living creatures (depending on how it 3326 while movers only do living creatures (depending on how it
3374 is set: monsters and players). ]]> 3327 is set: monsters and players).]]>
3375 </use> 3328 </use>
3376 <attribute arch="attacktype" editor="forced movement" type="bool"> 3329 <attribute arch="attacktype" editor="forced movement" type="bool">
3377 If forced movement is enabled, the mover "freezes" anyone it 3330 If forced movement is enabled, the mover "freezes" anyone it
3378 moves (so they are forced to move along a chain). 3331 moves (so they are forced to move along a chain).
3379 For players there is no way to escape this forced movement, 3332 For players there is no way to escape this forced movement,
3431 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3432 </ignore> 3385 </ignore>
3433 <description><![CDATA[ 3386 <description><![CDATA[
3434 Pedestals are designed to detect certain types of living objects. 3387 Pedestals are designed to detect certain types of living objects.
3435 When a predefined type of living creature steps on the pedestal, the 3388 When a predefined type of living creature steps on the pedestal, the
3436 connected value is triggered. ]]> 3389 connected value is triggered.]]>
3437 </description> 3390 </description>
3438 <use><![CDATA[ 3391 <use><![CDATA[
3439 If you want to create a place where only players of a certain race 3392 If you want to create a place where only players of a certain race
3440 can enter, put a teleporter over your pedestal. So the teleporter is 3393 can enter, put a teleporter over your pedestal. So the teleporter is
3441 only activated for players of the matching race. Do not use gates, 3394 only activated for players of the matching race. Do not use gates,
3442 because many other players could sneak in. If you put powerful 3395 because many other players could sneak in. If you put powerful
3443 artifacts into such places, generally set "startequip 1", so that 3396 artifacts into such places, generally set "startequip 1", so that
3444 they are preserved for that one race and can't be traded to others. ]]> 3397 they are preserved for that one race and can't be traded to others.]]>
3445 </use> 3398 </use>
3446 <attribute arch="no_pick" value="1" type="fixed" /> 3399 <attribute arch="no_pick" value="1" type="fixed" />
3447 <attribute arch="slaying" editor="match race" type="string"> 3400 <attribute arch="slaying" editor="match race" type="string">
3448 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3401 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3449 matches the monster's or the player's race, we have a match. 3402 matches the monster's or the player's race, we have a match.
3452 3405
3453 If it is set to "player", any player stepping on the pedestal 3406 If it is set to "player", any player stepping on the pedestal
3454 is a match. Very useful if you want to open a gate for players 3407 is a match. Very useful if you want to open a gate for players
3455 but not for monsters. 3408 but not for monsters.
3456 </attribute> 3409 </attribute>
3457 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3458 When the pedestal is triggered, all objects with the same 3411 When the pedestal is triggered, all objects with the same
3459 connection value get activated. 3412 connection value get activated.
3460 </attribute> 3413 </attribute>
3461 &move_on; 3414 &move_on;
3462</type> 3415</type>
3467 <ignore_list name="non_pickable" /> 3420 <ignore_list name="non_pickable" />
3468 </ignore> 3421 </ignore>
3469 <description><![CDATA[ 3422 <description><![CDATA[
3470 Pits are holes, transporting the player when he walks (and falls) into them. 3423 Pits are holes, transporting the player when he walks (and falls) into them.
3471 A speciality about pits is that they don't transport the player to 3424 A speciality about pits is that they don't transport the player to
3472 the exact destination, but within a two-square radius of the destination 3425 the exact destination, but within a configurable radius of the destination
3473 (never on blocked squares).<br> 3426 (never on blocked squares).<br>
3474 Optionally, pits can get closed and opened, similar to gates.<br><br> 3427 Optionally, pits can get closed and opened, similar to gates.<br><br>
3475 Monsters and items are affected by pits just as well as players. 3428 Monsters and items are affected by pits just as well as players.
3476 Even multipart monsters can fall through them, given enough space. ]]> 3429 Even multipart monsters can fall through them, given enough space.]]>
3477 </description> 3430 </description>
3478 <use><![CDATA[ 3431 <use><![CDATA[
3479 Pits can add interesting effects to your map. When using them, make 3432 Pits can add interesting effects to your map. When using them, make
3480 sure to use them in a "logical way": Pits should always drop the 3433 sure to use them in a "logical way": Pits should always drop the
3481 player to some kind of lower level. They should not be used to 3434 player to some kind of lower level. They should not be used to
3482 randomly interconnect maps like teleporters do. ]]> 3435 randomly interconnect maps like teleporters do.]]>
3483 </use> 3436 </use>
3484 <attribute arch="no_pick" value="1" type="fixed" /> 3437 <attribute arch="no_pick" value="1" type="fixed" />
3438 <attribute arch="range" editor="spread radius" type="int">
3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 </attribute>
3485 <attribute arch="connected" editor="connection" type="int"> 3441 <attribute arch="connected" editor="connection" type="string">
3486 When a &lt;connection&gt; value is set, the pit can be opened/closed 3442 When a &lt;connection&gt; value is set, the pit can be opened/closed
3487 by activating the connection. 3443 by activating the connection.
3488 </attribute> 3444 </attribute>
3445 &activate_on;
3489 <attribute arch="hp" editor="destination X" type="int"> 3446 <attribute arch="hp" editor="destination X" type="int">
3490 The pit will transport creatures (and items) randomly into a two-square 3447 The pit will transport creatures (and items) randomly into a two-square
3491 radius of the destination coordinates. 3448 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like 3449 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore! 3450 being filled up and not work anymore!
3509 3466
3510<!--####################################################################--> 3467<!--####################################################################-->
3511<type number="7" name="Poison Food"> 3468<type number="7" name="Poison Food">
3512 <description><![CDATA[ 3469 <description><![CDATA[
3513 When eating, the player's stomache is drained by 1/4 of food. 3470 When eating, the player's stomache is drained by 1/4 of food.
3514 If his food drops to zero, the player might even die. ]]> 3471 If his food drops to zero, the player might even die.]]>
3515 </description> 3472 </description>
3516</type> 3473</type>
3517 3474
3518<!--####################################################################--> 3475<!--####################################################################-->
3519<type number="5" name="Potion"> 3476<type number="5" name="Potion">
3520 <description><![CDATA[ 3477 <description><![CDATA[
3521 The player can drink these and gain various kinds of benefits 3478 The player can drink these and gain various kinds of benefits
3522 (/penalties) by doing so. ]]> 3479 (/penalties) by doing so.]]>
3523 </description> 3480 </description>
3524 <use><![CDATA[ 3481 <use><![CDATA[
3525 One potion should never give multiple benefits at once. ]]> 3482 One potion should never give multiple benefits at once.]]>
3526 </use> 3483 </use>
3527 <attribute arch="level" editor="potion level" type="int"> 3484 <attribute arch="level" editor="potion level" type="int">
3528 If the potion contains a spell, the spell is cast at this level. 3485 If the potion contains a spell, the spell is cast at this level.
3529 For other potions it should be set at least to 1. 3486 For other potions it should be set at least to 1.
3530 </attribute> 3487 </attribute>
3548 </attribute> 3505 </attribute>
3549 <attribute arch="startequip" editor="godgiven item" type="bool"> 3506 <attribute arch="startequip" editor="godgiven item" type="bool">
3550 A godgiven item vanishes as soon as the player 3507 A godgiven item vanishes as soon as the player
3551 drops it to the ground. 3508 drops it to the ground.
3552 </attribute> 3509 </attribute>
3553<section name="stats"> 3510 &player_stat_resist_sections;
3554 <attribute arch="Str" editor="strength" type="int">
3555 The player's strentgh will rise/fall by the given value for permanent
3556 (of course there is an upper limit). Generally there shouldn't be stat
3557 potions granting more than one stat. Cursed potions will subtract the
3558 stats if positive.
3559 </attribute>
3560 <attribute arch="Dex" editor="dexterity" type="int">
3561 The player's dexterity will rise/fall by the given value for permanent
3562 (of course there is an upper limit). Generally there shouldn't be stat
3563 potions granting more than one stat. Cursed potions will subtract the
3564 stats if positive.
3565 </attribute>
3566 <attribute arch="Con" editor="constitution" type="int">
3567 The player's constitution will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572 <attribute arch="Int" editor="intelligence" type="int">
3573 The player's intelligence will rise/fall by the given value for permanent
3574 (of course there is an upper limit). Generally there shouldn't be stat
3575 potions granting more than one stat. Cursed potions will subtract the
3576 stats if positive.
3577 </attribute>
3578 <attribute arch="Pow" editor="power" type="int">
3579 The player's power will rise/fall by the given value for permanent
3580 (of course there is an upper limit). Generally there shouldn't be stat
3581 potions granting more than one stat. Cursed potions will subtract the
3582 stats if positive.
3583 </attribute>
3584 <attribute arch="Wis" editor="wisdom" type="int">
3585 The player's wisdom will rise/fall by the given value for permanent
3586 (of course there is an upper limit). Generally there shouldn't be stat
3587 potions granting more than one stat. Cursed potions will subtract the
3588 stats if positive.
3589 </attribute>
3590 <attribute arch="Cha" editor="charisma" type="int">
3591 The player's charisma will rise/fall by the given value for permanent
3592 (of course there is an upper limit). Generally there shouldn't be stat
3593 potions granting more than one stat. Cursed potions will subtract the
3594 stats if positive.
3595 </attribute>
3596</section>
3597<section name="resistance">
3598 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3599 The player's resistance to physical will rise by this value in percent
3600 (range -100 till +100). The effect is only temporare, and it does NOT
3601 add on the values from the player's equipment.
3602 Cursed potions will make negative resistance.. very nasty in combat!
3603 </attribute>
3604 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3605 The player's resistance to magic will rise by this value in percent
3606 (range -100 till +100). The effect is only temporare, and it does NOT
3607 add on the values from the player's equipment.
3608 Cursed potions will make negative resistance.. very nasty in combat!
3609 </attribute>
3610 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3611 The player's resistance to fire will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3617 The player's resistance to electricity will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3623 The player's resistance to cold will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3629 The player's resistance to acid will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3635 The player's resistance to confusion will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3641 The player's resistance to weaponmagic will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3647 The player's resistance to paralyze will rise by this value in percent
3648 (range -100 till +100). The effect is only temporare, and it does NOT
3649 add on the values from the player's equipment.
3650 Cursed potions will make negative resistance.. very nasty in combat!
3651 </attribute>
3652 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3653 The player's resistance to draining will rise by this value in percent
3654 (range -100 till +100). The effect is only temporare, and it does NOT
3655 add on the values from the player's equipment.
3656 Cursed potions will make negative resistance.. very nasty in combat!
3657 </attribute>
3658 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3659 The player's resistance to depletion will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3665 The player's resistance to poison will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670</section>
3671</type> 3511</type>
3672 3512
3673<!--####################################################################--> 3513<!--####################################################################-->
3674<type number="156" name="Power Crystal"> 3514<type number="156" name="Power Crystal">
3675 <description><![CDATA[ 3515 <description><![CDATA[
3676 Power crystals can store a player's mana: 3516 Power crystals can store a player's mana:
3677 When the player applies the crystal with full mana, half of 3517 When the player applies the crystal with full mana, half of
3678 it flows into the crystal. When the player applies it with 3518 it flows into the crystal. When the player applies it with
3679 lacking mana, the crystal replenishes the player's mana. ]]> 3519 lacking mana, the crystal replenishes the player's mana.]]>
3680 </description> 3520 </description>
3681 <attribute arch="sp" editor="initial mana" type="int"> 3521 <attribute arch="sp" editor="initial mana" type="int">
3682 &lt;initial mana&gt; is the amount of spellpoints that the 3522 &lt;initial mana&gt; is the amount of spellpoints that the
3683 crystal holds when the map is loaded. 3523 crystal holds when the map is loaded.
3684 </attribute> 3524 </attribute>
3696 Projectiles like arrows/crossbow bolts are used as ammunition 3536 Projectiles like arrows/crossbow bolts are used as ammunition
3697 for shooting weapons. 3537 for shooting weapons.
3698 <br><br> 3538 <br><br>
3699 It's very easy to add new pairs of weapons &amp; projectiles. 3539 It's very easy to add new pairs of weapons &amp; projectiles.
3700 Just set matching &lt;ammunition class&gt; both for shooting 3540 Just set matching &lt;ammunition class&gt; both for shooting
3701 weapon and projectile. ]]> 3541 weapon and projectile.]]>
3702 </description> 3542 </description>
3703 <use><![CDATA[ 3543 <use><![CDATA[
3704 If you want to create new kinds of projectiles, you could 3544 If you want to create new kinds of projectiles, you could
3705 add an alchemical receipe to create these. 3545 add an alchemical receipe to create these.
3706 3546
3707 Don't create new pairs of weapons &amp; projectiles unless 3547 Don't create new pairs of weapons &amp; projectiles unless
3708 they really fullfill a useful purpose. In fact, even bows 3548 they really fullfill a useful purpose. In fact, even bows
3709 and crossbows are rarely ever used. ]]> 3549 and crossbows are rarely ever used.]]>
3710 </use> 3550 </use>
3711 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3712 This number is a bitmask, specifying the projectile's attacktypes. 3552 This number is a bitmask, specifying the projectile's attacktypes.
3713 Attacktypes are: physical, magical, fire, cold.. etc. 3553 Attacktypes are: physical, magical, fire, cold.. etc.
3714 This works identical to melee weapons. Note that shooting 3554 This works identical to melee weapons. Note that shooting
3776<type number="70" name="Ring"> 3616<type number="70" name="Ring">
3777 <import_type name="Amulet" /> 3617 <import_type name="Amulet" />
3778 <description><![CDATA[ 3618 <description><![CDATA[
3779 Rings are worn on the hands - one ring each. 3619 Rings are worn on the hands - one ring each.
3780 Wearing rings, the object's stats will directly be inherited to 3620 Wearing rings, the object's stats will directly be inherited to
3781 the player. Usually enhancing his spellcasting potential. ]]> 3621 the player. Usually enhancing his spellcasting potential.]]>
3782 </description> 3622 </description>
3783 <use><![CDATA[ 3623 <use><![CDATA[
3784 When you create an artifact ring, never forget that players can 3624 When you create an artifact ring, never forget that players can
3785 wear <B>two</B> rings! Due to that it is extremely important to 3625 wear <B>two</B> rings! Due to that it is extremely important to
3786 keep rings in balance with the game. 3626 keep rings in balance with the game.
3787 <br><br> 3627 <br><br>
3788 Also keep in mind that rings are generally the wizard's tools. 3628 Also keep in mind that rings are generally the wizard's tools.
3789 They should primarily grant bonuses to spellcasting abilities 3629 They should primarily grant bonuses to spellcasting abilities
3790 and non-physical resistances. ]]> 3630 and non-physical resistances.]]>
3791 </use> 3631 </use>
3792</type> 3632</type>
3793 3633
3794<!--####################################################################--> 3634<!--####################################################################-->
3795<type number="3" name="Rod"> 3635<type number="3" name="Rod">
3798 </ignore> 3638 </ignore>
3799 <description><![CDATA[ 3639 <description><![CDATA[
3800 A rod contains a spell. The player can use this spell by applying and 3640 A rod contains a spell. The player can use this spell by applying and
3801 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3641 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3802 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3642 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3803 used endlessly. ]]> 3643 used endlessly.]]>
3804 </description> 3644 </description>
3805 <use><![CDATA[ 3645 <use><![CDATA[
3806 Rods with healing/curing spells are extremely powerful. Usually, potions have 3646 Rods with healing/curing spells are extremely powerful. Usually, potions have
3807 to be used for that purpose. Though, potions are expensive and only good for 3647 to be used for that purpose. Though, potions are expensive and only good for
3808 one-time-use.<br> ]]> 3648 one-time-use.<br>]]>
3809 </use> 3649 </use>
3810 <attribute arch="sp" editor="spell" type="spell"> 3650 <attribute arch="sp" editor="spell" type="spell">
3811 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3651 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3812 rods to players, since they can be used endlessly without any mana cost! 3652 rods to players, since they can be used endlessly without any mana cost!
3813 Rods with heal/ restoration/ protection spells, IF available, MUST be 3653 Rods with heal/ restoration/ protection spells, IF available, MUST be
3853 Runes hit any monster or person who steps on them for 'dam' damage in 3693 Runes hit any monster or person who steps on them for 'dam' damage in
3854 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3694 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3855 and will cast this spell when it detonates. Yet another kind is the 3695 and will cast this spell when it detonates. Yet another kind is the
3856 "summoning rune", summoning predefined monsters of any kind, at detonation. 3696 "summoning rune", summoning predefined monsters of any kind, at detonation.
3857 <br><br> 3697 <br><br>
3858 Many runes are already defined in the archetypes. ]]> 3698 Many runes are already defined in the archetypes.]]>
3859 </description> 3699 </description>
3860 <use><![CDATA[ 3700 <use><![CDATA[
3861 Avoid monsters stepping on your runes. For example, summoning runes 3701 Avoid monsters stepping on your runes. For example, summoning runes
3862 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3702 together with spellcasting- and attack-runes is usually a bad idea.]]>
3863 </use> 3703 </use>
3864 <attribute arch="no_pick" value="1" type="fixed" /> 3704 <attribute arch="no_pick" value="1" type="fixed" />
3865 &move_on; 3705 &move_on;
3866 <attribute arch="level" editor="rune level" type="int"> 3706 <attribute arch="level" editor="rune level" type="int">
3867 This value sets the level the rune will cast the spell it contains at, 3707 This value sets the level the rune will cast the spell it contains at,
3935 <ignore_list name="non_pickable" /> 3775 <ignore_list name="non_pickable" />
3936 </ignore> 3776 </ignore>
3937 <description><![CDATA[ 3777 <description><![CDATA[
3938 When the player applies a savebed, he is not only saved. Both his 3778 When the player applies a savebed, he is not only saved. Both his
3939 respawn-after-death and his word-of-recall positions are pointing 3779 respawn-after-death and his word-of-recall positions are pointing
3940 to the last-applied savebed. ]]> 3780 to the last-applied savebed.]]>
3941 </description> 3781 </description>
3942 <use><![CDATA[ 3782 <use><![CDATA[
3943 Put savebed locations in towns, do not put them into dungeons. 3783 Put savebed locations in towns, do not put them into dungeons.
3944 It is absolutely neccessary that a place with savebeds is 100% secure. 3784 It is absolutely neccessary that a place with savebeds is 100% secure.
3945 That means: 3785 That means:
3946 <UL> 3786 <UL>
3947 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3787 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3948 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3788 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3949 <LI> Insert a relyable exit! Make sure there is no possibility that 3789 <LI> Insert a reliable exit! Make sure there is no possibility that
3950 players get trapped in a savebed location. 3790 players get trapped in a savebed location.
3951 <LI> If possible, mark the whole site as no-spell area (Insert this 3791 <LI> If possible, mark the whole site as no-spell area (Insert this
3952 arch called "dungeon_magic" everywhere). This is not required, 3792 arch called "dungeon_magic" everywhere). This is not required,
3953 but it makes the place much more safe. 3793 but it makes the place much more safe.
3954 </UL> ]]> 3794 </UL>]]>
3955 </use> 3795 </use>
3956 <attribute arch="no_pick" value="1" type="fixed" /> 3796 <attribute arch="no_pick" value="1" type="fixed" />
3957 <attribute arch="no_magic" value="1" type="fixed" /> 3797 <attribute arch="no_magic" value="1" type="fixed" />
3958 <attribute arch="damned" value="1" type="fixed" /> 3798 <attribute arch="damned" value="1" type="fixed" />
3959</type> 3799</type>
3966 <description><![CDATA[ 3806 <description><![CDATA[
3967 Scrolls contain spells (similar to spell-potions). Unlike potions, 3807 Scrolls contain spells (similar to spell-potions). Unlike potions,
3968 scrolls require a certain literacy skill to read successfully. 3808 scrolls require a certain literacy skill to read successfully.
3969 Accordingly, for a successful reading, a small amount of 3809 Accordingly, for a successful reading, a small amount of
3970 experience is gained. Scrolls allow only one time usage, but 3810 experience is gained. Scrolls allow only one time usage, but
3971 usually they are sold in bulks. ]]> 3811 usually they are sold in bulks.]]>
3972 </description> 3812 </description>
3973 <use><![CDATA[ 3813 <use><![CDATA[
3974 For low level quests, scrolls of healing/curing-spells 3814 For low level quests, scrolls of healing/curing-spells
3975 can be a nice reward. At higher levels, scrolls become less 3815 can be a nice reward. At higher levels, scrolls become less
3976 and less useful. ]]> 3816 and less useful.]]>
3977 </use> 3817 </use>
3978 <attribute arch="level" editor="casting level" type="int"> 3818 <attribute arch="level" editor="casting level" type="int">
3979 The spell of the scroll will be casted at this level. 3819 The spell of the scroll will be casted at this level.
3980 This value should always be set, at least to 1. 3820 This value should always be set, at least to 1.
3981 </attribute> 3821 </attribute>
3993<type number="33" name="Shield"> 3833<type number="33" name="Shield">
3994 <import_type name="Amulet" /> 3834 <import_type name="Amulet" />
3995 <description><![CDATA[ 3835 <description><![CDATA[
3996 Wearing a shield, the object's stats will directly be inherited to 3836 Wearing a shield, the object's stats will directly be inherited to
3997 the player. Shields usually provide good defense, only surpassed 3837 the player. Shields usually provide good defense, only surpassed
3998 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3838 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3999 </description> 3839 </description>
4000 <use><![CDATA[ 3840 <use><![CDATA[
4001 Feel free to create your own special artifacts. However, it is very 3841 Feel free to create your own special artifacts. However, it is very
4002 important that you keep your artifact in balance with existing maps. ]]> 3842 important that you keep your artifact in balance with existing maps.]]>
4003 </use> 3843 </use>
4004 <attribute arch="magic" editor="magic bonus" type="int"> 3844 <attribute arch="magic" editor="magic bonus" type="int">
4005 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3845 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4006 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3846 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4007 than direct armour-class bonus on the shield. 3847 than direct armour-class bonus on the shield.
4009</type> 3849</type>
4010 3850
4011<!--####################################################################--> 3851<!--####################################################################-->
4012<type number="14" name="Shooting Weapon"> 3852<type number="14" name="Shooting Weapon">
4013 <description><![CDATA[ 3853 <description><![CDATA[
4014 Schooting weapons like bows/crossbows are used to shoot projectiles 3854 Shooting weapons like bows/crossbows are used to shoot projectiles
4015 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3855 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016 wielded both at the same time. Like with any other equipment, 3856 wielded both at the same time. Like with any other equipment,
4017 stats/bonuses from shooting weapons are directly inherited to the player. 3857 stats/bonuses from shooting weapons are directly inherited to the player.
4018 <br><br> 3858 <br><br>
4019 It's very easy to add new pairs of weapons &amp; projectiles. 3859 It's very easy to add new pairs of weapons &amp; projectiles.
4020 Just set matching &lt;ammunition class&gt; both for shooting 3860 Just set matching &lt;ammunition class&gt; both for shooting
4021 weapon and projectile. ]]> 3861 weapon and projectile.]]>
4022 </description> 3862 </description>
4023 <use><![CDATA[ 3863 <use><![CDATA[
4024 Shooting weapons should not add bonuses in general. There's already 3864 Shooting weapons should not add bonuses in general. There's already
4025 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3865 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026 Schooting weapons should especially not add bonuses to the player 3866 Shooting weapons should especially not add bonuses to the player
4027 that have nothing to do with schooting. A Wisdom bonus on a bow 3867 that have nothing to do with schooting. A Wisdom bonus on a bow
4028 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3868 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4029 - still crap. ]]> 3869 - still crap.]]>
4030 </use> 3870 </use>
4031 <attribute arch="race" editor="ammunition class" type="string"> 3871 <attribute arch="race" editor="ammunition class" type="string">
4032 Only projectiles with matching &lt;ammunition class&gt; can be fired 3872 Only projectiles with matching &lt;ammunition class&gt; can be fired
4033 with this weapon. For normal bows set "arrows", for normal 3873 with this weapon. For normal bows set "arrows", for normal
4034 crossbows set "crossbow bolts". 3874 crossbows set "crossbow bolts".
4063 amount of &lt;item power&gt;, depending on their own level. This is the 3903 amount of &lt;item power&gt;, depending on their own level. This is the
4064 only way to prevent low level players to wear "undeserved" equipment 3904 only way to prevent low level players to wear "undeserved" equipment
4065 (like gifts from other players or cheated items). 3905 (like gifts from other players or cheated items).
4066 3906
4067 It is very important to adjust the &lt;item power&gt; value carefully 3907 It is very important to adjust the &lt;item power&gt; value carefully
4068 for every artifact you create! If zero/unset, the CF server will 3908 for every artifact you create! If zero/unset, the Deliantra server will
4069 calculate a provisional value at runtime, but this is never 3909 calculate a provisional value at runtime, but this is never
4070 going to be an accurate measurement of &lt;item power&gt;. 3910 going to be an accurate measurement of &lt;item power&gt;.
4071 </attribute> 3911 </attribute>
4072 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3912 <attribute arch="no_strength" editor="ignore strength" type="bool">
4073 Usually the player's strentgh takes effect on the damage 3913 Usually the player's strentgh takes effect on the damage
4155 These items are all flagged as unpaid. 3995 These items are all flagged as unpaid.
4156 When a player drops an item onto shop floor, the item becomes 3996 When a player drops an item onto shop floor, the item becomes
4157 unpaid and the player receives payment according to the item's 3997 unpaid and the player receives payment according to the item's
4158 selling-value. 3998 selling-value.
4159 Shopfloor always prevents magic (To hinder players from burning 3999 Shopfloor always prevents magic (To hinder players from burning
4160 or freezing the goods). ]]> 4000 or freezing the goods).]]>
4161 </description> 4001 </description>
4162 <use><![CDATA[ 4002 <use><![CDATA[
4163 Tile your whole shop-interior space which shop floor. 4003 Tile your whole shop-interior space which shop floor.
4164 (That assures players receive payment for dropping items). 4004 (That assures players receive payment for dropping items).
4165 Place shop mats to enter/leave the shop, and make sure 4005 Place shop mats to enter/leave the shop, and make sure
4166 there is no other exit than the shop mat. ]]> 4006 there is no other exit than the shop mat.]]>
4167 </use> 4007 </use>
4168 <attribute arch="is_floor" value="1" type="fixed" /> 4008 <attribute arch="is_floor" value="1" type="fixed" />
4169 <attribute arch="no_pick" value="1" type="fixed" /> 4009 <attribute arch="no_pick" value="1" type="fixed" />
4170 <attribute arch="no_magic" value="1" type="fixed" /> 4010 <attribute arch="no_magic" value="1" type="fixed" />
4171 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4011 <attribute arch="auto_apply" editor="generate goods" type="bool">
4205 "shopping-area" and one outside. Shop mats don't use exit paths/ 4045 "shopping-area" and one outside. Shop mats don't use exit paths/
4206 or -destinations. When stepping onto a shopmat the player gets beamed 4046 or -destinations. When stepping onto a shopmat the player gets beamed
4207 to the nearest other mat. If the player has unpaid items in his 4047 to the nearest other mat. If the player has unpaid items in his
4208 inventory, the price gets charged from his coins automatically. 4048 inventory, the price gets charged from his coins automatically.
4209 If the player has insufficient coins to buy his unpaid items, he 4049 If the player has insufficient coins to buy his unpaid items, he
4210 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4050 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4211 </description> 4051 </description>
4212 <use><![CDATA[ 4052 <use><![CDATA[
4213 As stated above, always place TWO shop mats into your shop. 4053 As stated above, always place TWO shop mats into your shop.
4214 Not more and not less than that. ]]> 4054 Not more and not less than that.]]>
4215 </use> 4055 </use>
4216 <attribute arch="no_pick" value="1" type="fixed" /> 4056 <attribute arch="no_pick" value="1" type="fixed" />
4217 &move_on; 4057 &move_on;
4218</type> 4058</type>
4219 4059
4224 </ignore> 4064 </ignore>
4225 <description><![CDATA[ 4065 <description><![CDATA[
4226 The purpose of a sign or magic_mouth is to display a certain message to 4066 The purpose of a sign or magic_mouth is to display a certain message to
4227 the player. There are three ways to have the player get this message: 4067 the player. There are three ways to have the player get this message:
4228 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4068 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4229 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4069 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4230 </description> 4070 </description>
4231 <use><![CDATA[ 4071 <use><![CDATA[
4232 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4233 some true roleplay feeling to your maps, support your storyline or give 4073 some true roleplay feeling to your maps, support your storyline or give
4234 hints about hidden secrets/dangers. Place signs to provide the player 4074 hints about hidden secrets/dangers. Place signs to provide the player
4235 with all kinds of useful information for getting along in your maps. ]]> 4075 with all kinds of useful information for getting along in your maps.]]>
4236 </use> 4076 </use>
4237 <attribute arch="connected" editor="connection" type="int"> 4077 <attribute arch="connected" editor="connection" type="string">
4238 When a connection value is set, the message will be printed whenever 4078 When a connection value is set, the message will be printed whenever
4239 the connection is triggered. This should be used in combination with 4079 the connection is triggered. This should be used in combination with
4240 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4241 If activating your magic_mouth this way, the message will not only be 4081 If activating your magic_mouth this way, the message will not only be
4242 printed to one player, but all players on the current map. 4082 printed to one player, but all players on the current map.
4243 </attribute> 4083 </attribute>
4084 &activate_on;
4244 &move_on; 4085 &move_on;
4245 <attribute arch="food" editor="counter" type="int"> 4086 <attribute arch="food" editor="counter" type="int">
4246 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4087 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4247 (printing the message) only that many times. For signs this really shouldn't 4088 (printing the message) only that many times. For signs this really shouldn't
4248 be used, while for magic_mouths it is extremely helpful. 4089 be used, while for magic_mouths it is extremely helpful.
4258 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4099 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4259 This text will be displayed to the player. 4100 This text will be displayed to the player.
4260 </attribute> 4101 </attribute>
4261</type> 4102</type>
4262 4103
4104<type number="150" name="Shop Inventory">
4105 <ignore>
4106 <ignore_list name="non_pickable" />
4107 </ignore>
4108 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4109 </description>
4110 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4111 </use>
4112 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4113 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4114 the map that will be searched for unpaid items.
4115 </attribute>
4116</type>
4117
4263<!--####################################################################--> 4118<!--####################################################################-->
4264<type number="43" name="Skill"> 4119<type number="43" name="Skill">
4265 <ignore> 4120 <ignore>
4266 <ignore_list name="system_object" /> 4121 <ignore_list name="system_object" />
4267 </ignore> 4122 </ignore>
4268 <description><![CDATA[ 4123 <description><![CDATA[
4269 Skills are objects which exist in the player/monster inventory. 4124 Skills are objects which exist in the player/monster inventory.
4270 Both NPC/monsters and players use the same skill archetypes. Not all skills 4125 Both NPC/monsters and players use the same skill archetypes. Not all skills
4271 are enabled for monster use however. ]]> 4126 are enabled for monster use however.]]>
4272 </description> 4127 </description>
4273 <use><![CDATA[ 4128 <use><![CDATA[
4274 For mapmaking, Skill objects serve two purposes: 4129 For mapmaking, Skill objects serve two purposes:
4275 <p>First, the predefined skill archtypes (in the 'skills' directory) 4130 <p>First, the predefined skill archtypes (in the 'skills' directory)
4276 can be seen as the global skill definitions. A skill which doesn't 4131 can be seen as the global skill definitions. A skill which doesn't
4281 </p><p> 4136 </p><p>
4282 Secondly, in order to enable monsters to use skills, you will need to 4137 Secondly, in order to enable monsters to use skills, you will need to
4283 copy default skill archtypes into the monsters' inventories. 4138 copy default skill archtypes into the monsters' inventories.
4284 You can even customize the skills by changing stats. It is not 4139 You can even customize the skills by changing stats. It is not
4285 recommended however, to use skills in your maps which are totally 4140 recommended however, to use skills in your maps which are totally
4286 unrelated to any predefined skill archtype.</p> ]]> 4141 unrelated to any predefined skill archtype.</p>]]>
4287 </use> 4142 </use>
4288 <attribute arch="invisible" value="1" type="fixed" /> 4143 <attribute arch="invisible" value="1" type="fixed" />
4289 <attribute arch="no_drop" value="1" type="fixed" /> 4144 <attribute arch="no_drop" value="1" type="fixed" />
4290 <attribute arch="skill" editor="skill name" type="string"> 4145 <attribute arch="skill" editor="skill name" type="string">
4291 The &lt;skill name&gt; is used for matchings. When a usable 4146 The &lt;skill name&gt; is used for matchings. When a usable
4301 expmul is 1, the player will get 500 added to that skill as well as 4156 expmul is 1, the player will get 500 added to that skill as well as
4302 500 to their total. 4157 500 to their total.
4303 </attribute> 4158 </attribute>
4304 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4159 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4305 The &lt;skill type&gt; defines the base functionality of the skill. 4160 The &lt;skill type&gt; defines the base functionality of the skill.
4306 Skill types are hardcoded in the Crossfire server. It isn't hard to 4161 Skill types are hardcoded in the Deliantra server. It isn't hard to
4307 create new skill types, but it requires a bit of server-coding. 4162 create new skill types, but it requires a bit of server-coding.
4308 </attribute> 4163 </attribute>
4309 <attribute arch="level" editor="level" type="int"> 4164 <attribute arch="level" editor="level" type="int">
4310 </attribute> 4165 </attribute>
4311 <attribute arch="exp" editor="experience" type="int"> 4166 <attribute arch="exp" editor="experience" type="int">
4320 4175
4321<!--####################################################################--> 4176<!--####################################################################-->
4322<type number="130" name="Skill Scroll"> 4177<type number="130" name="Skill Scroll">
4323 <description><![CDATA[ 4178 <description><![CDATA[
4324 By reading a skill scroll, a player has a chance to learn the 4179 By reading a skill scroll, a player has a chance to learn the
4325 contained skill. ]]> 4180 contained skill.]]>
4326 </description> 4181 </description>
4327 <use><![CDATA[ 4182 <use><![CDATA[
4328 Skill scrolls are very much sought for by players. Currently, 4183 Skill scrolls are very much sought for by players. Currently,
4329 all skill scrolls are sold in shops randomly, which is in fact not 4184 all skill scrolls are sold in shops randomly, which is in fact not
4330 a good system. It would be nice to have some cool quests with 4185 a good system. It would be nice to have some cool quests with
4331 skill scrolls rewarded at the end. ]]> 4186 skill scrolls rewarded at the end.]]>
4332 </use> 4187 </use>
4333 <attribute arch="race" value="scrolls" type="fixed" /> 4188 <attribute arch="race" value="scrolls" type="fixed" />
4334 <attribute arch="skill" editor="skill name" type="string"> 4189 <attribute arch="skill" editor="skill name" type="string">
4335 The &lt;skill name&gt; matches the skill object that can 4190 The &lt;skill name&gt; matches the skill object that can
4336 be learned from this scroll. 4191 be learned from this scroll.
4346 When carrying the appropriate special key, a locked door can 4201 When carrying the appropriate special key, a locked door can
4347 be opened. The key will dissapear. 4202 be opened. The key will dissapear.
4348 <br><br> 4203 <br><br>
4349 This object-type can also be used for "passport"-like items: 4204 This object-type can also be used for "passport"-like items:
4350 When walking onto an invetory checker, a gate for example might 4205 When walking onto an invetory checker, a gate for example might
4351 get opened. The "passport" will stay in the player's inventory. ]]> 4206 get opened. The "passport" will stay in the player's inventory.]]>
4352 </description> 4207 </description>
4353 <use><![CDATA[ 4208 <use><![CDATA[
4354 How to make a "passport": You take the special key arch 4209 How to make a "passport": You take the special key arch
4355 (archetype name is "key2"), set the face to something like 4210 (archetype name is "key2"), set the face to something like
4356 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4211 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4357 certainly must match with the appropiate inventory checker. 4212 certainly must match with the appropiate inventory checker.
4358 <br><br> 4213 <br><br>
4359 Of course you can be creative with names and faces of 4214 Of course you can be creative with names and faces of
4360 key-objects. A "mysterious crystal" or a "big dragon claw" 4215 key-objects. A "mysterious crystal" or a "big dragon claw"
4361 (with appropriate faces) appear more interesting than just 4216 (with appropriate faces) appear more interesting than just
4362 a "strange key", or "passport". ]]> 4217 a "strange key", or "passport".]]>
4363 </use> 4218 </use>
4364 <attribute arch="slaying" editor="key string" type="string"> 4219 <attribute arch="slaying" editor="key string" type="string">
4365 This string must be identical with the &lt;key string&gt; in the 4220 This string must be identical with the &lt;key string&gt; in the
4366 locked door, then it can be unlocked. It can also be used 4221 locked door, then it can be unlocked. It can also be used
4367 to trigger inventory checkers. 4222 to trigger inventory checkers.
4402 players can learn it by reading the book. Once learned, players 4257 players can learn it by reading the book. Once learned, players
4403 can use the spell as often as they like. With increasing skill level 4258 can use the spell as often as they like. With increasing skill level
4404 of the player, spells may gain power but also increase cost.<br> 4259 of the player, spells may gain power but also increase cost.<br>
4405 Monsters can use spells which are put in their inventory (provided 4260 Monsters can use spells which are put in their inventory (provided
4406 that certain "enabling" settings are correct). The monster's 4261 that certain "enabling" settings are correct). The monster's
4407 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4262 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4408 </description> 4263 </description>
4409 <use><![CDATA[ 4264 <use><![CDATA[
4410 A lot of the spells' settings can be tuned and customized. 4265 A lot of the spells' settings can be tuned and customized.
4411 When creating new spells which are accessible to players, it is 4266 When creating new spells which are accessible to players, it is
4412 important to think about balance. A single spell which is too 4267 important to think about balance. A single spell which is too
4413 powerful and/or too easy to use can eventually toss the whole skill 4268 powerful and/or too easy to use can eventually toss the whole skill
4414 and magic school system out of whack. Testing new spells is 4269 and magic school system out of whack. Testing new spells is
4415 quite important therefore. ]]> 4270 quite important therefore.]]>
4416 </use> 4271 </use>
4417 <attribute arch="no_drop" value="1" type="fixed" /> 4272 <attribute arch="no_drop" value="1" type="fixed" />
4418 <attribute arch="invisible" value="1" type="fixed" /> 4273 <attribute arch="invisible" value="1" type="fixed" />
4419 <attribute arch="skill" editor="skill name" type="string"> 4274 <attribute arch="skill" editor="skill name" type="string">
4420 The &lt;skill name&gt; matches the skill which is needed 4275 The &lt;skill name&gt; matches the skill which is needed
4452 to read.<br><br> 4307 to read.<br><br>
4453 You can create widely customized spells only by adjusting the 4308 You can create widely customized spells only by adjusting the
4454 spell object in the spellbooks inventory. Refer to the description 4309 spell object in the spellbooks inventory. Refer to the description
4455 of spell objects for detailed information how to customize spells.<br> 4310 of spell objects for detailed information how to customize spells.<br>
4456 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4311 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4457 with a compilation of spells that the book may contain. ]]> 4312 with a compilation of spells that the book may contain.]]>
4458 </description> 4313 </description>
4459 <use><![CDATA[ 4314 <use><![CDATA[
4460 Don't put any of the godgiven spells into a spellbook! These are 4315 Don't put any of the godgiven spells into a spellbook! These are
4461 reserved for the followers of the appropriate cults. Handing them 4316 reserved for the followers of the appropriate cults. Handing them
4462 out in a spellbook would violate the balance between different religions. 4317 out in a spellbook would violate the balance between different religions.
4463 <br><br> 4318 <br><br>
4464 Note that there is no fundamental difference between the spellbooks 4319 Note that there is no fundamental difference between the spellbooks
4465 of varying schools (pyromancy, sorcery, evocation, summoning, and 4320 of varying schools (pyromancy, sorcery, evocation, summoning, and
4466 even praying). The difference lies only in the spells they contain. 4321 even praying). The difference lies only in the spells they contain.
4467 It is up to you, the mapmaker, to pick the right type of book 4322 It is up to you, the mapmaker, to pick the right type of book
4468 for your spells. ]]> 4323 for your spells.]]>
4469 </use> 4324 </use>
4470 <attribute arch="skill" value="literacy" type="fixed" /> 4325 <attribute arch="skill" value="literacy" type="fixed" />
4471 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4326 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4472 There are two ways to put spells into a spellbook: 4327 There are two ways to put spells into a spellbook:
4473 1. Put a spell object in the books inventory. In this case, 4328 1. Put a spell object in the books inventory. In this case,
4492 </ignore> 4347 </ignore>
4493 <description><![CDATA[ 4348 <description><![CDATA[
4494 Spinners change the direction of spell objects and other projectiles 4349 Spinners change the direction of spell objects and other projectiles
4495 that fly past. Unlike directors, it does make a difference from what 4350 that fly past. Unlike directors, it does make a difference from what
4496 angle you shoot into the spinner. The direction of objects flying past 4351 angle you shoot into the spinner. The direction of objects flying past
4497 is always changed by a certain degree. ]]> 4352 is always changed by a certain degree.]]>
4498 </description> 4353 </description>
4499 <use><![CDATA[ 4354 <use><![CDATA[
4500 Spinners are very rarely used. I believe they are quite 4355 Spinners are very rarely used. I believe they are quite
4501 confusing and pointless. The only use I can think of is building 4356 confusing and pointless. The only use I can think of is building
4502 some puzzle about where to shoot into spinners to shoot somewhere you 4357 some puzzle about where to shoot into spinners to shoot somewhere you
4503 otherwise couldn't. 4358 otherwise couldn't.
4504 4359
4505 When placing spinners on a map with magic walls, make sure the spell- 4360 When placing spinners on a map with magic walls, make sure the spell-
4506 projectiles from magic walls don't get to fly in loops. ]]> 4361 projectiles from magic walls don't get to fly in loops.]]>
4507 </use> 4362 </use>
4508 <attribute arch="sp" editor="direction number" type="int"> 4363 <attribute arch="sp" editor="direction number" type="int">
4509 The spinner will change the direction of flying objects by 4364 The spinner will change the direction of flying objects by
4510 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4365 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4511 positive values counter clockwise. 4366 positive values counter clockwise.
4524 Swamp areas show a special behaviour: 4379 Swamp areas show a special behaviour:
4525 When a player stands still on a swamp-square for too long, 4380 When a player stands still on a swamp-square for too long,
4526 he will start to sink in and eventually drown and die. 4381 he will start to sink in and eventually drown and die.
4527 Items dropped on the swamp sink in and dissapear. 4382 Items dropped on the swamp sink in and dissapear.
4528 Players with knowledge of the woodsman skill are a lot less likely 4383 Players with knowledge of the woodsman skill are a lot less likely
4529 to die in the swamp. ]]> 4384 to die in the swamp.]]>
4530 </description> 4385 </description>
4531 <attribute arch="is_floor" value="1" type="fixed" /> 4386 <attribute arch="is_floor" value="1" type="fixed" />
4532 <attribute arch="is_wooded" value="1" type="fixed" /> 4387 <attribute arch="is_wooded" value="1" type="fixed" />
4533 <attribute arch="speed" editor="drowning speed" type="float"> 4388 <attribute arch="speed" editor="drowning speed" type="float">
4534 The higher the &lt;drowning speed&gt;, the faster will players and items 4389 The higher the &lt;drowning speed&gt;, the faster will players and items
4558 different location. The main difference to the object-type exit 4413 different location. The main difference to the object-type exit
4559 is the possibility to have teleporters connected to levers/buttons/etc. 4414 is the possibility to have teleporters connected to levers/buttons/etc.
4560 Sometimes teleporters are activated even against the players will. 4415 Sometimes teleporters are activated even against the players will.
4561 <br><br> 4416 <br><br>
4562 Unlike exits, teleporters can also transfer items and 4417 Unlike exits, teleporters can also transfer items and
4563 monsters to different locations on the same map. ]]> 4418 monsters to different locations on the same map.]]>
4564 </description> 4419 </description>
4565 <use><![CDATA[ 4420 <use><![CDATA[
4566 When creating maps, I guess sooner or later you'll want to have 4421 When creating maps, I guess sooner or later you'll want to have
4567 an invisible teleporter. If using "invisible 1", the teleporter 4422 an invisible teleporter. If using "invisible 1", the teleporter
4568 can still be discovered with the show_invisible spell. And in 4423 can still be discovered with the show_invisible spell. And in
4569 some cases you can't place it under the floor to prevent this. 4424 some cases you can't place it under the floor to prevent this.
4570 <br><br> 4425 <br><br>
4571 Fortunately, there is a cool trick to make a perfectly invisible 4426 Fortunately, there is a cool trick to make a perfectly invisible
4572 teleporter: You simply add teleporter functionality to the floor 4427 teleporter: You simply add teleporter functionality to the floor
4573 itself. That means: You take the floor arch (e.g. "flagstone"), 4428 itself. That means: You take the floor arch (e.g. "flagstone"),
4574 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4429 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4575 </use> 4430 </use>
4576 <attribute arch="slaying" editor="exit path" type="string"> 4431 <attribute arch="slaying" editor="exit path" type="string">
4577 The exit path specifies the map that the player is transferred to. 4432 The exit path specifies the map that the player is transferred to.
4578 &lt;exit path&gt; can be an absolute path, beginning with '/' 4433 &lt;exit path&gt; can be an absolute path, beginning with '/'
4579 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4434 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4615 be transferred to the "default enter location" of the destined map. 4470 be transferred to the "default enter location" of the destined map.
4616 The latter can be set in the map-properties as "Enter X/Y". Though, 4471 The latter can be set in the map-properties as "Enter X/Y". Though,
4617 please DO NOT use that. It turned out to be a source for numerous 4472 please DO NOT use that. It turned out to be a source for numerous
4618 map-bugs. 4473 map-bugs.
4619 </attribute> 4474 </attribute>
4620 <attribute arch="connected" editor="connection" type="int"> 4475 <attribute arch="connected" editor="connection" type="string">
4621 If a connection value is set, the teleporter will be activated 4476 If a connection value is set, the teleporter will be activated
4622 whenever the connection is triggered. To use this properly, 4477 whenever the connection is triggered. To use this properly,
4623 &lt;activation speed&gt; must be zero. 4478 &lt;activation speed&gt; must be zero.
4624 </attribute> 4479 </attribute>
4480 &activate_on;
4625 <attribute arch="speed" editor="activation speed" type="float"> 4481 <attribute arch="speed" editor="activation speed" type="float">
4626 If the &lt;activation speed&gt; is nonzero, the teleporter will 4482 If the &lt;activation speed&gt; is nonzero, the teleporter will
4627 automatically be activated in regular time-intervals. Hence, the 4483 automatically be activated in regular time-intervals. Hence, the
4628 player can just step on it and gets teleported sooner or later. 4484 player can just step on it and gets teleported sooner or later.
4629 The duration between two activates depends on the given value. 4485 The duration between two activates depends on the given value.
4639<type number="26" name="Timed Gate"> 4495<type number="26" name="Timed Gate">
4640 <ignore> 4496 <ignore>
4641 <ignore_list name="non_pickable" /> 4497 <ignore_list name="non_pickable" />
4642 </ignore> 4498 </ignore>
4643 <description><![CDATA[ 4499 <description><![CDATA[
4644 Gates play an important role in Crossfire. Gates can be opened 4500 Gates play an important role in Deliantra. Gates can be opened
4645 by activating a button/trigger, by speaking passwords (-> magic_ear) 4501 by activating a button/trigger, by speaking passwords (-> magic_ear)
4646 or carrying special key-objects (-> inventory checker). 4502 or carrying special key-objects (-> inventory checker).
4647 Unlike locked doors, gates can get shut again after a player has 4503 Unlike locked doors, gates can get shut again after a player has
4648 passed, which makes them more practical in many cases. Unlike normal 4504 passed, which makes them more practical in many cases. Unlike normal
4649 gates, timed gates open when triggered but automatically close again 4505 gates, timed gates open when triggered but automatically close again
4650 after some time.]]> 4506 after some time.]]>
4651 </description> 4507 </description>
4652 <use><![CDATA[ 4508 <use><![CDATA[
4653 Use gates to divide your maps into separated areas. After solving 4509 Use gates to divide your maps into separated areas. After solving
4654 area A, the player gains access to area B, and so on. Make your 4510 area A, the player gains access to area B, and so on. Make your
4655 maps more complex than "one-way". ]]> 4511 maps more complex than "one-way".]]>
4656 </use> 4512 </use>
4657 <attribute arch="no_pick" value="1" type="fixed" /> 4513 <attribute arch="no_pick" value="1" type="fixed" />
4658 <attribute arch="connected" editor="connection" type="int"> 4514 <attribute arch="connected" editor="connection" type="string">
4659 Whenever the inventory checker is triggered, all objects with identical 4515 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with 4516 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4518 after some time.
4663 </attribute> 4519 </attribute>
4520 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4521 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4522 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4523 Zero means completely open/down, the "number of animation-steps" (usually
4667 about 6 or 7) means completely closed/up state. I suggest you don't 4524 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4525 mess with this value - Leave the default in place.
4699 and generally have either a physical attack or trigger a reaction. 4556 and generally have either a physical attack or trigger a reaction.
4700 <br><br> 4557 <br><br>
4701 Traps hit any monster or person who steps on them for 'dam' damage in 4558 Traps hit any monster or person who steps on them for 'dam' damage in
4702 'attacktype' attacktype and/or trigger a reaction. 4559 'attacktype' attacktype and/or trigger a reaction.
4703 <br><br> 4560 <br><br>
4704 Many traps are already defined in the archetypes. ]]> 4561 Many traps are already defined in the archetypes.]]>
4705 </description> 4562 </description>
4706 <use><![CDATA[ 4563 <use><![CDATA[
4707 Avoid monsters stepping on your traps. For example, a party of orcs setting 4564 Avoid monsters stepping on your traps. For example, a party of orcs setting
4708off your lightning wall and pit trap is usually a bad idea. ]]> 4565 off your lightning wall and pit trap is usually a bad idea.]]>
4709 </use> 4566 </use>
4710 <attribute arch="no_pick" value="1" type="fixed" /> 4567 <attribute arch="no_pick" value="1" type="fixed" />
4711 &move_on; 4568 &move_on;
4712 <attribute arch="level" editor="trap level" type="int"> 4569 <attribute arch="level" editor="trap level" type="int">
4713 Level effects how easily a trap may be found and disarmed, and 4570 Level effects how easily a trap may be found and disarmed, and
4729 </attribute> 4586 </attribute>
4730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4731 This attribute defines what attacktype to use for direct damage when 4588 This attribute defines what attacktype to use for direct damage when
4732 the trap detonates. 4589 the trap detonates.
4733 </attribute> 4590 </attribute>
4734 <attribute arch="connected" editor="connection" type="int"> 4591 <attribute arch="connected" editor="connection" type="string">
4735 When the trap is detonated, all objects with the same 4592 When the trap is detonated, all objects with the same
4736 connection value get activated. 4593 connection value get activated.
4737 </attribute> 4594 </attribute>
4738 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4739 When the trap detonates, this text is displayed to the 4596 When the trap detonates, this text is displayed to the
4751 Trapdoors are very similar to pits. The difference is that they 4608 Trapdoors are very similar to pits. The difference is that they
4752 can not be closed. Instead, the weight of the object on the 4609 can not be closed. Instead, the weight of the object on the
4753 trapdoor determines weither it slams the trapdoor open and falls through 4610 trapdoor determines weither it slams the trapdoor open and falls through
4754 or not.<br> 4611 or not.<br>
4755 Once a trapdoor has been opened (by a creature or items of sufficient 4612 Once a trapdoor has been opened (by a creature or items of sufficient
4756 weight,) it remains open, acting like an opened pit. ]]> 4613 weight,) it remains open, acting like an opened pit.]]>
4757 </description> 4614 </description>
4758 <use><![CDATA[ 4615 <use><![CDATA[
4759 Trapdoors should be used in the same fashion as pits: 4616 Trapdoors should be used in the same fashion as pits:
4760 They should always drop the victims to some kind of lower level. They 4617 They should always drop the victims to some kind of lower level. They
4761 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4618 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4762 </use> 4619 </use>
4763 <attribute arch="no_pick" value="1" type="fixed" /> 4620 <attribute arch="no_pick" value="1" type="fixed" />
4764 &move_on; 4621 &move_on;
4765 <attribute arch="weight" editor="hold weight" type="int"> 4622 <attribute arch="weight" editor="hold weight" type="int">
4766 This value defines how much weight the trapdoor can hold. 4623 This value defines how much weight the trapdoor can hold.
4792 <attribute arch="value" /> 4649 <attribute arch="value" />
4793 <attribute arch="material" /> 4650 <attribute arch="material" />
4794 </ignore> 4651 </ignore>
4795 <description><![CDATA[ 4652 <description><![CDATA[
4796 A treasure-object turns into certain randomitems when the map is loaded 4653 A treasure-object turns into certain randomitems when the map is loaded
4797 into the game. ]]> 4654 into the game.]]>
4798 </description> 4655 </description>
4799 <use><![CDATA[ 4656 <use><![CDATA[
4800 About usage of the "random-artifact" treasurelist: 4657 About usage of the "random-artifact" treasurelist:
4801 This will generate powerful stuff like girdles, xray helmets, special 4658 This will generate powerful stuff like girdles, xray helmets, special
4802 swords etc. If you put this as reward to your quest, players might be 4659 swords etc. If you put this as reward to your quest, players might be
4803 motivated to do it more than once. BUT, by doing so they will get a huge 4660 motivated to do it more than once. BUT, by doing so they will get a huge
4804 number of different artifacts! Besides, players will always seek the place 4661 number of different artifacts! Besides, players will always seek the place
4805 with the most easy-to-get random artifact and ignore all others. 4662 with the most easy-to-get random artifact and ignore all others.
4806 My advice: Don't use it! Attract players with good fighting experience 4663 My advice: Don't use it! Attract players with good fighting experience
4807 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4664 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4808 </use> 4665 </use>
4809 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4666 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4810 This entry determines what kind of treasure will appear. Look into 4667 This entry determines what kind of treasure will appear. Look into
4811 /crossfire/share/crossfire/treasures for details about existing 4668 /crossfire/share/crossfire/treasures for details about existing
4812 treasurelists. 4669 treasurelists.
4843 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4700 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4844 &lt;key string&gt; which can be discovered by detectors or inventory 4701 &lt;key string&gt; which can be discovered by detectors or inventory
4845 checkers. It is also possible to use markers for removing marks again. 4702 checkers. It is also possible to use markers for removing marks again.
4846 <br><br> 4703 <br><br>
4847 Note that the player has no possibility to "see" his own marks, 4704 Note that the player has no possibility to "see" his own marks,
4848 except by the effect that they cause on the maps. ]]> 4705 except by the effect that they cause on the maps.]]>
4849 </description> 4706 </description>
4850 <use><![CDATA[ 4707 <use><![CDATA[
4851 Markers hold real cool possibilities for map-making. I encourage 4708 Markers hold real cool possibilities for map-making. I encourage
4852 you to use them frequently. However there is one negative point 4709 you to use them frequently. However there is one negative point
4853 about markers: Players don't "see" what's going on with them. It is 4710 about markers: Players don't "see" what's going on with them. It is
4854 your task, as map-creator, to make sure the player is always well 4711 your task, as map-creator, to make sure the player is always well
4855 informed and never confused. 4712 informed and never confused.
4856 <br><br> 4713 <br><br>
4857 Please avoid infinite markers when they aren't needed. They're 4714 Please avoid infinite markers when they aren't needed. They're
4858 using a little space in the player file after all, so if there 4715 using a little space in the player file after all, so if there
4859 is no real purpose, set an expire time. ]]> 4716 is no real purpose, set an expire time.]]>
4860 </use> 4717 </use>
4861 <attribute arch="no_pick" value="1" type="fixed" /> 4718 <attribute arch="no_pick" value="1" type="fixed" />
4862 <attribute arch="slaying" editor="key string" type="string"> 4719 <attribute arch="slaying" editor="key string" type="string">
4863 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4720 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4864 If the player already has a force with that &lt;key string&gt;, 4721 If the player already has a force with that &lt;key string&gt;,
4865 there won't be inserted a second one. 4722 there won't be inserted a second one.
4866 </attribute> 4723 </attribute>
4867 <attribute arch="connected" editor="connection" type="int"> 4724 <attribute arch="connected" editor="connection" type="string">
4868 Unlike a regular marker this is the connection that triggers this marker to activate. 4725 Unlike a regular marker this is the connection that triggers this marker to activate.
4869 </attribute> 4726 </attribute>
4870 <attribute arch="food" editor="mark duration" type="int"> 4727 <attribute arch="food" editor="mark duration" type="int">
4871 This value defines the duration of the force it inserts. 4728 This value defines the duration of the force it inserts.
4872 If nonzero, the duration of the player's mark is finite: 4729 If nonzero, the duration of the player's mark is finite:
4903 <attribute arch="name_pl" /> 4760 <attribute arch="name_pl" />
4904 <attribute arch="value" /> 4761 <attribute arch="value" />
4905 <attribute arch="unpaid" /> 4762 <attribute arch="unpaid" />
4906 </ignore> 4763 </ignore>
4907 <description><![CDATA[ 4764 <description><![CDATA[
4908 Walls usually block passage and sight. ]]> 4765 Walls usually block passage and sight.]]>
4909 </description> 4766 </description>
4910 &movement_types_terrain; 4767 &movement_types_terrain;
4911 <attribute arch="can_roll" editor="moveable" type="bool"> 4768 <attribute arch="can_roll" editor="moveable" type="bool">
4912 If set, the object is able to "roll", so it can be pushed around. 4769 If set, the object is able to "roll", so it can be pushed around.
4913 This setting is used for boulders and barrels. 4770 This setting is used for boulders and barrels.
4926<type number="109" name="Wand &amp; Staff"> 4783<type number="109" name="Wand &amp; Staff">
4927 <description><![CDATA[ 4784 <description><![CDATA[
4928 Wands contain a certain spell. The player can apply (ready) and 4785 Wands contain a certain spell. The player can apply (ready) and
4929 fire the wand. After a defined number of casts, the wand is 4786 fire the wand. After a defined number of casts, the wand is
4930 "used up". It is possible to recharge a wand with scrolls of 4787 "used up". It is possible to recharge a wand with scrolls of
4931 charging, but usually that isn't worth the cost. ]]> 4788 charging, but usually that isn't worth the cost.]]>
4932 </description> 4789 </description>
4933 <use><![CDATA[ 4790 <use><![CDATA[
4934 Wands are quite seldomly used. The reason prolly is that they're 4791 Wands are quite seldomly used. The reason prolly is that they're
4935 generally not cost-efficient. Handing out high-level wands with 4792 generally not cost-efficient. Handing out high-level wands with
4936 powerful special spells isn't a good idea either, because of 4793 powerful special spells isn't a good idea either, because of
4937 the recharge ability. 4794 the recharge ability.
4938 <br><br> 4795 <br><br>
4939 For low levels, staffs of healing/cure and word of recall are 4796 For low levels, staffs of healing/cure and word of recall are
4940 quite desirable though. Ideal rewards for low level quests. ]]> 4797 quite desirable though. Ideal rewards for low level quests.]]>
4941 </use> 4798 </use>
4942 <attribute arch="sp" editor="spell" type="spell"> 4799 <attribute arch="sp" editor="spell" type="spell">
4943 The &lt;spell&gt; specifies the contained spell. 4800 The &lt;spell&gt; specifies the contained spell.
4944 </attribute> 4801 </attribute>
4945 <attribute arch="level" editor="casting level" type="int"> 4802 <attribute arch="level" editor="casting level" type="int">
4970 <ignore_list name="non_pickable" /> 4827 <ignore_list name="non_pickable" />
4971 </ignore> 4828 </ignore>
4972 <description><![CDATA[ 4829 <description><![CDATA[
4973 A weak wall is a breakable spot amidsts a solid wall. Typically 4830 A weak wall is a breakable spot amidsts a solid wall. Typically
4974 these weak walls look similar to their solid "relatives" except 4831 these weak walls look similar to their solid "relatives" except
4975 for a small crack or little chunks of wall on the ground. ]]> 4832 for a small crack or little chunks of wall on the ground.]]>
4976 </description> 4833 </description>
4977 <use><![CDATA[ 4834 <use><![CDATA[
4978 If you want to create hidden rooms, using weak walls is alot 4835 If you want to create hidden rooms, using weak walls is alot
4979 better than completely indiscernible passages in a wall.<br> 4836 better than completely indiscernible passages in a wall.<br>
4980 Anyways, there can be a lot more to weak walls than just finding 4837 Anyways, there can be a lot more to weak walls than just finding
4981 them: Rising their defensive stats, weak walls can become a 4838 them: Rising their defensive stats, weak walls can become a
4982 serious obstacle. An ice wall might only be torn down by a fire 4839 serious obstacle. An ice wall might only be torn down by a fire
4983 attack for example. A granite wall for instance might be very 4840 attack for example. A granite wall for instance might be very
4984 hard to destroy. ]]> 4841 hard to destroy.]]>
4985 </use> 4842 </use>
4986 <attribute arch="alive" value="1" type="fixed" /> 4843 <attribute arch="alive" value="1" type="fixed" />
4987 <attribute arch="no_pick" value="1" type="fixed" /> 4844 <attribute arch="no_pick" value="1" type="fixed" />
4988 <attribute arch="tear_down" value="1" type="fixed" /> 4845 <attribute arch="tear_down" value="1" type="fixed" />
4989 <attribute arch="race" editor="race" type="string"> 4846 <attribute arch="race" editor="race" type="string">
5010 </attribute> 4867 </attribute>
5011 <attribute arch="ac" editor="armour class" type="int"> 4868 <attribute arch="ac" editor="armour class" type="int">
5012 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4869 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5013 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4870 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5014 </attribute> 4871 </attribute>
5015<section name="resistance"> 4872 &resistances_basic;
5016 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5055 </attribute>
5056 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5057 </attribute>
5058</section>
5059</type> 4873</type>
5060 4874
5061<!--####################################################################--> 4875<!--####################################################################-->
5062<type number="15" name="Weapon"> 4876<type number="15" name="Weapon">
5063 <description><![CDATA[ 4877 <description><![CDATA[
5064 Wielding a weapon, the object's stats will directly be inherited to the 4878 Wielding a weapon, the object's stats will directly be inherited to the
5065 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4879 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5066 be improved with scrolls. ]]> 4880 be improved with scrolls.]]>
5067 </description> 4881 </description>
5068 <use><![CDATA[ 4882 <use><![CDATA[
5069 If you create artifacts (equipment) with stats- or resistance-bonus: 4883 If you create artifacts (equipment) with stats- or resistance-bonus:
5070 Keep playbalance in mind! Such items mustn't be reachable without hard 4884 Keep playbalance in mind! Such items mustn't be reachable without hard
5071 fighting AND questing. ]]> 4885 fighting AND questing.]]>
5072 </use> 4886 </use>
5073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4887 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5074 This number is a bitmask, specifying the weapon's attacktypes. 4888 This number is a bitmask, specifying the weapon's attacktypes.
5075 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4889 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5076 have no more than one or two attacktypes. Keep in mind that all weapons 4890 have no more than one or two attacktypes. Keep in mind that all weapons
5131 amount of &lt;item power&gt;, depending on their own level. This is the 4945 amount of &lt;item power&gt;, depending on their own level. This is the
5132 only way to prevent low level players to wear "undeserved" equipment 4946 only way to prevent low level players to wear "undeserved" equipment
5133 (like gifts from other players or cheated items). 4947 (like gifts from other players or cheated items).
5134 4948
5135 It is very important to adjust the &lt;item power&gt; value carefully 4949 It is very important to adjust the &lt;item power&gt; value carefully
5136 for every artifact you create! If zero/unset, the CF server will 4950 for every artifact you create! If zero/unset, the Deliantra server will
5137 calculate a provisional value at runtime, but this is never 4951 calculate a provisional value at runtime, but this is never
5138 going to be an accurate measurement of &lt;item power&gt;. 4952 going to be an accurate measurement of &lt;item power&gt;.
5139 </attribute> 4953 </attribute>
5140 <attribute arch="damned" editor="damnation" type="bool"> 4954 <attribute arch="damned" editor="damnation" type="bool">
5141 A damned weapon cannot be unwielded unless 4955 A damned weapon cannot be unwielded unless
5161 </attribute> 4975 </attribute>
5162 <attribute arch="startequip" editor="godgiven item" type="bool"> 4976 <attribute arch="startequip" editor="godgiven item" type="bool">
5163 A godgiven item vanishes as soon as the player 4977 A godgiven item vanishes as soon as the player
5164 drops it to the ground. 4978 drops it to the ground.
5165 </attribute> 4979 </attribute>
5166<section name="resistance"> 4980 &player_stat_resist_sections;
5167 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5168 This adds physical resistance to the weapon (= armour value). The number is
5169 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5170 and what they require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5173 This adds magic resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5178 This adds fire resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5183 This adds electricity resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5188 This adds fire resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5193 This adds confusion resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Confusion resistance is not very effective
5195 unless the value comes close to 100 (= perfect immunity).
5196 </attribute>
5197 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5198 This adds acid resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Treat this with CARE. Look at other maps and what they
5200 require to do for getting this-and-that artifact.
5201 </attribute>
5202 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5203 This adds draining resistance to the weapon. The number is a percent-value
5204 in the range 0-100. Draining resistance is little effective
5205 unless the value is 100 (= perfect immunity).
5206 </attribute>
5207 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5208 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5209 the range 0-100. Weaponmagic resistance generally should not exist on
5210 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5211 are not meant to be easily resisted.
5212 </attribute>
5213 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5214 This adds ghosthit resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5219 This adds poison resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Treat this with CARE. Look at other maps and what they
5221 require to do for getting this-and-that artifact.
5222 </attribute>
5223 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5224 This adds fear resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Resistance to fear is pretty useless.
5226 </attribute>
5227 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5228 This adds paralyze resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Paralyze resistance is little effective
5230 unless the value is 100 (= perfect immunity).
5231 </attribute>
5232 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5233 This adds fear resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Resistance to fear is pretty useless.
5235 </attribute>
5236 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5237 This adds depletion resistance to the weapon. The number is a percent-value
5238 in the range 0-100. Depletion resistance is little effective
5239 unless the value is 100 (= perfect immunity).
5240 </attribute>
5241 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5242 This adds death-attack resistance to the weapon. The number is a
5243 percent-value in the range 0-100. Death-attack resistance is little
5244 effective unless the value is 100 (= perfect immunity).
5245 Generally, resistance to death-attack is not supposed to be
5246 available to players!
5247 </attribute>
5248 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5249 This adds chaos resistance to the weapon. The number is a percent-value in
5250 the range 0-100. Treat this with CARE. Look at other maps and what they
5251 require to do for getting this-and-that artifact.
5252 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5253 combination of other attacktypes.
5254 </attribute>
5255 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5256 This adds blinding resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Treat this with CARE. Look at other maps and what they
5258 require to do for getting this-and-that artifact.
5259 </attribute>
5260 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5261 This adds holy power resistance to the weapon. The number is a percent-value
5262 in the range 0-100. Holy power is the attacktype that holyword-type spells
5263 use to hurt undead creatures. This kind of resistance is only reasonable
5264 for undead players (wraith or devourer cult).
5265 Generally, resistance to holy word should not be available for players.
5266 </attribute>
5267</section>
5268<section name="stats">
5269 <attribute arch="Str" editor="strength" type="int">
5270 The player's strentgh will rise/fall by the given value
5271 while wearing this weapon.
5272 </attribute>
5273 <attribute arch="Dex" editor="dexterity" type="int">
5274 The player's dexterity will rise/fall by the given value
5275 while wearing this weapon.
5276 </attribute>
5277 <attribute arch="Con" editor="constitution" type="int">
5278 The player's constitution will rise/fall by the given value
5279 while wearing this weapon.
5280 </attribute>
5281 <attribute arch="Int" editor="intelligence" type="int">
5282 The player's intelligence will rise/fall by the given value
5283 while wearing this weapon.
5284 </attribute>
5285 <attribute arch="Pow" editor="power" type="int">
5286 The player's power will rise/fall by the given value
5287 while wearing this weapon.
5288 </attribute>
5289 <attribute arch="Wis" editor="wisdom" type="int">
5290 The player's wisdom will rise/fall by the given value while
5291 wearing this weapon.
5292 </attribute>
5293 <attribute arch="Cha" editor="charisma" type="int">
5294 The player's charisma will rise/fall by the given value
5295 while wearing this weapon.
5296 </attribute>
5297</section>
5298<section name="misc"> 4981<section name="misc">
5299 <attribute arch="luck" editor="luck bonus" type="int"> 4982 <attribute arch="luck" editor="luck bonus" type="int">
5300 With positive luck bonus, the player is more likely to 4983 With positive luck bonus, the player is more likely to
5301 succeed in all sorts of things (spellcasting, praying,...). 4984 succeed in all sorts of things (spellcasting, praying,...).
5302 Unless the &lt;luck bonus&gt; is very high, the effect will be 4985 Unless the &lt;luck bonus&gt; is very high, the effect will be
5381</type> 5064</type>
5382 5065
5383<type number="116" name="Event Connector"> 5066<type number="116" name="Event Connector">
5384 <description><![CDATA[ 5067 <description><![CDATA[
5385 Event connectors link specific events that happen to objects to 5068 Event connectors link specific events that happen to objects to
5386 a crossfire plug-in. ]]> 5069 a crossfire plug-in. They are not used at all in Deliantra.]]>
5387 </description> 5070 </description>
5388 <attribute arch="subtype" editor="event type" type="list_event_type">
5389 The type of event that triggers a notify to the plug-in.
5390 </attribute>
5391 <attribute arch="title" editor="plug-in" type="string">
5392 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5393 for python and "perl" for the Crossfire-Perl plug-in.
5394 </attribute>
5395 <attribute arch="slaying" editor="extension" type="string">
5396 The name of the extension to invoke (for python, this is the path to a script,
5397 for perl this is the name of a extension package without the ".ext" extension.
5398 </attribute>
5399 <attribute arch="name" editor="options" type="string">
5400 A string that is passed unaltered to the extension above. Often used to pass
5401 options to the extension that alter its behaviour.
5402 </attribute>
5403</type> 5071</type>
5404 5072
5405</types> 5073</types>

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