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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.21 by elmex, Wed Dec 20 19:19:05 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.
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 149 every tick.
159 </attribute> 150 </attribute>
160 "> 151 ">
161 <!ENTITY activate_on " 152 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
164 </attribute> 155 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
167 </attribute> 158 </attribute>
168 "> 159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
169]> 354]>
170 355
171<types> 356<types>
172 357
173<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
456 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 644 </attribute>
460 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
462 </attribute> 658 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
505 </attribute> 701 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 705 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
510 </attribute> 716 </attribute>
511</default_type> 717</default_type>
512 718
513<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 778 This text may describe the object.
573 </attribute> 779 </attribute>
574</type> 780</type>
575 781
576<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 784<type number="999" name="Ability">
578 <ignore> 785 <ignore>
579 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
580 </ignore> 787 </ignore>
581 <description><![CDATA[ 788 <description><![CDATA[
582 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
583 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 792 <br><br>
586 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
587 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
588 \n\n 795 \n\n
589 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 797 &lt;treasurelist&gt;.]]>
591 </description> 798 </description>
592 <use><![CDATA[ 799 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 800 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 801 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 802 The long/short-range spell feature can make boss-monsters more
597 <br><br> 804 <br><br>
598 You should keep in mind that magic abilities allow players 805 You should keep in mind that magic abilities allow players
599 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
600 make the spells more dangerous. However, this really shouldn't 807 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 808 be neccessary unless you work on very high level maps.
602 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?]]>
603 </use> 810 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 811 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 812 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 813 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 814 The monster will use the specified &lt;short range spell&gt;
644 </ignore> 851 </ignore>
645 <description><![CDATA[ 852 <description><![CDATA[
646 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,
647 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
648 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.
649 Either way, the sacrificed item disappears. ]]> 856 Either way, the sacrificed item disappears.]]>
650 </description> 857 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 858 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 859 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 860 <attribute arch="slaying" editor="match item name" type="string">
654 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
655 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
656 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.
657 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".
658 expected to drop on the altar. (Often this is put in the altar's 865 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums")
660 </attribute> 866 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 867 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 868 The drop amount specifies the amount of items (specified
663 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.
664 870
666 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
667 200 silver, 20 gold, or 4 platinum will all work.) 873 200 silver, 20 gold, or 4 platinum will all work.)
668 874
669 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.
670 </attribute> 876 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 877 <attribute arch="connected" editor="connection" type="string">
672 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
673 with the same value, when activated. This will only work once. 879 with the same value, when activated. This will only work once.
674 </attribute> 880 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 881 <attribute arch="sp" editor="spell" type="spell">
676 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
690 <ignore_list name="non_pickable" /> 896 <ignore_list name="non_pickable" />
691 </ignore> 897 </ignore>
692 <description><![CDATA[ 898 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 899 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 900 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 902 </description>
697 <use><![CDATA[ 903 <use><![CDATA[
698 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...
699 <UL> 905 <UL>
700 <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.
701 <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.
702 <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.
703 </UL> 909 </UL>
704 The big advantage over normal altars is the infinite usability 910 The big advantage over normal altars is the infinite usability
705 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
706 quite grateful if things work more than once. =) ]]> 912 quite grateful if things work more than once. =)]]>
707 </use> 913 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 914 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 915 <attribute arch="slaying" editor="match item name" type="string">
710 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
711 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
712 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.
713 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".
714 expected to drop on the altar. (Often this is put in the altar's 920 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums")
716 </attribute> 921 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 922 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 923 The drop amount specifies the amount of items (specified
719 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.
720 925
722 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
723 200 silver, 20 gold, or 4 platinum will all work.) 928 200 silver, 20 gold, or 4 platinum will all work.)
724 929
725 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.
726 </attribute> 931 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 932 <attribute arch="connected" editor="connection" type="string">
728 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
729 with the same value, when activated. This will only work once. 934 with the same value, when activated. This will only work once.
730 </attribute> 935 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 936 <attribute arch="sp" editor="spell" type="spell">
732 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).
756 in the exact moment when the altar is activated. 961 in the exact moment when the altar is activated.
757 </attribute> 962 </attribute>
758</type> 963</type>
759 964
760<!--####################################################################--> 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<!--####################################################################-->
761<type number="39" name="Amulet"> 982<type number="39" name="Amulet">
762 <description><![CDATA[ 983 <description><![CDATA[
763 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
764 the player. Amulets are usually meant for protection and defense. ]]> 985 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 986 </description>
766 <use><![CDATA[ 987 <use><![CDATA[
767 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
768 important that you keep your artifact in balance with existing maps. ]]> 989 important that you keep your artifact in balance with existing maps.]]>
769 </use> 990 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 991 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 992 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 994 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1005 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1006 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1007 (like gifts from other players or cheated items).
787 1008
788 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
789 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
790 calculate a provisional value at runtime, but this is never 1011 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1012 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1013 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1014 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1015 A damned piece of equipment cannot be unwielded unless the curse
820 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
821 &lt;is applied&gt;. 1042 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1043 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1044 is NOT in a monster's inventory.
824 </attribute> 1045 </attribute>
825<section name="resistance"> 1046 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1047<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1048 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1049 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1050 succeed in all sorts of things (spellcasting, praying,...).
961 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
1049 Battleground is very special: In short, players can die on battleground 1139 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1140 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1141 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1142 work either.
1053 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
1054 location which is defined in the battleground object. ]]> 1144 location which is defined in the battleground object.]]>
1055 </description> 1145 </description>
1056 <use><![CDATA[ 1146 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1147 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1148 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1149 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1151 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1152 on battleground, because it bears no risk.<br><br>
1063 (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,
1064 or when it is placed beneath another floor tile. 1154 or when it is placed beneath another floor tile.
1065 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
1066 "hidden" battleground tiles anywhere.) ]]> 1156 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1157 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1158 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1159 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1160 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1161 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1166 get teleported after they died on this battleground.
1077 </attribute> 1167 </attribute>
1078</type> 1168</type>
1079 1169
1080<!--####################################################################--> 1170<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1171<type number="165" name="Safe ground">
1082 <ignore> 1172 <ignore>
1083 <ignore_list name="non_pickable" /> 1173 <ignore_list name="non_pickable" />
1084 </ignore> 1174 </ignore>
1085 <description><![CDATA[ 1175 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1176 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1177 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1179 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1180 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1181 ]]>
1093 </description> 1182 </description>
1094 <use><![CDATA[ 1183 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1184 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1185 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1186 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1187 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1188 ]]>
1100 </use> 1189 </use>
1190 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1191 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1192</type>
1103 1193
1104<!--####################################################################--> 1194<!--####################################################################-->
1105<type number="8" name="Book"> 1195<type number="8" name="Book">
1106 <description><![CDATA[ 1196 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]> 1197 Applying a book, the containing message is displayed to the player.]]>
1108 </description> 1198 </description>
1109 <attribute arch="level" editor="literacy level" type="int"> 1199 <attribute arch="level" editor="literacy level" type="int">
1110 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
1111 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
1112 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
1128 </attribute> 1218 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string"> 1219 <attribute arch="slaying" editor="key string" type="string">
1130 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.
1131 (This is used eg. for the gate/port passes in scorn) 1221 (This is used eg. for the gate/port passes in scorn)
1132 </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>
1133</type> 1227</type>
1134 1228
1135<!--####################################################################--> 1229<!--####################################################################-->
1136<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1137 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1138 <description><![CDATA[ 1232 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to 1233 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor 1234 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]> 1235 protection bonus.]]>
1142 </description> 1236 </description>
1143 <use><![CDATA[ 1237 <use><![CDATA[
1144 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
1145 important that you keep your artifact in balance with existing maps. ]]> 1239 important that you keep your artifact in balance with existing maps.]]>
1146 </use> 1240 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int"> 1241 <attribute arch="exp" editor="speed bonus" type="int">
1148 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
1149 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-
1150 and medium level. High level players usually have fastest possible 1244 and medium level. High level players usually have fastest possible
1166<type number="104" name="Bracers"> 1260<type number="104" name="Bracers">
1167 <import_type name="Amulet" /> 1261 <import_type name="Amulet" />
1168 <description><![CDATA[ 1262 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists. 1263 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to 1264 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]> 1265 the player. Usually enhancing his defense.]]>
1172 </description> 1266 </description>
1173 <use><![CDATA[ 1267 <use><![CDATA[
1174 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
1175 important that you keep your artifact in balance with existing maps. ]]> 1269 important that you keep your artifact in balance with existing maps.]]>
1176 </use> 1270 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int"> 1271 <attribute arch="magic" editor="magic bonus" type="int">
1178 &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
1179 "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
1180 than direct armour-class bonus on the bracers. 1274 than direct armour-class bonus on the bracers.
1184<!--####################################################################--> 1278<!--####################################################################-->
1185<type number="16" name="Brestplate Armour"> 1279<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" /> 1280 <import_type name="Amulet" />
1187 <description><![CDATA[ 1281 <description><![CDATA[
1188 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
1189 the player. Usually enhancing his defense. ]]> 1283 the player. Usually enhancing his defense.]]>
1190 </description> 1284 </description>
1191 <use><![CDATA[ 1285 <use><![CDATA[
1192 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
1193 important that you keep your artifact in balance with existing maps. ]]> 1287 important that you keep your artifact in balance with existing maps.]]>
1194 </use> 1288 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 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.
1197 The bigger the spellpoint penalty, the worse. 1291 The bigger the spellpoint penalty, the worse.
1198 </attribute> 1292 </attribute>
1214 </ignore> 1308 </ignore>
1215 <description><![CDATA[ 1309 <description><![CDATA[
1216 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
1217 &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
1218 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
1219 &lt;connection&gt; value get's triggered a second time. ]]> 1313 &lt;connection&gt; value get's triggered a second time.]]>
1220 </description> 1314 </description>
1221 &move_on; 1315 &move_on;
1222 &move_off; 1316 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1225 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1226 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1227 </attribute> 1321 </attribute>
1228 <attribute arch="connected" editor="connection" type="int"> 1322 <attribute arch="connected" editor="connection" type="string">
1229 Every time the button is pressed or released, all objects 1323 Every time the button is pressed or released, all objects
1230 with the same &lt;connection&gt; value are activated. 1324 with the same &lt;connection&gt; value are activated.
1231 </attribute> 1325 </attribute>
1232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1233 This text may describe the item. You can use this 1327 This text may describe the item. You can use this
1242 <ignore_list name="non_pickable" /> 1336 <ignore_list name="non_pickable" />
1243 </ignore> 1337 </ignore>
1244 <description><![CDATA[ 1338 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period 1339 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the 1340 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]> 1341 &lt;connection&gt; value is triggered.]]>
1248 </description> 1342 </description>
1249</type> 1343</type>
1250 1344
1251<!--####################################################################--> 1345<!--####################################################################-->
1252<type number="37" name="Class Changer"> 1346<type number="37" name="Class Changer">
1253 <ignore> 1347 <ignore>
1254 <ignore_list name="non_pickable" /> 1348 <ignore_list name="non_pickable" />
1255 </ignore> 1349 </ignore>
1256 <description><![CDATA[ 1350 <description><![CDATA[
1257 Class changer are used while creating a character. ]]> 1351 Class changer are used while creating a character.]]>
1258 </description> 1352 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives. 1354 This entry determines which initial items the character receives.
1261 </attribute> 1355 </attribute>
1262<section name="stats"> 1356<section name="stats">
1295<type number="87" name="Cloak"> 1389<type number="87" name="Cloak">
1296 <import_type name="Amulet" /> 1390 <import_type name="Amulet" />
1297 <description><![CDATA[ 1391 <description><![CDATA[
1298 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
1299 the player. Cloaks usually add minor &lt;armour class&gt; and 1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]> 1394 sometimes a bit of resistance.]]>
1301 </description> 1395 </description>
1302 <use><![CDATA[ 1396 <use><![CDATA[
1303 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
1304 important that you keep your artifact in balance with existing maps. ]]> 1398 important that you keep your artifact in balance with existing maps.]]>
1305 </use> 1399 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int"> 1400 <attribute arch="magic" editor="magic bonus" type="int">
1307 &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
1308 "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
1309 than direct armour-class bonus on the cloak. 1403 than direct armour-class bonus on the cloak.
1314</type> 1408</type>
1315 1409
1316<!--####################################################################--> 1410<!--####################################################################-->
1317<type number="9" name="Clock"> 1411<type number="9" name="Clock">
1318 <description><![CDATA[ 1412 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]> 1413 Applying a clock, the time is displayed to the player.]]>
1320 </description> 1414 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item 1416 This text may describe the item
1323 </attribute> 1417 </attribute>
1324</type> 1418</type>
1329 A player can put (certain kinds of) items in the container. 1423 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a 1424 The overall weight of items is reduced when put inside a
1331 container, depending on the settings. 1425 container, depending on the settings.
1332 <br><br> 1426 <br><br>
1333 A special feature of containers is the "cauldron", 1427 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]> 1428 capable of mixing alchemical receipes.]]>
1335 </description> 1429 </description>
1336 <use><![CDATA[ 1430 <use><![CDATA[
1337 Note on chests - There are two types of chests: 1431 Note on chests - There are two types of chests:
1338 <UL> 1432 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers 1433 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when 1434 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest". 1435 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers, 1436 <LI> Second there are the permanent chests - Those are containers,
1343 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".
1344 </UL> ]]> 1438 </UL>]]>
1345 </use> 1439 </use>
1346 <attribute arch="race" editor="container class" type="string"> 1440 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects. 1441 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels", 1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys". 1443 "arrows" and "keys".
1404 <attribute arch="title" /> 1498 <attribute arch="title" />
1405 </ignore> 1499 </ignore>
1406 <description><![CDATA[ 1500 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a 1501 Converters are like "exchange tables". When the player drops a
1408 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
1409 predefined exchange-ratio. ]]> 1503 predefined exchange-ratio.]]>
1410 </description> 1504 </description>
1411 <use><![CDATA[ 1505 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the 1506 Converters are better than shopping with doormats, because the
1413 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
1414 those "exchange tables" are really nice, while for the more important 1508 those "exchange tables" are really nice, while for the more important
1416 <br><br> 1510 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser 1512 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like 1513 value than before! (Except if you are using "rare" items like
1420 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
1421 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.]]>
1422 </use> 1516 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1517 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string"> 1518 <attribute arch="slaying" editor="cost arch" type="string">
1425 &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
1426 put on the converter, as payment. 1520 put on the converter, as payment.
1442 of &lt;receive arch&gt;. 1536 of &lt;receive arch&gt;.
1443 </attribute> 1537 </attribute>
1444 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445 This text may contain a description of the converter. 1539 This text may contain a description of the converter.
1446 </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>
1447</type> 1547</type>
1448 1548
1449<!--####################################################################--> 1549<!--####################################################################-->
1450<type number="42" name="Creator"> 1550<type number="42" name="Creator">
1451 <ignore> 1551 <ignore>
1453 </ignore> 1553 </ignore>
1454 <description><![CDATA[ 1554 <description><![CDATA[
1455 A creator is an object which creates another object when it 1555 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are 1556 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. They can even 1557 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]> 1558 periodically create things.]]>
1459 </description> 1559 </description>
1460 <use><![CDATA[ 1560 <use><![CDATA[
1461 Don't hesitate to hide your creators under the floor. 1561 Don't hesitate to hide your creators under the floor.
1462 The created items will still always appear ontop of the floor. ]]> 1562 The created items will still always appear ontop of the floor.]]>
1463 </use> 1563 </use>
1464 <attribute arch="no_pick" value="1" type="fixed" /> 1564 <attribute arch="no_pick" value="1" type="fixed" />
1465 <attribute arch="other_arch" editor="create arch" type="string"> 1565 <attribute arch="other_arch" editor="create arch" type="string">
1466 This string defines the object that will be created. 1566 This string defines the object that will be created.
1467 You can choose any of the existing arches. 1567 You can choose any of the existing arches.
1468 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
1469 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
1470 chosen from all items present. 1570 chosen from all items present.
1471 </attribute> 1571 </attribute>
1472 <attribute arch="connected" editor="connection" type="int"> 1572 <attribute arch="connected" editor="connection" type="string">
1473 Whenever the connection value is activated, 1573 Whenever the connection value is activated,
1474 the creator gets triggered. 1574 the creator gets triggered.
1475 </attribute> 1575 </attribute>
1476 &activate_on; 1576 &activate_on;
1477 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1509 finds a specific object, it toggles its connected value. 1609 finds a specific object, it toggles its connected value.
1510 <br><br> 1610 <br><br>
1511 What is "unique" about them, compared to inv. checkers/ pedestals? 1611 What is "unique" about them, compared to inv. checkers/ pedestals?
1512 - First, detectors check their square for a match periodically, not 1612 - First, detectors check their square for a match periodically, not
1513 instantly. Second, detectors check directly for object names. Third, 1613 instantly. Second, detectors check directly for object names. Third,
1514 detectors do not check the inventory of players/monsters. ]]> 1614 detectors do not check the inventory of players/monsters.]]>
1515 </description> 1615 </description>
1516 <use><![CDATA[ 1616 <use><![CDATA[
1517 There is one major speciality about detectors: You can detect spells 1617 There is one major speciality about detectors: You can detect spells
1518 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
1519 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1520 walls, this can be very useful for map-mechanisms. ]]> 1620 walls, this can be very useful for map-mechanisms.]]>
1521 </use> 1621 </use>
1522 <attribute arch="no_pick" value="1" type="fixed" /> 1622 <attribute arch="no_pick" value="1" type="fixed" />
1523 <attribute arch="slaying" editor="match name" type="string"> 1623 <attribute arch="slaying" editor="match name" type="string">
1524 &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.
1525 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,
1526 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.
1527 </attribute> 1627 </attribute>
1528 <attribute arch="connected" editor="connection" type="int"> 1628 <attribute arch="connected" editor="connection" type="string">
1529 When the detector is triggered, all objects with the same 1629 When the detector is triggered, all objects with the same
1530 connection value get activated. 1630 connection value get activated.
1531 </attribute> 1631 </attribute>
1532 <attribute arch="speed" editor="detection speed" type="float"> 1632 <attribute arch="speed" editor="detection speed" type="float">
1533 This value defines the time between two detector-checks. 1633 This value defines the time between two detector-checks.
1541 by 1. 1641 by 1.
1542 </attribute> 1642 </attribute>
1543</type> 1643</type>
1544 1644
1545<!--####################################################################--> 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<!--####################################################################-->
1546<type number="112" name="Director"> 1671<type number="112" name="Director">
1547 <ignore> 1672 <ignore>
1548 <ignore_list name="non_pickable" /> 1673 <ignore_list name="non_pickable" />
1549 </ignore> 1674 </ignore>
1550 <description><![CDATA[ 1675 <description><![CDATA[
1551 Directors change the direction of spell objects and other projectiles 1676 Directors change the direction of spell objects and other projectiles
1552 that fly past. Unlike spinners, directors always move objects in the 1677 that fly past. Unlike spinners, directors always move objects in the
1553 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
1554 shoot into it.<br> 1679 shoot into it.<br>
1555 Directors are visible per default. ]]> 1680 Directors are visible per default.]]>
1556 </description> 1681 </description>
1557 <use><![CDATA[ 1682 <use><![CDATA[
1558 Directors are rarely used in maps. Sometimes they are placed to 1683 Directors are rarely used in maps. Sometimes they are placed to
1559 change the direction of spells coming out of magic walls, 1684 change the direction of spells coming out of magic walls,
1560 "channeling" spell-projectiles in some direction. When doing this, 1685 "channeling" spell-projectiles in some direction. When doing this,
1562 into them!</B> The spell-projectiles bouncing between the directors 1687 into them!</B> The spell-projectiles bouncing between the directors
1563 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
1564 server by eating memory- and CPU-time. 1689 server by eating memory- and CPU-time.
1565 <br><br> 1690 <br><br>
1566 You'd better not place directors in monster vs. player combat 1691 You'd better not place directors in monster vs. player combat
1567 areas too much, because that freaks out wizard-type players. ]]> 1692 areas too much, because that freaks out wizard-type players.]]>
1568 </use> 1693 </use>
1569 <attribute arch="sp" editor="direction" type="list_direction"> 1694 <attribute arch="sp" editor="direction" type="list_direction">
1570 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;.
1571 A director with direction &lt;none&gt; simply stops projectiles. 1696 A director with direction &lt;none&gt; simply stops projectiles.
1572 (The latter works out a bit strange for some spells). 1697 (The latter works out a bit strange for some spells).
1578<type number="158" name="Disease"> 1703<type number="158" name="Disease">
1579 <ignore> 1704 <ignore>
1580 <ignore_list name="system_object" /> 1705 <ignore_list name="system_object" />
1581 </ignore> 1706 </ignore>
1582 <description><![CDATA[ 1707 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1708 Diseases are an intersting form of spellcraft in Deliantra.
1584 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
1585 area. Being infected can have various effects, from amusing farts 1710 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1711 to horrible damage - almost everything is possible.]]>
1587 </description> 1712 </description>
1588 <use><![CDATA[ 1713 <use><![CDATA[
1589 Diseases are extremely flexible and usable in a many ways. 1714 Diseases are extremely flexible and usable in a many ways.
1590 So far they are mostly used for causing bad, unwanted effects. 1715 So far they are mostly used for causing bad, unwanted effects.
1591 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
1592 (recharging mana for example). 1717 (recharging mana for example).
1593 Infection with a "positive disease" could even be a quest reward. ]]> 1718 Infection with a "positive disease" could even be a quest reward.]]>
1594 </use> 1719 </use>
1595 <attribute arch="invisible" value="1" type="fixed" /> 1720 <attribute arch="invisible" value="1" type="fixed" />
1596 <attribute arch="level" editor="plaque level" type="int"> 1721 <attribute arch="level" editor="plaque level" type="int">
1597 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.
1598 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
1743 </ignore> 1868 </ignore>
1744 <description><![CDATA[ 1869 <description><![CDATA[
1745 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
1746 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
1747 defeated, horizontally and vertically adjacent doors are automatically 1872 defeated, horizontally and vertically adjacent doors are automatically
1748 removed. ]]> 1873 removed.]]>
1749 </description> 1874 </description>
1750 <attribute arch="no_pick" value="1" type="fixed" /> 1875 <attribute arch="no_pick" value="1" type="fixed" />
1751 <attribute arch="alive" value="1" type="fixed" /> 1876 <attribute arch="alive" value="1" type="fixed" />
1752 &movement_types_terrain; 1877 &movement_types_terrain;
1753 <attribute arch="hp" editor="hitpoints" type="int"> 1878 <attribute arch="hp" editor="hitpoints" type="int">
1763 defeated. 1888 defeated.
1764 </attribute> 1889 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1890 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 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.
1767 </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>
1768</type> 1897</type>
1769 1898
1770<!--####################################################################--> 1899<!--####################################################################-->
1771<type number="83" name="Duplicator"> 1900<type number="83" name="Duplicator">
1772 <ignore> 1901 <ignore>
1776 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
1777 objects which lies somewhere on top of the duplicator. 1906 objects which lies somewhere on top of the duplicator.
1778 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;,
1779 and only objects of this archetype can be affected.<br> 1908 and only objects of this archetype can be affected.<br>
1780 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;.
1781 If the latter is set to zero, it will destroy objects. ]]> 1910 If the latter is set to zero, it will destroy objects.]]>
1782 </description> 1911 </description>
1783 <use><![CDATA[ 1912 <use><![CDATA[
1784 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
1785 anywhere with &lt;multiply factor&gt; greater than one. 1914 anywhere with &lt;multiply factor&gt; greater than one.
1786 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).
1787 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
1788 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
1789 loose the input matches the chance to earn winnings.<br> 1918 loose the input matches the chance to earn winnings.<br>
1790 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
1791 loosing rate of 2/3 = 67%. ]]> 1920 loosing rate of 2/3 = 67%.]]>
1792 </use> 1921 </use>
1793 <attribute arch="other_arch" editor="target arch" type="string"> 1922 <attribute arch="other_arch" editor="target arch" type="string">
1794 Only objects of matching archtype, lying ontop of the duplicator will be 1923 Only objects of matching archtype, lying ontop of the duplicator will be
1795 duplicated, multiplied or removed. All other objects will be ignored. 1924 duplicated, multiplied or removed. All other objects will be ignored.
1796 </attribute> 1925 </attribute>
1797 <attribute arch="level" editor="multiply factor" type="int"> 1926 <attribute arch="level" editor="multiply factor" type="int">
1798 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
1799 &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
1800 will be destroyed. 1929 will be destroyed.
1801 </attribute> 1930 </attribute>
1802 <attribute arch="connected" editor="connection" type="int"> 1931 <attribute arch="connected" editor="connection" type="string">
1803 An activator (lever, altar, button, etc) with matching connection value 1932 An activator (lever, altar, button, etc) with matching connection value
1804 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
1805 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!
1806 </attribute> 1935 </attribute>
1807 &activate_on; 1936 &activate_on;
1814 </ignore> 1943 </ignore>
1815 <description><![CDATA[ 1944 <description><![CDATA[
1816 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.
1817 (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
1818 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
1819 the exit. ]]> 1948 the exit. ]]>
1820 </description> 1949 </description>
1821 <use><![CDATA[ 1950 <use><![CDATA[
1822 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
1823 &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
1824 detected with the show_invisible spell. 1953 detected with the show_invisible spell.
1825 <br><br> 1954 <br><br>
1826 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").
1827 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.]]>
1828 </use> 1957 </use>
1829 <attribute arch="slaying" editor="exit path" type="string"> 1958 <attribute arch="slaying" editor="exit path" type="string">
1830 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.
1831 You can enter an absolute path, beginning with '/' (for example 1960 You can enter an absolute path, beginning with '/' (for example
1832 "/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
1859 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.
1860 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
1861 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
1862 is poor, but you get the point. =) 1991 is poor, but you get the point. =)
1863 </attribute> 1992 </attribute>
1864 <attribute arch="unique" editor="unique destination" type="bool"> 1993 <attribute arch="damned" editor="set savebed" type="bool">
1865 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
1866 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.
1867 This feature is used for the permanent apartments
1868 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1869 than apartments, since Crossfire is a *multi*player game. In such a permanent
1870 apartment don't forget to set the unique-flag for all floor tiles too
1871 (see floors).
1872 An exit pointing outside of a personal unique map must have the
1873 "unique destination"-flag unset.
1874 </attribute> 1996 </attribute>
1875</type> 1997</type>
1876 1998
1877<!--####################################################################--> 1999<!--####################################################################-->
1878<type number="72" name="Flesh"> 2000<type number="72" name="Flesh">
1881 little health by eating flesh-objects. <br> 2003 little health by eating flesh-objects. <br>
1882 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
1883 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
1884 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;.
1885 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
1886 according to map/monster difficulty. ]]> 2008 according to map/monster difficulty.]]>
1887 </description> 2009 </description>
1888 <use><![CDATA[ 2010 <use><![CDATA[
1889 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
1890 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2012 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1891 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.
1893 not the case - so you have to set it manually. 2015 not the case - so you have to set it manually.
1894 <br><br> 2016 <br><br>
1895 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
1896 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
1897 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
1898 out on the reward completely. ]]> 2020 out on the reward completely.]]>
1899 </use> 2021 </use>
1900 <attribute arch="food" editor="foodpoints" type="int"> 2022 <attribute arch="food" editor="foodpoints" type="int">
1901 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.
1902 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.
1903 </attribute> 2025 </attribute>
1910 </attribute> 2032 </attribute>
1911 <attribute arch="startequip" editor="godgiven item" type="bool"> 2033 <attribute arch="startequip" editor="godgiven item" type="bool">
1912 A godgiven item vanishes as soon as the player 2034 A godgiven item vanishes as soon as the player
1913 drops it to the ground. 2035 drops it to the ground.
1914 </attribute> 2036 </attribute>
1915<section name="resistance"> 2037 &resistances_flesh_section;
1916 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1977 Resistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1995 Resistances on flesh items make them more durable against spellcraft
1996 of the appropriate kind. It also allows dragon players to eventually gain
1997 resistance by eating it. Usually resistance should only be set for flesh
1998 items in a monster's inventory.
1999 </attribute>
2000 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2001 Resistances on flesh items make them more durable against spellcraft
2002 of the appropriate kind. It also allows dragon players to eventually gain
2003 resistance by eating it. Usually resistance should only be set for flesh
2004 items in a monster's inventory.
2005 </attribute>
2006 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2007 RResistances on flesh items make them more durable against spellcraft
2008 of the appropriate kind. It also allows dragon players to eventually gain
2009 resistance by eating it. Usually resistance should only be set for flesh
2010 items in a monster's inventory.
2011 </attribute>
2012 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2013 Resistances on flesh items make them more durable against spellcraft
2014 of the appropriate kind. It also allows dragon players to eventually gain
2015 resistance by eating it. Usually resistance should only be set for flesh
2016 items in a monster's inventory.
2017 </attribute>
2018 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2019 Resistances on flesh items make them more durable against spellcraft
2020 of the appropriate kind. It also allows dragon players to eventually gain
2021 resistance by eating it. Usually resistance should only be set for flesh
2022 items in a monster's inventory.
2023 </attribute>
2024</section>
2025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2038 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2026 This text may describe the item. 2039 This text may describe the item.
2027 </attribute> 2040 </attribute>
2028</type> 2041</type>
2029 2042
2036 <ignore> 2049 <ignore>
2037 <ignore_list name="non_pickable" /> 2050 <ignore_list name="non_pickable" />
2038 </ignore> 2051 </ignore>
2039 <description><![CDATA[ 2052 <description><![CDATA[
2040 Floor is a very basic thing whithout too much 2053 Floor is a very basic thing whithout too much
2041 functionality. It's a floor - you stand on it. ]]> 2054 functionality. It's a floor - you stand on it.]]>
2042 </description> 2055 </description>
2043 <attribute arch="is_floor" value="1" type="fixed" /> 2056 <attribute arch="is_floor" value="1" type="fixed" />
2044 <attribute arch="no_pick" value="1" type="fixed" /> 2057 <attribute arch="no_pick" value="1" type="fixed" />
2045<section name="terrain"> 2058<section name="terrain">
2046 &movement_types_terrain; 2059 &movement_types_terrain;
2080 Encounter-Floor is pretty much the same as normal floor. 2093 Encounter-Floor is pretty much the same as normal floor.
2081 Most outdoor floor/ground-arches are set to be "encounters". 2094 Most outdoor floor/ground-arches are set to be "encounters".
2082 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
2083 encounter-floor, players sometimes got beamed to little maps 2096 encounter-floor, players sometimes got beamed to little maps
2084 with monsters on them. Nowadays this feature is disabled - 2097 with monsters on them. Nowadays this feature is disabled -
2085 Hence encounter floor is not different from normal floor. ]]> 2098 Hence encounter floor is not different from normal floor.]]>
2086 </description> 2099 </description>
2087 <attribute arch="is_floor" value="1" type="fixed" /> 2100 <attribute arch="is_floor" value="1" type="fixed" />
2088 <attribute arch="no_pick" value="1" type="fixed" /> 2101 <attribute arch="no_pick" value="1" type="fixed" />
2089<section name="terrain"> 2102<section name="terrain">
2090 &movement_types_terrain; 2103 &movement_types_terrain;
2117 2130
2118<!--####################################################################--> 2131<!--####################################################################-->
2119<type number="6" name="Food"> 2132<type number="6" name="Food">
2120 <description><![CDATA[ 2133 <description><![CDATA[
2121 By eating/drinking food-objects, the player can fill his 2134 By eating/drinking food-objects, the player can fill his
2122 stomache and gain a little health. ]]> 2135 stomache and gain a little health.]]>
2123 </description> 2136 </description>
2124 <attribute arch="food" editor="foodpoints" type="int"> 2137 <attribute arch="food" editor="foodpoints" type="int">
2125 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.
2126 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.
2127 </attribute> 2140 </attribute>
2135<type number="91" name="Gate"> 2148<type number="91" name="Gate">
2136 <ignore> 2149 <ignore>
2137 <ignore_list name="non_pickable" /> 2150 <ignore_list name="non_pickable" />
2138 </ignore> 2151 </ignore>
2139 <description><![CDATA[ 2152 <description><![CDATA[
2140 Gates play an important role in Crossfire. Gates can be opened 2153 Gates play an important role in Deliantra. Gates can be opened
2141 by activating a button/trigger, by speaking passwords (-> magic_ear) 2154 by activating a button/trigger, by speaking passwords (-> magic_ear)
2142 or carrying special key-objects (-> inventory checker). 2155 or carrying special key-objects (-> inventory checker).
2143 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
2144 passed, which makes them more practical in many cases. ]]> 2157 passed, which makes them more practical in many cases.]]>
2145 </description> 2158 </description>
2146 <use><![CDATA[ 2159 <use><![CDATA[
2147 Use gates to divide your maps into seperated areas. After solving 2160 Use gates to divide your maps into seperated areas. After solving
2148 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
2149 maps more complex than "one-way". ]]> 2162 maps more complex than "one-way".]]>
2150 </use> 2163 </use>
2151 <attribute arch="no_pick" value="1" type="fixed" /> 2164 <attribute arch="no_pick" value="1" type="fixed" />
2152 <attribute arch="speed" value="1" type="float"> 2165 <attribute arch="speed" value="1" type="float">
2153 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.
2154 </attribute> 2167 </attribute>
2155 <attribute arch="connected" editor="connection" type="int"> 2168 <attribute arch="connected" editor="connection" type="string">
2156 Whenever the inventory checker is triggered, all objects with identical 2169 Whenever the inventory checker is triggered, all objects with identical
2157 &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
2158 &lt;blocking passage&gt; disabled. 2171 &lt;blocking passage&gt; disabled.
2159 </attribute> 2172 </attribute>
2160 <attribute arch="wc" editor="position state" type="int"> 2173 <attribute arch="wc" editor="position state" type="int">
2178<type number="113" name="Girdle"> 2191<type number="113" name="Girdle">
2179 <import_type name="Amulet" /> 2192 <import_type name="Amulet" />
2180 <description><![CDATA[ 2193 <description><![CDATA[
2181 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
2182 the player. Girdles usually provide stats- or damage bonuses and no 2195 the player. Girdles usually provide stats- or damage bonuses and no
2183 defense. ]]> 2196 defense.]]>
2184 </description> 2197 </description>
2185 <use><![CDATA[ 2198 <use><![CDATA[
2186 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
2187 important that you keep your artifact in balance with existing maps. ]]> 2200 important that you keep your artifact in balance with existing maps.]]>
2188 </use> 2201 </use>
2189 <attribute arch="magic" editor="magic bonus" type="int"> 2202 <attribute arch="magic" editor="magic bonus" type="int">
2190 &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
2191 "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
2192 than direct armour-class bonus on the helmet. 2205 than direct armour-class bonus on the helmet.
2200<!--####################################################################--> 2213<!--####################################################################-->
2201<type number="100" name="Gloves"> 2214<type number="100" name="Gloves">
2202 <import_type name="Amulet" /> 2215 <import_type name="Amulet" />
2203 <description><![CDATA[ 2216 <description><![CDATA[
2204 Wearing gloves, the object's stats will directly be inherited to 2217 Wearing gloves, the object's stats will directly be inherited to
2205 the player. Gloves can add defense or damage bonuses. ]]> 2218 the player. Gloves can add defense or damage bonuses.]]>
2206 </description> 2219 </description>
2207 <use><![CDATA[ 2220 <use><![CDATA[
2208 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
2209 important that you keep your artifact in balance with existing maps. ]]> 2222 important that you keep your artifact in balance with existing maps.]]>
2210 </use> 2223 </use>
2211 <attribute arch="magic" editor="magic bonus" type="int"> 2224 <attribute arch="magic" editor="magic bonus" type="int">
2212 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.
2213 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;
2214 will increase that. 2227 will increase that.
2220 <ignore> 2233 <ignore>
2221 <ignore_list name="non_pickable" /> 2234 <ignore_list name="non_pickable" />
2222 </ignore> 2235 </ignore>
2223 <description><![CDATA[ 2236 <description><![CDATA[
2224 A handle can be applied by players and (certain) monsters. 2237 A handle can be applied by players and (certain) monsters.
2225 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.]]>
2226 </description> 2239 </description>
2227 <use><![CDATA[ 2240 <use><![CDATA[
2228 Handles are commonly used to move gates. When placing your lever, 2241 Handles are commonly used to move gates. When placing your lever,
2229 don't forget that some monsters are able to apply it. 2242 don't forget that some monsters are able to apply it.
2230 The ability to apply levers is rare among monsters - 2243 The ability to apply levers is rare among monsters -
2231 but vampires can do it for example. ]]> 2244 but vampires can do it for example.]]>
2232 </use> 2245 </use>
2233 <attribute arch="no_pick" value="1" type="fixed" /> 2246 <attribute arch="no_pick" value="1" type="fixed" />
2234 <attribute arch="connected" editor="connection" type="int"> 2247 <attribute arch="connected" editor="connection" type="string">
2235 Every time the handle is applied, all objects 2248 Every time the handle is applied, all objects
2236 with the same &lt;connection&gt; value are activated. 2249 with the same &lt;connection&gt; value are activated.
2237 </attribute> 2250 </attribute>
2238 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2239 This text may describe the item. You can use this 2252 This text may describe the item. You can use this
2248 <ignore_list name="non_pickable" /> 2261 <ignore_list name="non_pickable" />
2249 </ignore> 2262 </ignore>
2250 <description><![CDATA[ 2263 <description><![CDATA[
2251 Handle triggers are handles which reset after a short period 2264 Handle triggers are handles which reset after a short period
2252 of time. Every time it is either applied or reset, the 2265 of time. Every time it is either applied or reset, the
2253 &lt;connection&gt; value is triggered. ]]> 2266 &lt;connection&gt; value is triggered.]]>
2254 </description> 2267 </description>
2255 <use><![CDATA[ 2268 <use><![CDATA[
2256 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
2257 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,
2258 connecting it to a handle trigger is an easy solution. ]]> 2271 connecting it to a handle trigger is an easy solution. ]]>
2259 </use> 2272 </use>
2260</type> 2273</type>
2261 2274
2262<!--####################################################################--> 2275<!--####################################################################-->
2263<type number="88" name="Hazard Floor"> 2276<type number="88" name="Hazard Floor">
2268 <ignore_list name="non_pickable" /> 2281 <ignore_list name="non_pickable" />
2269 </ignore> 2282 </ignore>
2270 <description><![CDATA[ 2283 <description><![CDATA[
2271 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
2272 floor, but damages all creatures standing on it. 2285 floor, but damages all creatures standing on it.
2273 Damage is taken in regular time intervals. ]]> 2286 Damage is taken in regular time intervals.]]>
2274 </description> 2287 </description>
2275 <use><![CDATA[ 2288 <use><![CDATA[
2276 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
2277 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>
2278 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.
2279 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
2280 to have something different. ]]> 2293 to have something different.]]>
2281 </use> 2294 </use>
2282 <attribute arch="is_floor" value="1" type="fixed" /> 2295 <attribute arch="is_floor" value="1" type="fixed" />
2283 <attribute arch="lifesave" value="1" type="fixed" /> 2296 <attribute arch="lifesave" value="1" type="fixed" />
2284 &move_on; 2297 &move_on;
2285 <attribute arch="no_pick" value="1" type="fixed" /> 2298 <attribute arch="no_pick" value="1" type="fixed" />
2336 <import_type name="Amulet" /> 2349 <import_type name="Amulet" />
2337 <description><![CDATA[ 2350 <description><![CDATA[
2338 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
2339 the player. Normal helmets usually increase defense, while crowns 2352 the player. Normal helmets usually increase defense, while crowns
2340 add more special bonuses like stats/resistances paired with 2353 add more special bonuses like stats/resistances paired with
2341 low defense. ]]> 2354 low defense.]]>
2342 </description> 2355 </description>
2343 <use><![CDATA[ 2356 <use><![CDATA[
2344 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
2345 important that you keep your artifact in balance with existing maps. ]]> 2358 important that you keep your artifact in balance with existing maps.]]>
2346 </use> 2359 </use>
2347 <attribute arch="magic" editor="magic bonus" type="int"> 2360 <attribute arch="magic" editor="magic bonus" type="int">
2348 &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
2349 "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
2350 than direct armour-class bonus on the helmet. 2363 than direct armour-class bonus on the helmet.
2361 <ignore_list name="non_pickable" /> 2374 <ignore_list name="non_pickable" />
2362 </ignore> 2375 </ignore>
2363 <description><![CDATA[ 2376 <description><![CDATA[
2364 Holy_altars are altars for the various religions. Praying 2377 Holy_altars are altars for the various religions. Praying
2365 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
2366 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.]]>
2367 </description> 2380 </description>
2368 <attribute arch="no_pick" value="1" type="fixed" /> 2381 <attribute arch="no_pick" value="1" type="fixed" />
2369 <attribute arch="other_arch" editor="god name" type="string"> 2382 <attribute arch="other_arch" editor="god name" type="string">
2370 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
2371 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2384 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2394 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
2395 spellpoints faster and thus are more valuable than rods. 2408 spellpoints faster and thus are more valuable than rods.
2396 <br><br> 2409 <br><br>
2397 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
2398 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2411 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2399 used endlessly. ]]> 2412 used endlessly.]]>
2400 </description> 2413 </description>
2401 <use><![CDATA[ 2414 <use><![CDATA[
2402 Horns are powerful due to their fast recharge rate. They should 2415 Horns are powerful due to their fast recharge rate. They should
2403 never contain high level attacking spells. Even curing/healing spells 2416 never contain high level attacking spells. Even curing/healing spells
2404 are almost too good on a horn. ]]> 2417 are almost too good on a horn.]]>
2405 </use> 2418 </use>
2406 <attribute arch="sp" editor="spell" type="spell"> 2419 <attribute arch="sp" editor="spell" type="spell">
2407 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
2408 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!
2409 Horns with heal/ restoration/ protection spells, IF available, MUST be 2422 Horns with heal/ restoration/ protection spells, IF available, MUST be
2435<!--####################################################################--> 2448<!--####################################################################-->
2436<type number="73" name="Inorganic"> 2449<type number="73" name="Inorganic">
2437 <description><![CDATA[ 2450 <description><![CDATA[
2438 Inorganic materials are generally used as ingredients for 2451 Inorganic materials are generally used as ingredients for
2439 alchemical receipes. By themselves, they have no special 2452 alchemical receipes. By themselves, they have no special
2440 functionalities. ]]> 2453 functionalities.]]>
2441 </description> 2454 </description>
2442 <attribute arch="is_dust" editor="is dust" type="bool"> 2455 <attribute arch="is_dust" editor="is dust" type="bool">
2443 </attribute> 2456 </attribute>
2444<section name="resistance"> 2457 &resistances_basic;
2445 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2468 </attribute>
2469</section>
2470</type> 2458</type>
2471 2459
2472<!--####################################################################--> 2460<!--####################################################################-->
2473<type number="64" name="Inventory Checker"> 2461<type number="64" name="Inventory Checker">
2474 <ignore> 2462 <ignore>
2483 <br><br> 2471 <br><br>
2484 Alternatively, you can set your inv. checker to block all players 2472 Alternatively, you can set your inv. checker to block all players
2485 that do/don't carry the matching object. 2473 that do/don't carry the matching object.
2486 <br><br> 2474 <br><br>
2487 As you can see, inv. checkers are quite powerful, holding a 2475 As you can see, inv. checkers are quite powerful, holding a
2488 great variety of possibilities. ]]> 2476 great variety of possibilities.]]>
2489 </description> 2477 </description>
2490 <use><![CDATA[ 2478 <use><![CDATA[
2491 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
2492 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.
2493 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
2494 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
2495 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
2496 can be found in nearly every RPG - simple but effective. ]]> 2484 can be found in nearly every RPG - simple but effective.]]>
2497 </use> 2485 </use>
2498 <attribute arch="no_pick" value="1" type="fixed" /> 2486 <attribute arch="no_pick" value="1" type="fixed" />
2499 <attribute arch="slaying" editor="match key string" type="string"> 2487 <attribute arch="slaying" editor="match key string" type="string">
2500 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
2501 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
2517 </attribute> 2505 </attribute>
2518 <attribute arch="last_sp" editor="match = having" type="bool"> 2506 <attribute arch="last_sp" editor="match = having" type="bool">
2519 Enabled means having that object is a match. 2507 Enabled means having that object is a match.
2520 Disabled means not having that object is a match. 2508 Disabled means not having that object is a match.
2521 </attribute> 2509 </attribute>
2522 <attribute arch="connected" editor="connection" type="int"> 2510 <attribute arch="connected" editor="connection" type="string">
2523 Whenever the inventory checker is triggered, all objects with identical 2511 Whenever the inventory checker is triggered, all objects with identical
2524 &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
2525 &lt;blocking passage&gt; disabled. 2513 &lt;blocking passage&gt; disabled.
2526 </attribute> 2514 </attribute>
2527 &movement_types_terrain; 2515 &movement_types_terrain;
2577<!--####################################################################--> 2565<!--####################################################################-->
2578<type number="60" name="Jewel"> 2566<type number="60" name="Jewel">
2579 <description><![CDATA[ 2567 <description><![CDATA[
2580 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.
2581 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
2582 prices differ only marginally. ]]> 2570 prices differ only marginally.]]>
2583 </description> 2571 </description>
2584 <attribute arch="race" value="gold and jewels" type="fixed" /> 2572 <attribute arch="race" value="gold and jewels" type="fixed" />
2585 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2573 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2586 This text may describe the object. 2574 This text may describe the object.
2587 </attribute> 2575 </attribute>
2589 2577
2590<!--####################################################################--> 2578<!--####################################################################-->
2591<type number="24" name="Key"> 2579<type number="24" name="Key">
2592 <description><![CDATA[ 2580 <description><![CDATA[
2593 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
2594 disappear. ]]> 2582 disappear.]]>
2595 </description> 2583 </description>
2596 <attribute arch="startequip" editor="godgiven item" type="bool"> 2584 <attribute arch="startequip" editor="godgiven item" type="bool">
2597 A godgiven item vanishes as soon as the player 2585 A godgiven item vanishes as soon as the player
2598 drops it to the ground. 2586 drops it to the ground.
2599 </attribute> 2587 </attribute>
2604 <ignore> 2592 <ignore>
2605 <ignore_list name="non_pickable" /> 2593 <ignore_list name="non_pickable" />
2606 </ignore> 2594 </ignore>
2607 <description><![CDATA[ 2595 <description><![CDATA[
2608 A locked door can be opened only when carrying 2596 A locked door can be opened only when carrying
2609 the appropriate special key. ]]> 2597 the appropriate special key.]]>
2610 </description> 2598 </description>
2611 <use><![CDATA[ 2599 <use><![CDATA[
2612 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),
2613 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
2614 and only a fool would create a key matching that string. 2602 and only a fool would create a key matching that string.
2616 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
2617 are used with all kinds of faces/names, especially often as 2605 are used with all kinds of faces/names, especially often as
2618 "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".
2619 There you have magic forces (door objects) put under certain artifact 2607 There you have magic forces (door objects) put under certain artifact
2620 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
2621 appropriate quest items (key objects). ]]> 2609 appropriate quest items (key objects).]]>
2622 </use> 2610 </use>
2623 <attribute arch="move_type" value="0" type="fixed" /> 2611 <attribute arch="move_type" value="0" type="fixed" />
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2612 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="slaying" editor="key string" type="string"> 2613 <attribute arch="slaying" editor="key string" type="string">
2626 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
2627 &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.
2628 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
2629 is unique among the CF mapset. 2617 is unique among the Deliantra mapset.
2630 2618
2631 DONT EVER USE the default string "set_individual_value". 2619 DONT EVER USE the default string "set_individual_value".
2632 </attribute> 2620 </attribute>
2633 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2621 <attribute arch="no_magic" editor="restrict spells" type="bool">
2634 Restricting the use of spells to pass this door. 2622 Restricting the use of spells to pass this door.
2653 <ignore> 2641 <ignore>
2654 <ignore_list name="system_object" /> 2642 <ignore_list name="system_object" />
2655 </ignore> 2643 </ignore>
2656 <description><![CDATA[ 2644 <description><![CDATA[
2657 Magic_ears trigger a connected value 2645 Magic_ears trigger a connected value
2658 when the player speaks a specific keyword. ]]> 2646 when the player speaks a specific keyword.]]>
2659 </description> 2647 </description>
2660 <use><![CDATA[ 2648 <use><![CDATA[
2661 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
2662 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2650 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2663 something like a gate that is opened by speaking "open" or 2651 something like a gate that is opened by speaking "open" or
2665 <br><br> 2653 <br><br>
2666 Magic_ears are typically used for interaction with NPCs. You 2654 Magic_ears are typically used for interaction with NPCs. You
2667 can create the impression that the NPC actually *does* something 2655 can create the impression that the NPC actually *does* something
2668 according to his conversation with a player. Mostly this means 2656 according to his conversation with a player. Mostly this means
2669 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
2670 creative here. ]]> 2658 creative here.]]>
2671 </use> 2659 </use>
2672 <attribute arch="no_pick" value="1" type="fixed" /> 2660 <attribute arch="no_pick" value="1" type="fixed" />
2673 <attribute arch="connected" editor="connection" type="int"> 2661 <attribute arch="connected" editor="connection" type="string">
2674 The Magic_ear will trigger all objects with the 2662 The Magic_ear will trigger all objects with the
2675 same connection value, every time it is activated. 2663 same connection value, every time it is activated.
2676 </attribute> 2664 </attribute>
2677 <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">
2678 This textfield contains the keyword-matching-syntax. The text should 2666 This textfield contains the keyword-matching-syntax. The text should
2697 Magic walls can contain any spell. However, some spells do not 2685 Magic walls can contain any spell. However, some spells do not
2698 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
2699 the spell you want to use with a wall. 2687 the spell you want to use with a wall.
2700 <br><br> 2688 <br><br>
2701 Several types of magical walls are predefined for you in the 2689 Several types of magical walls are predefined for you in the
2702 archetypes, and can be found on the "connected" Pickmap. ]]> 2690 archetypes, and can be found on the "connected" Pickmap.]]>
2703 </description> 2691 </description>
2704 <use><![CDATA[ 2692 <use><![CDATA[
2705 Spellcasting walls pose an interesting alternative to monsters. 2693 Spellcasting walls pose an interesting alternative to monsters.
2706 Usually they are set to be undestroyable. Thus, while monsters 2694 Usually they are set to be undestroyable. Thus, while monsters
2707 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
2718 walls' spell(s). 2706 walls' spell(s).
2719 <br><br> 2707 <br><br>
2720 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
2721 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
2722 can find a working example on the map 2710 can find a working example on the map
2723 "/pup_land/castle_eureca/castle_eureca8". ]]> 2711 "/pup_land/castle_eureca/castle_eureca8".]]>
2724 </use> 2712 </use>
2725 <attribute arch="dam" editor="spell" type="spell"> 2713 <attribute arch="dam" editor="spell" type="spell">
2726 The magic wall will cast this &lt;spell&gt;. 2714 The magic wall will cast this &lt;spell&gt;.
2727 </attribute> 2715 </attribute>
2728 <attribute arch="level" editor="spell level" type="int"> 2716 <attribute arch="level" editor="spell level" type="int">
2729 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"
2730 walls cast spells at minimal strength. "level 100" walls cast deadly 2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2731 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
2732 to meet the overall difficulty of your map. 2720 to meet the overall difficulty of your map.
2733 </attribute> 2721 </attribute>
2734 <attribute arch="connected" editor="connection" type="int"> 2722 <attribute arch="connected" editor="connection" type="string">
2735 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
2736 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
2737 have much visible effect. 2725 have much visible effect.
2738 </attribute> 2726 </attribute>
2739 &activate_on; 2727 &activate_on;
2768 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
2769 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2757 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2770 to &lt;weapon class&gt;. 2758 to &lt;weapon class&gt;.
2771 </attribute> 2759 </attribute>
2772</section> 2760</section>
2773<section name="resistance"> 2761&resistances_basic;
2774 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2815 </attribute>
2816</section>
2817</type> 2762</type>
2818 2763
2819<!--####################################################################--> 2764<!--####################################################################-->
2820<type number="55" name="Marker"> 2765<type number="55" name="Marker">
2821 <ignore> 2766 <ignore>
2826 player stepping on it. This force does nothing except containing a 2771 player stepping on it. This force does nothing except containing a
2827 &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
2828 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.
2829 <br><br> 2774 <br><br>
2830 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,
2831 except by the effect that they cause on the maps. ]]> 2776 except by the effect that they cause on the maps.]]>
2832 </description> 2777 </description>
2833 <use><![CDATA[ 2778 <use><![CDATA[
2834 Markers hold real cool possibilities for map-making. I encourage 2779 Markers hold real cool possibilities for map-making. I encourage
2835 you to use them frequently. However there is one negative point 2780 you to use them frequently. However there is one negative point
2836 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
2837 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
2838 informed and never confused. 2783 informed and never confused.
2839 <br><br> 2784 <br><br>
2840 Please avoid infinite markers when they aren't needed. They're 2785 Please avoid infinite markers when they aren't needed. They're
2841 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
2842 is no real purpose, set an expire time. ]]> 2787 is no real purpose, set an expire time.]]>
2843 </use> 2788 </use>
2844 <attribute arch="no_pick" value="1" type="fixed" /> 2789 <attribute arch="no_pick" value="1" type="fixed" />
2845 <attribute arch="slaying" editor="key string" type="string"> 2790 <attribute arch="slaying" editor="key string" type="string">
2846 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.
2847 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;,
2848 there won't be inserted a second one. 2793 there won't be inserted a second one.
2849 </attribute> 2794 </attribute>
2850 <attribute arch="connected" editor="connection" type="int"> 2795 <attribute arch="connected" editor="connection" type="string">
2851 When the detector is triggered, all objects with the same 2796 When the detector is triggered, all objects with the same
2852 connection value get activated. 2797 connection value get activated.
2853 </attribute> 2798 </attribute>
2854 <attribute arch="speed" editor="marking speed" type="float"> 2799 <attribute arch="speed" editor="marking speed" type="float">
2855 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
2893 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
2894 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
2895 subtracted from the player's money. 2840 subtracted from the player's money.
2896 <br><br> 2841 <br><br>
2897 For money, always use the default arches. 2842 For money, always use the default arches.
2898 Don't modify them. ]]> 2843 Don't modify them.]]>
2899 </description> 2844 </description>
2900 <attribute arch="race" value="gold and jewels" type="fixed" /> 2845 <attribute arch="race" value="gold and jewels" type="fixed" />
2901</type> 2846</type>
2902 2847
2903<!--####################################################################--> 2848<!--####################################################################-->
2918 Monsters can behave in various kinds of ways. 2863 Monsters can behave in various kinds of ways.
2919 They can be aggressive, attacking the player. Or peaceful, 2864 They can be aggressive, attacking the player. Or peaceful,
2920 helping the player - maybe joining him as pet. 2865 helping the player - maybe joining him as pet.
2921 The unagressive creatures who communicate with players are 2866 The unagressive creatures who communicate with players are
2922 usually called "NPCs" (Non Player Character), a well-known 2867 usually called "NPCs" (Non Player Character), a well-known
2923 term in role-play environments. ]]> 2868 term in role-play environments.]]>
2924 </description> 2869 </description>
2925 <use><![CDATA[ 2870 <use><![CDATA[
2926 Monsters play a central role in most maps. Choosing the right 2871 Monsters play a central role in most maps. Choosing the right
2927 combination of monsters for your map is vital: 2872 combination of monsters for your map is vital:
2928 <UL> 2873 <UL>
2953 can use. 2898 can use.
2954 </UL> 2899 </UL>
2955 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
2956 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.
2957 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
2958 receive some. :-) ]]> 2903 receive some. :-)]]>
2959 </use> 2904 </use>
2960 <attribute arch="alive" value="1" type="fixed" /> 2905 <attribute arch="alive" value="1" type="fixed" />
2961 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2906 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2962 When the monster is killed, items from the treasurelist will 2907 When the monster is killed, items from the treasurelist will
2963 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
2964 for killing (masses of) monsters. 2909 for killing (masses of) monsters.
2965 2910
2966 Note that you can always put items into the monster's 2911 Note that you can always put items into the monster's
2967 inventory. Those will drop-at-kill just like the stuff 2912 inventory. Those will drop-at-kill just like the stuff
2968 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.
2969 </attribute> 2918 </attribute>
2970 <attribute arch="level" editor="level" type="int"> 2919 <attribute arch="level" editor="level" type="int">
2971 A monster's &lt;level&gt; is the most important attribute. 2920 A monster's &lt;level&gt; is the most important attribute.
2972 &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.
2973 </attribute> 2922 </attribute>
3020 </attribute> 2969 </attribute>
3021 <attribute arch="carrying" editor="carries weight" type="int"> 2970 <attribute arch="carrying" editor="carries weight" type="int">
3022 If a monster has something in the inventory, this 2971 If a monster has something in the inventory, this
3023 value can be set to reflect the slowdown due to 2972 value can be set to reflect the slowdown due to
3024 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.
3025 </attribute> 2980 </attribute>
3026 2981
3027<section name="melee"> 2982<section name="melee">
3028 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2983 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3029 This number is a bitmask, specifying the monster's attacktypes 2984 This number is a bitmask, specifying the monster's attacktypes
3201 <attribute arch="stand_still" editor="stand still" type="bool"> 3156 <attribute arch="stand_still" editor="stand still" type="bool">
3202 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.
3203 When agressive, they will attack all enemies who get close to 3158 When agressive, they will attack all enemies who get close to
3204 them. This behaviour is commonly known from castle guards. 3159 them. This behaviour is commonly known from castle guards.
3205 3160
3206 In older versions of Crossfire it was possible to eventually 3161 In older versions of Deliantra it was possible to eventually
3207 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.
3208 I believe this is no longer possible. Neverthless, you should 3163 I believe this is no longer possible. Neverthless, you should
3209 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
3210 to "defend" something: Such monsters are rather easy to kill. 3165 to "defend" something: Such monsters are rather easy to kill.
3211 It's good for low level maps, but not much more. 3166 It's good for low level maps, but not much more.
3247 When the monster's health points drop below this percentage 3202 When the monster's health points drop below this percentage
3248 (relative to max health), it attempts to run away from the 3203 (relative to max health), it attempts to run away from the
3249 attacker. 3204 attacker.
3250 </attribute> 3205 </attribute>
3251</section> 3206</section>
3252 3207 &resistances_basic;
3253<section name="resistance">
3254 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3295 </attribute>
3296</section>
3297 <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">
3298 </attribute> 3209 </attribute>
3299</type> 3210</type>
3300 3211
3301<!--####################################################################--> 3212<!--####################################################################-->
3306 <attribute arch="name_pl" /> 3217 <attribute arch="name_pl" />
3307 <attribute arch="nrof" /> 3218 <attribute arch="nrof" />
3308 <attribute arch="value" /> 3219 <attribute arch="value" />
3309 <attribute arch="unpaid" /> 3220 <attribute arch="unpaid" />
3310 </ignore> 3221 </ignore>
3311 <description><![CDATA[ 3222 <description>
3312 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
3313 draining attacks. ]]> <!-- XXX: is this ok? --> 3224 draining attacks.
3314 </description> 3225 </description>
3315<section name="grimreaper"> 3226<section name="grimreaper">
3316 <attribute arch="value" editor="attacks" type="int"> 3227 <attribute arch="value" editor="attacks" type="int">
3317 The object vanishes after this number of draining attacks. 3228 The object vanishes after this number of draining attacks.
3318 </attribute> 3229 </attribute>
3326 </ignore> 3237 </ignore>
3327 <description><![CDATA[ 3238 <description><![CDATA[
3328 As the name implies, mood floors can change the "mood" of 3239 As the name implies, mood floors can change the "mood" of
3329 a monsters/NPC. For example, an unagressive monster could be 3240 a monsters/NPC. For example, an unagressive monster could be
3330 turned mad to start attacking. Similar, an agressive monster 3241 turned mad to start attacking. Similar, an agressive monster
3331 could be calmed. ]]> 3242 could be calmed.]]>
3332 </description> 3243 </description>
3333 <use><![CDATA[ 3244 <use><![CDATA[
3334 Mood floors are absolutely cool for NPC interaction. To make an 3245 Mood floors are absolutely cool for NPC interaction. To make an
3335 unaggressive monster/NPC attack, put a creator with "other_arch 3246 unaggressive monster/NPC attack, put a creator with "other_arch
3336 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
3340 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
3341 "help me" - and the NPC joins him as pet. 3252 "help me" - and the NPC joins him as pet.
3342 <br><br> 3253 <br><br>
3343 (Of course you must always give clear hints about keywords! 3254 (Of course you must always give clear hints about keywords!
3344 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
3345 etc. instead of a magic_ear.) ]]> 3256 etc. instead of a magic_ear.)]]>
3346 </use> 3257 </use>
3347 <attribute arch="no_pick" value="1" type="fixed" /> 3258 <attribute arch="no_pick" value="1" type="fixed" />
3348 <attribute arch="last_sp" editor="mood" type="list_mood"> 3259 <attribute arch="last_sp" editor="mood" type="list_mood">
3349 &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
3350 monster when affected by the mood floor: 3261 monster when affected by the mood floor:
3360 &lt;mood&gt; 'charm': Turns monster into a pet of person 3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3361 who triggers the square. This setting is not 3272 who triggers the square. This setting is not
3362 enabled for continous operation, you need to 3273 enabled for continous operation, you need to
3363 insert a &lt;connection&gt; value! 3274 insert a &lt;connection&gt; value!
3364 </attribute> 3275 </attribute>
3365 <attribute arch="connected" editor="connection" type="int"> 3276 <attribute arch="connected" editor="connection" type="string">
3366 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.
3367 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
3368 step on it. But charming (monster -&gt; pet) is too powerful, 3279 step on it. But charming (monster -&gt; pet) is too powerful,
3369 so it needs to be activated. 3280 so it needs to be activated.
3370 3281
3394 can monsters. Motion is involuntary. Additionally, players or 3305 can monsters. Motion is involuntary. Additionally, players or
3395 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
3396 move along a chain of them. 3307 move along a chain of them.
3397 <br><br> 3308 <br><br>
3398 Multisquare monsters can be moved as well, given 3309 Multisquare monsters can be moved as well, given
3399 enough space. Movers are usually invisible. ]]> 3310 enough space. Movers are usually invisible.]]>
3400 </description> 3311 </description>
3401 <use><![CDATA[ 3312 <use><![CDATA[
3402 NEVER EVER consider a mover being unpassable in the backwards 3313 NEVER EVER consider a mover being unpassable in the backwards
3403 direction. Setting "forced movement" makes it seemingly impossible 3314 direction. Setting "forced movement" makes it seemingly impossible
3404 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
3411 cannot be discovered with the show_invisible spell. 3322 cannot be discovered with the show_invisible spell.
3412 <br><br> 3323 <br><br>
3413 Note that Movers and Directors are seperate objects, even though 3324 Note that Movers and Directors are seperate objects, even though
3414 they look and act similar. Directors only do spells/missiles, 3325 they look and act similar. Directors only do spells/missiles,
3415 while movers only do living creatures (depending on how it 3326 while movers only do living creatures (depending on how it
3416 is set: monsters and players). ]]> 3327 is set: monsters and players).]]>
3417 </use> 3328 </use>
3418 <attribute arch="attacktype" editor="forced movement" type="bool"> 3329 <attribute arch="attacktype" editor="forced movement" type="bool">
3419 If forced movement is enabled, the mover "freezes" anyone it 3330 If forced movement is enabled, the mover "freezes" anyone it
3420 moves (so they are forced to move along a chain). 3331 moves (so they are forced to move along a chain).
3421 For players there is no way to escape this forced movement, 3332 For players there is no way to escape this forced movement,
3473 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3474 </ignore> 3385 </ignore>
3475 <description><![CDATA[ 3386 <description><![CDATA[
3476 Pedestals are designed to detect certain types of living objects. 3387 Pedestals are designed to detect certain types of living objects.
3477 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
3478 connected value is triggered. ]]> 3389 connected value is triggered.]]>
3479 </description> 3390 </description>
3480 <use><![CDATA[ 3391 <use><![CDATA[
3481 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
3482 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
3483 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,
3484 because many other players could sneak in. If you put powerful 3395 because many other players could sneak in. If you put powerful
3485 artifacts into such places, generally set "startequip 1", so that 3396 artifacts into such places, generally set "startequip 1", so that
3486 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.]]>
3487 </use> 3398 </use>
3488 <attribute arch="no_pick" value="1" type="fixed" /> 3399 <attribute arch="no_pick" value="1" type="fixed" />
3489 <attribute arch="slaying" editor="match race" type="string"> 3400 <attribute arch="slaying" editor="match race" type="string">
3490 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;
3491 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.
3494 3405
3495 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
3496 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
3497 but not for monsters. 3408 but not for monsters.
3498 </attribute> 3409 </attribute>
3499 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3500 When the pedestal is triggered, all objects with the same 3411 When the pedestal is triggered, all objects with the same
3501 connection value get activated. 3412 connection value get activated.
3502 </attribute> 3413 </attribute>
3503 &move_on; 3414 &move_on;
3504</type> 3415</type>
3509 <ignore_list name="non_pickable" /> 3420 <ignore_list name="non_pickable" />
3510 </ignore> 3421 </ignore>
3511 <description><![CDATA[ 3422 <description><![CDATA[
3512 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.
3513 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
3514 the exact destination, but within a two-square radius of the destination 3425 the exact destination, but within a configurable radius of the destination
3515 (never on blocked squares).<br> 3426 (never on blocked squares).<br>
3516 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>
3517 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.
3518 Even multipart monsters can fall through them, given enough space. ]]> 3429 Even multipart monsters can fall through them, given enough space.]]>
3519 </description> 3430 </description>
3520 <use><![CDATA[ 3431 <use><![CDATA[
3521 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
3522 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
3523 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
3524 randomly interconnect maps like teleporters do. ]]> 3435 randomly interconnect maps like teleporters do.]]>
3525 </use> 3436 </use>
3526 <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>
3527 <attribute arch="connected" editor="connection" type="int"> 3441 <attribute arch="connected" editor="connection" type="string">
3528 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
3529 by activating the connection. 3443 by activating the connection.
3530 </attribute> 3444 </attribute>
3531 &activate_on; 3445 &activate_on;
3532 <attribute arch="hp" editor="destination X" type="int"> 3446 <attribute arch="hp" editor="destination X" type="int">
3552 3466
3553<!--####################################################################--> 3467<!--####################################################################-->
3554<type number="7" name="Poison Food"> 3468<type number="7" name="Poison Food">
3555 <description><![CDATA[ 3469 <description><![CDATA[
3556 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.
3557 If his food drops to zero, the player might even die. ]]> 3471 If his food drops to zero, the player might even die.]]>
3558 </description> 3472 </description>
3559</type> 3473</type>
3560 3474
3561<!--####################################################################--> 3475<!--####################################################################-->
3562<type number="5" name="Potion"> 3476<type number="5" name="Potion">
3563 <description><![CDATA[ 3477 <description><![CDATA[
3564 The player can drink these and gain various kinds of benefits 3478 The player can drink these and gain various kinds of benefits
3565 (/penalties) by doing so. ]]> 3479 (/penalties) by doing so.]]>
3566 </description> 3480 </description>
3567 <use><![CDATA[ 3481 <use><![CDATA[
3568 One potion should never give multiple benefits at once. ]]> 3482 One potion should never give multiple benefits at once.]]>
3569 </use> 3483 </use>
3570 <attribute arch="level" editor="potion level" type="int"> 3484 <attribute arch="level" editor="potion level" type="int">
3571 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.
3572 For other potions it should be set at least to 1. 3486 For other potions it should be set at least to 1.
3573 </attribute> 3487 </attribute>
3591 </attribute> 3505 </attribute>
3592 <attribute arch="startequip" editor="godgiven item" type="bool"> 3506 <attribute arch="startequip" editor="godgiven item" type="bool">
3593 A godgiven item vanishes as soon as the player 3507 A godgiven item vanishes as soon as the player
3594 drops it to the ground. 3508 drops it to the ground.
3595 </attribute> 3509 </attribute>
3596<section name="stats"> 3510 &player_stat_resist_sections;
3597 <attribute arch="Str" editor="strength" type="int">
3598 The player's strentgh will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Dex" editor="dexterity" type="int">
3604 The player's dexterity will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 <attribute arch="Con" editor="constitution" type="int">
3610 The player's constitution will rise/fall by the given value for permanent
3611 (of course there is an upper limit). Generally there shouldn't be stat
3612 potions granting more than one stat. Cursed potions will subtract the
3613 stats if positive.
3614 </attribute>
3615 <attribute arch="Int" editor="intelligence" type="int">
3616 The player's intelligence will rise/fall by the given value for permanent
3617 (of course there is an upper limit). Generally there shouldn't be stat
3618 potions granting more than one stat. Cursed potions will subtract the
3619 stats if positive.
3620 </attribute>
3621 <attribute arch="Pow" editor="power" type="int">
3622 The player's power will rise/fall by the given value for permanent
3623 (of course there is an upper limit). Generally there shouldn't be stat
3624 potions granting more than one stat. Cursed potions will subtract the
3625 stats if positive.
3626 </attribute>
3627 <attribute arch="Wis" editor="wisdom" type="int">
3628 The player's wisdom will rise/fall by the given value for permanent
3629 (of course there is an upper limit). Generally there shouldn't be stat
3630 potions granting more than one stat. Cursed potions will subtract the
3631 stats if positive.
3632 </attribute>
3633 <attribute arch="Cha" editor="charisma" type="int">
3634 The player's charisma will rise/fall by the given value for permanent
3635 (of course there is an upper limit). Generally there shouldn't be stat
3636 potions granting more than one stat. Cursed potions will subtract the
3637 stats if positive.
3638 </attribute>
3639</section>
3640<section name="resistance">
3641 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3642 The player's resistance to physical will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3648 The player's resistance to magic will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3654 The player's resistance to fire will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3660 The player's resistance to electricity will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3666 The player's resistance to cold will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3672 The player's resistance to acid will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3678 The player's resistance to confusion will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3684 The player's resistance to weaponmagic will rise by this value in percent
3685 (range -100 till +100). The effect is only temporare, and it does NOT
3686 add on the values from the player's equipment.
3687 Cursed potions will make negative resistance.. very nasty in combat!
3688 </attribute>
3689 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3690 The player's resistance to paralyze will rise by this value in percent
3691 (range -100 till +100). The effect is only temporare, and it does NOT
3692 add on the values from the player's equipment.
3693 Cursed potions will make negative resistance.. very nasty in combat!
3694 </attribute>
3695 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3696 The player's resistance to draining will rise by this value in percent
3697 (range -100 till +100). The effect is only temporare, and it does NOT
3698 add on the values from the player's equipment.
3699 Cursed potions will make negative resistance.. very nasty in combat!
3700 </attribute>
3701 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3702 The player's resistance to depletion will rise by this value in percent
3703 (range -100 till +100). The effect is only temporare, and it does NOT
3704 add on the values from the player's equipment.
3705 Cursed potions will make negative resistance.. very nasty in combat!
3706 </attribute>
3707 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3708 The player's resistance to poison will rise by this value in percent
3709 (range -100 till +100). The effect is only temporare, and it does NOT
3710 add on the values from the player's equipment.
3711 Cursed potions will make negative resistance.. very nasty in combat!
3712 </attribute>
3713</section>
3714</type> 3511</type>
3715 3512
3716<!--####################################################################--> 3513<!--####################################################################-->
3717<type number="156" name="Power Crystal"> 3514<type number="156" name="Power Crystal">
3718 <description><![CDATA[ 3515 <description><![CDATA[
3719 Power crystals can store a player's mana: 3516 Power crystals can store a player's mana:
3720 When the player applies the crystal with full mana, half of 3517 When the player applies the crystal with full mana, half of
3721 it flows into the crystal. When the player applies it with 3518 it flows into the crystal. When the player applies it with
3722 lacking mana, the crystal replenishes the player's mana. ]]> 3519 lacking mana, the crystal replenishes the player's mana.]]>
3723 </description> 3520 </description>
3724 <attribute arch="sp" editor="initial mana" type="int"> 3521 <attribute arch="sp" editor="initial mana" type="int">
3725 &lt;initial mana&gt; is the amount of spellpoints that the 3522 &lt;initial mana&gt; is the amount of spellpoints that the
3726 crystal holds when the map is loaded. 3523 crystal holds when the map is loaded.
3727 </attribute> 3524 </attribute>
3739 Projectiles like arrows/crossbow bolts are used as ammunition 3536 Projectiles like arrows/crossbow bolts are used as ammunition
3740 for shooting weapons. 3537 for shooting weapons.
3741 <br><br> 3538 <br><br>
3742 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.
3743 Just set matching &lt;ammunition class&gt; both for shooting 3540 Just set matching &lt;ammunition class&gt; both for shooting
3744 weapon and projectile. ]]> 3541 weapon and projectile.]]>
3745 </description> 3542 </description>
3746 <use><![CDATA[ 3543 <use><![CDATA[
3747 If you want to create new kinds of projectiles, you could 3544 If you want to create new kinds of projectiles, you could
3748 add an alchemical receipe to create these. 3545 add an alchemical receipe to create these.
3749 3546
3750 Don't create new pairs of weapons &amp; projectiles unless 3547 Don't create new pairs of weapons &amp; projectiles unless
3751 they really fullfill a useful purpose. In fact, even bows 3548 they really fullfill a useful purpose. In fact, even bows
3752 and crossbows are rarely ever used. ]]> 3549 and crossbows are rarely ever used.]]>
3753 </use> 3550 </use>
3754 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3755 This number is a bitmask, specifying the projectile's attacktypes. 3552 This number is a bitmask, specifying the projectile's attacktypes.
3756 Attacktypes are: physical, magical, fire, cold.. etc. 3553 Attacktypes are: physical, magical, fire, cold.. etc.
3757 This works identical to melee weapons. Note that shooting 3554 This works identical to melee weapons. Note that shooting
3819<type number="70" name="Ring"> 3616<type number="70" name="Ring">
3820 <import_type name="Amulet" /> 3617 <import_type name="Amulet" />
3821 <description><![CDATA[ 3618 <description><![CDATA[
3822 Rings are worn on the hands - one ring each. 3619 Rings are worn on the hands - one ring each.
3823 Wearing rings, the object's stats will directly be inherited to 3620 Wearing rings, the object's stats will directly be inherited to
3824 the player. Usually enhancing his spellcasting potential. ]]> 3621 the player. Usually enhancing his spellcasting potential.]]>
3825 </description> 3622 </description>
3826 <use><![CDATA[ 3623 <use><![CDATA[
3827 When you create an artifact ring, never forget that players can 3624 When you create an artifact ring, never forget that players can
3828 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
3829 keep rings in balance with the game. 3626 keep rings in balance with the game.
3830 <br><br> 3627 <br><br>
3831 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.
3832 They should primarily grant bonuses to spellcasting abilities 3629 They should primarily grant bonuses to spellcasting abilities
3833 and non-physical resistances. ]]> 3630 and non-physical resistances.]]>
3834 </use> 3631 </use>
3835</type> 3632</type>
3836 3633
3837<!--####################################################################--> 3634<!--####################################################################-->
3838<type number="3" name="Rod"> 3635<type number="3" name="Rod">
3841 </ignore> 3638 </ignore>
3842 <description><![CDATA[ 3639 <description><![CDATA[
3843 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
3844 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3641 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3845 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
3846 used endlessly. ]]> 3643 used endlessly.]]>
3847 </description> 3644 </description>
3848 <use><![CDATA[ 3645 <use><![CDATA[
3849 Rods with healing/curing spells are extremely powerful. Usually, potions have 3646 Rods with healing/curing spells are extremely powerful. Usually, potions have
3850 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
3851 one-time-use.<br> ]]> 3648 one-time-use.<br>]]>
3852 </use> 3649 </use>
3853 <attribute arch="sp" editor="spell" type="spell"> 3650 <attribute arch="sp" editor="spell" type="spell">
3854 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
3855 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!
3856 Rods with heal/ restoration/ protection spells, IF available, MUST be 3653 Rods with heal/ restoration/ protection spells, IF available, MUST be
3896 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
3897 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3694 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3898 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
3899 "summoning rune", summoning predefined monsters of any kind, at detonation. 3696 "summoning rune", summoning predefined monsters of any kind, at detonation.
3900 <br><br> 3697 <br><br>
3901 Many runes are already defined in the archetypes. ]]> 3698 Many runes are already defined in the archetypes.]]>
3902 </description> 3699 </description>
3903 <use><![CDATA[ 3700 <use><![CDATA[
3904 Avoid monsters stepping on your runes. For example, summoning runes 3701 Avoid monsters stepping on your runes. For example, summoning runes
3905 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3702 together with spellcasting- and attack-runes is usually a bad idea.]]>
3906 </use> 3703 </use>
3907 <attribute arch="no_pick" value="1" type="fixed" /> 3704 <attribute arch="no_pick" value="1" type="fixed" />
3908 &move_on; 3705 &move_on;
3909 <attribute arch="level" editor="rune level" type="int"> 3706 <attribute arch="level" editor="rune level" type="int">
3910 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,
3978 <ignore_list name="non_pickable" /> 3775 <ignore_list name="non_pickable" />
3979 </ignore> 3776 </ignore>
3980 <description><![CDATA[ 3777 <description><![CDATA[
3981 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
3982 respawn-after-death and his word-of-recall positions are pointing 3779 respawn-after-death and his word-of-recall positions are pointing
3983 to the last-applied savebed. ]]> 3780 to the last-applied savebed.]]>
3984 </description> 3781 </description>
3985 <use><![CDATA[ 3782 <use><![CDATA[
3986 Put savebed locations in towns, do not put them into dungeons. 3783 Put savebed locations in towns, do not put them into dungeons.
3987 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.
3988 That means: 3785 That means:
3989 <UL> 3786 <UL>
3990 <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!
3991 <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.
3992 <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
3993 players get trapped in a savebed location. 3790 players get trapped in a savebed location.
3994 <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
3995 arch called "dungeon_magic" everywhere). This is not required, 3792 arch called "dungeon_magic" everywhere). This is not required,
3996 but it makes the place much more safe. 3793 but it makes the place much more safe.
3997 </UL> ]]> 3794 </UL>]]>
3998 </use> 3795 </use>
3999 <attribute arch="no_pick" value="1" type="fixed" /> 3796 <attribute arch="no_pick" value="1" type="fixed" />
4000 <attribute arch="no_magic" value="1" type="fixed" /> 3797 <attribute arch="no_magic" value="1" type="fixed" />
4001 <attribute arch="damned" value="1" type="fixed" /> 3798 <attribute arch="damned" value="1" type="fixed" />
4002</type> 3799</type>
4009 <description><![CDATA[ 3806 <description><![CDATA[
4010 Scrolls contain spells (similar to spell-potions). Unlike potions, 3807 Scrolls contain spells (similar to spell-potions). Unlike potions,
4011 scrolls require a certain literacy skill to read successfully. 3808 scrolls require a certain literacy skill to read successfully.
4012 Accordingly, for a successful reading, a small amount of 3809 Accordingly, for a successful reading, a small amount of
4013 experience is gained. Scrolls allow only one time usage, but 3810 experience is gained. Scrolls allow only one time usage, but
4014 usually they are sold in bulks. ]]> 3811 usually they are sold in bulks.]]>
4015 </description> 3812 </description>
4016 <use><![CDATA[ 3813 <use><![CDATA[
4017 For low level quests, scrolls of healing/curing-spells 3814 For low level quests, scrolls of healing/curing-spells
4018 can be a nice reward. At higher levels, scrolls become less 3815 can be a nice reward. At higher levels, scrolls become less
4019 and less useful. ]]> 3816 and less useful.]]>
4020 </use> 3817 </use>
4021 <attribute arch="level" editor="casting level" type="int"> 3818 <attribute arch="level" editor="casting level" type="int">
4022 The spell of the scroll will be casted at this level. 3819 The spell of the scroll will be casted at this level.
4023 This value should always be set, at least to 1. 3820 This value should always be set, at least to 1.
4024 </attribute> 3821 </attribute>
4036<type number="33" name="Shield"> 3833<type number="33" name="Shield">
4037 <import_type name="Amulet" /> 3834 <import_type name="Amulet" />
4038 <description><![CDATA[ 3835 <description><![CDATA[
4039 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
4040 the player. Shields usually provide good defense, only surpassed 3837 the player. Shields usually provide good defense, only surpassed
4041 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3838 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4042 </description> 3839 </description>
4043 <use><![CDATA[ 3840 <use><![CDATA[
4044 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
4045 important that you keep your artifact in balance with existing maps. ]]> 3842 important that you keep your artifact in balance with existing maps.]]>
4046 </use> 3843 </use>
4047 <attribute arch="magic" editor="magic bonus" type="int"> 3844 <attribute arch="magic" editor="magic bonus" type="int">
4048 &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
4049 "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
4050 than direct armour-class bonus on the shield. 3847 than direct armour-class bonus on the shield.
4059 wielded both at the same time. Like with any other equipment, 3856 wielded both at the same time. Like with any other equipment,
4060 stats/bonuses from shooting weapons are directly inherited to the player. 3857 stats/bonuses from shooting weapons are directly inherited to the player.
4061 <br><br> 3858 <br><br>
4062 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.
4063 Just set matching &lt;ammunition class&gt; both for shooting 3860 Just set matching &lt;ammunition class&gt; both for shooting
4064 weapon and projectile. ]]> 3861 weapon and projectile.]]>
4065 </description> 3862 </description>
4066 <use><![CDATA[ 3863 <use><![CDATA[
4067 Shooting weapons should not add bonuses in general. There's already 3864 Shooting weapons should not add bonuses in general. There's already
4068 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3865 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4069 Shooting weapons should especially not add bonuses to the player 3866 Shooting weapons should especially not add bonuses to the player
4070 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
4071 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
4072 - still crap. ]]> 3869 - still crap.]]>
4073 </use> 3870 </use>
4074 <attribute arch="race" editor="ammunition class" type="string"> 3871 <attribute arch="race" editor="ammunition class" type="string">
4075 Only projectiles with matching &lt;ammunition class&gt; can be fired 3872 Only projectiles with matching &lt;ammunition class&gt; can be fired
4076 with this weapon. For normal bows set "arrows", for normal 3873 with this weapon. For normal bows set "arrows", for normal
4077 crossbows set "crossbow bolts". 3874 crossbows set "crossbow bolts".
4106 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
4107 only way to prevent low level players to wear "undeserved" equipment 3904 only way to prevent low level players to wear "undeserved" equipment
4108 (like gifts from other players or cheated items). 3905 (like gifts from other players or cheated items).
4109 3906
4110 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
4111 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
4112 calculate a provisional value at runtime, but this is never 3909 calculate a provisional value at runtime, but this is never
4113 going to be an accurate measurement of &lt;item power&gt;. 3910 going to be an accurate measurement of &lt;item power&gt;.
4114 </attribute> 3911 </attribute>
4115 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3912 <attribute arch="no_strength" editor="ignore strength" type="bool">
4116 Usually the player's strentgh takes effect on the damage 3913 Usually the player's strentgh takes effect on the damage
4198 These items are all flagged as unpaid. 3995 These items are all flagged as unpaid.
4199 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
4200 unpaid and the player receives payment according to the item's 3997 unpaid and the player receives payment according to the item's
4201 selling-value. 3998 selling-value.
4202 Shopfloor always prevents magic (To hinder players from burning 3999 Shopfloor always prevents magic (To hinder players from burning
4203 or freezing the goods). ]]> 4000 or freezing the goods).]]>
4204 </description> 4001 </description>
4205 <use><![CDATA[ 4002 <use><![CDATA[
4206 Tile your whole shop-interior space which shop floor. 4003 Tile your whole shop-interior space which shop floor.
4207 (That assures players receive payment for dropping items). 4004 (That assures players receive payment for dropping items).
4208 Place shop mats to enter/leave the shop, and make sure 4005 Place shop mats to enter/leave the shop, and make sure
4209 there is no other exit than the shop mat. ]]> 4006 there is no other exit than the shop mat.]]>
4210 </use> 4007 </use>
4211 <attribute arch="is_floor" value="1" type="fixed" /> 4008 <attribute arch="is_floor" value="1" type="fixed" />
4212 <attribute arch="no_pick" value="1" type="fixed" /> 4009 <attribute arch="no_pick" value="1" type="fixed" />
4213 <attribute arch="no_magic" value="1" type="fixed" /> 4010 <attribute arch="no_magic" value="1" type="fixed" />
4214 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4011 <attribute arch="auto_apply" editor="generate goods" type="bool">
4248 "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/
4249 or -destinations. When stepping onto a shopmat the player gets beamed 4046 or -destinations. When stepping onto a shopmat the player gets beamed
4250 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
4251 inventory, the price gets charged from his coins automatically. 4048 inventory, the price gets charged from his coins automatically.
4252 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
4253 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).]]>
4254 </description> 4051 </description>
4255 <use><![CDATA[ 4052 <use><![CDATA[
4256 As stated above, always place TWO shop mats into your shop. 4053 As stated above, always place TWO shop mats into your shop.
4257 Not more and not less than that. ]]> 4054 Not more and not less than that.]]>
4258 </use> 4055 </use>
4259 <attribute arch="no_pick" value="1" type="fixed" /> 4056 <attribute arch="no_pick" value="1" type="fixed" />
4260 &move_on; 4057 &move_on;
4261</type> 4058</type>
4262 4059
4267 </ignore> 4064 </ignore>
4268 <description><![CDATA[ 4065 <description><![CDATA[
4269 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
4270 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:
4271 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
4272 (-&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).]]>
4273 </description> 4070 </description>
4274 <use><![CDATA[ 4071 <use><![CDATA[
4275 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
4276 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
4277 hints about hidden secrets/dangers. Place signs to provide the player 4074 hints about hidden secrets/dangers. Place signs to provide the player
4278 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.]]>
4279 </use> 4076 </use>
4280 <attribute arch="connected" editor="connection" type="int"> 4077 <attribute arch="connected" editor="connection" type="string">
4281 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
4282 the connection is triggered. This should be used in combination with 4079 the connection is triggered. This should be used in combination with
4283 &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.
4284 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
4285 printed to one player, but all players on the current map. 4082 printed to one player, but all players on the current map.
4302 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4099 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4303 This text will be displayed to the player. 4100 This text will be displayed to the player.
4304 </attribute> 4101 </attribute>
4305</type> 4102</type>
4306 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
4307<!--####################################################################--> 4118<!--####################################################################-->
4308<type number="43" name="Skill"> 4119<type number="43" name="Skill">
4309 <ignore> 4120 <ignore>
4310 <ignore_list name="system_object" /> 4121 <ignore_list name="system_object" />
4311 </ignore> 4122 </ignore>
4312 <description><![CDATA[ 4123 <description><![CDATA[
4313 Skills are objects which exist in the player/monster inventory. 4124 Skills are objects which exist in the player/monster inventory.
4314 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
4315 are enabled for monster use however. ]]> 4126 are enabled for monster use however.]]>
4316 </description> 4127 </description>
4317 <use><![CDATA[ 4128 <use><![CDATA[
4318 For mapmaking, Skill objects serve two purposes: 4129 For mapmaking, Skill objects serve two purposes:
4319 <p>First, the predefined skill archtypes (in the 'skills' directory) 4130 <p>First, the predefined skill archtypes (in the 'skills' directory)
4320 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
4325 </p><p> 4136 </p><p>
4326 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
4327 copy default skill archtypes into the monsters' inventories. 4138 copy default skill archtypes into the monsters' inventories.
4328 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
4329 recommended however, to use skills in your maps which are totally 4140 recommended however, to use skills in your maps which are totally
4330 unrelated to any predefined skill archtype.</p> ]]> 4141 unrelated to any predefined skill archtype.</p>]]>
4331 </use> 4142 </use>
4332 <attribute arch="invisible" value="1" type="fixed" /> 4143 <attribute arch="invisible" value="1" type="fixed" />
4333 <attribute arch="no_drop" value="1" type="fixed" /> 4144 <attribute arch="no_drop" value="1" type="fixed" />
4334 <attribute arch="skill" editor="skill name" type="string"> 4145 <attribute arch="skill" editor="skill name" type="string">
4335 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
4345 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
4346 500 to their total. 4157 500 to their total.
4347 </attribute> 4158 </attribute>
4348 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4159 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4349 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.
4350 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
4351 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.
4352 </attribute> 4163 </attribute>
4353 <attribute arch="level" editor="level" type="int"> 4164 <attribute arch="level" editor="level" type="int">
4354 </attribute> 4165 </attribute>
4355 <attribute arch="exp" editor="experience" type="int"> 4166 <attribute arch="exp" editor="experience" type="int">
4364 4175
4365<!--####################################################################--> 4176<!--####################################################################-->
4366<type number="130" name="Skill Scroll"> 4177<type number="130" name="Skill Scroll">
4367 <description><![CDATA[ 4178 <description><![CDATA[
4368 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
4369 contained skill. ]]> 4180 contained skill.]]>
4370 </description> 4181 </description>
4371 <use><![CDATA[ 4182 <use><![CDATA[
4372 Skill scrolls are very much sought for by players. Currently, 4183 Skill scrolls are very much sought for by players. Currently,
4373 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
4374 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
4375 skill scrolls rewarded at the end. ]]> 4186 skill scrolls rewarded at the end.]]>
4376 </use> 4187 </use>
4377 <attribute arch="race" value="scrolls" type="fixed" /> 4188 <attribute arch="race" value="scrolls" type="fixed" />
4378 <attribute arch="skill" editor="skill name" type="string"> 4189 <attribute arch="skill" editor="skill name" type="string">
4379 The &lt;skill name&gt; matches the skill object that can 4190 The &lt;skill name&gt; matches the skill object that can
4380 be learned from this scroll. 4191 be learned from this scroll.
4390 When carrying the appropriate special key, a locked door can 4201 When carrying the appropriate special key, a locked door can
4391 be opened. The key will dissapear. 4202 be opened. The key will dissapear.
4392 <br><br> 4203 <br><br>
4393 This object-type can also be used for "passport"-like items: 4204 This object-type can also be used for "passport"-like items:
4394 When walking onto an invetory checker, a gate for example might 4205 When walking onto an invetory checker, a gate for example might
4395 get opened. The "passport" will stay in the player's inventory. ]]> 4206 get opened. The "passport" will stay in the player's inventory.]]>
4396 </description> 4207 </description>
4397 <use><![CDATA[ 4208 <use><![CDATA[
4398 How to make a "passport": You take the special key arch 4209 How to make a "passport": You take the special key arch
4399 (archetype name is "key2"), set the face to something like 4210 (archetype name is "key2"), set the face to something like
4400 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;
4401 certainly must match with the appropiate inventory checker. 4212 certainly must match with the appropiate inventory checker.
4402 <br><br> 4213 <br><br>
4403 Of course you can be creative with names and faces of 4214 Of course you can be creative with names and faces of
4404 key-objects. A "mysterious crystal" or a "big dragon claw" 4215 key-objects. A "mysterious crystal" or a "big dragon claw"
4405 (with appropriate faces) appear more interesting than just 4216 (with appropriate faces) appear more interesting than just
4406 a "strange key", or "passport". ]]> 4217 a "strange key", or "passport".]]>
4407 </use> 4218 </use>
4408 <attribute arch="slaying" editor="key string" type="string"> 4219 <attribute arch="slaying" editor="key string" type="string">
4409 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
4410 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
4411 to trigger inventory checkers. 4222 to trigger inventory checkers.
4446 players can learn it by reading the book. Once learned, players 4257 players can learn it by reading the book. Once learned, players
4447 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
4448 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>
4449 Monsters can use spells which are put in their inventory (provided 4260 Monsters can use spells which are put in their inventory (provided
4450 that certain "enabling" settings are correct). The monster's 4261 that certain "enabling" settings are correct). The monster's
4451 &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.]]>
4452 </description> 4263 </description>
4453 <use><![CDATA[ 4264 <use><![CDATA[
4454 A lot of the spells' settings can be tuned and customized. 4265 A lot of the spells' settings can be tuned and customized.
4455 When creating new spells which are accessible to players, it is 4266 When creating new spells which are accessible to players, it is
4456 important to think about balance. A single spell which is too 4267 important to think about balance. A single spell which is too
4457 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
4458 and magic school system out of whack. Testing new spells is 4269 and magic school system out of whack. Testing new spells is
4459 quite important therefore. ]]> 4270 quite important therefore.]]>
4460 </use> 4271 </use>
4461 <attribute arch="no_drop" value="1" type="fixed" /> 4272 <attribute arch="no_drop" value="1" type="fixed" />
4462 <attribute arch="invisible" value="1" type="fixed" /> 4273 <attribute arch="invisible" value="1" type="fixed" />
4463 <attribute arch="skill" editor="skill name" type="string"> 4274 <attribute arch="skill" editor="skill name" type="string">
4464 The &lt;skill name&gt; matches the skill which is needed 4275 The &lt;skill name&gt; matches the skill which is needed
4496 to read.<br><br> 4307 to read.<br><br>
4497 You can create widely customized spells only by adjusting the 4308 You can create widely customized spells only by adjusting the
4498 spell object in the spellbooks inventory. Refer to the description 4309 spell object in the spellbooks inventory. Refer to the description
4499 of spell objects for detailed information how to customize spells.<br> 4310 of spell objects for detailed information how to customize spells.<br>
4500 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;
4501 with a compilation of spells that the book may contain. ]]> 4312 with a compilation of spells that the book may contain.]]>
4502 </description> 4313 </description>
4503 <use><![CDATA[ 4314 <use><![CDATA[
4504 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
4505 reserved for the followers of the appropriate cults. Handing them 4316 reserved for the followers of the appropriate cults. Handing them
4506 out in a spellbook would violate the balance between different religions. 4317 out in a spellbook would violate the balance between different religions.
4507 <br><br> 4318 <br><br>
4508 Note that there is no fundamental difference between the spellbooks 4319 Note that there is no fundamental difference between the spellbooks
4509 of varying schools (pyromancy, sorcery, evocation, summoning, and 4320 of varying schools (pyromancy, sorcery, evocation, summoning, and
4510 even praying). The difference lies only in the spells they contain. 4321 even praying). The difference lies only in the spells they contain.
4511 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
4512 for your spells. ]]> 4323 for your spells.]]>
4513 </use> 4324 </use>
4514 <attribute arch="skill" value="literacy" type="fixed" /> 4325 <attribute arch="skill" value="literacy" type="fixed" />
4515 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4326 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4516 There are two ways to put spells into a spellbook: 4327 There are two ways to put spells into a spellbook:
4517 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,
4536 </ignore> 4347 </ignore>
4537 <description><![CDATA[ 4348 <description><![CDATA[
4538 Spinners change the direction of spell objects and other projectiles 4349 Spinners change the direction of spell objects and other projectiles
4539 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
4540 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
4541 is always changed by a certain degree. ]]> 4352 is always changed by a certain degree.]]>
4542 </description> 4353 </description>
4543 <use><![CDATA[ 4354 <use><![CDATA[
4544 Spinners are very rarely used. I believe they are quite 4355 Spinners are very rarely used. I believe they are quite
4545 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
4546 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
4547 otherwise couldn't. 4358 otherwise couldn't.
4548 4359
4549 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-
4550 projectiles from magic walls don't get to fly in loops. ]]> 4361 projectiles from magic walls don't get to fly in loops.]]>
4551 </use> 4362 </use>
4552 <attribute arch="sp" editor="direction number" type="int"> 4363 <attribute arch="sp" editor="direction number" type="int">
4553 The spinner will change the direction of flying objects by 4364 The spinner will change the direction of flying objects by
4554 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4365 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4555 positive values counter clockwise. 4366 positive values counter clockwise.
4568 Swamp areas show a special behaviour: 4379 Swamp areas show a special behaviour:
4569 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,
4570 he will start to sink in and eventually drown and die. 4381 he will start to sink in and eventually drown and die.
4571 Items dropped on the swamp sink in and dissapear. 4382 Items dropped on the swamp sink in and dissapear.
4572 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
4573 to die in the swamp. ]]> 4384 to die in the swamp.]]>
4574 </description> 4385 </description>
4575 <attribute arch="is_floor" value="1" type="fixed" /> 4386 <attribute arch="is_floor" value="1" type="fixed" />
4576 <attribute arch="is_wooded" value="1" type="fixed" /> 4387 <attribute arch="is_wooded" value="1" type="fixed" />
4577 <attribute arch="speed" editor="drowning speed" type="float"> 4388 <attribute arch="speed" editor="drowning speed" type="float">
4578 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
4602 different location. The main difference to the object-type exit 4413 different location. The main difference to the object-type exit
4603 is the possibility to have teleporters connected to levers/buttons/etc. 4414 is the possibility to have teleporters connected to levers/buttons/etc.
4604 Sometimes teleporters are activated even against the players will. 4415 Sometimes teleporters are activated even against the players will.
4605 <br><br> 4416 <br><br>
4606 Unlike exits, teleporters can also transfer items and 4417 Unlike exits, teleporters can also transfer items and
4607 monsters to different locations on the same map. ]]> 4418 monsters to different locations on the same map.]]>
4608 </description> 4419 </description>
4609 <use><![CDATA[ 4420 <use><![CDATA[
4610 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
4611 an invisible teleporter. If using "invisible 1", the teleporter 4422 an invisible teleporter. If using "invisible 1", the teleporter
4612 can still be discovered with the show_invisible spell. And in 4423 can still be discovered with the show_invisible spell. And in
4613 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.
4614 <br><br> 4425 <br><br>
4615 Fortunately, there is a cool trick to make a perfectly invisible 4426 Fortunately, there is a cool trick to make a perfectly invisible
4616 teleporter: You simply add teleporter functionality to the floor 4427 teleporter: You simply add teleporter functionality to the floor
4617 itself. That means: You take the floor arch (e.g. "flagstone"), 4428 itself. That means: You take the floor arch (e.g. "flagstone"),
4618 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.]]>
4619 </use> 4430 </use>
4620 <attribute arch="slaying" editor="exit path" type="string"> 4431 <attribute arch="slaying" editor="exit path" type="string">
4621 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.
4622 &lt;exit path&gt; can be an absolute path, beginning with '/' 4433 &lt;exit path&gt; can be an absolute path, beginning with '/'
4623 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4434 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4659 be transferred to the "default enter location" of the destined map. 4470 be transferred to the "default enter location" of the destined map.
4660 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,
4661 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
4662 map-bugs. 4473 map-bugs.
4663 </attribute> 4474 </attribute>
4664 <attribute arch="connected" editor="connection" type="int"> 4475 <attribute arch="connected" editor="connection" type="string">
4665 If a connection value is set, the teleporter will be activated 4476 If a connection value is set, the teleporter will be activated
4666 whenever the connection is triggered. To use this properly, 4477 whenever the connection is triggered. To use this properly,
4667 &lt;activation speed&gt; must be zero. 4478 &lt;activation speed&gt; must be zero.
4668 </attribute> 4479 </attribute>
4669 &activate_on; 4480 &activate_on;
4684<type number="26" name="Timed Gate"> 4495<type number="26" name="Timed Gate">
4685 <ignore> 4496 <ignore>
4686 <ignore_list name="non_pickable" /> 4497 <ignore_list name="non_pickable" />
4687 </ignore> 4498 </ignore>
4688 <description><![CDATA[ 4499 <description><![CDATA[
4689 Gates play an important role in Crossfire. Gates can be opened 4500 Gates play an important role in Deliantra. Gates can be opened
4690 by activating a button/trigger, by speaking passwords (-> magic_ear) 4501 by activating a button/trigger, by speaking passwords (-> magic_ear)
4691 or carrying special key-objects (-> inventory checker). 4502 or carrying special key-objects (-> inventory checker).
4692 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
4693 passed, which makes them more practical in many cases. Unlike normal 4504 passed, which makes them more practical in many cases. Unlike normal
4694 gates, timed gates open when triggered but automatically close again 4505 gates, timed gates open when triggered but automatically close again
4695 after some time.]]> 4506 after some time.]]>
4696 </description> 4507 </description>
4697 <use><![CDATA[ 4508 <use><![CDATA[
4698 Use gates to divide your maps into separated areas. After solving 4509 Use gates to divide your maps into separated areas. After solving
4699 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
4700 maps more complex than "one-way". ]]> 4511 maps more complex than "one-way".]]>
4701 </use> 4512 </use>
4702 <attribute arch="no_pick" value="1" type="fixed" /> 4513 <attribute arch="no_pick" value="1" type="fixed" />
4703 <attribute arch="connected" editor="connection" type="int"> 4514 <attribute arch="connected" editor="connection" type="string">
4704 Whenever the inventory checker is triggered, all objects with identical 4515 Whenever the inventory checker is triggered, all objects with identical
4705 &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
4706 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4707 after some time. 4518 after some time.
4708 </attribute> 4519 </attribute>
4745 and generally have either a physical attack or trigger a reaction. 4556 and generally have either a physical attack or trigger a reaction.
4746 <br><br> 4557 <br><br>
4747 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
4748 'attacktype' attacktype and/or trigger a reaction. 4559 'attacktype' attacktype and/or trigger a reaction.
4749 <br><br> 4560 <br><br>
4750 Many traps are already defined in the archetypes. ]]> 4561 Many traps are already defined in the archetypes.]]>
4751 </description> 4562 </description>
4752 <use><![CDATA[ 4563 <use><![CDATA[
4753 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
4754off your lightning wall and pit trap is usually a bad idea. ]]> 4565 off your lightning wall and pit trap is usually a bad idea.]]>
4755 </use> 4566 </use>
4756 <attribute arch="no_pick" value="1" type="fixed" /> 4567 <attribute arch="no_pick" value="1" type="fixed" />
4757 &move_on; 4568 &move_on;
4758 <attribute arch="level" editor="trap level" type="int"> 4569 <attribute arch="level" editor="trap level" type="int">
4759 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
4775 </attribute> 4586 </attribute>
4776 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4777 This attribute defines what attacktype to use for direct damage when 4588 This attribute defines what attacktype to use for direct damage when
4778 the trap detonates. 4589 the trap detonates.
4779 </attribute> 4590 </attribute>
4780 <attribute arch="connected" editor="connection" type="int"> 4591 <attribute arch="connected" editor="connection" type="string">
4781 When the trap is detonated, all objects with the same 4592 When the trap is detonated, all objects with the same
4782 connection value get activated. 4593 connection value get activated.
4783 </attribute> 4594 </attribute>
4784 <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">
4785 When the trap detonates, this text is displayed to the 4596 When the trap detonates, this text is displayed to the
4797 Trapdoors are very similar to pits. The difference is that they 4608 Trapdoors are very similar to pits. The difference is that they
4798 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
4799 trapdoor determines weither it slams the trapdoor open and falls through 4610 trapdoor determines weither it slams the trapdoor open and falls through
4800 or not.<br> 4611 or not.<br>
4801 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
4802 weight,) it remains open, acting like an opened pit. ]]> 4613 weight,) it remains open, acting like an opened pit.]]>
4803 </description> 4614 </description>
4804 <use><![CDATA[ 4615 <use><![CDATA[
4805 Trapdoors should be used in the same fashion as pits: 4616 Trapdoors should be used in the same fashion as pits:
4806 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
4807 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.]]>
4808 </use> 4619 </use>
4809 <attribute arch="no_pick" value="1" type="fixed" /> 4620 <attribute arch="no_pick" value="1" type="fixed" />
4810 &move_on; 4621 &move_on;
4811 <attribute arch="weight" editor="hold weight" type="int"> 4622 <attribute arch="weight" editor="hold weight" type="int">
4812 This value defines how much weight the trapdoor can hold. 4623 This value defines how much weight the trapdoor can hold.
4838 <attribute arch="value" /> 4649 <attribute arch="value" />
4839 <attribute arch="material" /> 4650 <attribute arch="material" />
4840 </ignore> 4651 </ignore>
4841 <description><![CDATA[ 4652 <description><![CDATA[
4842 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
4843 into the game. ]]> 4654 into the game.]]>
4844 </description> 4655 </description>
4845 <use><![CDATA[ 4656 <use><![CDATA[
4846 About usage of the "random-artifact" treasurelist: 4657 About usage of the "random-artifact" treasurelist:
4847 This will generate powerful stuff like girdles, xray helmets, special 4658 This will generate powerful stuff like girdles, xray helmets, special
4848 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
4849 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
4850 number of different artifacts! Besides, players will always seek the place 4661 number of different artifacts! Besides, players will always seek the place
4851 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.
4852 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
4853 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4664 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4854 </use> 4665 </use>
4855 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4666 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4856 This entry determines what kind of treasure will appear. Look into 4667 This entry determines what kind of treasure will appear. Look into
4857 /crossfire/share/crossfire/treasures for details about existing 4668 /crossfire/share/crossfire/treasures for details about existing
4858 treasurelists. 4669 treasurelists.
4889 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
4890 &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
4891 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.
4892 <br><br> 4703 <br><br>
4893 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,
4894 except by the effect that they cause on the maps. ]]> 4705 except by the effect that they cause on the maps.]]>
4895 </description> 4706 </description>
4896 <use><![CDATA[ 4707 <use><![CDATA[
4897 Markers hold real cool possibilities for map-making. I encourage 4708 Markers hold real cool possibilities for map-making. I encourage
4898 you to use them frequently. However there is one negative point 4709 you to use them frequently. However there is one negative point
4899 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
4900 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
4901 informed and never confused. 4712 informed and never confused.
4902 <br><br> 4713 <br><br>
4903 Please avoid infinite markers when they aren't needed. They're 4714 Please avoid infinite markers when they aren't needed. They're
4904 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
4905 is no real purpose, set an expire time. ]]> 4716 is no real purpose, set an expire time.]]>
4906 </use> 4717 </use>
4907 <attribute arch="no_pick" value="1" type="fixed" /> 4718 <attribute arch="no_pick" value="1" type="fixed" />
4908 <attribute arch="slaying" editor="key string" type="string"> 4719 <attribute arch="slaying" editor="key string" type="string">
4909 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.
4910 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;,
4911 there won't be inserted a second one. 4722 there won't be inserted a second one.
4912 </attribute> 4723 </attribute>
4913 <attribute arch="connected" editor="connection" type="int"> 4724 <attribute arch="connected" editor="connection" type="string">
4914 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.
4915 </attribute> 4726 </attribute>
4916 <attribute arch="food" editor="mark duration" type="int"> 4727 <attribute arch="food" editor="mark duration" type="int">
4917 This value defines the duration of the force it inserts. 4728 This value defines the duration of the force it inserts.
4918 If nonzero, the duration of the player's mark is finite: 4729 If nonzero, the duration of the player's mark is finite:
4949 <attribute arch="name_pl" /> 4760 <attribute arch="name_pl" />
4950 <attribute arch="value" /> 4761 <attribute arch="value" />
4951 <attribute arch="unpaid" /> 4762 <attribute arch="unpaid" />
4952 </ignore> 4763 </ignore>
4953 <description><![CDATA[ 4764 <description><![CDATA[
4954 Walls usually block passage and sight. ]]> 4765 Walls usually block passage and sight.]]>
4955 </description> 4766 </description>
4956 &movement_types_terrain; 4767 &movement_types_terrain;
4957 <attribute arch="can_roll" editor="moveable" type="bool"> 4768 <attribute arch="can_roll" editor="moveable" type="bool">
4958 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.
4959 This setting is used for boulders and barrels. 4770 This setting is used for boulders and barrels.
4972<type number="109" name="Wand &amp; Staff"> 4783<type number="109" name="Wand &amp; Staff">
4973 <description><![CDATA[ 4784 <description><![CDATA[
4974 Wands contain a certain spell. The player can apply (ready) and 4785 Wands contain a certain spell. The player can apply (ready) and
4975 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
4976 "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
4977 charging, but usually that isn't worth the cost. ]]> 4788 charging, but usually that isn't worth the cost.]]>
4978 </description> 4789 </description>
4979 <use><![CDATA[ 4790 <use><![CDATA[
4980 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
4981 generally not cost-efficient. Handing out high-level wands with 4792 generally not cost-efficient. Handing out high-level wands with
4982 powerful special spells isn't a good idea either, because of 4793 powerful special spells isn't a good idea either, because of
4983 the recharge ability. 4794 the recharge ability.
4984 <br><br> 4795 <br><br>
4985 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
4986 quite desirable though. Ideal rewards for low level quests. ]]> 4797 quite desirable though. Ideal rewards for low level quests.]]>
4987 </use> 4798 </use>
4988 <attribute arch="sp" editor="spell" type="spell"> 4799 <attribute arch="sp" editor="spell" type="spell">
4989 The &lt;spell&gt; specifies the contained spell. 4800 The &lt;spell&gt; specifies the contained spell.
4990 </attribute> 4801 </attribute>
4991 <attribute arch="level" editor="casting level" type="int"> 4802 <attribute arch="level" editor="casting level" type="int">
5016 <ignore_list name="non_pickable" /> 4827 <ignore_list name="non_pickable" />
5017 </ignore> 4828 </ignore>
5018 <description><![CDATA[ 4829 <description><![CDATA[
5019 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
5020 these weak walls look similar to their solid "relatives" except 4831 these weak walls look similar to their solid "relatives" except
5021 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.]]>
5022 </description> 4833 </description>
5023 <use><![CDATA[ 4834 <use><![CDATA[
5024 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
5025 better than completely indiscernible passages in a wall.<br> 4836 better than completely indiscernible passages in a wall.<br>
5026 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
5027 them: Rising their defensive stats, weak walls can become a 4838 them: Rising their defensive stats, weak walls can become a
5028 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
5029 attack for example. A granite wall for instance might be very 4840 attack for example. A granite wall for instance might be very
5030 hard to destroy. ]]> 4841 hard to destroy.]]>
5031 </use> 4842 </use>
5032 <attribute arch="alive" value="1" type="fixed" /> 4843 <attribute arch="alive" value="1" type="fixed" />
5033 <attribute arch="no_pick" value="1" type="fixed" /> 4844 <attribute arch="no_pick" value="1" type="fixed" />
5034 <attribute arch="tear_down" value="1" type="fixed" /> 4845 <attribute arch="tear_down" value="1" type="fixed" />
5035 <attribute arch="race" editor="race" type="string"> 4846 <attribute arch="race" editor="race" type="string">
5056 </attribute> 4867 </attribute>
5057 <attribute arch="ac" editor="armour class" type="int"> 4868 <attribute arch="ac" editor="armour class" type="int">
5058 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.
5059 &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;.
5060 </attribute> 4871 </attribute>
5061<section name="resistance"> 4872 &resistances_basic;
5062 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5073 </attribute>
5074 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5075 </attribute>
5076 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5103 </attribute>
5104</section>
5105</type> 4873</type>
5106 4874
5107<!--####################################################################--> 4875<!--####################################################################-->
5108<type number="15" name="Weapon"> 4876<type number="15" name="Weapon">
5109 <description><![CDATA[ 4877 <description><![CDATA[
5110 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
5111 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4879 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5112 be improved with scrolls. ]]> 4880 be improved with scrolls.]]>
5113 </description> 4881 </description>
5114 <use><![CDATA[ 4882 <use><![CDATA[
5115 If you create artifacts (equipment) with stats- or resistance-bonus: 4883 If you create artifacts (equipment) with stats- or resistance-bonus:
5116 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
5117 fighting AND questing. ]]> 4885 fighting AND questing.]]>
5118 </use> 4886 </use>
5119 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4887 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5120 This number is a bitmask, specifying the weapon's attacktypes. 4888 This number is a bitmask, specifying the weapon's attacktypes.
5121 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4889 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5122 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
5177 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
5178 only way to prevent low level players to wear "undeserved" equipment 4946 only way to prevent low level players to wear "undeserved" equipment
5179 (like gifts from other players or cheated items). 4947 (like gifts from other players or cheated items).
5180 4948
5181 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
5182 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
5183 calculate a provisional value at runtime, but this is never 4951 calculate a provisional value at runtime, but this is never
5184 going to be an accurate measurement of &lt;item power&gt;. 4952 going to be an accurate measurement of &lt;item power&gt;.
5185 </attribute> 4953 </attribute>
5186 <attribute arch="damned" editor="damnation" type="bool"> 4954 <attribute arch="damned" editor="damnation" type="bool">
5187 A damned weapon cannot be unwielded unless 4955 A damned weapon cannot be unwielded unless
5207 </attribute> 4975 </attribute>
5208 <attribute arch="startequip" editor="godgiven item" type="bool"> 4976 <attribute arch="startequip" editor="godgiven item" type="bool">
5209 A godgiven item vanishes as soon as the player 4977 A godgiven item vanishes as soon as the player
5210 drops it to the ground. 4978 drops it to the ground.
5211 </attribute> 4979 </attribute>
5212<section name="resistance"> 4980 &player_stat_resist_sections;
5213 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5214 This adds physical resistance to the weapon (= armour value). The number is
5215 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5216 and what they require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5219 This adds magic 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_fire" editor="resist fire %" length="15" type="int">
5224 This adds fire resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Treat this with CARE. Look at other maps and what they
5226 require to do for getting this-and-that artifact.
5227 </attribute>
5228 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5229 This adds electricity resistance to the weapon. The number is a percent-value in
5230 the range 0-100. Treat this with CARE. Look at other maps and what they
5231 require to do for getting this-and-that artifact.
5232 </attribute>
5233 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5234 This adds fire resistance to the weapon. The number is a percent-value in
5235 the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5239 This adds confusion resistance to the weapon. The number is a percent-value in
5240 the range 0-100. Confusion resistance is not very effective
5241 unless the value comes close to 100 (= perfect immunity).
5242 </attribute>
5243 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5244 This adds acid resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Treat this with CARE. Look at other maps and what they
5246 require to do for getting this-and-that artifact.
5247 </attribute>
5248 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5249 This adds draining resistance to the weapon. The number is a percent-value
5250 in the range 0-100. Draining resistance is little effective
5251 unless the value is 100 (= perfect immunity).
5252 </attribute>
5253 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5254 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5255 the range 0-100. Weaponmagic resistance generally should not exist on
5256 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5257 are not meant to be easily resisted.
5258 </attribute>
5259 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5260 This adds ghosthit resistance to the weapon. The number is a percent-value
5261 in the range 0-100. Treat this with CARE. Look at other maps and what they
5262 require to do for getting this-and-that artifact.
5263 </attribute>
5264 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5265 This adds poison resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 </attribute>
5269 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5270 This adds fear resistance to the weapon. The number is a percent-value in
5271 the range 0-100. Resistance to fear is pretty useless.
5272 </attribute>
5273 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5274 This adds paralyze resistance to the weapon. The number is a percent-value in
5275 the range 0-100. Paralyze resistance is little effective
5276 unless the value is 100 (= perfect immunity).
5277 </attribute>
5278 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5279 This adds fear resistance to the weapon. The number is a percent-value in
5280 the range 0-100. Resistance to fear is pretty useless.
5281 </attribute>
5282 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5283 This adds depletion resistance to the weapon. The number is a percent-value
5284 in the range 0-100. Depletion resistance is little effective
5285 unless the value is 100 (= perfect immunity).
5286 </attribute>
5287 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5288 This adds death-attack resistance to the weapon. The number is a
5289 percent-value in the range 0-100. Death-attack resistance is little
5290 effective unless the value is 100 (= perfect immunity).
5291 Generally, resistance to death-attack is not supposed to be
5292 available to players!
5293 </attribute>
5294 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5295 This adds chaos resistance to the weapon. The number is a percent-value in
5296 the range 0-100. Treat this with CARE. Look at other maps and what they
5297 require to do for getting this-and-that artifact.
5298 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5299 combination of other attacktypes.
5300 </attribute>
5301 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5302 This adds blinding resistance to the weapon. The number is a percent-value
5303 in the range 0-100. Treat this with CARE. Look at other maps and what they
5304 require to do for getting this-and-that artifact.
5305 </attribute>
5306 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5307 This adds holy power resistance to the weapon. The number is a percent-value
5308 in the range 0-100. Holy power is the attacktype that holyword-type spells
5309 use to hurt undead creatures. This kind of resistance is only reasonable
5310 for undead players (wraith or devourer cult).
5311 Generally, resistance to holy word should not be available for players.
5312 </attribute>
5313</section>
5314<section name="stats">
5315 <attribute arch="Str" editor="strength" type="int">
5316 The player's strentgh will rise/fall by the given value
5317 while wearing this weapon.
5318 </attribute>
5319 <attribute arch="Dex" editor="dexterity" type="int">
5320 The player's dexterity will rise/fall by the given value
5321 while wearing this weapon.
5322 </attribute>
5323 <attribute arch="Con" editor="constitution" type="int">
5324 The player's constitution will rise/fall by the given value
5325 while wearing this weapon.
5326 </attribute>
5327 <attribute arch="Int" editor="intelligence" type="int">
5328 The player's intelligence will rise/fall by the given value
5329 while wearing this weapon.
5330 </attribute>
5331 <attribute arch="Pow" editor="power" type="int">
5332 The player's power will rise/fall by the given value
5333 while wearing this weapon.
5334 </attribute>
5335 <attribute arch="Wis" editor="wisdom" type="int">
5336 The player's wisdom will rise/fall by the given value while
5337 wearing this weapon.
5338 </attribute>
5339 <attribute arch="Cha" editor="charisma" type="int">
5340 The player's charisma will rise/fall by the given value
5341 while wearing this weapon.
5342 </attribute>
5343</section>
5344<section name="misc"> 4981<section name="misc">
5345 <attribute arch="luck" editor="luck bonus" type="int"> 4982 <attribute arch="luck" editor="luck bonus" type="int">
5346 With positive luck bonus, the player is more likely to 4983 With positive luck bonus, the player is more likely to
5347 succeed in all sorts of things (spellcasting, praying,...). 4984 succeed in all sorts of things (spellcasting, praying,...).
5348 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
5427</type> 5064</type>
5428 5065
5429<type number="116" name="Event Connector"> 5066<type number="116" name="Event Connector">
5430 <description><![CDATA[ 5067 <description><![CDATA[
5431 Event connectors link specific events that happen to objects to 5068 Event connectors link specific events that happen to objects to
5432 a crossfire plug-in. ]]> 5069 a crossfire plug-in. They are not used at all in Deliantra.]]>
5433 </description> 5070 </description>
5434 <attribute arch="subtype" editor="event type" type="list_event_type">
5435 The type of event that triggers a notify to the plug-in.
5436 </attribute>
5437 <attribute arch="title" editor="plug-in" type="string">
5438 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5439 for python and "perl" for the Crossfire-Perl plug-in.
5440 </attribute>
5441 <attribute arch="slaying" editor="extension" type="string">
5442 The name of the extension to invoke (for python, this is the path to a script,
5443 for perl this is the name of a extension package without the ".ext" extension.
5444 </attribute>
5445 <attribute arch="name" editor="options" type="string">
5446 A string that is passed unaltered to the extension above. Often used to pass
5447 options to the extension that alter its behaviour.
5448 </attribute>
5449</type> 5071</type>
5450 5072
5451</types> 5073</types>

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