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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.35 by root, Mon Aug 25 04:04:57 2008 UTC vs.
Revision 1.45 by root, Thu Jan 8 03:05:17 2009 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type. ]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type. ]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
148 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
149 every tick. 149 every tick.
150 </attribute> 150 </attribute>
151 "> 151 ">
152 <!ENTITY activate_on " 152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push. 154 Whether the teleporter should only be activated on push.
155 </attribute> 155 </attribute>
156 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release. 157 Whether the teleporter should only be activated on release.
158 </attribute> 158 </attribute>
159 "> 159 ">
160 160
161 <!ENTITY resistances_flesh_desc " 161 <!ENTITY resistances_flesh_desc "
778 This text may describe the object. 778 This text may describe the object.
779 </attribute> 779 </attribute>
780</type> 780</type>
781 781
782<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 784<type number="999" name="Ability">
784 <ignore> 785 <ignore>
785 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
786 </ignore> 787 </ignore>
787 <description><![CDATA[ 788 <description><![CDATA[
788 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
789 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br> 792 <br><br>
792 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
793 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
794 \n\n 795 \n\n
795 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]> 797 &lt;treasurelist&gt;.]]>
797 </description> 798 </description>
798 <use><![CDATA[ 799 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you 800 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something). 801 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more 802 The long/short-range spell feature can make boss-monsters more
803 <br><br> 804 <br><br>
804 You should keep in mind that magic abilities allow players 805 You should keep in mind that magic abilities allow players
805 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
806 make the spells more dangerous. However, this really shouldn't 807 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps. 808 be neccessary unless you work on very high level maps.
808 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?]]>
809 </use> 810 </use>
810 <attribute arch="invisible" value="1" type="fixed" /> 811 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" /> 812 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell"> 813 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt; 814 The monster will use the specified &lt;short range spell&gt;
850 </ignore> 851 </ignore>
851 <description><![CDATA[ 852 <description><![CDATA[
852 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,
853 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
854 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.
855 Either way, the sacrificed item disappears. ]]> 856 Either way, the sacrificed item disappears.]]>
856 </description> 857 </description>
857 <attribute arch="no_pick" value="1" type="fixed" /> 858 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on; 859 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string"> 860 <attribute arch="slaying" editor="match item name" type="string">
860 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
871 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
872 200 silver, 20 gold, or 4 platinum will all work.) 873 200 silver, 20 gold, or 4 platinum will all work.)
873 874
874 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.
875 </attribute> 876 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 877 <attribute arch="connected" editor="connection" type="string">
877 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
878 with the same value, when activated. This will only work once. 879 with the same value, when activated. This will only work once.
879 </attribute> 880 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 881 <attribute arch="sp" editor="spell" type="spell">
881 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
895 <ignore_list name="non_pickable" /> 896 <ignore_list name="non_pickable" />
896 </ignore> 897 </ignore>
897 <description><![CDATA[ 898 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars 899 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that 900 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
901 </description> 902 </description>
902 <use><![CDATA[ 903 <use><![CDATA[
903 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...
904 <UL> 905 <UL>
905 <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.
906 <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.
907 <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.
908 </UL> 909 </UL>
909 The big advantage over normal altars is the infinite usability 910 The big advantage over normal altars is the infinite usability
910 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
911 quite grateful if things work more than once. =) ]]> 912 quite grateful if things work more than once. =)]]>
912 </use> 913 </use>
913 <attribute arch="no_pick" value="1" type="fixed" /> 914 <attribute arch="no_pick" value="1" type="fixed" />
914 <attribute arch="slaying" editor="match item name" type="string"> 915 <attribute arch="slaying" editor="match item name" type="string">
915 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
916 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
926 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
927 200 silver, 20 gold, or 4 platinum will all work.) 928 200 silver, 20 gold, or 4 platinum will all work.)
928 929
929 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.
930 </attribute> 931 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 932 <attribute arch="connected" editor="connection" type="string">
932 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
933 with the same value, when activated. This will only work once. 934 with the same value, when activated. This will only work once.
934 </attribute> 935 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 936 <attribute arch="sp" editor="spell" type="spell">
936 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).
963 964
964<!--####################################################################--> 965<!--####################################################################-->
965<type number="74" name="Skill Tool"> 966<type number="74" name="Skill Tool">
966 <description><![CDATA[ 967 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill. 968 Wearing a skill tool will give the player the ability to use a skill.
968 ]]> 969 ]]>
969 </description> 970 </description>
970 <use><![CDATA[ 971 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change 972 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given. 973 the skill that is given.
973 ]]> 974 ]]>
974 </use> 975 </use>
975 <attribute arch="skill" editor="skill name" type="string"> 976 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item. 977 This field describes which skill the player will be able to use wearing this item.
977 </attribute> 978 </attribute>
978 &player_stat_resist_sections; 979 &player_stat_resist_sections;
979</type> 980</type>
980<!--####################################################################--> 981<!--####################################################################-->
981<type number="39" name="Amulet"> 982<type number="39" name="Amulet">
982 <description><![CDATA[ 983 <description><![CDATA[
983 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
984 the player. Amulets are usually meant for protection and defense. ]]> 985 the player. Amulets are usually meant for protection and defense.]]>
985 </description> 986 </description>
986 <use><![CDATA[ 987 <use><![CDATA[
987 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
988 important that you keep your artifact in balance with existing maps. ]]> 989 important that you keep your artifact in balance with existing maps.]]>
989 </use> 990 </use>
990 <attribute arch="ac" editor="armour class" type="int"> 991 <attribute arch="ac" editor="armour class" type="int">
991 This value defines the amount of armour-class bonus for wearing 992 This value defines the amount of armour-class bonus for wearing
992 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
993 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.
1138 Battleground is very special: In short, players can die on battleground 1139 Battleground is very special: In short, players can die on battleground
1139 without any death penalties. They don't loose or gain experience 1140 without any death penalties. They don't loose or gain experience
1140 while on battleground. Acid, draining and depletion effects don't 1141 while on battleground. Acid, draining and depletion effects don't
1141 work either. 1142 work either.
1142 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
1143 location which is defined in the battleground object. ]]> 1144 location which is defined in the battleground object.]]>
1144 </description> 1145 </description>
1145 <use><![CDATA[ 1146 <use><![CDATA[
1146 Battleground is only meant for player vs. player duels. You can 1147 Battleground is only meant for player vs. player duels. You can
1147 design combat arenas similiar to the one in scorn.<br> 1148 design combat arenas similiar to the one in scorn.<br>
1148 What should NEVER be done is placing battleground tiles in 1149 What should NEVER be done is placing battleground tiles in
1150 It must not be possible to gain significant treasure for fighting 1151 It must not be possible to gain significant treasure for fighting
1151 on battleground, because it bears no risk.<br><br> 1152 on battleground, because it bears no risk.<br><br>
1152 (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,
1153 or when it is placed beneath another floor tile. 1154 or when it is placed beneath another floor tile.
1154 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
1155 "hidden" battleground tiles anywhere.) ]]> 1156 "hidden" battleground tiles anywhere.)]]>
1156 </use> 1157 </use>
1157 <attribute arch="no_pick" value="1" type="fixed" /> 1158 <attribute arch="no_pick" value="1" type="fixed" />
1158 <attribute arch="is_floor" value="1" type="fixed" /> 1159 <attribute arch="is_floor" value="1" type="fixed" />
1159 <attribute arch="hp" editor="destination X" type="int"> 1160 <attribute arch="hp" editor="destination X" type="int">
1160 The exit destinations define the (x, y)-coordinates where players 1161 The exit destinations define the (x, y)-coordinates where players
1175 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
1176 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.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions 1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that 1179 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work. 1180 do cast spells still work.
1180 ]]> 1181 ]]>
1181 </description> 1182 </description>
1182 <use><![CDATA[ 1183 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning 1184 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles 1185 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making 1186 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player. 1187 areas where really no kind of spell should be invoked by a player.
1187 ]]> 1188 ]]>
1188 </use> 1189 </use>
1189 &movement_types_terrain; 1190 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1191 <attribute arch="no_pick" value="1" type="fixed" />
1191</type> 1192</type>
1192 1193
1193<!--####################################################################--> 1194<!--####################################################################-->
1194<type number="8" name="Book"> 1195<type number="8" name="Book">
1195 <description><![CDATA[ 1196 <description><![CDATA[
1196 Applying a book, the containing message is displayed to the player. ]]> 1197 Applying a book, the containing message is displayed to the player.]]>
1197 </description> 1198 </description>
1198 <attribute arch="level" editor="literacy level" type="int"> 1199 <attribute arch="level" editor="literacy level" type="int">
1199 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
1200 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
1201 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
1217 </attribute> 1218 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1219 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker. 1220 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn) 1221 (This is used eg. for the gate/port passes in scorn)
1221 </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>
1222</type> 1227</type>
1223 1228
1224<!--####################################################################--> 1229<!--####################################################################-->
1225<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1227 <description><![CDATA[ 1232 <description><![CDATA[
1228 Wearing boots, the object's stats will directly be inherited to 1233 Wearing boots, the object's stats will directly be inherited to
1229 the player. Usually enhancing his speed, or granting some minor 1234 the player. Usually enhancing his speed, or granting some minor
1230 protection bonus. ]]> 1235 protection bonus.]]>
1231 </description> 1236 </description>
1232 <use><![CDATA[ 1237 <use><![CDATA[
1233 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
1234 important that you keep your artifact in balance with existing maps. ]]> 1239 important that you keep your artifact in balance with existing maps.]]>
1235 </use> 1240 </use>
1236 <attribute arch="exp" editor="speed bonus" type="int"> 1241 <attribute arch="exp" editor="speed bonus" type="int">
1237 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
1238 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-
1239 and medium level. High level players usually have fastest possible 1244 and medium level. High level players usually have fastest possible
1255<type number="104" name="Bracers"> 1260<type number="104" name="Bracers">
1256 <import_type name="Amulet" /> 1261 <import_type name="Amulet" />
1257 <description><![CDATA[ 1262 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists. 1263 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to 1264 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense. ]]> 1265 the player. Usually enhancing his defense.]]>
1261 </description> 1266 </description>
1262 <use><![CDATA[ 1267 <use><![CDATA[
1263 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
1264 important that you keep your artifact in balance with existing maps. ]]> 1269 important that you keep your artifact in balance with existing maps.]]>
1265 </use> 1270 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int"> 1271 <attribute arch="magic" editor="magic bonus" type="int">
1267 &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
1268 "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
1269 than direct armour-class bonus on the bracers. 1274 than direct armour-class bonus on the bracers.
1273<!--####################################################################--> 1278<!--####################################################################-->
1274<type number="16" name="Brestplate Armour"> 1279<type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" /> 1280 <import_type name="Amulet" />
1276 <description><![CDATA[ 1281 <description><![CDATA[
1277 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
1278 the player. Usually enhancing his defense. ]]> 1283 the player. Usually enhancing his defense.]]>
1279 </description> 1284 </description>
1280 <use><![CDATA[ 1285 <use><![CDATA[
1281 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
1282 important that you keep your artifact in balance with existing maps. ]]> 1287 important that you keep your artifact in balance with existing maps.]]>
1283 </use> 1288 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 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.
1286 The bigger the spellpoint penalty, the worse. 1291 The bigger the spellpoint penalty, the worse.
1287 </attribute> 1292 </attribute>
1303 </ignore> 1308 </ignore>
1304 <description><![CDATA[ 1309 <description><![CDATA[
1305 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
1306 &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
1307 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
1308 &lt;connection&gt; value get's triggered a second time. ]]> 1313 &lt;connection&gt; value get's triggered a second time.]]>
1309 </description> 1314 </description>
1310 &move_on; 1315 &move_on;
1311 &move_off; 1316 &move_off;
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1321 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1322 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1323 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1324 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1325 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1327 This text may describe the item. You can use this
1331 <ignore_list name="non_pickable" /> 1336 <ignore_list name="non_pickable" />
1332 </ignore> 1337 </ignore>
1333 <description><![CDATA[ 1338 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period 1339 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the 1340 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered. ]]> 1341 &lt;connection&gt; value is triggered.]]>
1337 </description> 1342 </description>
1338</type> 1343</type>
1339 1344
1340<!--####################################################################--> 1345<!--####################################################################-->
1341<type number="37" name="Class Changer"> 1346<type number="37" name="Class Changer">
1342 <ignore> 1347 <ignore>
1343 <ignore_list name="non_pickable" /> 1348 <ignore_list name="non_pickable" />
1344 </ignore> 1349 </ignore>
1345 <description><![CDATA[ 1350 <description><![CDATA[
1346 Class changer are used while creating a character. ]]> 1351 Class changer are used while creating a character.]]>
1347 </description> 1352 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives. 1354 This entry determines which initial items the character receives.
1350 </attribute> 1355 </attribute>
1351<section name="stats"> 1356<section name="stats">
1384<type number="87" name="Cloak"> 1389<type number="87" name="Cloak">
1385 <import_type name="Amulet" /> 1390 <import_type name="Amulet" />
1386 <description><![CDATA[ 1391 <description><![CDATA[
1387 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
1388 the player. Cloaks usually add minor &lt;armour class&gt; and 1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1389 sometimes a bit of resistance. ]]> 1394 sometimes a bit of resistance.]]>
1390 </description> 1395 </description>
1391 <use><![CDATA[ 1396 <use><![CDATA[
1392 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
1393 important that you keep your artifact in balance with existing maps. ]]> 1398 important that you keep your artifact in balance with existing maps.]]>
1394 </use> 1399 </use>
1395 <attribute arch="magic" editor="magic bonus" type="int"> 1400 <attribute arch="magic" editor="magic bonus" type="int">
1396 &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
1397 "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
1398 than direct armour-class bonus on the cloak. 1403 than direct armour-class bonus on the cloak.
1403</type> 1408</type>
1404 1409
1405<!--####################################################################--> 1410<!--####################################################################-->
1406<type number="9" name="Clock"> 1411<type number="9" name="Clock">
1407 <description><![CDATA[ 1412 <description><![CDATA[
1408 Applying a clock, the time is displayed to the player. ]]> 1413 Applying a clock, the time is displayed to the player.]]>
1409 </description> 1414 </description>
1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411 This text may describe the item 1416 This text may describe the item
1412 </attribute> 1417 </attribute>
1413</type> 1418</type>
1418 A player can put (certain kinds of) items in the container. 1423 A player can put (certain kinds of) items in the container.
1419 The overall weight of items is reduced when put inside a 1424 The overall weight of items is reduced when put inside a
1420 container, depending on the settings. 1425 container, depending on the settings.
1421 <br><br> 1426 <br><br>
1422 A special feature of containers is the "cauldron", 1427 A special feature of containers is the "cauldron",
1423 capable of mixing alchemical receipes. ]]> 1428 capable of mixing alchemical receipes.]]>
1424 </description> 1429 </description>
1425 <use><![CDATA[ 1430 <use><![CDATA[
1426 Note on chests - There are two types of chests: 1431 Note on chests - There are two types of chests:
1427 <UL> 1432 <UL>
1428 <LI> First the random treasure chests - Those are NOT containers 1433 <LI> First the random treasure chests - Those are NOT containers
1429 (but object type Treasure), they create random treasures when 1434 (but object type Treasure), they create random treasures when
1430 applied. Archetype name is "chest". 1435 applied. Archetype name is "chest".
1431 <LI> Second there are the permanent chests - Those are containers, 1436 <LI> Second there are the permanent chests - Those are containers,
1432 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".
1433 </UL> ]]> 1438 </UL>]]>
1434 </use> 1439 </use>
1435 <attribute arch="race" editor="container class" type="string"> 1440 <attribute arch="race" editor="container class" type="string">
1436 If set, the container will hold only certain types of objects. 1441 If set, the container will hold only certain types of objects.
1437 Possible choices for &lt;container class&gt; are: "gold and jewels", 1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 "arrows" and "keys". 1443 "arrows" and "keys".
1493 <attribute arch="title" /> 1498 <attribute arch="title" />
1494 </ignore> 1499 </ignore>
1495 <description><![CDATA[ 1500 <description><![CDATA[
1496 Converters are like "exchange tables". When the player drops a 1501 Converters are like "exchange tables". When the player drops a
1497 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
1498 predefined exchange-ratio. ]]> 1503 predefined exchange-ratio.]]>
1499 </description> 1504 </description>
1500 <use><![CDATA[ 1505 <use><![CDATA[
1501 Converters are better than shopping with doormats, because the 1506 Converters are better than shopping with doormats, because the
1502 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
1503 those "exchange tables" are really nice, while for the more important 1508 those "exchange tables" are really nice, while for the more important
1505 <br><br> 1510 <br><br>
1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507 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
1508 value than before! (Except if you are using "rare" items like 1513 value than before! (Except if you are using "rare" items like
1509 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
1510 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.]]>
1511 </use> 1516 </use>
1512 <attribute arch="no_pick" value="1" type="fixed" /> 1517 <attribute arch="no_pick" value="1" type="fixed" />
1513 <attribute arch="slaying" editor="cost arch" type="string"> 1518 <attribute arch="slaying" editor="cost arch" type="string">
1514 &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
1515 put on the converter, as payment. 1520 put on the converter, as payment.
1531 of &lt;receive arch&gt;. 1536 of &lt;receive arch&gt;.
1532 </attribute> 1537 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1539 This text may contain a description of the converter.
1535 </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>
1536</type> 1547</type>
1537 1548
1538<!--####################################################################--> 1549<!--####################################################################-->
1539<type number="42" name="Creator"> 1550<type number="42" name="Creator">
1540 <ignore> 1551 <ignore>
1542 </ignore> 1553 </ignore>
1543 <description><![CDATA[ 1554 <description><![CDATA[
1544 A creator is an object which creates another object when it 1555 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are 1556 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even 1557 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]> 1558 periodically create things.]]>
1548 </description> 1559 </description>
1549 <use><![CDATA[ 1560 <use><![CDATA[
1550 Don't hesitate to hide your creators under the floor. 1561 Don't hesitate to hide your creators under the floor.
1551 The created items will still always appear ontop of the floor. ]]> 1562 The created items will still always appear ontop of the floor.]]>
1552 </use> 1563 </use>
1553 <attribute arch="no_pick" value="1" type="fixed" /> 1564 <attribute arch="no_pick" value="1" type="fixed" />
1554 <attribute arch="other_arch" editor="create arch" type="string"> 1565 <attribute arch="other_arch" editor="create arch" type="string">
1555 This string defines the object that will be created. 1566 This string defines the object that will be created.
1556 You can choose any of the existing arches. 1567 You can choose any of the existing arches.
1557 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
1558 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
1559 chosen from all items present. 1570 chosen from all items present.
1560 </attribute> 1571 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1572 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1573 Whenever the connection value is activated,
1563 the creator gets triggered. 1574 the creator gets triggered.
1564 </attribute> 1575 </attribute>
1565 &activate_on; 1576 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1598 finds a specific object, it toggles its connected value. 1609 finds a specific object, it toggles its connected value.
1599 <br><br> 1610 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1611 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1612 - First, detectors check their square for a match periodically, not
1602 instantly. Second, detectors check directly for object names. Third, 1613 instantly. Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters. ]]> 1614 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1615 </description>
1605 <use><![CDATA[ 1616 <use><![CDATA[
1606 There is one major speciality about detectors: You can detect spells 1617 There is one major speciality about detectors: You can detect spells
1607 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
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms. ]]> 1620 walls, this can be very useful for map-mechanisms.]]>
1610 </use> 1621 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1622 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1623 <attribute arch="slaying" editor="match name" type="string">
1613 &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.
1614 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,
1615 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.
1616 </attribute> 1627 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1628 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1629 When the detector is triggered, all objects with the same
1619 connection value get activated. 1630 connection value get activated.
1620 </attribute> 1631 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1632 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1633 This value defines the time between two detector-checks.
1630 by 1. 1641 by 1.
1631 </attribute> 1642 </attribute>
1632</type> 1643</type>
1633 1644
1634<!--####################################################################--> 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<!--####################################################################-->
1635<type number="112" name="Director"> 1671<type number="112" name="Director">
1636 <ignore> 1672 <ignore>
1637 <ignore_list name="non_pickable" /> 1673 <ignore_list name="non_pickable" />
1638 </ignore> 1674 </ignore>
1639 <description><![CDATA[ 1675 <description><![CDATA[
1640 Directors change the direction of spell objects and other projectiles 1676 Directors change the direction of spell objects and other projectiles
1641 that fly past. Unlike spinners, directors always move objects in the 1677 that fly past. Unlike spinners, directors always move objects in the
1642 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
1643 shoot into it.<br> 1679 shoot into it.<br>
1644 Directors are visible per default. ]]> 1680 Directors are visible per default.]]>
1645 </description> 1681 </description>
1646 <use><![CDATA[ 1682 <use><![CDATA[
1647 Directors are rarely used in maps. Sometimes they are placed to 1683 Directors are rarely used in maps. Sometimes they are placed to
1648 change the direction of spells coming out of magic walls, 1684 change the direction of spells coming out of magic walls,
1649 "channeling" spell-projectiles in some direction. When doing this, 1685 "channeling" spell-projectiles in some direction. When doing this,
1651 into them!</B> The spell-projectiles bouncing between the directors 1687 into them!</B> The spell-projectiles bouncing between the directors
1652 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
1653 server by eating memory- and CPU-time. 1689 server by eating memory- and CPU-time.
1654 <br><br> 1690 <br><br>
1655 You'd better not place directors in monster vs. player combat 1691 You'd better not place directors in monster vs. player combat
1656 areas too much, because that freaks out wizard-type players. ]]> 1692 areas too much, because that freaks out wizard-type players.]]>
1657 </use> 1693 </use>
1658 <attribute arch="sp" editor="direction" type="list_direction"> 1694 <attribute arch="sp" editor="direction" type="list_direction">
1659 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;.
1660 A director with direction &lt;none&gt; simply stops projectiles. 1696 A director with direction &lt;none&gt; simply stops projectiles.
1661 (The latter works out a bit strange for some spells). 1697 (The latter works out a bit strange for some spells).
1670 </ignore> 1706 </ignore>
1671 <description><![CDATA[ 1707 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Deliantra. 1708 Diseases are an intersting form of spellcraft in Deliantra.
1673 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
1674 area. Being infected can have various effects, from amusing farts 1710 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]> 1711 to horrible damage - almost everything is possible.]]>
1676 </description> 1712 </description>
1677 <use><![CDATA[ 1713 <use><![CDATA[
1678 Diseases are extremely flexible and usable in a many ways. 1714 Diseases are extremely flexible and usable in a many ways.
1679 So far they are mostly used for causing bad, unwanted effects. 1715 So far they are mostly used for causing bad, unwanted effects.
1680 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
1681 (recharging mana for example). 1717 (recharging mana for example).
1682 Infection with a "positive disease" could even be a quest reward. ]]> 1718 Infection with a "positive disease" could even be a quest reward.]]>
1683 </use> 1719 </use>
1684 <attribute arch="invisible" value="1" type="fixed" /> 1720 <attribute arch="invisible" value="1" type="fixed" />
1685 <attribute arch="level" editor="plaque level" type="int"> 1721 <attribute arch="level" editor="plaque level" type="int">
1686 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.
1687 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
1832 </ignore> 1868 </ignore>
1833 <description><![CDATA[ 1869 <description><![CDATA[
1834 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
1835 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
1836 defeated, horizontally and vertically adjacent doors are automatically 1872 defeated, horizontally and vertically adjacent doors are automatically
1837 removed. ]]> 1873 removed.]]>
1838 </description> 1874 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" /> 1875 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" /> 1876 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain; 1877 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int"> 1878 <attribute arch="hp" editor="hitpoints" type="int">
1869 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
1870 objects which lies somewhere on top of the duplicator. 1906 objects which lies somewhere on top of the duplicator.
1871 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;,
1872 and only objects of this archetype can be affected.<br> 1908 and only objects of this archetype can be affected.<br>
1873 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;.
1874 If the latter is set to zero, it will destroy objects. ]]> 1910 If the latter is set to zero, it will destroy objects.]]>
1875 </description> 1911 </description>
1876 <use><![CDATA[ 1912 <use><![CDATA[
1877 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
1878 anywhere with &lt;multiply factor&gt; greater than one. 1914 anywhere with &lt;multiply factor&gt; greater than one.
1879 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).
1880 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
1881 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
1882 loose the input matches the chance to earn winnings.<br> 1918 loose the input matches the chance to earn winnings.<br>
1883 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
1884 loosing rate of 2/3 = 67%. ]]> 1920 loosing rate of 2/3 = 67%.]]>
1885 </use> 1921 </use>
1886 <attribute arch="other_arch" editor="target arch" type="string"> 1922 <attribute arch="other_arch" editor="target arch" type="string">
1887 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
1888 duplicated, multiplied or removed. All other objects will be ignored. 1924 duplicated, multiplied or removed. All other objects will be ignored.
1889 </attribute> 1925 </attribute>
1890 <attribute arch="level" editor="multiply factor" type="int"> 1926 <attribute arch="level" editor="multiply factor" type="int">
1891 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
1892 &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
1893 will be destroyed. 1929 will be destroyed.
1894 </attribute> 1930 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 1931 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 1932 An activator (lever, altar, button, etc) with matching connection value
1897 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
1898 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!
1899 </attribute> 1935 </attribute>
1900 &activate_on; 1936 &activate_on;
1907 </ignore> 1943 </ignore>
1908 <description><![CDATA[ 1944 <description><![CDATA[
1909 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.
1910 (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
1911 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
1912 the exit. ]]> 1948 the exit. ]]>
1913 </description> 1949 </description>
1914 <use><![CDATA[ 1950 <use><![CDATA[
1915 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
1916 &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
1917 detected with the show_invisible spell. 1953 detected with the show_invisible spell.
1918 <br><br> 1954 <br><br>
1919 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").
1920 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.]]>
1921 </use> 1957 </use>
1922 <attribute arch="slaying" editor="exit path" type="string"> 1958 <attribute arch="slaying" editor="exit path" type="string">
1923 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.
1924 You can enter an absolute path, beginning with '/' (for example 1960 You can enter an absolute path, beginning with '/' (for example
1925 "/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
1967 little health by eating flesh-objects. <br> 2003 little health by eating flesh-objects. <br>
1968 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
1969 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
1970 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;.
1971 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
1972 according to map/monster difficulty. ]]> 2008 according to map/monster difficulty.]]>
1973 </description> 2009 </description>
1974 <use><![CDATA[ 2010 <use><![CDATA[
1975 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
1976 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2012 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977 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.
1979 not the case - so you have to set it manually. 2015 not the case - so you have to set it manually.
1980 <br><br> 2016 <br><br>
1981 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
1982 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
1983 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
1984 out on the reward completely. ]]> 2020 out on the reward completely.]]>
1985 </use> 2021 </use>
1986 <attribute arch="food" editor="foodpoints" type="int"> 2022 <attribute arch="food" editor="foodpoints" type="int">
1987 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.
1988 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.
1989 </attribute> 2025 </attribute>
2013 <ignore> 2049 <ignore>
2014 <ignore_list name="non_pickable" /> 2050 <ignore_list name="non_pickable" />
2015 </ignore> 2051 </ignore>
2016 <description><![CDATA[ 2052 <description><![CDATA[
2017 Floor is a very basic thing whithout too much 2053 Floor is a very basic thing whithout too much
2018 functionality. It's a floor - you stand on it. ]]> 2054 functionality. It's a floor - you stand on it.]]>
2019 </description> 2055 </description>
2020 <attribute arch="is_floor" value="1" type="fixed" /> 2056 <attribute arch="is_floor" value="1" type="fixed" />
2021 <attribute arch="no_pick" value="1" type="fixed" /> 2057 <attribute arch="no_pick" value="1" type="fixed" />
2022<section name="terrain"> 2058<section name="terrain">
2023 &movement_types_terrain; 2059 &movement_types_terrain;
2057 Encounter-Floor is pretty much the same as normal floor. 2093 Encounter-Floor is pretty much the same as normal floor.
2058 Most outdoor floor/ground-arches are set to be "encounters". 2094 Most outdoor floor/ground-arches are set to be "encounters".
2059 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
2060 encounter-floor, players sometimes got beamed to little maps 2096 encounter-floor, players sometimes got beamed to little maps
2061 with monsters on them. Nowadays this feature is disabled - 2097 with monsters on them. Nowadays this feature is disabled -
2062 Hence encounter floor is not different from normal floor. ]]> 2098 Hence encounter floor is not different from normal floor.]]>
2063 </description> 2099 </description>
2064 <attribute arch="is_floor" value="1" type="fixed" /> 2100 <attribute arch="is_floor" value="1" type="fixed" />
2065 <attribute arch="no_pick" value="1" type="fixed" /> 2101 <attribute arch="no_pick" value="1" type="fixed" />
2066<section name="terrain"> 2102<section name="terrain">
2067 &movement_types_terrain; 2103 &movement_types_terrain;
2094 2130
2095<!--####################################################################--> 2131<!--####################################################################-->
2096<type number="6" name="Food"> 2132<type number="6" name="Food">
2097 <description><![CDATA[ 2133 <description><![CDATA[
2098 By eating/drinking food-objects, the player can fill his 2134 By eating/drinking food-objects, the player can fill his
2099 stomache and gain a little health. ]]> 2135 stomache and gain a little health.]]>
2100 </description> 2136 </description>
2101 <attribute arch="food" editor="foodpoints" type="int"> 2137 <attribute arch="food" editor="foodpoints" type="int">
2102 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.
2103 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.
2104 </attribute> 2140 </attribute>
2116 <description><![CDATA[ 2152 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened 2153 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2154 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2155 or carrying special key-objects (-> inventory checker).
2120 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
2121 passed, which makes them more practical in many cases. ]]> 2157 passed, which makes them more practical in many cases.]]>
2122 </description> 2158 </description>
2123 <use><![CDATA[ 2159 <use><![CDATA[
2124 Use gates to divide your maps into seperated areas. After solving 2160 Use gates to divide your maps into seperated areas. After solving
2125 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
2126 maps more complex than "one-way". ]]> 2162 maps more complex than "one-way".]]>
2127 </use> 2163 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2164 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2165 <attribute arch="speed" value="1" type="float">
2130 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.
2131 </attribute> 2167 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2168 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2169 Whenever the inventory checker is triggered, all objects with identical
2134 &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
2135 &lt;blocking passage&gt; disabled. 2171 &lt;blocking passage&gt; disabled.
2136 </attribute> 2172 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2173 <attribute arch="wc" editor="position state" type="int">
2155<type number="113" name="Girdle"> 2191<type number="113" name="Girdle">
2156 <import_type name="Amulet" /> 2192 <import_type name="Amulet" />
2157 <description><![CDATA[ 2193 <description><![CDATA[
2158 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
2159 the player. Girdles usually provide stats- or damage bonuses and no 2195 the player. Girdles usually provide stats- or damage bonuses and no
2160 defense. ]]> 2196 defense.]]>
2161 </description> 2197 </description>
2162 <use><![CDATA[ 2198 <use><![CDATA[
2163 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
2164 important that you keep your artifact in balance with existing maps. ]]> 2200 important that you keep your artifact in balance with existing maps.]]>
2165 </use> 2201 </use>
2166 <attribute arch="magic" editor="magic bonus" type="int"> 2202 <attribute arch="magic" editor="magic bonus" type="int">
2167 &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
2168 "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
2169 than direct armour-class bonus on the helmet. 2205 than direct armour-class bonus on the helmet.
2177<!--####################################################################--> 2213<!--####################################################################-->
2178<type number="100" name="Gloves"> 2214<type number="100" name="Gloves">
2179 <import_type name="Amulet" /> 2215 <import_type name="Amulet" />
2180 <description><![CDATA[ 2216 <description><![CDATA[
2181 Wearing gloves, the object's stats will directly be inherited to 2217 Wearing gloves, the object's stats will directly be inherited to
2182 the player. Gloves can add defense or damage bonuses. ]]> 2218 the player. Gloves can add defense or damage bonuses.]]>
2183 </description> 2219 </description>
2184 <use><![CDATA[ 2220 <use><![CDATA[
2185 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
2186 important that you keep your artifact in balance with existing maps. ]]> 2222 important that you keep your artifact in balance with existing maps.]]>
2187 </use> 2223 </use>
2188 <attribute arch="magic" editor="magic bonus" type="int"> 2224 <attribute arch="magic" editor="magic bonus" type="int">
2189 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.
2190 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;
2191 will increase that. 2227 will increase that.
2197 <ignore> 2233 <ignore>
2198 <ignore_list name="non_pickable" /> 2234 <ignore_list name="non_pickable" />
2199 </ignore> 2235 </ignore>
2200 <description><![CDATA[ 2236 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters. 2237 A handle can be applied by players and (certain) monsters.
2202 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.]]>
2203 </description> 2239 </description>
2204 <use><![CDATA[ 2240 <use><![CDATA[
2205 Handles are commonly used to move gates. When placing your lever, 2241 Handles are commonly used to move gates. When placing your lever,
2206 don't forget that some monsters are able to apply it. 2242 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2243 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example. ]]> 2244 but vampires can do it for example.]]>
2209 </use> 2245 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2246 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2247 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2248 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2249 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2250 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2252 This text may describe the item. You can use this
2225 <ignore_list name="non_pickable" /> 2261 <ignore_list name="non_pickable" />
2226 </ignore> 2262 </ignore>
2227 <description><![CDATA[ 2263 <description><![CDATA[
2228 Handle triggers are handles which reset after a short period 2264 Handle triggers are handles which reset after a short period
2229 of time. Every time it is either applied or reset, the 2265 of time. Every time it is either applied or reset, the
2230 &lt;connection&gt; value is triggered. ]]> 2266 &lt;connection&gt; value is triggered.]]>
2231 </description> 2267 </description>
2232 <use><![CDATA[ 2268 <use><![CDATA[
2233 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
2234 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,
2235 connecting it to a handle trigger is an easy solution. ]]> 2271 connecting it to a handle trigger is an easy solution. ]]>
2236 </use> 2272 </use>
2237</type> 2273</type>
2238 2274
2239<!--####################################################################--> 2275<!--####################################################################-->
2240<type number="88" name="Hazard Floor"> 2276<type number="88" name="Hazard Floor">
2245 <ignore_list name="non_pickable" /> 2281 <ignore_list name="non_pickable" />
2246 </ignore> 2282 </ignore>
2247 <description><![CDATA[ 2283 <description><![CDATA[
2248 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
2249 floor, but damages all creatures standing on it. 2285 floor, but damages all creatures standing on it.
2250 Damage is taken in regular time intervals. ]]> 2286 Damage is taken in regular time intervals.]]>
2251 </description> 2287 </description>
2252 <use><![CDATA[ 2288 <use><![CDATA[
2253 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
2254 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>
2255 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.
2256 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
2257 to have something different. ]]> 2293 to have something different.]]>
2258 </use> 2294 </use>
2259 <attribute arch="is_floor" value="1" type="fixed" /> 2295 <attribute arch="is_floor" value="1" type="fixed" />
2260 <attribute arch="lifesave" value="1" type="fixed" /> 2296 <attribute arch="lifesave" value="1" type="fixed" />
2261 &move_on; 2297 &move_on;
2262 <attribute arch="no_pick" value="1" type="fixed" /> 2298 <attribute arch="no_pick" value="1" type="fixed" />
2313 <import_type name="Amulet" /> 2349 <import_type name="Amulet" />
2314 <description><![CDATA[ 2350 <description><![CDATA[
2315 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
2316 the player. Normal helmets usually increase defense, while crowns 2352 the player. Normal helmets usually increase defense, while crowns
2317 add more special bonuses like stats/resistances paired with 2353 add more special bonuses like stats/resistances paired with
2318 low defense. ]]> 2354 low defense.]]>
2319 </description> 2355 </description>
2320 <use><![CDATA[ 2356 <use><![CDATA[
2321 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
2322 important that you keep your artifact in balance with existing maps. ]]> 2358 important that you keep your artifact in balance with existing maps.]]>
2323 </use> 2359 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int"> 2360 <attribute arch="magic" editor="magic bonus" type="int">
2325 &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
2326 "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
2327 than direct armour-class bonus on the helmet. 2363 than direct armour-class bonus on the helmet.
2338 <ignore_list name="non_pickable" /> 2374 <ignore_list name="non_pickable" />
2339 </ignore> 2375 </ignore>
2340 <description><![CDATA[ 2376 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2377 Holy_altars are altars for the various religions. Praying
2342 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
2343 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.]]>
2344 </description> 2380 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2381 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2382 <attribute arch="other_arch" editor="god name" type="string">
2347 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
2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2384 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2371 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
2372 spellpoints faster and thus are more valuable than rods. 2408 spellpoints faster and thus are more valuable than rods.
2373 <br><br> 2409 <br><br>
2374 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
2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2411 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 used endlessly. ]]> 2412 used endlessly.]]>
2377 </description> 2413 </description>
2378 <use><![CDATA[ 2414 <use><![CDATA[
2379 Horns are powerful due to their fast recharge rate. They should 2415 Horns are powerful due to their fast recharge rate. They should
2380 never contain high level attacking spells. Even curing/healing spells 2416 never contain high level attacking spells. Even curing/healing spells
2381 are almost too good on a horn. ]]> 2417 are almost too good on a horn.]]>
2382 </use> 2418 </use>
2383 <attribute arch="sp" editor="spell" type="spell"> 2419 <attribute arch="sp" editor="spell" type="spell">
2384 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
2385 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!
2386 Horns with heal/ restoration/ protection spells, IF available, MUST be 2422 Horns with heal/ restoration/ protection spells, IF available, MUST be
2412<!--####################################################################--> 2448<!--####################################################################-->
2413<type number="73" name="Inorganic"> 2449<type number="73" name="Inorganic">
2414 <description><![CDATA[ 2450 <description><![CDATA[
2415 Inorganic materials are generally used as ingredients for 2451 Inorganic materials are generally used as ingredients for
2416 alchemical receipes. By themselves, they have no special 2452 alchemical receipes. By themselves, they have no special
2417 functionalities. ]]> 2453 functionalities.]]>
2418 </description> 2454 </description>
2419 <attribute arch="is_dust" editor="is dust" type="bool"> 2455 <attribute arch="is_dust" editor="is dust" type="bool">
2420 </attribute> 2456 </attribute>
2421 &resistances_basic; 2457 &resistances_basic;
2422</type> 2458</type>
2435 <br><br> 2471 <br><br>
2436 Alternatively, you can set your inv. checker to block all players 2472 Alternatively, you can set your inv. checker to block all players
2437 that do/don't carry the matching object. 2473 that do/don't carry the matching object.
2438 <br><br> 2474 <br><br>
2439 As you can see, inv. checkers are quite powerful, holding a 2475 As you can see, inv. checkers are quite powerful, holding a
2440 great variety of possibilities. ]]> 2476 great variety of possibilities.]]>
2441 </description> 2477 </description>
2442 <use><![CDATA[ 2478 <use><![CDATA[
2443 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
2444 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.
2445 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
2446 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
2447 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
2448 can be found in nearly every RPG - simple but effective. ]]> 2484 can be found in nearly every RPG - simple but effective.]]>
2449 </use> 2485 </use>
2450 <attribute arch="no_pick" value="1" type="fixed" /> 2486 <attribute arch="no_pick" value="1" type="fixed" />
2451 <attribute arch="slaying" editor="match key string" type="string"> 2487 <attribute arch="slaying" editor="match key string" type="string">
2452 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
2453 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
2469 </attribute> 2505 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2506 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2507 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2508 Disabled means not having that object is a match.
2473 </attribute> 2509 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2510 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2511 Whenever the inventory checker is triggered, all objects with identical
2476 &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
2477 &lt;blocking passage&gt; disabled. 2513 &lt;blocking passage&gt; disabled.
2478 </attribute> 2514 </attribute>
2479 &movement_types_terrain; 2515 &movement_types_terrain;
2529<!--####################################################################--> 2565<!--####################################################################-->
2530<type number="60" name="Jewel"> 2566<type number="60" name="Jewel">
2531 <description><![CDATA[ 2567 <description><![CDATA[
2532 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.
2533 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
2534 prices differ only marginally. ]]> 2570 prices differ only marginally.]]>
2535 </description> 2571 </description>
2536 <attribute arch="race" value="gold and jewels" type="fixed" /> 2572 <attribute arch="race" value="gold and jewels" type="fixed" />
2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2573 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538 This text may describe the object. 2574 This text may describe the object.
2539 </attribute> 2575 </attribute>
2541 2577
2542<!--####################################################################--> 2578<!--####################################################################-->
2543<type number="24" name="Key"> 2579<type number="24" name="Key">
2544 <description><![CDATA[ 2580 <description><![CDATA[
2545 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
2546 disappear. ]]> 2582 disappear.]]>
2547 </description> 2583 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool"> 2584 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player 2585 A godgiven item vanishes as soon as the player
2550 drops it to the ground. 2586 drops it to the ground.
2551 </attribute> 2587 </attribute>
2556 <ignore> 2592 <ignore>
2557 <ignore_list name="non_pickable" /> 2593 <ignore_list name="non_pickable" />
2558 </ignore> 2594 </ignore>
2559 <description><![CDATA[ 2595 <description><![CDATA[
2560 A locked door can be opened only when carrying 2596 A locked door can be opened only when carrying
2561 the appropriate special key. ]]> 2597 the appropriate special key.]]>
2562 </description> 2598 </description>
2563 <use><![CDATA[ 2599 <use><![CDATA[
2564 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),
2565 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
2566 and only a fool would create a key matching that string. 2602 and only a fool would create a key matching that string.
2568 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
2569 are used with all kinds of faces/names, especially often as 2605 are used with all kinds of faces/names, especially often as
2570 "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".
2571 There you have magic forces (door objects) put under certain artifact 2607 There you have magic forces (door objects) put under certain artifact
2572 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
2573 appropriate quest items (key objects). ]]> 2609 appropriate quest items (key objects).]]>
2574 </use> 2610 </use>
2575 <attribute arch="move_type" value="0" type="fixed" /> 2611 <attribute arch="move_type" value="0" type="fixed" />
2576 <attribute arch="no_pick" value="1" type="fixed" /> 2612 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string"> 2613 <attribute arch="slaying" editor="key string" type="string">
2578 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
2605 <ignore> 2641 <ignore>
2606 <ignore_list name="system_object" /> 2642 <ignore_list name="system_object" />
2607 </ignore> 2643 </ignore>
2608 <description><![CDATA[ 2644 <description><![CDATA[
2609 Magic_ears trigger a connected value 2645 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword. ]]> 2646 when the player speaks a specific keyword.]]>
2611 </description> 2647 </description>
2612 <use><![CDATA[ 2648 <use><![CDATA[
2613 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
2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2650 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615 something like a gate that is opened by speaking "open" or 2651 something like a gate that is opened by speaking "open" or
2617 <br><br> 2653 <br><br>
2618 Magic_ears are typically used for interaction with NPCs. You 2654 Magic_ears are typically used for interaction with NPCs. You
2619 can create the impression that the NPC actually *does* something 2655 can create the impression that the NPC actually *does* something
2620 according to his conversation with a player. Mostly this means 2656 according to his conversation with a player. Mostly this means
2621 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
2622 creative here. ]]> 2658 creative here.]]>
2623 </use> 2659 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2660 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2661 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2662 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2663 same connection value, every time it is activated.
2628 </attribute> 2664 </attribute>
2629 <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">
2630 This textfield contains the keyword-matching-syntax. The text should 2666 This textfield contains the keyword-matching-syntax. The text should
2649 Magic walls can contain any spell. However, some spells do not 2685 Magic walls can contain any spell. However, some spells do not
2650 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
2651 the spell you want to use with a wall. 2687 the spell you want to use with a wall.
2652 <br><br> 2688 <br><br>
2653 Several types of magical walls are predefined for you in the 2689 Several types of magical walls are predefined for you in the
2654 archetypes, and can be found on the "connected" Pickmap. ]]> 2690 archetypes, and can be found on the "connected" Pickmap.]]>
2655 </description> 2691 </description>
2656 <use><![CDATA[ 2692 <use><![CDATA[
2657 Spellcasting walls pose an interesting alternative to monsters. 2693 Spellcasting walls pose an interesting alternative to monsters.
2658 Usually they are set to be undestroyable. Thus, while monsters 2694 Usually they are set to be undestroyable. Thus, while monsters
2659 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
2670 walls' spell(s). 2706 walls' spell(s).
2671 <br><br> 2707 <br><br>
2672 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
2673 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
2674 can find a working example on the map 2710 can find a working example on the map
2675 "/pup_land/castle_eureca/castle_eureca8". ]]> 2711 "/pup_land/castle_eureca/castle_eureca8".]]>
2676 </use> 2712 </use>
2677 <attribute arch="dam" editor="spell" type="spell"> 2713 <attribute arch="dam" editor="spell" type="spell">
2678 The magic wall will cast this &lt;spell&gt;. 2714 The magic wall will cast this &lt;spell&gt;.
2679 </attribute> 2715 </attribute>
2680 <attribute arch="level" editor="spell level" type="int"> 2716 <attribute arch="level" editor="spell level" type="int">
2681 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"
2682 walls cast spells at minimal strength. "level 100" walls cast deadly 2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 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
2684 to meet the overall difficulty of your map. 2720 to meet the overall difficulty of your map.
2685 </attribute> 2721 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2722 <attribute arch="connected" editor="connection" type="string">
2687 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
2688 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
2689 have much visible effect. 2725 have much visible effect.
2690 </attribute> 2726 </attribute>
2691 &activate_on; 2727 &activate_on;
2735 player stepping on it. This force does nothing except containing a 2771 player stepping on it. This force does nothing except containing a
2736 &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
2737 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.
2738 <br><br> 2774 <br><br>
2739 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,
2740 except by the effect that they cause on the maps. ]]> 2776 except by the effect that they cause on the maps.]]>
2741 </description> 2777 </description>
2742 <use><![CDATA[ 2778 <use><![CDATA[
2743 Markers hold real cool possibilities for map-making. I encourage 2779 Markers hold real cool possibilities for map-making. I encourage
2744 you to use them frequently. However there is one negative point 2780 you to use them frequently. However there is one negative point
2745 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
2746 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
2747 informed and never confused. 2783 informed and never confused.
2748 <br><br> 2784 <br><br>
2749 Please avoid infinite markers when they aren't needed. They're 2785 Please avoid infinite markers when they aren't needed. They're
2750 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
2751 is no real purpose, set an expire time. ]]> 2787 is no real purpose, set an expire time.]]>
2752 </use> 2788 </use>
2753 <attribute arch="no_pick" value="1" type="fixed" /> 2789 <attribute arch="no_pick" value="1" type="fixed" />
2754 <attribute arch="slaying" editor="key string" type="string"> 2790 <attribute arch="slaying" editor="key string" type="string">
2755 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.
2756 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;,
2757 there won't be inserted a second one. 2793 there won't be inserted a second one.
2758 </attribute> 2794 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2795 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2796 When the detector is triggered, all objects with the same
2761 connection value get activated. 2797 connection value get activated.
2762 </attribute> 2798 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2799 <attribute arch="speed" editor="marking speed" type="float">
2764 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
2802 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
2803 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
2804 subtracted from the player's money. 2840 subtracted from the player's money.
2805 <br><br> 2841 <br><br>
2806 For money, always use the default arches. 2842 For money, always use the default arches.
2807 Don't modify them. ]]> 2843 Don't modify them.]]>
2808 </description> 2844 </description>
2809 <attribute arch="race" value="gold and jewels" type="fixed" /> 2845 <attribute arch="race" value="gold and jewels" type="fixed" />
2810</type> 2846</type>
2811 2847
2812<!--####################################################################--> 2848<!--####################################################################-->
2827 Monsters can behave in various kinds of ways. 2863 Monsters can behave in various kinds of ways.
2828 They can be aggressive, attacking the player. Or peaceful, 2864 They can be aggressive, attacking the player. Or peaceful,
2829 helping the player - maybe joining him as pet. 2865 helping the player - maybe joining him as pet.
2830 The unagressive creatures who communicate with players are 2866 The unagressive creatures who communicate with players are
2831 usually called "NPCs" (Non Player Character), a well-known 2867 usually called "NPCs" (Non Player Character), a well-known
2832 term in role-play environments. ]]> 2868 term in role-play environments.]]>
2833 </description> 2869 </description>
2834 <use><![CDATA[ 2870 <use><![CDATA[
2835 Monsters play a central role in most maps. Choosing the right 2871 Monsters play a central role in most maps. Choosing the right
2836 combination of monsters for your map is vital: 2872 combination of monsters for your map is vital:
2837 <UL> 2873 <UL>
2862 can use. 2898 can use.
2863 </UL> 2899 </UL>
2864 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
2865 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.
2866 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
2867 receive some. :-) ]]> 2903 receive some. :-)]]>
2868 </use> 2904 </use>
2869 <attribute arch="alive" value="1" type="fixed" /> 2905 <attribute arch="alive" value="1" type="fixed" />
2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2906 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871 When the monster is killed, items from the treasurelist will 2907 When the monster is killed, items from the treasurelist will
2872 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
3201 </ignore> 3237 </ignore>
3202 <description><![CDATA[ 3238 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of 3239 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be 3240 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster 3241 turned mad to start attacking. Similar, an agressive monster
3206 could be calmed. ]]> 3242 could be calmed.]]>
3207 </description> 3243 </description>
3208 <use><![CDATA[ 3244 <use><![CDATA[
3209 Mood floors are absolutely cool for NPC interaction. To make an 3245 Mood floors are absolutely cool for NPC interaction. To make an
3210 unaggressive monster/NPC attack, put a creator with "other_arch 3246 unaggressive monster/NPC attack, put a creator with "other_arch
3211 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
3215 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
3216 "help me" - and the NPC joins him as pet. 3252 "help me" - and the NPC joins him as pet.
3217 <br><br> 3253 <br><br>
3218 (Of course you must always give clear hints about keywords! 3254 (Of course you must always give clear hints about keywords!
3219 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
3220 etc. instead of a magic_ear.) ]]> 3256 etc. instead of a magic_ear.)]]>
3221 </use> 3257 </use>
3222 <attribute arch="no_pick" value="1" type="fixed" /> 3258 <attribute arch="no_pick" value="1" type="fixed" />
3223 <attribute arch="last_sp" editor="mood" type="list_mood"> 3259 <attribute arch="last_sp" editor="mood" type="list_mood">
3224 &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
3225 monster when affected by the mood floor: 3261 monster when affected by the mood floor:
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3272 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3273 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3274 insert a &lt;connection&gt; value!
3239 </attribute> 3275 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3276 <attribute arch="connected" editor="connection" type="string">
3241 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.
3242 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
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3279 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3280 so it needs to be activated.
3245 3281
3269 can monsters. Motion is involuntary. Additionally, players or 3305 can monsters. Motion is involuntary. Additionally, players or
3270 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
3271 move along a chain of them. 3307 move along a chain of them.
3272 <br><br> 3308 <br><br>
3273 Multisquare monsters can be moved as well, given 3309 Multisquare monsters can be moved as well, given
3274 enough space. Movers are usually invisible. ]]> 3310 enough space. Movers are usually invisible.]]>
3275 </description> 3311 </description>
3276 <use><![CDATA[ 3312 <use><![CDATA[
3277 NEVER EVER consider a mover being unpassable in the backwards 3313 NEVER EVER consider a mover being unpassable in the backwards
3278 direction. Setting "forced movement" makes it seemingly impossible 3314 direction. Setting "forced movement" makes it seemingly impossible
3279 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
3286 cannot be discovered with the show_invisible spell. 3322 cannot be discovered with the show_invisible spell.
3287 <br><br> 3323 <br><br>
3288 Note that Movers and Directors are seperate objects, even though 3324 Note that Movers and Directors are seperate objects, even though
3289 they look and act similar. Directors only do spells/missiles, 3325 they look and act similar. Directors only do spells/missiles,
3290 while movers only do living creatures (depending on how it 3326 while movers only do living creatures (depending on how it
3291 is set: monsters and players). ]]> 3327 is set: monsters and players).]]>
3292 </use> 3328 </use>
3293 <attribute arch="attacktype" editor="forced movement" type="bool"> 3329 <attribute arch="attacktype" editor="forced movement" type="bool">
3294 If forced movement is enabled, the mover "freezes" anyone it 3330 If forced movement is enabled, the mover "freezes" anyone it
3295 moves (so they are forced to move along a chain). 3331 moves (so they are forced to move along a chain).
3296 For players there is no way to escape this forced movement, 3332 For players there is no way to escape this forced movement,
3348 <ignore_list name="non_pickable" /> 3384 <ignore_list name="non_pickable" />
3349 </ignore> 3385 </ignore>
3350 <description><![CDATA[ 3386 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects. 3387 Pedestals are designed to detect certain types of living objects.
3352 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
3353 connected value is triggered. ]]> 3389 connected value is triggered.]]>
3354 </description> 3390 </description>
3355 <use><![CDATA[ 3391 <use><![CDATA[
3356 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
3357 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
3358 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,
3359 because many other players could sneak in. If you put powerful 3395 because many other players could sneak in. If you put powerful
3360 artifacts into such places, generally set "startequip 1", so that 3396 artifacts into such places, generally set "startequip 1", so that
3361 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.]]>
3362 </use> 3398 </use>
3363 <attribute arch="no_pick" value="1" type="fixed" /> 3399 <attribute arch="no_pick" value="1" type="fixed" />
3364 <attribute arch="slaying" editor="match race" type="string"> 3400 <attribute arch="slaying" editor="match race" type="string">
3365 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;
3366 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.
3369 3405
3370 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
3371 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
3372 but not for monsters. 3408 but not for monsters.
3373 </attribute> 3409 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3411 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3412 connection value get activated.
3377 </attribute> 3413 </attribute>
3378 &move_on; 3414 &move_on;
3379</type> 3415</type>
3384 <ignore_list name="non_pickable" /> 3420 <ignore_list name="non_pickable" />
3385 </ignore> 3421 </ignore>
3386 <description><![CDATA[ 3422 <description><![CDATA[
3387 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.
3388 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
3389 the exact destination, but within a two-square radius of the destination 3425 the exact destination, but within a configurable radius of the destination
3390 (never on blocked squares).<br> 3426 (never on blocked squares).<br>
3391 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>
3392 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.
3393 Even multipart monsters can fall through them, given enough space. ]]> 3429 Even multipart monsters can fall through them, given enough space.]]>
3394 </description> 3430 </description>
3395 <use><![CDATA[ 3431 <use><![CDATA[
3396 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
3397 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
3398 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
3399 randomly interconnect maps like teleporters do. ]]> 3435 randomly interconnect maps like teleporters do.]]>
3400 </use> 3436 </use>
3401 <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>
3402 <attribute arch="connected" editor="connection" type="int"> 3441 <attribute arch="connected" editor="connection" type="string">
3403 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
3404 by activating the connection. 3443 by activating the connection.
3405 </attribute> 3444 </attribute>
3406 &activate_on; 3445 &activate_on;
3407 <attribute arch="hp" editor="destination X" type="int"> 3446 <attribute arch="hp" editor="destination X" type="int">
3421 Zero means completely open/down, the "number of animation-steps" (usually 3460 Zero means completely open/down, the "number of animation-steps" (usually
3422 about 6 or 7) means completely closed/up state. I suggest you don't 3461 about 6 or 7) means completely closed/up state. I suggest you don't
3423 mess with this value - Leave the default in place. 3462 mess with this value - Leave the default in place.
3424 </attribute> 3463 </attribute>
3425 &move_on; 3464 &move_on;
3426 <attribute arch="speed" editor="activation speed" type="float">
3427 If the &lt;activation speed&gt; is nonzero, the pit will
3428 automatically be activated in regular time-intervals. Hence, the
3429 player can just step on it and gets teleported sooner or later.
3430 The duration between two activates depends on the given value.
3431 Default in the pit arch is &lt;activation speed&gt; 0, i.e. disabled.
3432
3433 VERY IMPORTANT: If you want to have your pit activated via
3434 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
3435 </attribute>
3436 &speed_left;
3437</type> 3465</type>
3438 3466
3439<!--####################################################################--> 3467<!--####################################################################-->
3440<type number="7" name="Poison Food"> 3468<type number="7" name="Poison Food">
3441 <description><![CDATA[ 3469 <description><![CDATA[
3442 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.
3443 If his food drops to zero, the player might even die. ]]> 3471 If his food drops to zero, the player might even die.]]>
3444 </description> 3472 </description>
3445</type> 3473</type>
3446 3474
3447<!--####################################################################--> 3475<!--####################################################################-->
3448<type number="5" name="Potion"> 3476<type number="5" name="Potion">
3449 <description><![CDATA[ 3477 <description><![CDATA[
3450 The player can drink these and gain various kinds of benefits 3478 The player can drink these and gain various kinds of benefits
3451 (/penalties) by doing so. ]]> 3479 (/penalties) by doing so.]]>
3452 </description> 3480 </description>
3453 <use><![CDATA[ 3481 <use><![CDATA[
3454 One potion should never give multiple benefits at once. ]]> 3482 One potion should never give multiple benefits at once.]]>
3455 </use> 3483 </use>
3456 <attribute arch="level" editor="potion level" type="int"> 3484 <attribute arch="level" editor="potion level" type="int">
3457 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.
3458 For other potions it should be set at least to 1. 3486 For other potions it should be set at least to 1.
3459 </attribute> 3487 </attribute>
3486<type number="156" name="Power Crystal"> 3514<type number="156" name="Power Crystal">
3487 <description><![CDATA[ 3515 <description><![CDATA[
3488 Power crystals can store a player's mana: 3516 Power crystals can store a player's mana:
3489 When the player applies the crystal with full mana, half of 3517 When the player applies the crystal with full mana, half of
3490 it flows into the crystal. When the player applies it with 3518 it flows into the crystal. When the player applies it with
3491 lacking mana, the crystal replenishes the player's mana. ]]> 3519 lacking mana, the crystal replenishes the player's mana.]]>
3492 </description> 3520 </description>
3493 <attribute arch="sp" editor="initial mana" type="int"> 3521 <attribute arch="sp" editor="initial mana" type="int">
3494 &lt;initial mana&gt; is the amount of spellpoints that the 3522 &lt;initial mana&gt; is the amount of spellpoints that the
3495 crystal holds when the map is loaded. 3523 crystal holds when the map is loaded.
3496 </attribute> 3524 </attribute>
3508 Projectiles like arrows/crossbow bolts are used as ammunition 3536 Projectiles like arrows/crossbow bolts are used as ammunition
3509 for shooting weapons. 3537 for shooting weapons.
3510 <br><br> 3538 <br><br>
3511 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.
3512 Just set matching &lt;ammunition class&gt; both for shooting 3540 Just set matching &lt;ammunition class&gt; both for shooting
3513 weapon and projectile. ]]> 3541 weapon and projectile.]]>
3514 </description> 3542 </description>
3515 <use><![CDATA[ 3543 <use><![CDATA[
3516 If you want to create new kinds of projectiles, you could 3544 If you want to create new kinds of projectiles, you could
3517 add an alchemical receipe to create these. 3545 add an alchemical receipe to create these.
3518 3546
3519 Don't create new pairs of weapons &amp; projectiles unless 3547 Don't create new pairs of weapons &amp; projectiles unless
3520 they really fullfill a useful purpose. In fact, even bows 3548 they really fullfill a useful purpose. In fact, even bows
3521 and crossbows are rarely ever used. ]]> 3549 and crossbows are rarely ever used.]]>
3522 </use> 3550 </use>
3523 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3524 This number is a bitmask, specifying the projectile's attacktypes. 3552 This number is a bitmask, specifying the projectile's attacktypes.
3525 Attacktypes are: physical, magical, fire, cold.. etc. 3553 Attacktypes are: physical, magical, fire, cold.. etc.
3526 This works identical to melee weapons. Note that shooting 3554 This works identical to melee weapons. Note that shooting
3588<type number="70" name="Ring"> 3616<type number="70" name="Ring">
3589 <import_type name="Amulet" /> 3617 <import_type name="Amulet" />
3590 <description><![CDATA[ 3618 <description><![CDATA[
3591 Rings are worn on the hands - one ring each. 3619 Rings are worn on the hands - one ring each.
3592 Wearing rings, the object's stats will directly be inherited to 3620 Wearing rings, the object's stats will directly be inherited to
3593 the player. Usually enhancing his spellcasting potential. ]]> 3621 the player. Usually enhancing his spellcasting potential.]]>
3594 </description> 3622 </description>
3595 <use><![CDATA[ 3623 <use><![CDATA[
3596 When you create an artifact ring, never forget that players can 3624 When you create an artifact ring, never forget that players can
3597 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
3598 keep rings in balance with the game. 3626 keep rings in balance with the game.
3599 <br><br> 3627 <br><br>
3600 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.
3601 They should primarily grant bonuses to spellcasting abilities 3629 They should primarily grant bonuses to spellcasting abilities
3602 and non-physical resistances. ]]> 3630 and non-physical resistances.]]>
3603 </use> 3631 </use>
3604</type> 3632</type>
3605 3633
3606<!--####################################################################--> 3634<!--####################################################################-->
3607<type number="3" name="Rod"> 3635<type number="3" name="Rod">
3610 </ignore> 3638 </ignore>
3611 <description><![CDATA[ 3639 <description><![CDATA[
3612 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
3613 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3641 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3614 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
3615 used endlessly. ]]> 3643 used endlessly.]]>
3616 </description> 3644 </description>
3617 <use><![CDATA[ 3645 <use><![CDATA[
3618 Rods with healing/curing spells are extremely powerful. Usually, potions have 3646 Rods with healing/curing spells are extremely powerful. Usually, potions have
3619 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
3620 one-time-use.<br> ]]> 3648 one-time-use.<br>]]>
3621 </use> 3649 </use>
3622 <attribute arch="sp" editor="spell" type="spell"> 3650 <attribute arch="sp" editor="spell" type="spell">
3623 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
3624 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!
3625 Rods with heal/ restoration/ protection spells, IF available, MUST be 3653 Rods with heal/ restoration/ protection spells, IF available, MUST be
3665 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
3666 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3694 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3667 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
3668 "summoning rune", summoning predefined monsters of any kind, at detonation. 3696 "summoning rune", summoning predefined monsters of any kind, at detonation.
3669 <br><br> 3697 <br><br>
3670 Many runes are already defined in the archetypes. ]]> 3698 Many runes are already defined in the archetypes.]]>
3671 </description> 3699 </description>
3672 <use><![CDATA[ 3700 <use><![CDATA[
3673 Avoid monsters stepping on your runes. For example, summoning runes 3701 Avoid monsters stepping on your runes. For example, summoning runes
3674 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3702 together with spellcasting- and attack-runes is usually a bad idea.]]>
3675 </use> 3703 </use>
3676 <attribute arch="no_pick" value="1" type="fixed" /> 3704 <attribute arch="no_pick" value="1" type="fixed" />
3677 &move_on; 3705 &move_on;
3678 <attribute arch="level" editor="rune level" type="int"> 3706 <attribute arch="level" editor="rune level" type="int">
3679 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,
3747 <ignore_list name="non_pickable" /> 3775 <ignore_list name="non_pickable" />
3748 </ignore> 3776 </ignore>
3749 <description><![CDATA[ 3777 <description><![CDATA[
3750 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
3751 respawn-after-death and his word-of-recall positions are pointing 3779 respawn-after-death and his word-of-recall positions are pointing
3752 to the last-applied savebed. ]]> 3780 to the last-applied savebed.]]>
3753 </description> 3781 </description>
3754 <use><![CDATA[ 3782 <use><![CDATA[
3755 Put savebed locations in towns, do not put them into dungeons. 3783 Put savebed locations in towns, do not put them into dungeons.
3756 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.
3757 That means: 3785 That means:
3761 <LI> Insert a reliable exit! Make sure there is no possibility that 3789 <LI> Insert a reliable exit! Make sure there is no possibility that
3762 players get trapped in a savebed location. 3790 players get trapped in a savebed location.
3763 <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
3764 arch called "dungeon_magic" everywhere). This is not required, 3792 arch called "dungeon_magic" everywhere). This is not required,
3765 but it makes the place much more safe. 3793 but it makes the place much more safe.
3766 </UL> ]]> 3794 </UL>]]>
3767 </use> 3795 </use>
3768 <attribute arch="no_pick" value="1" type="fixed" /> 3796 <attribute arch="no_pick" value="1" type="fixed" />
3769 <attribute arch="no_magic" value="1" type="fixed" /> 3797 <attribute arch="no_magic" value="1" type="fixed" />
3770 <attribute arch="damned" value="1" type="fixed" /> 3798 <attribute arch="damned" value="1" type="fixed" />
3771</type> 3799</type>
3778 <description><![CDATA[ 3806 <description><![CDATA[
3779 Scrolls contain spells (similar to spell-potions). Unlike potions, 3807 Scrolls contain spells (similar to spell-potions). Unlike potions,
3780 scrolls require a certain literacy skill to read successfully. 3808 scrolls require a certain literacy skill to read successfully.
3781 Accordingly, for a successful reading, a small amount of 3809 Accordingly, for a successful reading, a small amount of
3782 experience is gained. Scrolls allow only one time usage, but 3810 experience is gained. Scrolls allow only one time usage, but
3783 usually they are sold in bulks. ]]> 3811 usually they are sold in bulks.]]>
3784 </description> 3812 </description>
3785 <use><![CDATA[ 3813 <use><![CDATA[
3786 For low level quests, scrolls of healing/curing-spells 3814 For low level quests, scrolls of healing/curing-spells
3787 can be a nice reward. At higher levels, scrolls become less 3815 can be a nice reward. At higher levels, scrolls become less
3788 and less useful. ]]> 3816 and less useful.]]>
3789 </use> 3817 </use>
3790 <attribute arch="level" editor="casting level" type="int"> 3818 <attribute arch="level" editor="casting level" type="int">
3791 The spell of the scroll will be casted at this level. 3819 The spell of the scroll will be casted at this level.
3792 This value should always be set, at least to 1. 3820 This value should always be set, at least to 1.
3793 </attribute> 3821 </attribute>
3805<type number="33" name="Shield"> 3833<type number="33" name="Shield">
3806 <import_type name="Amulet" /> 3834 <import_type name="Amulet" />
3807 <description><![CDATA[ 3835 <description><![CDATA[
3808 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
3809 the player. Shields usually provide good defense, only surpassed 3837 the player. Shields usually provide good defense, only surpassed
3810 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3838 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3811 </description> 3839 </description>
3812 <use><![CDATA[ 3840 <use><![CDATA[
3813 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
3814 important that you keep your artifact in balance with existing maps. ]]> 3842 important that you keep your artifact in balance with existing maps.]]>
3815 </use> 3843 </use>
3816 <attribute arch="magic" editor="magic bonus" type="int"> 3844 <attribute arch="magic" editor="magic bonus" type="int">
3817 &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
3818 "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
3819 than direct armour-class bonus on the shield. 3847 than direct armour-class bonus on the shield.
3828 wielded both at the same time. Like with any other equipment, 3856 wielded both at the same time. Like with any other equipment,
3829 stats/bonuses from shooting weapons are directly inherited to the player. 3857 stats/bonuses from shooting weapons are directly inherited to the player.
3830 <br><br> 3858 <br><br>
3831 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.
3832 Just set matching &lt;ammunition class&gt; both for shooting 3860 Just set matching &lt;ammunition class&gt; both for shooting
3833 weapon and projectile. ]]> 3861 weapon and projectile.]]>
3834 </description> 3862 </description>
3835 <use><![CDATA[ 3863 <use><![CDATA[
3836 Shooting weapons should not add bonuses in general. There's already 3864 Shooting weapons should not add bonuses in general. There's already
3837 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3865 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3838 Shooting weapons should especially not add bonuses to the player 3866 Shooting weapons should especially not add bonuses to the player
3839 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
3840 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
3841 - still crap. ]]> 3869 - still crap.]]>
3842 </use> 3870 </use>
3843 <attribute arch="race" editor="ammunition class" type="string"> 3871 <attribute arch="race" editor="ammunition class" type="string">
3844 Only projectiles with matching &lt;ammunition class&gt; can be fired 3872 Only projectiles with matching &lt;ammunition class&gt; can be fired
3845 with this weapon. For normal bows set "arrows", for normal 3873 with this weapon. For normal bows set "arrows", for normal
3846 crossbows set "crossbow bolts". 3874 crossbows set "crossbow bolts".
3967 These items are all flagged as unpaid. 3995 These items are all flagged as unpaid.
3968 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
3969 unpaid and the player receives payment according to the item's 3997 unpaid and the player receives payment according to the item's
3970 selling-value. 3998 selling-value.
3971 Shopfloor always prevents magic (To hinder players from burning 3999 Shopfloor always prevents magic (To hinder players from burning
3972 or freezing the goods). ]]> 4000 or freezing the goods).]]>
3973 </description> 4001 </description>
3974 <use><![CDATA[ 4002 <use><![CDATA[
3975 Tile your whole shop-interior space which shop floor. 4003 Tile your whole shop-interior space which shop floor.
3976 (That assures players receive payment for dropping items). 4004 (That assures players receive payment for dropping items).
3977 Place shop mats to enter/leave the shop, and make sure 4005 Place shop mats to enter/leave the shop, and make sure
3978 there is no other exit than the shop mat. ]]> 4006 there is no other exit than the shop mat.]]>
3979 </use> 4007 </use>
3980 <attribute arch="is_floor" value="1" type="fixed" /> 4008 <attribute arch="is_floor" value="1" type="fixed" />
3981 <attribute arch="no_pick" value="1" type="fixed" /> 4009 <attribute arch="no_pick" value="1" type="fixed" />
3982 <attribute arch="no_magic" value="1" type="fixed" /> 4010 <attribute arch="no_magic" value="1" type="fixed" />
3983 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4011 <attribute arch="auto_apply" editor="generate goods" type="bool">
4017 "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/
4018 or -destinations. When stepping onto a shopmat the player gets beamed 4046 or -destinations. When stepping onto a shopmat the player gets beamed
4019 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
4020 inventory, the price gets charged from his coins automatically. 4048 inventory, the price gets charged from his coins automatically.
4021 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
4022 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).]]>
4023 </description> 4051 </description>
4024 <use><![CDATA[ 4052 <use><![CDATA[
4025 As stated above, always place TWO shop mats into your shop. 4053 As stated above, always place TWO shop mats into your shop.
4026 Not more and not less than that. ]]> 4054 Not more and not less than that.]]>
4027 </use> 4055 </use>
4028 <attribute arch="no_pick" value="1" type="fixed" /> 4056 <attribute arch="no_pick" value="1" type="fixed" />
4029 &move_on; 4057 &move_on;
4030</type> 4058</type>
4031 4059
4036 </ignore> 4064 </ignore>
4037 <description><![CDATA[ 4065 <description><![CDATA[
4038 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
4039 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:
4040 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
4041 (-&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).]]>
4042 </description> 4070 </description>
4043 <use><![CDATA[ 4071 <use><![CDATA[
4044 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
4045 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
4046 hints about hidden secrets/dangers. Place signs to provide the player 4074 hints about hidden secrets/dangers. Place signs to provide the player
4047 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.]]>
4048 </use> 4076 </use>
4049 <attribute arch="connected" editor="connection" type="int"> 4077 <attribute arch="connected" editor="connection" type="string">
4050 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
4051 the connection is triggered. This should be used in combination with 4079 the connection is triggered. This should be used in combination with
4052 &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.
4053 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
4054 printed to one player, but all players on the current map. 4082 printed to one player, but all players on the current map.
4093 <ignore_list name="system_object" /> 4121 <ignore_list name="system_object" />
4094 </ignore> 4122 </ignore>
4095 <description><![CDATA[ 4123 <description><![CDATA[
4096 Skills are objects which exist in the player/monster inventory. 4124 Skills are objects which exist in the player/monster inventory.
4097 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
4098 are enabled for monster use however. ]]> 4126 are enabled for monster use however.]]>
4099 </description> 4127 </description>
4100 <use><![CDATA[ 4128 <use><![CDATA[
4101 For mapmaking, Skill objects serve two purposes: 4129 For mapmaking, Skill objects serve two purposes:
4102 <p>First, the predefined skill archtypes (in the 'skills' directory) 4130 <p>First, the predefined skill archtypes (in the 'skills' directory)
4103 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
4108 </p><p> 4136 </p><p>
4109 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
4110 copy default skill archtypes into the monsters' inventories. 4138 copy default skill archtypes into the monsters' inventories.
4111 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
4112 recommended however, to use skills in your maps which are totally 4140 recommended however, to use skills in your maps which are totally
4113 unrelated to any predefined skill archtype.</p> ]]> 4141 unrelated to any predefined skill archtype.</p>]]>
4114 </use> 4142 </use>
4115 <attribute arch="invisible" value="1" type="fixed" /> 4143 <attribute arch="invisible" value="1" type="fixed" />
4116 <attribute arch="no_drop" value="1" type="fixed" /> 4144 <attribute arch="no_drop" value="1" type="fixed" />
4117 <attribute arch="skill" editor="skill name" type="string"> 4145 <attribute arch="skill" editor="skill name" type="string">
4118 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
4147 4175
4148<!--####################################################################--> 4176<!--####################################################################-->
4149<type number="130" name="Skill Scroll"> 4177<type number="130" name="Skill Scroll">
4150 <description><![CDATA[ 4178 <description><![CDATA[
4151 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
4152 contained skill. ]]> 4180 contained skill.]]>
4153 </description> 4181 </description>
4154 <use><![CDATA[ 4182 <use><![CDATA[
4155 Skill scrolls are very much sought for by players. Currently, 4183 Skill scrolls are very much sought for by players. Currently,
4156 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
4157 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
4158 skill scrolls rewarded at the end. ]]> 4186 skill scrolls rewarded at the end.]]>
4159 </use> 4187 </use>
4160 <attribute arch="race" value="scrolls" type="fixed" /> 4188 <attribute arch="race" value="scrolls" type="fixed" />
4161 <attribute arch="skill" editor="skill name" type="string"> 4189 <attribute arch="skill" editor="skill name" type="string">
4162 The &lt;skill name&gt; matches the skill object that can 4190 The &lt;skill name&gt; matches the skill object that can
4163 be learned from this scroll. 4191 be learned from this scroll.
4173 When carrying the appropriate special key, a locked door can 4201 When carrying the appropriate special key, a locked door can
4174 be opened. The key will dissapear. 4202 be opened. The key will dissapear.
4175 <br><br> 4203 <br><br>
4176 This object-type can also be used for "passport"-like items: 4204 This object-type can also be used for "passport"-like items:
4177 When walking onto an invetory checker, a gate for example might 4205 When walking onto an invetory checker, a gate for example might
4178 get opened. The "passport" will stay in the player's inventory. ]]> 4206 get opened. The "passport" will stay in the player's inventory.]]>
4179 </description> 4207 </description>
4180 <use><![CDATA[ 4208 <use><![CDATA[
4181 How to make a "passport": You take the special key arch 4209 How to make a "passport": You take the special key arch
4182 (archetype name is "key2"), set the face to something like 4210 (archetype name is "key2"), set the face to something like
4183 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;
4184 certainly must match with the appropiate inventory checker. 4212 certainly must match with the appropiate inventory checker.
4185 <br><br> 4213 <br><br>
4186 Of course you can be creative with names and faces of 4214 Of course you can be creative with names and faces of
4187 key-objects. A "mysterious crystal" or a "big dragon claw" 4215 key-objects. A "mysterious crystal" or a "big dragon claw"
4188 (with appropriate faces) appear more interesting than just 4216 (with appropriate faces) appear more interesting than just
4189 a "strange key", or "passport". ]]> 4217 a "strange key", or "passport".]]>
4190 </use> 4218 </use>
4191 <attribute arch="slaying" editor="key string" type="string"> 4219 <attribute arch="slaying" editor="key string" type="string">
4192 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
4193 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
4194 to trigger inventory checkers. 4222 to trigger inventory checkers.
4229 players can learn it by reading the book. Once learned, players 4257 players can learn it by reading the book. Once learned, players
4230 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
4231 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>
4232 Monsters can use spells which are put in their inventory (provided 4260 Monsters can use spells which are put in their inventory (provided
4233 that certain "enabling" settings are correct). The monster's 4261 that certain "enabling" settings are correct). The monster's
4234 &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.]]>
4235 </description> 4263 </description>
4236 <use><![CDATA[ 4264 <use><![CDATA[
4237 A lot of the spells' settings can be tuned and customized. 4265 A lot of the spells' settings can be tuned and customized.
4238 When creating new spells which are accessible to players, it is 4266 When creating new spells which are accessible to players, it is
4239 important to think about balance. A single spell which is too 4267 important to think about balance. A single spell which is too
4240 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
4241 and magic school system out of whack. Testing new spells is 4269 and magic school system out of whack. Testing new spells is
4242 quite important therefore. ]]> 4270 quite important therefore.]]>
4243 </use> 4271 </use>
4244 <attribute arch="no_drop" value="1" type="fixed" /> 4272 <attribute arch="no_drop" value="1" type="fixed" />
4245 <attribute arch="invisible" value="1" type="fixed" /> 4273 <attribute arch="invisible" value="1" type="fixed" />
4246 <attribute arch="skill" editor="skill name" type="string"> 4274 <attribute arch="skill" editor="skill name" type="string">
4247 The &lt;skill name&gt; matches the skill which is needed 4275 The &lt;skill name&gt; matches the skill which is needed
4279 to read.<br><br> 4307 to read.<br><br>
4280 You can create widely customized spells only by adjusting the 4308 You can create widely customized spells only by adjusting the
4281 spell object in the spellbooks inventory. Refer to the description 4309 spell object in the spellbooks inventory. Refer to the description
4282 of spell objects for detailed information how to customize spells.<br> 4310 of spell objects for detailed information how to customize spells.<br>
4283 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;
4284 with a compilation of spells that the book may contain. ]]> 4312 with a compilation of spells that the book may contain.]]>
4285 </description> 4313 </description>
4286 <use><![CDATA[ 4314 <use><![CDATA[
4287 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
4288 reserved for the followers of the appropriate cults. Handing them 4316 reserved for the followers of the appropriate cults. Handing them
4289 out in a spellbook would violate the balance between different religions. 4317 out in a spellbook would violate the balance between different religions.
4290 <br><br> 4318 <br><br>
4291 Note that there is no fundamental difference between the spellbooks 4319 Note that there is no fundamental difference between the spellbooks
4292 of varying schools (pyromancy, sorcery, evocation, summoning, and 4320 of varying schools (pyromancy, sorcery, evocation, summoning, and
4293 even praying). The difference lies only in the spells they contain. 4321 even praying). The difference lies only in the spells they contain.
4294 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
4295 for your spells. ]]> 4323 for your spells.]]>
4296 </use> 4324 </use>
4297 <attribute arch="skill" value="literacy" type="fixed" /> 4325 <attribute arch="skill" value="literacy" type="fixed" />
4298 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4326 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4299 There are two ways to put spells into a spellbook: 4327 There are two ways to put spells into a spellbook:
4300 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,
4319 </ignore> 4347 </ignore>
4320 <description><![CDATA[ 4348 <description><![CDATA[
4321 Spinners change the direction of spell objects and other projectiles 4349 Spinners change the direction of spell objects and other projectiles
4322 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
4323 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
4324 is always changed by a certain degree. ]]> 4352 is always changed by a certain degree.]]>
4325 </description> 4353 </description>
4326 <use><![CDATA[ 4354 <use><![CDATA[
4327 Spinners are very rarely used. I believe they are quite 4355 Spinners are very rarely used. I believe they are quite
4328 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
4329 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
4330 otherwise couldn't. 4358 otherwise couldn't.
4331 4359
4332 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-
4333 projectiles from magic walls don't get to fly in loops. ]]> 4361 projectiles from magic walls don't get to fly in loops.]]>
4334 </use> 4362 </use>
4335 <attribute arch="sp" editor="direction number" type="int"> 4363 <attribute arch="sp" editor="direction number" type="int">
4336 The spinner will change the direction of flying objects by 4364 The spinner will change the direction of flying objects by
4337 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4365 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4338 positive values counter clockwise. 4366 positive values counter clockwise.
4351 Swamp areas show a special behaviour: 4379 Swamp areas show a special behaviour:
4352 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,
4353 he will start to sink in and eventually drown and die. 4381 he will start to sink in and eventually drown and die.
4354 Items dropped on the swamp sink in and dissapear. 4382 Items dropped on the swamp sink in and dissapear.
4355 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
4356 to die in the swamp. ]]> 4384 to die in the swamp.]]>
4357 </description> 4385 </description>
4358 <attribute arch="is_floor" value="1" type="fixed" /> 4386 <attribute arch="is_floor" value="1" type="fixed" />
4359 <attribute arch="is_wooded" value="1" type="fixed" /> 4387 <attribute arch="is_wooded" value="1" type="fixed" />
4360 <attribute arch="speed" editor="drowning speed" type="float"> 4388 <attribute arch="speed" editor="drowning speed" type="float">
4361 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
4385 different location. The main difference to the object-type exit 4413 different location. The main difference to the object-type exit
4386 is the possibility to have teleporters connected to levers/buttons/etc. 4414 is the possibility to have teleporters connected to levers/buttons/etc.
4387 Sometimes teleporters are activated even against the players will. 4415 Sometimes teleporters are activated even against the players will.
4388 <br><br> 4416 <br><br>
4389 Unlike exits, teleporters can also transfer items and 4417 Unlike exits, teleporters can also transfer items and
4390 monsters to different locations on the same map. ]]> 4418 monsters to different locations on the same map.]]>
4391 </description> 4419 </description>
4392 <use><![CDATA[ 4420 <use><![CDATA[
4393 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
4394 an invisible teleporter. If using "invisible 1", the teleporter 4422 an invisible teleporter. If using "invisible 1", the teleporter
4395 can still be discovered with the show_invisible spell. And in 4423 can still be discovered with the show_invisible spell. And in
4396 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.
4397 <br><br> 4425 <br><br>
4398 Fortunately, there is a cool trick to make a perfectly invisible 4426 Fortunately, there is a cool trick to make a perfectly invisible
4399 teleporter: You simply add teleporter functionality to the floor 4427 teleporter: You simply add teleporter functionality to the floor
4400 itself. That means: You take the floor arch (e.g. "flagstone"), 4428 itself. That means: You take the floor arch (e.g. "flagstone"),
4401 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.]]>
4402 </use> 4430 </use>
4403 <attribute arch="slaying" editor="exit path" type="string"> 4431 <attribute arch="slaying" editor="exit path" type="string">
4404 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.
4405 &lt;exit path&gt; can be an absolute path, beginning with '/' 4433 &lt;exit path&gt; can be an absolute path, beginning with '/'
4406 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4434 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4442 be transferred to the "default enter location" of the destined map. 4470 be transferred to the "default enter location" of the destined map.
4443 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,
4444 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
4445 map-bugs. 4473 map-bugs.
4446 </attribute> 4474 </attribute>
4447 <attribute arch="connected" editor="connection" type="int"> 4475 <attribute arch="connected" editor="connection" type="string">
4448 If a connection value is set, the teleporter will be activated 4476 If a connection value is set, the teleporter will be activated
4449 whenever the connection is triggered. To use this properly, 4477 whenever the connection is triggered. To use this properly,
4450 &lt;activation speed&gt; must be zero. 4478 &lt;activation speed&gt; must be zero.
4451 </attribute> 4479 </attribute>
4452 &activate_on; 4480 &activate_on;
4478 after some time.]]> 4506 after some time.]]>
4479 </description> 4507 </description>
4480 <use><![CDATA[ 4508 <use><![CDATA[
4481 Use gates to divide your maps into separated areas. After solving 4509 Use gates to divide your maps into separated areas. After solving
4482 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
4483 maps more complex than "one-way". ]]> 4511 maps more complex than "one-way".]]>
4484 </use> 4512 </use>
4485 <attribute arch="no_pick" value="1" type="fixed" /> 4513 <attribute arch="no_pick" value="1" type="fixed" />
4486 <attribute arch="connected" editor="connection" type="int"> 4514 <attribute arch="connected" editor="connection" type="string">
4487 Whenever the inventory checker is triggered, all objects with identical 4515 Whenever the inventory checker is triggered, all objects with identical
4488 &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
4489 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4490 after some time. 4518 after some time.
4491 </attribute> 4519 </attribute>
4558 </attribute> 4586 </attribute>
4559 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4560 This attribute defines what attacktype to use for direct damage when 4588 This attribute defines what attacktype to use for direct damage when
4561 the trap detonates. 4589 the trap detonates.
4562 </attribute> 4590 </attribute>
4563 <attribute arch="connected" editor="connection" type="int"> 4591 <attribute arch="connected" editor="connection" type="string">
4564 When the trap is detonated, all objects with the same 4592 When the trap is detonated, all objects with the same
4565 connection value get activated. 4593 connection value get activated.
4566 </attribute> 4594 </attribute>
4567 <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">
4568 When the trap detonates, this text is displayed to the 4596 When the trap detonates, this text is displayed to the
4580 Trapdoors are very similar to pits. The difference is that they 4608 Trapdoors are very similar to pits. The difference is that they
4581 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
4582 trapdoor determines weither it slams the trapdoor open and falls through 4610 trapdoor determines weither it slams the trapdoor open and falls through
4583 or not.<br> 4611 or not.<br>
4584 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
4585 weight,) it remains open, acting like an opened pit. ]]> 4613 weight,) it remains open, acting like an opened pit.]]>
4586 </description> 4614 </description>
4587 <use><![CDATA[ 4615 <use><![CDATA[
4588 Trapdoors should be used in the same fashion as pits: 4616 Trapdoors should be used in the same fashion as pits:
4589 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
4590 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.]]>
4591 </use> 4619 </use>
4592 <attribute arch="no_pick" value="1" type="fixed" /> 4620 <attribute arch="no_pick" value="1" type="fixed" />
4593 &move_on; 4621 &move_on;
4594 <attribute arch="weight" editor="hold weight" type="int"> 4622 <attribute arch="weight" editor="hold weight" type="int">
4595 This value defines how much weight the trapdoor can hold. 4623 This value defines how much weight the trapdoor can hold.
4621 <attribute arch="value" /> 4649 <attribute arch="value" />
4622 <attribute arch="material" /> 4650 <attribute arch="material" />
4623 </ignore> 4651 </ignore>
4624 <description><![CDATA[ 4652 <description><![CDATA[
4625 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
4626 into the game. ]]> 4654 into the game.]]>
4627 </description> 4655 </description>
4628 <use><![CDATA[ 4656 <use><![CDATA[
4629 About usage of the "random-artifact" treasurelist: 4657 About usage of the "random-artifact" treasurelist:
4630 This will generate powerful stuff like girdles, xray helmets, special 4658 This will generate powerful stuff like girdles, xray helmets, special
4631 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
4632 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
4633 number of different artifacts! Besides, players will always seek the place 4661 number of different artifacts! Besides, players will always seek the place
4634 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.
4635 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
4636 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4664 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4637 </use> 4665 </use>
4638 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4666 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4639 This entry determines what kind of treasure will appear. Look into 4667 This entry determines what kind of treasure will appear. Look into
4640 /crossfire/share/crossfire/treasures for details about existing 4668 /crossfire/share/crossfire/treasures for details about existing
4641 treasurelists. 4669 treasurelists.
4672 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
4673 &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
4674 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.
4675 <br><br> 4703 <br><br>
4676 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,
4677 except by the effect that they cause on the maps. ]]> 4705 except by the effect that they cause on the maps.]]>
4678 </description> 4706 </description>
4679 <use><![CDATA[ 4707 <use><![CDATA[
4680 Markers hold real cool possibilities for map-making. I encourage 4708 Markers hold real cool possibilities for map-making. I encourage
4681 you to use them frequently. However there is one negative point 4709 you to use them frequently. However there is one negative point
4682 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
4683 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
4684 informed and never confused. 4712 informed and never confused.
4685 <br><br> 4713 <br><br>
4686 Please avoid infinite markers when they aren't needed. They're 4714 Please avoid infinite markers when they aren't needed. They're
4687 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
4688 is no real purpose, set an expire time. ]]> 4716 is no real purpose, set an expire time.]]>
4689 </use> 4717 </use>
4690 <attribute arch="no_pick" value="1" type="fixed" /> 4718 <attribute arch="no_pick" value="1" type="fixed" />
4691 <attribute arch="slaying" editor="key string" type="string"> 4719 <attribute arch="slaying" editor="key string" type="string">
4692 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.
4693 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;,
4694 there won't be inserted a second one. 4722 there won't be inserted a second one.
4695 </attribute> 4723 </attribute>
4696 <attribute arch="connected" editor="connection" type="int"> 4724 <attribute arch="connected" editor="connection" type="string">
4697 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.
4698 </attribute> 4726 </attribute>
4699 <attribute arch="food" editor="mark duration" type="int"> 4727 <attribute arch="food" editor="mark duration" type="int">
4700 This value defines the duration of the force it inserts. 4728 This value defines the duration of the force it inserts.
4701 If nonzero, the duration of the player's mark is finite: 4729 If nonzero, the duration of the player's mark is finite:
4732 <attribute arch="name_pl" /> 4760 <attribute arch="name_pl" />
4733 <attribute arch="value" /> 4761 <attribute arch="value" />
4734 <attribute arch="unpaid" /> 4762 <attribute arch="unpaid" />
4735 </ignore> 4763 </ignore>
4736 <description><![CDATA[ 4764 <description><![CDATA[
4737 Walls usually block passage and sight. ]]> 4765 Walls usually block passage and sight.]]>
4738 </description> 4766 </description>
4739 &movement_types_terrain; 4767 &movement_types_terrain;
4740 <attribute arch="can_roll" editor="moveable" type="bool"> 4768 <attribute arch="can_roll" editor="moveable" type="bool">
4741 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.
4742 This setting is used for boulders and barrels. 4770 This setting is used for boulders and barrels.
4755<type number="109" name="Wand &amp; Staff"> 4783<type number="109" name="Wand &amp; Staff">
4756 <description><![CDATA[ 4784 <description><![CDATA[
4757 Wands contain a certain spell. The player can apply (ready) and 4785 Wands contain a certain spell. The player can apply (ready) and
4758 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
4759 "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
4760 charging, but usually that isn't worth the cost. ]]> 4788 charging, but usually that isn't worth the cost.]]>
4761 </description> 4789 </description>
4762 <use><![CDATA[ 4790 <use><![CDATA[
4763 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
4764 generally not cost-efficient. Handing out high-level wands with 4792 generally not cost-efficient. Handing out high-level wands with
4765 powerful special spells isn't a good idea either, because of 4793 powerful special spells isn't a good idea either, because of
4766 the recharge ability. 4794 the recharge ability.
4767 <br><br> 4795 <br><br>
4768 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
4769 quite desirable though. Ideal rewards for low level quests. ]]> 4797 quite desirable though. Ideal rewards for low level quests.]]>
4770 </use> 4798 </use>
4771 <attribute arch="sp" editor="spell" type="spell"> 4799 <attribute arch="sp" editor="spell" type="spell">
4772 The &lt;spell&gt; specifies the contained spell. 4800 The &lt;spell&gt; specifies the contained spell.
4773 </attribute> 4801 </attribute>
4774 <attribute arch="level" editor="casting level" type="int"> 4802 <attribute arch="level" editor="casting level" type="int">
4799 <ignore_list name="non_pickable" /> 4827 <ignore_list name="non_pickable" />
4800 </ignore> 4828 </ignore>
4801 <description><![CDATA[ 4829 <description><![CDATA[
4802 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
4803 these weak walls look similar to their solid "relatives" except 4831 these weak walls look similar to their solid "relatives" except
4804 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.]]>
4805 </description> 4833 </description>
4806 <use><![CDATA[ 4834 <use><![CDATA[
4807 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
4808 better than completely indiscernible passages in a wall.<br> 4836 better than completely indiscernible passages in a wall.<br>
4809 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
4810 them: Rising their defensive stats, weak walls can become a 4838 them: Rising their defensive stats, weak walls can become a
4811 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
4812 attack for example. A granite wall for instance might be very 4840 attack for example. A granite wall for instance might be very
4813 hard to destroy. ]]> 4841 hard to destroy.]]>
4814 </use> 4842 </use>
4815 <attribute arch="alive" value="1" type="fixed" /> 4843 <attribute arch="alive" value="1" type="fixed" />
4816 <attribute arch="no_pick" value="1" type="fixed" /> 4844 <attribute arch="no_pick" value="1" type="fixed" />
4817 <attribute arch="tear_down" value="1" type="fixed" /> 4845 <attribute arch="tear_down" value="1" type="fixed" />
4818 <attribute arch="race" editor="race" type="string"> 4846 <attribute arch="race" editor="race" type="string">
4847<!--####################################################################--> 4875<!--####################################################################-->
4848<type number="15" name="Weapon"> 4876<type number="15" name="Weapon">
4849 <description><![CDATA[ 4877 <description><![CDATA[
4850 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
4851 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4879 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4852 be improved with scrolls. ]]> 4880 be improved with scrolls.]]>
4853 </description> 4881 </description>
4854 <use><![CDATA[ 4882 <use><![CDATA[
4855 If you create artifacts (equipment) with stats- or resistance-bonus: 4883 If you create artifacts (equipment) with stats- or resistance-bonus:
4856 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
4857 fighting AND questing. ]]> 4885 fighting AND questing.]]>
4858 </use> 4886 </use>
4859 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4887 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4860 This number is a bitmask, specifying the weapon's attacktypes. 4888 This number is a bitmask, specifying the weapon's attacktypes.
4861 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4889 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4862 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
5036</type> 5064</type>
5037 5065
5038<type number="116" name="Event Connector"> 5066<type number="116" name="Event Connector">
5039 <description><![CDATA[ 5067 <description><![CDATA[
5040 Event connectors link specific events that happen to objects to 5068 Event connectors link specific events that happen to objects to
5041 a crossfire plug-in. They are not used at all in Deliantra ]]> 5069 a crossfire plug-in. They are not used at all in Deliantra.]]>
5042 </description> 5070 </description>
5043</type> 5071</type>
5044 5072
5045</types> 5073</types>

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