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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.23 by elmex, Sun Apr 15 19:11:02 2007 UTC vs.
Revision 1.59 by root, Thu Nov 5 14:46:39 2009 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
113 104
114 <!ENTITY move_on " 105 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 108 </attribute>
118 "> 109 ">
119 <!ENTITY move_off " 110 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
122 </attribute> 113 </attribute>
123 "> 114 ">
124 <!ENTITY move_type " 115 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
128 </attribute> 119 </attribute>
129 "> 120 ">
130 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
131 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
133 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
137 </attribute> 131 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on 151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 152 every tick.
159 </attribute> 153 </attribute>
160 "> 154 ">
161 <!ENTITY activate_on " 155 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'> 156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
163 Whether the teleporter should only be activated on push. 157 Whether the teleporter should only be activated on push.
164 </attribute> 158 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'> 159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
166 Whether the teleporter should only be activated on release. 160 Whether the teleporter should only be activated on release.
167 </attribute> 161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
168 "> 362 ">
169]> 363]>
170 364
171<types> 365<types>
172 366
283 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
284 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
285 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
286 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
287 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
288</list> 484</list>
289 485
290<list name="potion_effect"> 486<list name="potion_effect">
291 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
292 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
456 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is 653 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute> 655 </attribute>
460 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game. 657 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658 object has an animation! See also the 'animation' attribute.
659 </attribute>
660 <attribute arch="animation" editor="animation" type="string">
661 The animation-name of the object. If you assign custom faces and the archetype
662 defines an animation you can disable the animation of an archetype by setting this
663 field to NONE.
664 </attribute>
665 <attribute arch="tag" editor="tag" type="string">
666 You can tag objects with an identifier. Tagged objects can be found quickly
667 from their tag, which makes them useful to tag exits and refer to those by
668 their name.
462 </attribute> 669 </attribute>
463 <attribute arch="nrof" editor="number" type="int"> 670 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example: 671 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 672 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack. 673 any pickable object - otherwise it won't be mergeable into a stack.
478 usually inevitable. 685 usually inevitable.
479 </attribute> 686 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object 688 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value 689 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit. 690 between 0 and 9, the higher, the more light does the object emit.
484 </attribute> 691 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
496 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
497 shown. 704 shown.
498 </attribute> 705 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot 707 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop. 708 see beyond it unless they cross it or manage to stand ontop.
502 </attribute> 709 </attribute>
503 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
505 </attribute> 712 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over 714 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense 715 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops. 716 only for pickable items inside shops.
717 </attribute>
718 <attribute arch="sound" editor="sound" type="string">
719 The sound this objects makes on a map. Enter either a sound alias from
720 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721 field it will point to sound/&lt;path&gt;.ext
722 </attribute>
723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
724 The sound this objects makes when it is destroyed. Enter either a sound alias from
725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
726 field it will point to sound/&lt;path&gt;.ext
510 </attribute> 727 </attribute>
511</default_type> 728</default_type>
512 729
513<!-- This ignorelist is for all system objects which are non pickable 730<!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. --> 731 and invisible. They don't interact with players at all. -->
572 This text may describe the object. 789 This text may describe the object.
573 </attribute> 790 </attribute>
574</type> 791</type>
575 792
576<!--####################################################################--> 793<!--####################################################################-->
794<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
577<type number="110" name="Ability"> 795<type number="999" name="Ability">
578 <ignore> 796 <ignore>
579 <ignore_list name="system_object" /> 797 <ignore_list name="system_object" />
580 </ignore> 798 </ignore>
581 <description><![CDATA[ 799 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the 800 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in 801 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce. 802 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br> 803 <br><br>
586 A particularly nice feature of abilities is that they can hold two 804 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use. 805 spells: One for short range - and one for long range use.
588 \n\n 806 \n\n
589 You should know that spellcasting monsters receive abilities via 807 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]> 808 &lt;treasurelist&gt;.]]>
591 </description> 809 </description>
592 <use><![CDATA[ 810 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you 811 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something). 812 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more 813 The long/short-range spell feature can make boss-monsters more
597 <br><br> 815 <br><br>
598 You should keep in mind that magic abilities allow players 816 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to 817 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't 818 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps. 819 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]> 820 And what fun is a magic resistance cloak when it has no effect?]]>
603 </use> 821 </use>
604 <attribute arch="invisible" value="1" type="fixed" /> 822 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" /> 823 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell"> 824 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt; 825 The monster will use the specified &lt;short range spell&gt;
636 Note that non-magical abilities are more dangerous because 854 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute> 855 magic resistance does not protect from those.</attribute>
638</type> 856</type>
639 857
640<!--####################################################################--> 858<!--####################################################################-->
859
860<type number="81" name="Torch">
861 <description><![CDATA[
862 Torches are a special kind of Lamp that offer the option of lighting them
863 up without using a lighter (These torches are usually
864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
873 <attribute arch="food" editor="burning duration" type="int">
874 This field specifies the burning duration of the torch.
875 </attribute>
876 <attribute arch="range" editor="enabled glow radius" type="int">
877 This field sets the glow radius of the torch if it is enabled.
878 If you want to make a torch that is already burning set the
879 "glow radius" field.
880 </attribute>
881 <attribute arch="level" editor="level" type="int">
882 If this field specyfies the cursed effect's level. If it is
883 0 no cursed effect will be generate. See also the "cursed" flag.
884 </attribute>
885 <attribute arch="cursed" editor="cursed" type="bool">
886 Cursed torches, which have a level above 0, explode if the
887 player applies them.
888 </attribute>
889</type>
890
891<type number="82" name="Lamp">
892 <description><![CDATA[
893 Lamps are carryable light sources for players with a fuel tank.]]>
894 </description>
895 <attribute arch="speed" editor="burn speed" type="float">
896 This field is the speed of the lamp. (If the value 0.00208 is given
897 here the fuel field will specify the burning duration in minutes.)
898 </attribute>
899 <attribute arch="food" editor="fuel" type="int">
900 This field sets the burning duration of the lamp, which depends on the speed
901 field of this object.
902 </attribute>
903 <attribute arch="range" editor="enabled glow radius" type="int">
904 This field sets the glow radius of the lamp if it is enabled.
905 If you want to make a lamp that is already burning set the
906 "glow radius" field.
907 </attribute>
908 <attribute arch="level" editor="level" type="int">
909 If this field specyfies the cursed effect's level. If it is
910 0 no cursed effect will be generate. See also the "cursed" flag.
911 </attribute>
912 <attribute arch="cursed" editor="cursed" type="bool">
913 Cursed lamps, which have a level above 0, explode if the
914 player applies them.
915 </attribute>
916</type>
917
918<!--####################################################################-->
641<type number="18" name="Altar"> 919<type number="18" name="Altar">
642 <ignore> 920 <ignore>
643 <ignore_list name="non_pickable" /> 921 <ignore_list name="non_pickable" />
644 </ignore> 922 </ignore>
645 <description><![CDATA[ 923 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar, 924 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is 925 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once. 926 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]> 927 Either way, the sacrificed item disappears.]]>
650 </description> 928 </description>
651 <attribute arch="no_pick" value="1" type="fixed" /> 929 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on; 930 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string"> 931 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to 932 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly 933 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars. 934 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is 935 If you want the player to have to drop a specific amount of money use "money".
658 expected to drop on the altar. (Often this is put in the altar's 936 See also the "drop amount" attribute.
659 name: E.g. "drop 100 platinums") 937 &match_compat;
660 </attribute> 938 </attribute>
661 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar. 941 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 942
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 944 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.) 945 200 silver, 20 gold, or 4 platinum will all work.)
668 946
669 Note that the maximum possible for &lt;drop amount&gt; is 32767. 947 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute> 948 </attribute>
671 <attribute arch="connected" editor="connection" type="int"> 949 <attribute arch="connected" editor="connection" type="string">
672 If a connection value is set, the altar will trigger all objects 950 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once. 951 with the same value, when activated. This will only work once.
674 </attribute> 952 </attribute>
675 <attribute arch="sp" editor="spell" type="spell"> 953 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the 954 When activated, the selected &lt;spell&gt; will be casted (once, on the
690 <ignore_list name="non_pickable" /> 968 <ignore_list name="non_pickable" />
691 </ignore> 969 </ignore>
692 <description><![CDATA[ 970 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars 971 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that 972 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 973 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
696 </description> 974 </description>
697 <use><![CDATA[ 975 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for... 976 Altar_triggers are very useful if you want to charge a price for...
699 <UL> 977 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 978 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 979 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 980 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL> 981 </UL>
704 The big advantage over normal altars is the infinite usability 982 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're 983 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]> 984 quite grateful if things work more than once. =)]]>
707 </use> 985 </use>
708 <attribute arch="no_pick" value="1" type="fixed" /> 986 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string"> 987 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to 988 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly 989 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars. 990 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is 991 If you want the player to have to drop a specific amount of money use "money".
714 expected to drop on the altar. (Often this is put in the altar's 992 See also the "drop amount" attribute.
715 name: E.g. "drop 100 platinums") 993 &match_compat;
716 </attribute> 994 </attribute>
717 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar. 997 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 998
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1000 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.) 1001 200 silver, 20 gold, or 4 platinum will all work.)
724 1002
725 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1003 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute> 1004 </attribute>
727 <attribute arch="connected" editor="connection" type="int"> 1005 <attribute arch="connected" editor="connection" type="string">
728 If a connection value is set, the altar will trigger all objects 1006 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once. 1007 with the same value, when activated. This will only work once.
730 </attribute> 1008 </attribute>
731 <attribute arch="sp" editor="spell" type="spell"> 1009 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player). 1010 When activated, this &lt;spell&gt; will be casted (once, on the player).
756 in the exact moment when the altar is activated. 1034 in the exact moment when the altar is activated.
757 </attribute> 1035 </attribute>
758</type> 1036</type>
759 1037
760<!--####################################################################--> 1038<!--####################################################################-->
1039<type number="74" name="Skill Tool">
1040 <description><![CDATA[
1041 Wearing a skill tool will give the player the ability to use a skill.
1042 ]]>
1043 </description>
1044 <use><![CDATA[
1045 Feel free to assign resistancies and stats to a skill tools or change
1046 the skill that is given.
1047 ]]>
1048 </use>
1049 <attribute arch="skill" editor="skill name" type="string">
1050 This field describes which skill the player will be able to use wearing this item.
1051 </attribute>
1052 &player_stat_resist_sections;
1053</type>
1054<!--####################################################################-->
761<type number="39" name="Amulet"> 1055<type number="39" name="Amulet">
762 <description><![CDATA[ 1056 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to 1057 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]> 1058 the player. Amulets are usually meant for protection and defense.]]>
765 </description> 1059 </description>
766 <use><![CDATA[ 1060 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very 1061 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]> 1062 important that you keep your artifact in balance with existing maps.]]>
769 </use> 1063 </use>
770 <attribute arch="ac" editor="armour class" type="int"> 1064 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing 1065 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1066 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment. 1067 values are better. It should usually be set only for armour-like equipment.
784 amount of &lt;item power&gt;, depending on their own level. This is the 1078 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment 1079 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items). 1080 (like gifts from other players or cheated items).
787 1081
788 It is very important to adjust the &lt;item power&gt; value carefully 1082 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will 1083 for every artifact you create! If zero/unset, the Deliantra server will
790 calculate a provisional value at runtime, but this is never 1084 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;. 1085 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute> 1086 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool"> 1087 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse 1088 A damned piece of equipment cannot be unwielded unless the curse
820 you want the monster to use/wear the item - you must set 1114 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;. 1115 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item 1116 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory. 1117 is NOT in a monster's inventory.
824 </attribute> 1118 </attribute>
825<section name="resistance"> 1119 &player_stat_resist_sections;
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926</section>
927<section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956</section>
957<section name="misc"> 1120<section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int"> 1121 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to 1122 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...). 1123 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be 1124 Unless the &lt;luck bonus&gt; is very high, the effect will be
1049 Battleground is very special: In short, players can die on battleground 1212 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience 1213 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't 1214 while on battleground. Acid, draining and depletion effects don't
1052 work either. 1215 work either.
1053 When a player dies on battleground, he gets teleported to an exit 1216 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]> 1217 location which is defined in the battleground object.]]>
1055 </description> 1218 </description>
1056 <use><![CDATA[ 1219 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can 1220 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br> 1221 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in 1222 What should NEVER be done is placing battleground tiles in
1061 It must not be possible to gain significant treasure for fighting 1224 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br> 1225 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed, 1226 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile. 1227 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing 1228 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]> 1229 "hidden" battleground tiles anywhere.)]]>
1067 </use> 1230 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" /> 1231 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" /> 1232 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int"> 1233 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players 1234 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground. 1239 get teleported after they died on this battleground.
1077 </attribute> 1240 </attribute>
1078</type> 1241</type>
1079 1242
1080<!--####################################################################--> 1243<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)"> 1244<type number="165" name="Safe ground">
1082 <ignore> 1245 <ignore>
1083 <ignore_list name="non_pickable" /> 1246 <ignore_list name="non_pickable" />
1084 </ignore> 1247 </ignore>
1085 <description><![CDATA[ 1248 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might 1249 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map. 1250 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions 1251 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that 1252 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work. 1253 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]> 1254 ]]>
1093 </description> 1255 </description>
1094 <use><![CDATA[ 1256 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning 1257 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles 1258 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making 1259 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player. 1260 areas where really no kind of spell should be invoked by a player.
1099 ]]> 1261 ]]>
1100 </use> 1262 </use>
1263 &movement_types_terrain;
1101 <attribute arch="no_pick" value="1" type="fixed" /> 1264 <attribute arch="no_pick" value="1" type="fixed" />
1102</type> 1265</type>
1103 1266
1104<!--####################################################################--> 1267<!--####################################################################-->
1105<type number="8" name="Book"> 1268<type number="8" name="Book">
1106 <description><![CDATA[ 1269 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]> 1270 Applying a book, the containing message is displayed to the player.]]>
1108 </description> 1271 </description>
1109 <attribute arch="level" editor="literacy level" type="int"> 1272 <attribute arch="level" editor="literacy level" type="int">
1110 If this value is set to be greater than zero, the player needs a 1273 If this value is set to be greater than zero, the player needs a
1111 certain literacy level to succeed reading the book. The book can be 1274 certain literacy level to succeed reading the book. The book can be
1112 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1275 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1128 </attribute> 1291 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string"> 1292 <attribute arch="slaying" editor="key string" type="string">
1130 This is the key string of the book. The key string is checked by an inventory checker. 1293 This is the key string of the book. The key string is checked by an inventory checker.
1131 (This is used eg. for the gate/port passes in scorn) 1294 (This is used eg. for the gate/port passes in scorn)
1132 </attribute> 1295 </attribute>
1296 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297 If this flag is true the player won't be able to identify this
1298 item with by using a skill.
1299 </attribute>
1300</type>
1301
1302<!--####################################################################-->
1303<type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1133</type> 1319</type>
1134 1320
1135<!--####################################################################--> 1321<!--####################################################################-->
1136<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1137 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1138 <description><![CDATA[ 1324 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to 1325 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor 1326 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]> 1327 protection bonus.]]>
1142 </description> 1328 </description>
1143 <use><![CDATA[ 1329 <use><![CDATA[
1144 Feel free to create your own special artifacts. However, it is very 1330 Feel free to create your own special artifacts. However, it is very
1145 important that you keep your artifact in balance with existing maps. ]]> 1331 important that you keep your artifact in balance with existing maps.]]>
1146 </use> 1332 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int"> 1333 <attribute arch="exp" editor="speed bonus" type="int">
1148 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1334 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149 while worn. This kind of bonus is quite desirable for players of low- 1335 while worn. This kind of bonus is quite desirable for players of low-
1150 and medium level. High level players usually have fastest possible 1336 and medium level. High level players usually have fastest possible
1166<type number="104" name="Bracers"> 1352<type number="104" name="Bracers">
1167 <import_type name="Amulet" /> 1353 <import_type name="Amulet" />
1168 <description><![CDATA[ 1354 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists. 1355 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to 1356 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]> 1357 the player. Usually enhancing his defense.]]>
1172 </description> 1358 </description>
1173 <use><![CDATA[ 1359 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very 1360 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]> 1361 important that you keep your artifact in balance with existing maps.]]>
1176 </use> 1362 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int"> 1363 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1364 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1365 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers. 1366 than direct armour-class bonus on the bracers.
1184<!--####################################################################--> 1370<!--####################################################################-->
1185<type number="16" name="Brestplate Armour"> 1371<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" /> 1372 <import_type name="Amulet" />
1187 <description><![CDATA[ 1373 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to 1374 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]> 1375 the player. Usually enhancing his defense.]]>
1190 </description> 1376 </description>
1191 <use><![CDATA[ 1377 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very 1378 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]> 1379 important that you keep your artifact in balance with existing maps.]]>
1194 </use> 1380 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1381 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour. 1382 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse. 1383 The bigger the spellpoint penalty, the worse.
1198 </attribute> 1384 </attribute>
1214 </ignore> 1400 </ignore>
1215 <description><![CDATA[ 1401 <description><![CDATA[
1216 When a predefined amount of weigh is placed on a button, the 1402 When a predefined amount of weigh is placed on a button, the
1217 &lt;connection&gt; value is triggered. In most cases this happens when a 1403 &lt;connection&gt; value is triggered. In most cases this happens when a
1218 player or monster steps on it. When the button is "released", the 1404 player or monster steps on it. When the button is "released", the
1219 &lt;connection&gt; value get's triggered a second time. ]]> 1405 &lt;connection&gt; value get's triggered a second time.]]>
1220 </description> 1406 </description>
1221 &move_on; 1407 &move_on;
1222 &move_off; 1408 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" /> 1409 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int"> 1410 <attribute arch="weight" editor="press weight" type="int">
1225 The button is pressed (triggered), as soon as 1411 The button is pressed (triggered), as soon as
1226 &lt;press weigh&gt; gram are placed ontop of it. 1412 &lt;press weigh&gt; gram are placed ontop of it.
1227 </attribute> 1413 </attribute>
1228 <attribute arch="connected" editor="connection" type="int"> 1414 <attribute arch="connected" editor="connection" type="string">
1229 Every time the button is pressed or released, all objects 1415 Every time the button is pressed or released, all objects
1230 with the same &lt;connection&gt; value are activated. 1416 with the same &lt;connection&gt; value are activated.
1231 </attribute> 1417 </attribute>
1232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1233 This text may describe the item. You can use this 1419 This text may describe the item. You can use this
1242 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1243 </ignore> 1429 </ignore>
1244 <description><![CDATA[ 1430 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period 1431 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the 1432 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]> 1433 &lt;connection&gt; value is triggered.]]>
1248 </description> 1434 </description>
1249</type> 1435</type>
1250 1436
1251<!--####################################################################--> 1437<!--####################################################################-->
1252<type number="37" name="Class Changer"> 1438<type number="37" name="Class Changer">
1253 <ignore> 1439 <ignore>
1254 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1255 </ignore> 1441 </ignore>
1256 <description><![CDATA[ 1442 <description><![CDATA[
1257 Class changer are used while creating a character. ]]> 1443 Class changer are used while creating a character.]]>
1258 </description> 1444 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1445 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives. 1446 This entry determines which initial items the character receives.
1261 </attribute> 1447 </attribute>
1262<section name="stats"> 1448<section name="stats">
1295<type number="87" name="Cloak"> 1481<type number="87" name="Cloak">
1296 <import_type name="Amulet" /> 1482 <import_type name="Amulet" />
1297 <description><![CDATA[ 1483 <description><![CDATA[
1298 Wearing a cloak, the object's stats will directly be inherited to 1484 Wearing a cloak, the object's stats will directly be inherited to
1299 the player. Cloaks usually add minor &lt;armour class&gt; and 1485 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]> 1486 sometimes a bit of resistance.]]>
1301 </description> 1487 </description>
1302 <use><![CDATA[ 1488 <use><![CDATA[
1303 Feel free to create your own special artifacts. However, it is very 1489 Feel free to create your own special artifacts. However, it is very
1304 important that you keep your artifact in balance with existing maps. ]]> 1490 important that you keep your artifact in balance with existing maps.]]>
1305 </use> 1491 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int"> 1492 <attribute arch="magic" editor="magic bonus" type="int">
1307 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1493 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1494 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309 than direct armour-class bonus on the cloak. 1495 than direct armour-class bonus on the cloak.
1314</type> 1500</type>
1315 1501
1316<!--####################################################################--> 1502<!--####################################################################-->
1317<type number="9" name="Clock"> 1503<type number="9" name="Clock">
1318 <description><![CDATA[ 1504 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]> 1505 Applying a clock, the time is displayed to the player.]]>
1320 </description> 1506 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item 1508 This text may describe the item
1323 </attribute> 1509 </attribute>
1324</type> 1510</type>
1329 A player can put (certain kinds of) items in the container. 1515 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a 1516 The overall weight of items is reduced when put inside a
1331 container, depending on the settings. 1517 container, depending on the settings.
1332 <br><br> 1518 <br><br>
1333 A special feature of containers is the "cauldron", 1519 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]> 1520 capable of mixing alchemical receipes.]]>
1335 </description> 1521 </description>
1336 <use><![CDATA[ 1522 <use><![CDATA[
1337 Note on chests - There are two types of chests: 1523 Note on chests - There are two types of chests:
1338 <UL> 1524 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers 1525 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when 1526 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest". 1527 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers, 1528 <LI> Second there are the permanent chests - Those are containers,
1343 they can be opened and closed again. Archetype name is "chest_2". 1529 they can be opened and closed again. Archetype name is "chest_2".
1344 </UL> ]]> 1530 </UL>]]>
1345 </use> 1531 </use>
1346 <attribute arch="race" editor="container class" type="string"> 1532 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects. 1533 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels", 1534 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys". 1535 "arrows" and "keys".
1404 <attribute arch="title" /> 1590 <attribute arch="title" />
1405 </ignore> 1591 </ignore>
1406 <description><![CDATA[ 1592 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a 1593 Converters are like "exchange tables". When the player drops a
1408 specific type of items, they get converted into other items, at a 1594 specific type of items, they get converted into other items, at a
1409 predefined exchange-ratio. ]]> 1595 predefined exchange-ratio.]]>
1410 </description> 1596 </description>
1411 <use><![CDATA[ 1597 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the 1598 Converters are better than shopping with doormats, because the
1413 converters never get sold out. For some items like food or jewels 1599 converters never get sold out. For some items like food or jewels
1414 those "exchange tables" are really nice, while for the more important 1600 those "exchange tables" are really nice, while for the more important
1416 <br><br> 1602 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1603 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser 1604 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like 1605 value than before! (Except if you are using "rare" items like
1420 dragonscales for payment). The code will not check if your ratio is 1606 dragonscales for payment). The code will not check if your ratio is
1421 sane, so the player could gain infinite wealth by using your converter. ]]> 1607 sane, so the player could gain infinite wealth by using your converter.]]>
1422 </use> 1608 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" /> 1609 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string"> 1610 <attribute arch="slaying" editor="cost arch" type="string">
1425 &lt;cost arch&gt; is the name of the archetype the player has to 1611 &lt;cost arch&gt; is the name of the archetype the player has to
1426 put on the converter, as payment. 1612 put on the converter, as payment.
1442 of &lt;receive arch&gt;. 1628 of &lt;receive arch&gt;.
1443 </attribute> 1629 </attribute>
1444 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445 This text may contain a description of the converter. 1631 This text may contain a description of the converter.
1446 </attribute> 1632 </attribute>
1633 <attribute arch="precious" editor="output unpaid" type="bool">
1634 If the converter has this flag set the generated items will
1635 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636 (For instance for 'dragon scale' to 'dragon shield' converters in some
1637 armour shops.)
1638 </attribute>
1447</type> 1639</type>
1448 1640
1449<!--####################################################################--> 1641<!--####################################################################-->
1450<type number="42" name="Creator"> 1642<type number="42" name="Creator">
1451 <ignore> 1643 <ignore>
1453 </ignore> 1645 </ignore>
1454 <description><![CDATA[ 1646 <description><![CDATA[
1455 A creator is an object which creates another object when it 1647 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are 1648 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. They can even 1649 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]> 1650 periodically create things.]]>
1459 </description> 1651 </description>
1460 <use><![CDATA[ 1652 <use><![CDATA[
1461 Don't hesitate to hide your creators under the floor. 1653 Don't hesitate to hide your creators under the floor.
1462 The created items will still always appear ontop of the floor. ]]> 1654 The created items will still always appear ontop of the floor.]]>
1463 </use> 1655 </use>
1464 <attribute arch="no_pick" value="1" type="fixed" /> 1656 <attribute arch="no_pick" value="1" type="fixed" />
1465 <attribute arch="other_arch" editor="create arch" type="string"> 1657 <attribute arch="other_arch" editor="create arch" type="string">
1466 This string defines the object that will be created. 1658 This string defines the object that will be created.
1467 You can choose any of the existing arches. 1659 You can choose any of the existing arches.
1468 This field is ignored if the creator has items in inventory. In this case 1660 This field is ignored if the creator has items in inventory. In this case
1469 one of the inventory items is duplicated. The duplicated item is randomly 1661 one of the inventory items is duplicated. The duplicated item is randomly
1470 chosen from all items present. 1662 chosen from all items present.
1471 </attribute> 1663 </attribute>
1472 <attribute arch="connected" editor="connection" type="int"> 1664 <attribute arch="connected" editor="connection" type="string">
1473 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1474 the creator gets triggered. 1666 the creator gets triggered.
1475 </attribute> 1667 </attribute>
1476 &activate_on; 1668 &activate_on;
1477 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1478 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1479 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute> 1672 </attribute>
1481 <attribute arch="speed" editor="speed" type="float"> 1673 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff 1674 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered). 1675 (and will still do so when the connection is triggered).
1508 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1509 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1510 <br><br> 1702 <br><br>
1511 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1512 - First, detectors check their square for a match periodically, not 1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1513 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1514 detectors do not check the inventory of players/monsters. ]]> 1707 detectors do not check the inventory of players/monsters.]]>
1515 </description> 1708 </description>
1516 <use><![CDATA[ 1709 <use>
1517 There is one major speciality about detectors: You can detect spells 1710 Best avoid this type at all costs, use a pedestal instead.
1518 blown over a detector! To detect a lighting bolt for example, set
1519 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1520 walls, this can be very useful for map-mechanisms. ]]>
1521 </use> 1711 </use>
1522 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1523 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1524 &lt;match name&gt; specifies the name of the object we are looking for. 1714 &lt;match name&gt; specifies the name of the object we are looking for.
1525 Actually it does also check for the &lt;key string&gt; in key-objects, 1715 Actually it does also check for the &lt;key string&gt; in key-objects,
1526 but for this case inventory checkers are often more powerful to use. 1716 but for this case inventory checkers are often more powerful to use.
1527 </attribute> 1717 </attribute>
1528 <attribute arch="connected" editor="connection" type="int"> 1718 <attribute arch="connected" editor="connection" type="string">
1529 When the detector is triggered, all objects with the same 1719 When the detector is triggered, all objects with the same
1530 connection value get activated. 1720 connection value get activated.
1531 </attribute> 1721 </attribute>
1532 <attribute arch="speed" editor="detection speed" type="float"> 1722 <attribute arch="speed" editor="detection speed" type="float">
1533 This value defines the time between two detector-checks. 1723 This value defines the time between two detector-checks.
1541 by 1. 1731 by 1.
1542 </attribute> 1732 </attribute>
1543</type> 1733</type>
1544 1734
1545<!--####################################################################--> 1735<!--####################################################################-->
1736<type number="164" name="Map Script">
1737 <ignore>
1738 <ignore_list name="system_object" />
1739 </ignore>
1740 <description><![CDATA[
1741 The map script object is a very special object that can react to connected
1742 events and executes a perl script in the msg slot.
1743 ]]>
1744 </description>
1745 <use><![CDATA[
1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 ]]>
1749 </use>
1750 <attribute arch="connected" editor="connection" type="string">
1751 When the map script object is triggered, it will execute
1752 the perl script with the triggering object as $activator.
1753 </attribute>
1754 &activate_on;
1755 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756 This perl script will be executed each time the objetc is triggered.
1757 </attribute>
1758</type>
1759
1760<!--####################################################################-->
1546<type number="112" name="Director"> 1761<type number="112" name="Director">
1547 <ignore> 1762 <ignore>
1548 <ignore_list name="non_pickable" /> 1763 <ignore_list name="non_pickable" />
1549 </ignore> 1764 </ignore>
1550 <description><![CDATA[ 1765 <description><![CDATA[
1551 Directors change the direction of spell objects and other projectiles 1766 Directors change the direction of spell objects and other projectiles
1552 that fly past. Unlike spinners, directors always move objects in the 1767 that fly past. Unlike spinners, directors always move objects in the
1553 same direction. It does not make a difference from what angle you 1768 same direction. It does not make a difference from what angle you
1554 shoot into it.<br> 1769 shoot into it.<br>
1555 Directors are visible per default. ]]> 1770 Directors are visible per default.]]>
1556 </description> 1771 </description>
1557 <use><![CDATA[ 1772 <use><![CDATA[
1558 Directors are rarely used in maps. Sometimes they are placed to 1773 Directors are rarely used in maps. Sometimes they are placed to
1559 change the direction of spells coming out of magic walls, 1774 change the direction of spells coming out of magic walls,
1560 "channeling" spell-projectiles in some direction. When doing this, 1775 "channeling" spell-projectiles in some direction. When doing this,
1562 into them!</B> The spell-projectiles bouncing between the directors 1777 into them!</B> The spell-projectiles bouncing between the directors
1563 would accumulate to huge numbers and at some point slow down the 1778 would accumulate to huge numbers and at some point slow down the
1564 server by eating memory- and CPU-time. 1779 server by eating memory- and CPU-time.
1565 <br><br> 1780 <br><br>
1566 You'd better not place directors in monster vs. player combat 1781 You'd better not place directors in monster vs. player combat
1567 areas too much, because that freaks out wizard-type players. ]]> 1782 areas too much, because that freaks out wizard-type players.]]>
1568 </use> 1783 </use>
1569 <attribute arch="sp" editor="direction" type="list_direction"> 1784 <attribute arch="sp" editor="direction" type="list_direction">
1570 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1785 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1571 A director with direction &lt;none&gt; simply stops projectiles. 1786 A director with direction &lt;none&gt; simply stops projectiles.
1572 (The latter works out a bit strange for some spells). 1787 (The latter works out a bit strange for some spells).
1578<type number="158" name="Disease"> 1793<type number="158" name="Disease">
1579 <ignore> 1794 <ignore>
1580 <ignore_list name="system_object" /> 1795 <ignore_list name="system_object" />
1581 </ignore> 1796 </ignore>
1582 <description><![CDATA[ 1797 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire. 1798 Diseases are an intersting form of spellcraft in Deliantra.
1584 Once casted, they can spread out and infect creatures in a large 1799 Once casted, they can spread out and infect creatures in a large
1585 area. Being infected can have various effects, from amusing farts 1800 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]> 1801 to horrible damage - almost everything is possible.]]>
1587 </description> 1802 </description>
1588 <use><![CDATA[ 1803 <use><![CDATA[
1589 Diseases are extremely flexible and usable in a many ways. 1804 Diseases are extremely flexible and usable in a many ways.
1590 So far they are mostly used for causing bad, unwanted effects. 1805 So far they are mostly used for causing bad, unwanted effects.
1591 You could just as well create a disease which helps the player 1806 You could just as well create a disease which helps the player
1592 (recharging mana for example). 1807 (recharging mana for example).
1593 Infection with a "positive disease" could even be a quest reward. ]]> 1808 Infection with a "positive disease" could even be a quest reward.]]>
1594 </use> 1809 </use>
1595 <attribute arch="invisible" value="1" type="fixed" /> 1810 <attribute arch="invisible" value="1" type="fixed" />
1596 <attribute arch="level" editor="plaque level" type="int"> 1811 <attribute arch="level" editor="plaque level" type="int">
1597 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1812 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1598 This mainly reflects in the &lt;damage&gt;. It has no effect on 1813 This mainly reflects in the &lt;damage&gt;. It has no effect on
1740<type number="23" name="Door"> 1955<type number="23" name="Door">
1741 <ignore> 1956 <ignore>
1742 <ignore_list name="non_pickable" /> 1957 <ignore_list name="non_pickable" />
1743 </ignore> 1958 </ignore>
1744 <description><![CDATA[ 1959 <description><![CDATA[
1745 A door can be opened with a normal key. It also can be broken by attacking 1960 A door can be opened with any normal key. It also can be broken by attacking
1746 it, and it can be defeated with the lockpicking skill. If a door is 1961 it, and it can be defeated with the lockpicking skill. If a door is
1747 defeated, horizontally and vertically adjacent doors are automatically 1962 defeated, horizontally and vertically adjacent doors are automatically
1748 removed. ]]> 1963 removed.]]>
1749 </description> 1964 </description>
1750 <attribute arch="no_pick" value="1" type="fixed" /> 1965 <attribute arch="no_pick" value="1" type="fixed" />
1751 <attribute arch="alive" value="1" type="fixed" /> 1966 <attribute arch="alive" value="1" type="fixed" />
1752 &movement_types_terrain; 1967 &movement_types_terrain;
1753 <attribute arch="hp" editor="hitpoints" type="int"> 1968 <attribute arch="hp" editor="hitpoints" type="int">
1763 defeated. 1978 defeated.
1764 </attribute> 1979 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1980 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 This entry determines what kind of traps will appear in the door. 1981 This entry determines what kind of traps will appear in the door.
1767 </attribute> 1982 </attribute>
1983 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1984 Set this flag to move treasure items created into the environment (map)
1985 instead of putting them into the object.
1986 </attribute>
1768</type> 1987</type>
1769 1988
1770<!--####################################################################--> 1989<!--####################################################################-->
1771<type number="83" name="Duplicator"> 1990<type number="83" name="Duplicator">
1772 <ignore> 1991 <ignore>
1776 When activated, a duplicator can duplicate, multiply or destroy a pile of 1995 When activated, a duplicator can duplicate, multiply or destroy a pile of
1777 objects which lies somewhere on top of the duplicator. 1996 objects which lies somewhere on top of the duplicator.
1778 The duplicator has one arch name specified as &lt;target arch&gt;, 1997 The duplicator has one arch name specified as &lt;target arch&gt;,
1779 and only objects of this archetype can be affected.<br> 1998 and only objects of this archetype can be affected.<br>
1780 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1999 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1781 If the latter is set to zero, it will destroy objects. ]]> 2000 If the latter is set to zero, it will destroy objects.]]>
1782 </description> 2001 </description>
1783 <use><![CDATA[ 2002 <use><![CDATA[
1784 I hope it is clear that one must be very cautious when inserting a duplicator 2003 I hope it is clear that one must be very cautious when inserting a duplicator
1785 anywhere with &lt;multiply factor&gt; greater than one. 2004 anywhere with &lt;multiply factor&gt; greater than one.
1786 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 2005 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1787 It is <b>not acceptable</b> to allow duplication of anything other than 2006 It is <b>not acceptable</b> to allow duplication of anything other than
1788 coins, gold and jewels. Besides, it is very important that the chance to 2007 coins, gold and jewels. Besides, it is very important that the chance to
1789 loose the input matches the chance to earn winnings.<br> 2008 loose the input matches the chance to earn winnings.<br>
1790 A duplicator with &lt;multiply factor&gt; 3 for example should have a 2009 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1791 loosing rate of 2/3 = 67%. ]]> 2010 loosing rate of 2/3 = 67%.]]>
1792 </use> 2011 </use>
1793 <attribute arch="other_arch" editor="target arch" type="string"> 2012 <attribute arch="other_arch" editor="target arch" type="string">
1794 Only objects of matching archtype, lying ontop of the duplicator will be 2013 Only objects of matching archtype, lying ontop of the duplicator will be
1795 duplicated, multiplied or removed. All other objects will be ignored. 2014 duplicated, multiplied or removed. All other objects will be ignored.
1796 </attribute> 2015 </attribute>
1797 <attribute arch="level" editor="multiply factor" type="int"> 2016 <attribute arch="level" editor="multiply factor" type="int">
1798 The number of items in the target pile will be multiplied by the 2017 The number of items in the target pile will be multiplied by the
1799 &lt;multiply factor&gt;. If it is set to zero, all target objects 2018 &lt;multiply factor&gt;. If it is set to zero, all target objects
1800 will be destroyed. 2019 will be destroyed.
1801 </attribute> 2020 </attribute>
1802 <attribute arch="connected" editor="connection" type="int"> 2021 <attribute arch="connected" editor="connection" type="string">
1803 An activator (lever, altar, button, etc) with matching connection value 2022 An activator (lever, altar, button, etc) with matching connection value
1804 is able to trigger this duplicator. Be very careful that players cannot 2023 is able to trigger this duplicator. Be very careful that players cannot
1805 abuse it to create endless amounts of money or other valuable stuff! 2024 abuse it to create endless amounts of money or other valuable stuff!
1806 </attribute> 2025 </attribute>
1807 &activate_on; 2026 &activate_on;
1814 </ignore> 2033 </ignore>
1815 <description><![CDATA[ 2034 <description><![CDATA[
1816 When the player applies an exit, he is transferred to a different location. 2035 When the player applies an exit, he is transferred to a different location.
1817 (Monsters cannot use exits.) Depending on how it is set, the player applies 2036 (Monsters cannot use exits.) Depending on how it is set, the player applies
1818 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 2037 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1819 the exit. ]]> 2038 the exit. ]]>
1820 </description> 2039 </description>
1821 <use><![CDATA[ 2040 <use><![CDATA[
1822 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 2041 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1823 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 2042 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1824 detected with the show_invisible spell. 2043 detected with the show_invisible spell.
1825 <br><br> 2044 <br><br>
1826 You can be quite creative with the outlook of secret exits (their "face"). 2045 You can be quite creative with the outlook of secret exits (their "face").
1827 Don't forget to give the player relyable hints about them though. ]]> 2046 Don't forget to give the player relyable hints about them though.]]>
1828 </use> 2047 </use>
1829 <attribute arch="slaying" editor="exit path" type="string"> 2048 <attribute arch="slaying" editor="exit path" type="string">
1830 The exit path defines the map that the player is transferred to. 2049 The exit path defines the map that the player is transferred to.
1831 You can enter an absolute path, beginning with '/' (for example 2050 You can enter an absolute path, beginning with '/' (for example
1832 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 2051 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1859 If set, this message will be displayed to the player when he applies the exit. 2078 If set, this message will be displayed to the player when he applies the exit.
1860 This is quite useful to throw in some "role-play feeling": "As you enter the 2079 This is quite useful to throw in some "role-play feeling": "As you enter the
1861 dark cave you hear the sound of rustling dragonscales...". Well, my english 2080 dark cave you hear the sound of rustling dragonscales...". Well, my english
1862 is poor, but you get the point. =) 2081 is poor, but you get the point. =)
1863 </attribute> 2082 </attribute>
1864 <attribute arch="unique" editor="unique destination" type="bool"> 2083 <attribute arch="damned" editor="set savebed" type="bool">
1865 This flag defines the destined map as "personal unique map". If set, 2084 If set, then players using this exit will have their savebed position
1866 there will be a seperate version of that map for every player out there. 2085 set to the destination of the exit when passing through.
1867 This feature is used for the permanent apartments
1868 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1869 than apartments, since Crossfire is a *multi*player game. In such a permanent
1870 apartment don't forget to set the unique-flag for all floor tiles too
1871 (see floors).
1872 An exit pointing outside of a personal unique map must have the
1873 "unique destination"-flag unset.
1874 </attribute> 2086 </attribute>
1875</type> 2087</type>
1876 2088
1877<!--####################################################################--> 2089<!--####################################################################-->
1878<type number="72" name="Flesh"> 2090<type number="72" name="Flesh">
1881 little health by eating flesh-objects. <br> 2093 little health by eating flesh-objects. <br>
1882 For dragon players, flesh plays a very special role though: If the 2094 For dragon players, flesh plays a very special role though: If the
1883 flesh has resistances set, a dragon player has a chance to gain resistance in 2095 flesh has resistances set, a dragon player has a chance to gain resistance in
1884 those categories. The only constraint to this process is the &lt;flesh level&gt;. 2096 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1885 Don't forget that flesh items with resistances have to be balanced 2097 Don't forget that flesh items with resistances have to be balanced
1886 according to map/monster difficulty. ]]> 2098 according to map/monster difficulty.]]>
1887 </description> 2099 </description>
1888 <use><![CDATA[ 2100 <use><![CDATA[
1889 For dragon players, flesh items can be highly valuable. Note that many 2101 For dragon players, flesh items can be highly valuable. Note that many
1890 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2102 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1891 These flesh items "inherit" resistances and level from the monster they belong to. 2103 These flesh items "inherit" resistances and level from the monster they belong to.
1893 not the case - so you have to set it manually. 2105 not the case - so you have to set it manually.
1894 <br><br> 2106 <br><br>
1895 Generally adding special flesh-treaties for dragon players is a great thing 2107 Generally adding special flesh-treaties for dragon players is a great thing
1896 to do. Always consider that dragon players might really not be interested 2108 to do. Always consider that dragon players might really not be interested
1897 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2109 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1898 out on the reward completely. ]]> 2110 out on the reward completely.]]>
1899 </use> 2111 </use>
1900 <attribute arch="food" editor="foodpoints" type="int"> 2112 <attribute arch="food" editor="foodpoints" type="int">
1901 The player's stomache will get filled with this amount of foodpoints. 2113 The player's stomache will get filled with this amount of foodpoints.
1902 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2114 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1903 </attribute> 2115 </attribute>
1910 </attribute> 2122 </attribute>
1911 <attribute arch="startequip" editor="godgiven item" type="bool"> 2123 <attribute arch="startequip" editor="godgiven item" type="bool">
1912 A godgiven item vanishes as soon as the player 2124 A godgiven item vanishes as soon as the player
1913 drops it to the ground. 2125 drops it to the ground.
1914 </attribute> 2126 </attribute>
1915<section name="resistance"> 2127 &resistances_flesh_section;
1916 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1977 Resistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1995 Resistances on flesh items make them more durable against spellcraft
1996 of the appropriate kind. It also allows dragon players to eventually gain
1997 resistance by eating it. Usually resistance should only be set for flesh
1998 items in a monster's inventory.
1999 </attribute>
2000 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2001 Resistances on flesh items make them more durable against spellcraft
2002 of the appropriate kind. It also allows dragon players to eventually gain
2003 resistance by eating it. Usually resistance should only be set for flesh
2004 items in a monster's inventory.
2005 </attribute>
2006 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2007 RResistances on flesh items make them more durable against spellcraft
2008 of the appropriate kind. It also allows dragon players to eventually gain
2009 resistance by eating it. Usually resistance should only be set for flesh
2010 items in a monster's inventory.
2011 </attribute>
2012 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2013 Resistances on flesh items make them more durable against spellcraft
2014 of the appropriate kind. It also allows dragon players to eventually gain
2015 resistance by eating it. Usually resistance should only be set for flesh
2016 items in a monster's inventory.
2017 </attribute>
2018 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2019 Resistances on flesh items make them more durable against spellcraft
2020 of the appropriate kind. It also allows dragon players to eventually gain
2021 resistance by eating it. Usually resistance should only be set for flesh
2022 items in a monster's inventory.
2023 </attribute>
2024</section>
2025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2128 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2026 This text may describe the item. 2129 This text may describe the item.
2027 </attribute> 2130 </attribute>
2028</type> 2131</type>
2029 2132
2036 <ignore> 2139 <ignore>
2037 <ignore_list name="non_pickable" /> 2140 <ignore_list name="non_pickable" />
2038 </ignore> 2141 </ignore>
2039 <description><![CDATA[ 2142 <description><![CDATA[
2040 Floor is a very basic thing whithout too much 2143 Floor is a very basic thing whithout too much
2041 functionality. It's a floor - you stand on it. ]]> 2144 functionality. It's a floor - you stand on it.]]>
2042 </description> 2145 </description>
2043 <attribute arch="is_floor" value="1" type="fixed" /> 2146 <attribute arch="is_floor" value="1" type="fixed" />
2044 <attribute arch="no_pick" value="1" type="fixed" /> 2147 <attribute arch="no_pick" value="1" type="fixed" />
2045<section name="terrain"> 2148<section name="terrain">
2046 &movement_types_terrain; 2149 &movement_types_terrain;
2061 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
2062 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
2063 </attribute> 2166 </attribute>
2064 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
2065 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
2066 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
2067 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
2068 </attribute> 2171 </attribute>
2069 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2070 This text may describe the object. 2173 This text may describe the object.
2071 </attribute> 2174 </attribute>
2080 Encounter-Floor is pretty much the same as normal floor. 2183 Encounter-Floor is pretty much the same as normal floor.
2081 Most outdoor floor/ground-arches are set to be "encounters". 2184 Most outdoor floor/ground-arches are set to be "encounters".
2082 That is kind of a relict from former code: When walking over 2185 That is kind of a relict from former code: When walking over
2083 encounter-floor, players sometimes got beamed to little maps 2186 encounter-floor, players sometimes got beamed to little maps
2084 with monsters on them. Nowadays this feature is disabled - 2187 with monsters on them. Nowadays this feature is disabled -
2085 Hence encounter floor is not different from normal floor. ]]> 2188 Hence encounter floor is not different from normal floor.]]>
2086 </description> 2189 </description>
2087 <attribute arch="is_floor" value="1" type="fixed" /> 2190 <attribute arch="is_floor" value="1" type="fixed" />
2088 <attribute arch="no_pick" value="1" type="fixed" /> 2191 <attribute arch="no_pick" value="1" type="fixed" />
2089<section name="terrain"> 2192<section name="terrain">
2090 &movement_types_terrain; 2193 &movement_types_terrain;
2105 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2106 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2107 </attribute> 2210 </attribute>
2108 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2109 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2110 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2111 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2112 </attribute> 2215 </attribute>
2113 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2114 This text may describe the object. 2217 This text may describe the object.
2115 </attribute> 2218 </attribute>
2117 2220
2118<!--####################################################################--> 2221<!--####################################################################-->
2119<type number="6" name="Food"> 2222<type number="6" name="Food">
2120 <description><![CDATA[ 2223 <description><![CDATA[
2121 By eating/drinking food-objects, the player can fill his 2224 By eating/drinking food-objects, the player can fill his
2122 stomache and gain a little health. ]]> 2225 stomache and gain a little health.]]>
2123 </description> 2226 </description>
2124 <attribute arch="food" editor="foodpoints" type="int"> 2227 <attribute arch="food" editor="foodpoints" type="int">
2125 The player's stomache will get filled with this amount of foodpoints. 2228 The player's stomache will get filled with this amount of foodpoints.
2126 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2229 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2127 </attribute> 2230 </attribute>
2135<type number="91" name="Gate"> 2238<type number="91" name="Gate">
2136 <ignore> 2239 <ignore>
2137 <ignore_list name="non_pickable" /> 2240 <ignore_list name="non_pickable" />
2138 </ignore> 2241 </ignore>
2139 <description><![CDATA[ 2242 <description><![CDATA[
2140 Gates play an important role in Crossfire. Gates can be opened 2243 Gates play an important role in Deliantra. Gates can be opened
2141 by activating a button/trigger, by speaking passwords (-> magic_ear) 2244 by activating a button/trigger, by speaking passwords (-> magic_ear)
2142 or carrying special key-objects (-> inventory checker). 2245 or carrying special key-objects (-> inventory checker).
2143 Unlike locked doors, gates can get shut again after a player has 2246 Unlike locked doors, gates can get shut again after a player has
2144 passed, which makes them more practical in many cases. ]]> 2247 passed, which makes them more practical in many cases.]]>
2145 </description> 2248 </description>
2146 <use><![CDATA[ 2249 <use><![CDATA[
2147 Use gates to divide your maps into seperated areas. After solving 2250 Use gates to divide your maps into seperated areas. After solving
2148 area A, the player gains access to area B, and so on. Make your 2251 area A, the player gains access to area B, and so on. Make your
2149 maps more complex than "one-way". ]]> 2252 maps more complex than "one-way".]]>
2150 </use> 2253 </use>
2151 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2152 <attribute arch="speed" value="1" type="float"> 2255 <attribute arch="speed" value="1" type="float">
2153 The speed of the gate affects how fast it is closing/opening. 2256 The speed of the gate affects how fast it is closing/opening.
2154 </attribute> 2257 </attribute>
2155 <attribute arch="connected" editor="connection" type="int"> 2258 <attribute arch="connected" editor="connection" type="string">
2156 Whenever the inventory checker is triggered, all objects with identical 2259 Whenever the inventory checker is triggered, all objects with identical
2157 &lt;connection&gt; value get activated. This only makes sense together with 2260 &lt;connection&gt; value get activated. This only makes sense together with
2158 &lt;blocking passage&gt; disabled. 2261 &lt;blocking passage&gt; disabled.
2159 </attribute> 2262 </attribute>
2160 <attribute arch="wc" editor="position state" type="int"> 2263 <attribute arch="wc" editor="position state" type="int">
2178<type number="113" name="Girdle"> 2281<type number="113" name="Girdle">
2179 <import_type name="Amulet" /> 2282 <import_type name="Amulet" />
2180 <description><![CDATA[ 2283 <description><![CDATA[
2181 Wearing a girdle, the object's stats will directly be inherited to 2284 Wearing a girdle, the object's stats will directly be inherited to
2182 the player. Girdles usually provide stats- or damage bonuses and no 2285 the player. Girdles usually provide stats- or damage bonuses and no
2183 defense. ]]> 2286 defense.]]>
2184 </description> 2287 </description>
2185 <use><![CDATA[ 2288 <use><![CDATA[
2186 Feel free to create your own special artifacts. However, it is very 2289 Feel free to create your own special artifacts. However, it is very
2187 important that you keep your artifact in balance with existing maps. ]]> 2290 important that you keep your artifact in balance with existing maps.]]>
2188 </use> 2291 </use>
2189 <attribute arch="magic" editor="magic bonus" type="int"> 2292 <attribute arch="magic" editor="magic bonus" type="int">
2190 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2293 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2191 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2192 than direct armour-class bonus on the helmet. 2295 than direct armour-class bonus on the helmet.
2200<!--####################################################################--> 2303<!--####################################################################-->
2201<type number="100" name="Gloves"> 2304<type number="100" name="Gloves">
2202 <import_type name="Amulet" /> 2305 <import_type name="Amulet" />
2203 <description><![CDATA[ 2306 <description><![CDATA[
2204 Wearing gloves, the object's stats will directly be inherited to 2307 Wearing gloves, the object's stats will directly be inherited to
2205 the player. Gloves can add defense or damage bonuses. ]]> 2308 the player. Gloves can add defense or damage bonuses.]]>
2206 </description> 2309 </description>
2207 <use><![CDATA[ 2310 <use><![CDATA[
2208 Feel free to create your own special artifacts. However, it is very 2311 Feel free to create your own special artifacts. However, it is very
2209 important that you keep your artifact in balance with existing maps. ]]> 2312 important that you keep your artifact in balance with existing maps.]]>
2210 </use> 2313 </use>
2211 <attribute arch="magic" editor="magic bonus" type="int"> 2314 <attribute arch="magic" editor="magic bonus" type="int">
2212 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2315 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2213 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2316 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2214 will increase that. 2317 will increase that.
2220 <ignore> 2323 <ignore>
2221 <ignore_list name="non_pickable" /> 2324 <ignore_list name="non_pickable" />
2222 </ignore> 2325 </ignore>
2223 <description><![CDATA[ 2326 <description><![CDATA[
2224 A handle can be applied by players and (certain) monsters. 2327 A handle can be applied by players and (certain) monsters.
2225 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2328 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2226 </description> 2329 </description>
2227 <use><![CDATA[ 2330 <use><![CDATA[
2228 Handles are commonly used to move gates. When placing your lever, 2331 Handles are commonly used to move gates. When placing your lever,
2229 don't forget that some monsters are able to apply it. 2332 don't forget that some monsters are able to apply it.
2230 The ability to apply levers is rare among monsters - 2333 The ability to apply levers is rare among monsters -
2231 but vampires can do it for example. ]]> 2334 but vampires can do it for example.]]>
2232 </use> 2335 </use>
2233 <attribute arch="no_pick" value="1" type="fixed" /> 2336 <attribute arch="no_pick" value="1" type="fixed" />
2234 <attribute arch="connected" editor="connection" type="int"> 2337 <attribute arch="connected" editor="connection" type="string">
2235 Every time the handle is applied, all objects 2338 Every time the handle is applied, all objects
2236 with the same &lt;connection&gt; value are activated. 2339 with the same &lt;connection&gt; value are activated.
2237 </attribute> 2340 </attribute>
2238 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2239 This text may describe the item. You can use this 2342 This text may describe the item. You can use this
2248 <ignore_list name="non_pickable" /> 2351 <ignore_list name="non_pickable" />
2249 </ignore> 2352 </ignore>
2250 <description><![CDATA[ 2353 <description><![CDATA[
2251 Handle triggers are handles which reset after a short period 2354 Handle triggers are handles which reset after a short period
2252 of time. Every time it is either applied or reset, the 2355 of time. Every time it is either applied or reset, the
2253 &lt;connection&gt; value is triggered. ]]> 2356 &lt;connection&gt; value is triggered.]]>
2254 </description> 2357 </description>
2255 <use><![CDATA[ 2358 <use><![CDATA[
2256 When you connect an ordinary handle to a gate, the gate normally remains 2359 When you connect an ordinary handle to a gate, the gate normally remains
2257 opened after the first player passed. If you want to keep the gate shut, 2360 opened after the first player passed. If you want to keep the gate shut,
2258 connecting it to a handle trigger is an easy solution. ]]> 2361 connecting it to a handle trigger is an easy solution. ]]>
2259 </use> 2362 </use>
2260</type> 2363</type>
2261 2364
2262<!--####################################################################--> 2365<!--####################################################################-->
2263<type number="88" name="Hazard Floor"> 2366<type number="88" name="Hazard Floor">
2268 <ignore_list name="non_pickable" /> 2371 <ignore_list name="non_pickable" />
2269 </ignore> 2372 </ignore>
2270 <description><![CDATA[ 2373 <description><![CDATA[
2271 The best example for Hazard Floor is lava. It works like standard 2374 The best example for Hazard Floor is lava. It works like standard
2272 floor, but damages all creatures standing on it. 2375 floor, but damages all creatures standing on it.
2273 Damage is taken in regular time intervals. ]]> 2376 Damage is taken in regular time intervals.]]>
2274 </description> 2377 </description>
2275 <use><![CDATA[ 2378 <use><![CDATA[
2276 The default lava for example does minor damage. But you can turn 2379 The default lava for example does minor damage. But you can turn
2277 it up so that your hazard floor poses a real threat.<br> 2380 it up so that your hazard floor poses a real threat.<br>
2278 Like magic walls, such floors add a permanent thrill to your map. 2381 Like magic walls, such floors add a permanent thrill to your map.
2279 You can use that to safely chase off too-weak players, or just 2382 You can use that to safely chase off too-weak players, or just
2280 to have something different. ]]> 2383 to have something different.]]>
2281 </use> 2384 </use>
2282 <attribute arch="is_floor" value="1" type="fixed" /> 2385 <attribute arch="is_floor" value="1" type="fixed" />
2283 <attribute arch="lifesave" value="1" type="fixed" /> 2386 <attribute arch="lifesave" value="1" type="fixed" />
2284 &move_on; 2387 &move_on;
2285 <attribute arch="no_pick" value="1" type="fixed" /> 2388 <attribute arch="no_pick" value="1" type="fixed" />
2324 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2325 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2326 </attribute> 2429 </attribute>
2327 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2328 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2329 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2330 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2331 </attribute> 2434 </attribute>
2332</type> 2435</type>
2333 2436
2334<!--####################################################################--> 2437<!--####################################################################-->
2336 <import_type name="Amulet" /> 2439 <import_type name="Amulet" />
2337 <description><![CDATA[ 2440 <description><![CDATA[
2338 Wearing a helmet, the object's stats will directly be inherited to 2441 Wearing a helmet, the object's stats will directly be inherited to
2339 the player. Normal helmets usually increase defense, while crowns 2442 the player. Normal helmets usually increase defense, while crowns
2340 add more special bonuses like stats/resistances paired with 2443 add more special bonuses like stats/resistances paired with
2341 low defense. ]]> 2444 low defense.]]>
2342 </description> 2445 </description>
2343 <use><![CDATA[ 2446 <use><![CDATA[
2344 Feel free to create your own special artifacts. However, it is very 2447 Feel free to create your own special artifacts. However, it is very
2345 important that you keep your artifact in balance with existing maps. ]]> 2448 important that you keep your artifact in balance with existing maps.]]>
2346 </use> 2449 </use>
2347 <attribute arch="magic" editor="magic bonus" type="int"> 2450 <attribute arch="magic" editor="magic bonus" type="int">
2348 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2451 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2349 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2452 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2350 than direct armour-class bonus on the helmet. 2453 than direct armour-class bonus on the helmet.
2359<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2360 <ignore> 2463 <ignore>
2361 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2362 </ignore> 2465 </ignore>
2363 <description><![CDATA[ 2466 <description><![CDATA[
2364 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2365 at a Holy_altar will make you a follower of that god, and 2468 at a Holy_altar will make you a follower of that god, and
2366 if you already follow that god, you may get some extra bonus. ]]> 2469 if you already follow that god, you may get some extra bonus.]]>
2367 </description> 2470 </description>
2368 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2369 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2370 The altar belongs to the god of the given name. Possible options for 2473 The altar belongs to the god of the given name. Possible options for
2371 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2474 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2394 Horns are very similar to rods. The difference is that horns regenerate 2497 Horns are very similar to rods. The difference is that horns regenerate
2395 spellpoints faster and thus are more valuable than rods. 2498 spellpoints faster and thus are more valuable than rods.
2396 <br><br> 2499 <br><br>
2397 A horn contains a spell. The player can use this spell by applying and 2500 A horn contains a spell. The player can use this spell by applying and
2398 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2501 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2399 used endlessly. ]]> 2502 used endlessly.]]>
2400 </description> 2503 </description>
2401 <use><![CDATA[ 2504 <use><![CDATA[
2402 Horns are powerful due to their fast recharge rate. They should 2505 Horns are powerful due to their fast recharge rate. They should
2403 never contain high level attacking spells. Even curing/healing spells 2506 never contain high level attacking spells. Even curing/healing spells
2404 are almost too good on a horn. ]]> 2507 are almost too good on a horn.]]>
2405 </use> 2508 </use>
2406 <attribute arch="sp" editor="spell" type="spell"> 2509 <attribute arch="sp" editor="spell" type="spell">
2407 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2510 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2408 horns to players, since they can be used endlessly without any mana cost! 2511 horns to players, since they can be used endlessly without any mana cost!
2409 Horns with heal/ restoration/ protection spells, IF available, MUST be 2512 Horns with heal/ restoration/ protection spells, IF available, MUST be
2435<!--####################################################################--> 2538<!--####################################################################-->
2436<type number="73" name="Inorganic"> 2539<type number="73" name="Inorganic">
2437 <description><![CDATA[ 2540 <description><![CDATA[
2438 Inorganic materials are generally used as ingredients for 2541 Inorganic materials are generally used as ingredients for
2439 alchemical receipes. By themselves, they have no special 2542 alchemical receipes. By themselves, they have no special
2440 functionalities. ]]> 2543 functionalities.]]>
2441 </description> 2544 </description>
2442 <attribute arch="is_dust" editor="is dust" type="bool"> 2545 <attribute arch="is_dust" editor="is dust" type="bool">
2443 </attribute> 2546 </attribute>
2444<section name="resistance"> 2547 &resistances_basic;
2445 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2468 </attribute>
2469</section>
2470</type> 2548</type>
2471 2549
2472<!--####################################################################--> 2550<!--####################################################################-->
2473<type number="64" name="Inventory Checker"> 2551<type number="64" name="Inventory Checker">
2474 <ignore> 2552 <ignore>
2483 <br><br> 2561 <br><br>
2484 Alternatively, you can set your inv. checker to block all players 2562 Alternatively, you can set your inv. checker to block all players
2485 that do/don't carry the matching object. 2563 that do/don't carry the matching object.
2486 <br><br> 2564 <br><br>
2487 As you can see, inv. checkers are quite powerful, holding a 2565 As you can see, inv. checkers are quite powerful, holding a
2488 great variety of possibilities. ]]> 2566 great variety of possibilities.]]>
2489 </description> 2567 </description>
2490 <use><![CDATA[ 2568 <use><![CDATA[
2491 Putting a check_inventory space in front of a gate (one below) and 2569 Putting a check_inventory space in front of a gate (one below) and
2492 one on the opposite side works reasonably well as a control mechanism. 2570 one on the opposite side works reasonably well as a control mechanism.
2493 Unlike the key/door-combo, this one works infinite since it is 2571 Unlike the key/door-combo, this one works infinite since it is
2494 independant from map reset. Use it to put a "structure" into your 2572 independant from map reset. Use it to put a "structure" into your
2495 maps: Player must solve area A to gain access to area B. This concept 2573 maps: Player must solve area A to gain access to area B. This concept
2496 can be found in nearly every RPG - simple but effective. ]]> 2574 can be found in nearly every RPG - simple but effective.]]>
2497 </use> 2575 </use>
2498 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2499 <attribute arch="slaying" editor="match key string" type="string"> 2577 <attribute arch="slaying" editor="match key string" type="string">
2500 This string specifies the object we are looking for: We have a match 2578 This string specifies the object we are looking for: We have a match
2501 if the player does/don't carry a key object or a mark with identical 2579 if the player does/don't carry a key object or a mark with identical
2517 </attribute> 2595 </attribute>
2518 <attribute arch="last_sp" editor="match = having" type="bool"> 2596 <attribute arch="last_sp" editor="match = having" type="bool">
2519 Enabled means having that object is a match. 2597 Enabled means having that object is a match.
2520 Disabled means not having that object is a match. 2598 Disabled means not having that object is a match.
2521 </attribute> 2599 </attribute>
2522 <attribute arch="connected" editor="connection" type="int"> 2600 <attribute arch="connected" editor="connection" type="string">
2523 Whenever the inventory checker is triggered, all objects with identical 2601 Whenever the inventory checker is triggered, all objects with identical
2524 &lt;connection&gt; value get activated. This only makes sense together with 2602 &lt;connection&gt; value get activated. This only makes sense together with
2525 &lt;blocking passage&gt; disabled. 2603 &lt;blocking passage&gt; disabled.
2526 </attribute> 2604 </attribute>
2527 &movement_types_terrain; 2605 &movement_types_terrain;
2577<!--####################################################################--> 2655<!--####################################################################-->
2578<type number="60" name="Jewel"> 2656<type number="60" name="Jewel">
2579 <description><![CDATA[ 2657 <description><![CDATA[
2580 Items of the type Gold &amp; Jewels are handled like a currency. 2658 Items of the type Gold &amp; Jewels are handled like a currency.
2581 Unlike for any other type of item, in shops, the buy- and selling 2659 Unlike for any other type of item, in shops, the buy- and selling
2582 prices differ only marginally. ]]> 2660 prices differ only marginally.]]>
2583 </description> 2661 </description>
2584 <attribute arch="race" value="gold and jewels" type="fixed" /> 2662 <attribute arch="race" value="gold and jewels" type="fixed" />
2585 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2663 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2586 This text may describe the object. 2664 This text may describe the object.
2587 </attribute> 2665 </attribute>
2589 2667
2590<!--####################################################################--> 2668<!--####################################################################-->
2591<type number="24" name="Key"> 2669<type number="24" name="Key">
2592 <description><![CDATA[ 2670 <description><![CDATA[
2593 When carrying a key, a normal door can be opened. The key will 2671 When carrying a key, a normal door can be opened. The key will
2594 disappear. ]]> 2672 disappear.]]>
2595 </description> 2673 </description>
2596 <attribute arch="startequip" editor="godgiven item" type="bool"> 2674 <attribute arch="startequip" editor="godgiven item" type="bool">
2597 A godgiven item vanishes as soon as the player 2675 A godgiven item vanishes as soon as the player
2598 drops it to the ground. 2676 drops it to the ground.
2599 </attribute> 2677 </attribute>
2604 <ignore> 2682 <ignore>
2605 <ignore_list name="non_pickable" /> 2683 <ignore_list name="non_pickable" />
2606 </ignore> 2684 </ignore>
2607 <description><![CDATA[ 2685 <description><![CDATA[
2608 A locked door can be opened only when carrying 2686 A locked door can be opened only when carrying
2609 the appropriate special key. ]]> 2687 the appropriate special key.]]>
2610 </description> 2688 </description>
2611 <use><![CDATA[ 2689 <use><![CDATA[
2612 If you want to create a locked door that cannot be opened (no key), 2690 If you want to create a locked door that cannot be opened (no key),
2613 set a &lt;key string&gt; like "no_key_available". This will clearify things 2691 set a &lt;key string&gt; like "no_key_available". This will clearify things
2614 and only a fool would create a key matching that string. 2692 and only a fool would create a key matching that string.
2616 Door-objects can not only be used for "doors". In many maps these 2694 Door-objects can not only be used for "doors". In many maps these
2617 are used with all kinds of faces/names, especially often as 2695 are used with all kinds of faces/names, especially often as
2618 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2696 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2619 There you have magic forces (door objects) put under certain artifact 2697 There you have magic forces (door objects) put under certain artifact
2620 items. To get your hands on the artifacts, you need to bring up the 2698 items. To get your hands on the artifacts, you need to bring up the
2621 appropriate quest items (key objects). ]]> 2699 appropriate quest items (key objects).]]>
2622 </use> 2700 </use>
2623 <attribute arch="move_type" value="0" type="fixed" /> 2701 <attribute arch="move_type" value="0" type="fixed" />
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2702 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="slaying" editor="key string" type="string"> 2703 <attribute arch="slaying" editor="key string" type="string">
2626 The &lt;key string&gt; in the door must be identical with the 2704 The &lt;key string&gt; in the door must be identical with the
2627 &lt;key string&gt; in the special key, then the door is unlocked. 2705 &lt;key string&gt; in the special key, then the door is unlocked.
2628 It is VERY important to set the &lt;key string&gt; to something that 2706 It is VERY important to set the &lt;key string&gt; to something that
2629 is unique among the CF mapset. 2707 is unique among the Deliantra mapset.
2630 2708
2631 DONT EVER USE the default string "set_individual_value". 2709 DONT EVER USE the default string "set_individual_value".
2710
2711 When the key string starts with "match ", then it is expected to
2712 be a match expression, which will be applied to the player, so
2713 you can use e.g. (match type=POTION in inv). Note that the matched
2714 object will be removed.
2632 </attribute> 2715 </attribute>
2633 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2716 <attribute arch="no_magic" editor="restrict spells" type="bool">
2634 Restricting the use of spells to pass this door. 2717 Restricting the use of spells to pass this door.
2635 This should be set in most cases. 2718 This should be set in most cases.
2636 (Don't forget that the spell "dimension door" is easily 2719 (Don't forget that the spell "dimension door" is easily
2653 <ignore> 2736 <ignore>
2654 <ignore_list name="system_object" /> 2737 <ignore_list name="system_object" />
2655 </ignore> 2738 </ignore>
2656 <description><![CDATA[ 2739 <description><![CDATA[
2657 Magic_ears trigger a connected value 2740 Magic_ears trigger a connected value
2658 when the player speaks a specific keyword. ]]> 2741 when the player speaks a specific keyword.]]>
2659 </description> 2742 </description>
2660 <use><![CDATA[ 2743 <use><![CDATA[
2661 Whenever you put magic_ears on your maps, make sure there are 2744 Whenever you put magic_ears on your maps, make sure there are
2662 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2745 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2663 something like a gate that is opened by speaking "open" or 2746 something like a gate that is opened by speaking "open" or
2665 <br><br> 2748 <br><br>
2666 Magic_ears are typically used for interaction with NPCs. You 2749 Magic_ears are typically used for interaction with NPCs. You
2667 can create the impression that the NPC actually *does* something 2750 can create the impression that the NPC actually *does* something
2668 according to his conversation with a player. Mostly this means 2751 according to his conversation with a player. Mostly this means
2669 opening a gate or handing out some item, but you could be quite 2752 opening a gate or handing out some item, but you could be quite
2670 creative here. ]]> 2753 creative here.]]>
2671 </use> 2754 </use>
2672 <attribute arch="no_pick" value="1" type="fixed" /> 2755 <attribute arch="no_pick" value="1" type="fixed" />
2673 <attribute arch="connected" editor="connection" type="int"> 2756 <attribute arch="connected" editor="connection" type="string">
2674 The Magic_ear will trigger all objects with the 2757 The Magic_ear will trigger all objects with the
2675 same connection value, every time it is activated. 2758 same connection value, every time it is activated.
2676 </attribute> 2759 </attribute>
2677 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2760 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2678 This textfield contains the keyword-matching-syntax. The text should 2761 This textfield contains the keyword-matching-syntax. The text should
2697 Magic walls can contain any spell. However, some spells do not 2780 Magic walls can contain any spell. However, some spells do not
2698 operate very successfully in them. The only way to know is to test 2781 operate very successfully in them. The only way to know is to test
2699 the spell you want to use with a wall. 2782 the spell you want to use with a wall.
2700 <br><br> 2783 <br><br>
2701 Several types of magical walls are predefined for you in the 2784 Several types of magical walls are predefined for you in the
2702 archetypes, and can be found on the "connected" Pickmap. ]]> 2785 archetypes, and can be found on the "connected" Pickmap.]]>
2703 </description> 2786 </description>
2704 <use><![CDATA[ 2787 <use><![CDATA[
2705 Spellcasting walls pose an interesting alternative to monsters. 2788 Spellcasting walls pose an interesting alternative to monsters.
2706 Usually they are set to be undestroyable. Thus, while monsters 2789 Usually they are set to be undestroyable. Thus, while monsters
2707 in a map can be cleared out, the magic walls remain. Low level 2790 in a map can be cleared out, the magic walls remain. Low level
2718 walls' spell(s). 2801 walls' spell(s).
2719 <br><br> 2802 <br><br>
2720 It is possible to make walls rotate when triggered. But that is so 2803 It is possible to make walls rotate when triggered. But that is so
2721 confusing (and useless IMHO) that I did not mention it above. You 2804 confusing (and useless IMHO) that I did not mention it above. You
2722 can find a working example on the map 2805 can find a working example on the map
2723 "/pup_land/castle_eureca/castle_eureca8". ]]> 2806 "/pup_land/castle_eureca/castle_eureca8".]]>
2724 </use> 2807 </use>
2725 <attribute arch="dam" editor="spell" type="spell"> 2808 <attribute arch="dam" editor="spell" type="spell">
2726 The magic wall will cast this &lt;spell&gt;. 2809 The magic wall will cast this &lt;spell&gt;.
2727 </attribute> 2810 </attribute>
2728 <attribute arch="level" editor="spell level" type="int"> 2811 <attribute arch="level" editor="spell level" type="int">
2729 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2812 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2730 walls cast spells at minimal strength. "level 100" walls cast deadly 2813 walls cast spells at minimal strength. "level 100" walls cast deadly
2731 spells. Arch default is level 1 - you should always set this value 2814 spells. Arch default is level 1 - you should always set this value
2732 to meet the overall difficulty of your map. 2815 to meet the overall difficulty of your map.
2733 </attribute> 2816 </attribute>
2734 <attribute arch="connected" editor="connection" type="int"> 2817 <attribute arch="connected" editor="connection" type="string">
2735 Every time the &lt;connection&gt; value is triggered, the wall will cast 2818 Every time the &lt;connection&gt; value is triggered, the wall will cast
2736 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2819 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2737 have much visible effect. 2820 have much visible effect.
2738 </attribute> 2821 </attribute>
2739 &activate_on; 2822 &activate_on;
2768 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2851 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2769 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2852 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2770 to &lt;weapon class&gt;. 2853 to &lt;weapon class&gt;.
2771 </attribute> 2854 </attribute>
2772</section> 2855</section>
2773<section name="resistance"> 2856&resistances_basic;
2774 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2815 </attribute>
2816</section>
2817</type> 2857</type>
2818 2858
2819<!--####################################################################--> 2859<!--####################################################################-->
2820<type number="55" name="Marker"> 2860<type number="55" name="Marker">
2821 <ignore> 2861 <ignore>
2823 </ignore> 2863 </ignore>
2824 <description><![CDATA[ 2864 <description><![CDATA[
2825 A marker is an object that inserts an invisible force (a mark) into a 2865 A marker is an object that inserts an invisible force (a mark) into a
2826 player stepping on it. This force does nothing except containing a 2866 player stepping on it. This force does nothing except containing a
2827 &lt;key string&gt; which can be discovered by detectors or inventory 2867 &lt;key string&gt; which can be discovered by detectors or inventory
2828 checkers. It is also possible to use markers for removing marks again. 2868 checkers. It is also possible to use markers for removing marks again
2869 (by setting the "name" slot to the name of the marker to be removed).
2829 <br><br> 2870 <br><br>
2830 Note that the player has no possibility to "see" his own marks, 2871 Note that the player has no possibility to "see" his own marks,
2831 except by the effect that they cause on the maps. ]]> 2872 except by the effect that they cause on the maps.]]>
2832 </description> 2873 </description>
2833 <use><![CDATA[ 2874 <use><![CDATA[
2834 Markers hold real cool possibilities for map-making. I encourage 2875 Markers hold real cool possibilities for map-making. I encourage
2835 you to use them frequently. However there is one negative point 2876 you to use them frequently. However there is one negative point
2836 about markers: Players don't "see" what's going on with them. It is 2877 about markers: Players don't "see" what's going on with them. It is
2837 your task, as map-creator, to make sure the player is always well 2878 your task, as map-creator, to make sure the player is always well
2838 informed and never confused. 2879 informed and never confused.
2839 <br><br> 2880 <br><br>
2840 Please avoid infinite markers when they aren't needed. They're 2881 Please avoid infinite markers when they aren't needed. They're
2841 using a little space in the player file after all, so if there 2882 using a little space in the player file after all, so if there
2842 is no real purpose, set an expire time. ]]> 2883 is no real purpose, set an expire time.]]>
2843 </use> 2884 </use>
2844 <attribute arch="no_pick" value="1" type="fixed" /> 2885 <attribute arch="no_pick" value="1" type="fixed" />
2845 <attribute arch="slaying" editor="key string" type="string"> 2886 <attribute arch="slaying" editor="key string" type="string">
2846 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2887 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2847 If the player already has a force with that &lt;key string&gt;, 2888 If the player already has a force with that &lt;key string&gt;,
2848 there won't be inserted a second one. 2889 there won't be inserted a second one.
2849 </attribute> 2890 </attribute>
2850 <attribute arch="connected" editor="connection" type="int"> 2891 <attribute arch="connected" editor="connection" type="string">
2851 When the detector is triggered, all objects with the same 2892 When the detector is triggered, all objects with the same
2852 connection value get activated. 2893 connection value get activated.
2853 </attribute> 2894 </attribute>
2854 <attribute arch="speed" editor="marking speed" type="float"> 2895 <attribute arch="speed" editor="marking speed" type="float">
2855 The &lt;marking speed&gt; defines how quickly it will mark something 2896 The &lt;marking speed&gt; defines how quickly it will mark something
2893 When a player picks an item from a shop and attempts to 2934 When a player picks an item from a shop and attempts to
2894 walk over the shop mat, the item's selling-price is automatically 2935 walk over the shop mat, the item's selling-price is automatically
2895 subtracted from the player's money. 2936 subtracted from the player's money.
2896 <br><br> 2937 <br><br>
2897 For money, always use the default arches. 2938 For money, always use the default arches.
2898 Don't modify them. ]]> 2939 Don't modify them.]]>
2899 </description> 2940 </description>
2900 <attribute arch="race" value="gold and jewels" type="fixed" /> 2941 <attribute arch="race" value="gold and jewels" type="fixed" />
2901</type> 2942</type>
2902 2943
2903<!--####################################################################--> 2944<!--####################################################################-->
2918 Monsters can behave in various kinds of ways. 2959 Monsters can behave in various kinds of ways.
2919 They can be aggressive, attacking the player. Or peaceful, 2960 They can be aggressive, attacking the player. Or peaceful,
2920 helping the player - maybe joining him as pet. 2961 helping the player - maybe joining him as pet.
2921 The unagressive creatures who communicate with players are 2962 The unagressive creatures who communicate with players are
2922 usually called "NPCs" (Non Player Character), a well-known 2963 usually called "NPCs" (Non Player Character), a well-known
2923 term in role-play environments. ]]> 2964 term in role-play environments.]]>
2924 </description> 2965 </description>
2925 <use><![CDATA[ 2966 <use><![CDATA[
2926 Monsters play a central role in most maps. Choosing the right 2967 Monsters play a central role in most maps. Choosing the right
2927 combination of monsters for your map is vital: 2968 combination of monsters for your map is vital:
2928 <UL> 2969 <UL>
2953 can use. 2994 can use.
2954 </UL> 2995 </UL>
2955 I know it's impossible to make the perfectly balanced map. There's always 2996 I know it's impossible to make the perfectly balanced map. There's always
2956 some part which is found too easy or too hard for a certain kind of player. 2997 some part which is found too easy or too hard for a certain kind of player.
2957 Just give it your best shot. And listen to feedback from players if you 2998 Just give it your best shot. And listen to feedback from players if you
2958 receive some. :-) ]]> 2999 receive some. :-)]]>
2959 </use> 3000 </use>
2960 <attribute arch="alive" value="1" type="fixed" /> 3001 <attribute arch="alive" value="1" type="fixed" />
2961 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3002 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2962 When the monster is killed, items from the treasurelist will 3003 When the monster is killed, items from the treasurelist will
2963 drop to the ground. This is a common way to reward players 3004 drop to the ground. This is a common way to reward players
2964 for killing (masses of) monsters. 3005 for killing (masses of) monsters.
2965 3006
2966 Note that you can always put items into the monster's 3007 Note that you can always put items into the monster's
2967 inventory. Those will drop-at-kill just like the stuff 3008 inventory. Those will drop-at-kill just like the stuff
2968 from the &lt;treasurelist&gt;. 3009 from the &lt;treasurelist&gt;.
3010 </attribute>
3011 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3012 Set this flag to move treasure items created into the environment (map)
3013 instead of putting them into the object.
2969 </attribute> 3014 </attribute>
2970 <attribute arch="level" editor="level" type="int"> 3015 <attribute arch="level" editor="level" type="int">
2971 A monster's &lt;level&gt; is the most important attribute. 3016 A monster's &lt;level&gt; is the most important attribute.
2972 &lt;level&gt; affects the power of a monster in various ways. 3017 &lt;level&gt; affects the power of a monster in various ways.
2973 </attribute> 3018 </attribute>
3020 </attribute> 3065 </attribute>
3021 <attribute arch="carrying" editor="carries weight" type="int"> 3066 <attribute arch="carrying" editor="carries weight" type="int">
3022 If a monster has something in the inventory, this 3067 If a monster has something in the inventory, this
3023 value can be set to reflect the slowdown due to 3068 value can be set to reflect the slowdown due to
3024 the carried weight. 3069 the carried weight.
3070 </attribute>
3071 <attribute arch="precious" editor="precious" type="bool">
3072 Set this flag to indicate that this monster is precious, i.e.
3073 it should not be lightly destroyed. This is most useful on pets and
3074 keeps the server from destroying them on destroy_pets/monster floors
3075 and will try to save them when the player logs out.
3025 </attribute> 3076 </attribute>
3026 3077
3027<section name="melee"> 3078<section name="melee">
3028 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3079 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3029 This number is a bitmask, specifying the monster's attacktypes 3080 This number is a bitmask, specifying the monster's attacktypes
3201 <attribute arch="stand_still" editor="stand still" type="bool"> 3252 <attribute arch="stand_still" editor="stand still" type="bool">
3202 Monsters which &lt;stand still&gt; won't move to leave their position. 3253 Monsters which &lt;stand still&gt; won't move to leave their position.
3203 When agressive, they will attack all enemies who get close to 3254 When agressive, they will attack all enemies who get close to
3204 them. This behaviour is commonly known from castle guards. 3255 them. This behaviour is commonly known from castle guards.
3205 3256
3206 In older versions of Crossfire it was possible to eventually 3257 In older versions of Deliantra it was possible to eventually
3207 push a &lt;stand still&gt;-monster out of position by force. 3258 push a &lt;stand still&gt;-monster out of position by force.
3208 I believe this is no longer possible. Neverthless, you should 3259 I believe this is no longer possible. Neverthless, you should
3209 still be cautious when lining up &lt;stand still&gt;-monster in order 3260 still be cautious when lining up &lt;stand still&gt;-monster in order
3210 to "defend" something: Such monsters are rather easy to kill. 3261 to "defend" something: Such monsters are rather easy to kill.
3211 It's good for low level maps, but not much more. 3262 It's good for low level maps, but not much more.
3247 When the monster's health points drop below this percentage 3298 When the monster's health points drop below this percentage
3248 (relative to max health), it attempts to run away from the 3299 (relative to max health), it attempts to run away from the
3249 attacker. 3300 attacker.
3250 </attribute> 3301 </attribute>
3251</section> 3302</section>
3252 3303 &resistances_basic;
3253<section name="resistance">
3254 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3295 </attribute>
3296</section>
3297 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3304 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3298 </attribute> 3305 </attribute>
3299</type> 3306</type>
3300 3307
3301<!--####################################################################--> 3308<!--####################################################################-->
3306 <attribute arch="name_pl" /> 3313 <attribute arch="name_pl" />
3307 <attribute arch="nrof" /> 3314 <attribute arch="nrof" />
3308 <attribute arch="value" /> 3315 <attribute arch="value" />
3309 <attribute arch="unpaid" /> 3316 <attribute arch="unpaid" />
3310 </ignore> 3317 </ignore>
3311 <description><![CDATA[ 3318 <description>
3312 A grimreaper is a monster that vanishes after it did some number of 3319 A grimreaper is a monster that vanishes after it did some number of
3313 draining attacks. ]]> <!-- XXX: is this ok? --> 3320 draining attacks.
3314 </description> 3321 </description>
3315<section name="grimreaper"> 3322<section name="grimreaper">
3316 <attribute arch="value" editor="attacks" type="int"> 3323 <attribute arch="value" editor="attacks" type="int">
3317 The object vanishes after this number of draining attacks. 3324 The object vanishes after this number of draining attacks.
3318 </attribute> 3325 </attribute>
3326 </ignore> 3333 </ignore>
3327 <description><![CDATA[ 3334 <description><![CDATA[
3328 As the name implies, mood floors can change the "mood" of 3335 As the name implies, mood floors can change the "mood" of
3329 a monsters/NPC. For example, an unagressive monster could be 3336 a monsters/NPC. For example, an unagressive monster could be
3330 turned mad to start attacking. Similar, an agressive monster 3337 turned mad to start attacking. Similar, an agressive monster
3331 could be calmed. ]]> 3338 could be calmed.]]>
3332 </description> 3339 </description>
3333 <use><![CDATA[ 3340 <use><![CDATA[
3334 Mood floors are absolutely cool for NPC interaction. To make an 3341 Mood floors are absolutely cool for NPC interaction. To make an
3335 unaggressive monster/NPC attack, put a creator with "other_arch 3342 unaggressive monster/NPC attack, put a creator with "other_arch
3336 furious_floor" under it. Connect the creator to a magic_ear, so the 3343 furious_floor" under it. Connect the creator to a magic_ear, so the
3340 it directly to a magic_ear. Then the player speaks a keyword like 3347 it directly to a magic_ear. Then the player speaks a keyword like
3341 "help me" - and the NPC joins him as pet. 3348 "help me" - and the NPC joins him as pet.
3342 <br><br> 3349 <br><br>
3343 (Of course you must always give clear hints about keywords! 3350 (Of course you must always give clear hints about keywords!
3344 And there is no reason why you couldn't use a button/lever/pedestal 3351 And there is no reason why you couldn't use a button/lever/pedestal
3345 etc. instead of a magic_ear.) ]]> 3352 etc. instead of a magic_ear.)]]>
3346 </use> 3353 </use>
3347 <attribute arch="no_pick" value="1" type="fixed" /> 3354 <attribute arch="no_pick" value="1" type="fixed" />
3348 <attribute arch="last_sp" editor="mood" type="list_mood"> 3355 <attribute arch="last_sp" editor="mood" type="list_mood">
3349 &lt;mood&gt; is used to determine what will happen to the 3356 &lt;mood&gt; is used to determine what will happen to the
3350 monster when affected by the mood floor: 3357 monster when affected by the mood floor:
3360 &lt;mood&gt; 'charm': Turns monster into a pet of person 3367 &lt;mood&gt; 'charm': Turns monster into a pet of person
3361 who triggers the square. This setting is not 3368 who triggers the square. This setting is not
3362 enabled for continous operation, you need to 3369 enabled for continous operation, you need to
3363 insert a &lt;connection&gt; value! 3370 insert a &lt;connection&gt; value!
3364 </attribute> 3371 </attribute>
3365 <attribute arch="connected" editor="connection" type="int"> 3372 <attribute arch="connected" editor="connection" type="string">
3366 This should only be set in combination with &lt;mood number&gt; 4. 3373 This should only be set in combination with &lt;mood number&gt; 4.
3367 Normally, monsters are affected by the mood floor as soon as they 3374 Normally, monsters are affected by the mood floor as soon as they
3368 step on it. But charming (monster -&gt; pet) is too powerful, 3375 step on it. But charming (monster -&gt; pet) is too powerful,
3369 so it needs to be activated. 3376 so it needs to be activated.
3370 3377
3394 can monsters. Motion is involuntary. Additionally, players or 3401 can monsters. Motion is involuntary. Additionally, players or
3395 monsters can be "frozen" while ontop of movers so that they MUST 3402 monsters can be "frozen" while ontop of movers so that they MUST
3396 move along a chain of them. 3403 move along a chain of them.
3397 <br><br> 3404 <br><br>
3398 Multisquare monsters can be moved as well, given 3405 Multisquare monsters can be moved as well, given
3399 enough space. Movers are usually invisible. ]]> 3406 enough space. Movers are usually invisible.]]>
3400 </description> 3407 </description>
3401 <use><![CDATA[ 3408 <use><![CDATA[
3402 NEVER EVER consider a mover being unpassable in the backwards 3409 NEVER EVER consider a mover being unpassable in the backwards
3403 direction. Setting "forced movement" makes it seemingly impossible 3410 direction. Setting "forced movement" makes it seemingly impossible
3404 but there is still a trick: One player can push a second player 3411 but there is still a trick: One player can push a second player
3411 cannot be discovered with the show_invisible spell. 3418 cannot be discovered with the show_invisible spell.
3412 <br><br> 3419 <br><br>
3413 Note that Movers and Directors are seperate objects, even though 3420 Note that Movers and Directors are seperate objects, even though
3414 they look and act similar. Directors only do spells/missiles, 3421 they look and act similar. Directors only do spells/missiles,
3415 while movers only do living creatures (depending on how it 3422 while movers only do living creatures (depending on how it
3416 is set: monsters and players). ]]> 3423 is set: monsters and players).]]>
3417 </use> 3424 </use>
3418 <attribute arch="attacktype" editor="forced movement" type="bool"> 3425 <attribute arch="attacktype" editor="forced movement" type="bool">
3419 If forced movement is enabled, the mover "freezes" anyone it 3426 If forced movement is enabled, the mover "freezes" anyone it
3420 moves (so they are forced to move along a chain). 3427 moves (so they are forced to move along a chain).
3421 For players there is no way to escape this forced movement, 3428 For players there is no way to escape this forced movement,
3473 <ignore_list name="non_pickable" /> 3480 <ignore_list name="non_pickable" />
3474 </ignore> 3481 </ignore>
3475 <description><![CDATA[ 3482 <description><![CDATA[
3476 Pedestals are designed to detect certain types of living objects. 3483 Pedestals are designed to detect certain types of living objects.
3477 When a predefined type of living creature steps on the pedestal, the 3484 When a predefined type of living creature steps on the pedestal, the
3478 connected value is triggered. ]]> 3485 connected value is triggered.]]>
3479 </description> 3486 </description>
3480 <use><![CDATA[ 3487 <use><![CDATA[
3481 If you want to create a place where only players of a certain race 3488 If you want to create a place where only players of a certain race
3482 can enter, put a teleporter over your pedestal. So the teleporter is 3489 can enter, put a teleporter over your pedestal. So the teleporter is
3483 only activated for players of the matching race. Do not use gates, 3490 only activated for players of the matching race. Do not use gates,
3484 because many other players could sneak in. If you put powerful 3491 because many other players could sneak in. If you put powerful
3485 artifacts into such places, generally set "startequip 1", so that 3492 artifacts into such places, generally set "startequip 1", so that
3486 they are preserved for that one race and can't be traded to others. ]]> 3493 they are preserved for that one race and can't be traded to others.]]>
3487 </use> 3494 </use>
3488 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3489 <attribute arch="slaying" editor="match race" type="string"> 3496 <attribute arch="slaying" editor="match race" type="string">
3490 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3497 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3491 matches the monster's or the player's race, we have a match. 3498 matches the monster's or the player's race, we have a match.
3493 place where only fireborns can enter, by setting "slaying unnatural". 3500 place where only fireborns can enter, by setting "slaying unnatural".
3494 3501
3495 If it is set to "player", any player stepping on the pedestal 3502 If it is set to "player", any player stepping on the pedestal
3496 is a match. Very useful if you want to open a gate for players 3503 is a match. Very useful if you want to open a gate for players
3497 but not for monsters. 3504 but not for monsters.
3505
3506 &match_compat;
3498 </attribute> 3507 </attribute>
3499 <attribute arch="connected" editor="connection" type="int"> 3508 <attribute arch="connected" editor="connection" type="string">
3500 When the pedestal is triggered, all objects with the same 3509 When the pedestal is triggered, all objects with the same
3501 connection value get activated. 3510 connection value get activated.
3502 </attribute> 3511 </attribute>
3503 &move_on; 3512 &move_on;
3504</type> 3513</type>
3505 3514
3506<!--####################################################################--> 3515<!--####################################################################-->
3516<type number="32" name="Pedestal Trigger">
3517 <import_type name="Pedestal" />
3518 <ignore>
3519 <ignore_list name="non_pickable" />
3520 </ignore>
3521 <description><![CDATA[
3522 Pedestal triggers are pedestals which reset after a short period
3523 of time. Every time it is either applied or reset, the
3524 &lt;connection&gt; value is triggered.]]>
3525 </description>
3526</type>
3527
3528<!--####################################################################-->
3529<type number="19" name="Item Match">
3530 <ignore>
3531 <ignore_list name="non_pickable" />
3532 </ignore>
3533 <description><![CDATA[
3534 Match objects use the deliantra matching language
3535 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3536 to match items on the same mapspace (if move_on/off are unset) or
3537 items trying to enter (if move_blocked is set).
3538
3539 If a connected value is given, then it is triggered if the first object
3540 matching the expression is put on it, and the last is removed.]]>
3541 </description>
3542 <use><![CDATA[
3543 If you want to trigger something else (e.g. a gate) when an item is above this object,
3544 use the move_on/move_off settings.
3545
3546 If you want to keep something from entering if it has (or lacks) a specific item,
3547 use the move_blocked setting.]]>
3548 </use>
3549 <attribute arch="no_pick" value="1" type="fixed" />
3550 <attribute arch="slaying" editor="match expression" type="string">
3551 &match_compat;
3552
3553 Optionally you can leave out the "match " prefix.
3554 </attribute>
3555 <attribute arch="connected" editor="connection" type="string">
3556 When the match is triggered, all objects with the same
3557 connection value get activated.
3558 </attribute>
3559 &move_on;
3560 &move_off;
3561 &move_block;
3562</type>
3563
3564<!--####################################################################-->
3507<type number="94" name="Pit"> 3565<type number="94" name="Pit">
3508 <ignore> 3566 <ignore>
3509 <ignore_list name="non_pickable" /> 3567 <ignore_list name="non_pickable" />
3510 </ignore> 3568 </ignore>
3511 <description><![CDATA[ 3569 <description><![CDATA[
3512 Pits are holes, transporting the player when he walks (and falls) into them. 3570 Pits are holes, transporting the player when he walks (and falls) into them.
3513 A speciality about pits is that they don't transport the player to 3571 A speciality about pits is that they don't transport the player to
3514 the exact destination, but within a two-square radius of the destination 3572 the exact destination, but within a configurable radius of the destination
3515 (never on blocked squares).<br> 3573 (never on blocked squares).<br>
3516 Optionally, pits can get closed and opened, similar to gates.<br><br> 3574 Optionally, pits can get closed and opened, similar to gates.<br><br>
3517 Monsters and items are affected by pits just as well as players. 3575 Monsters and items are affected by pits just as well as players.
3518 Even multipart monsters can fall through them, given enough space. ]]> 3576 Even multipart monsters can fall through them, given enough space.]]>
3519 </description> 3577 </description>
3520 <use><![CDATA[ 3578 <use><![CDATA[
3521 Pits can add interesting effects to your map. When using them, make 3579 Pits can add interesting effects to your map. When using them, make
3522 sure to use them in a "logical way": Pits should always drop the 3580 sure to use them in a "logical way": Pits should always drop the
3523 player to some kind of lower level. They should not be used to 3581 player to some kind of lower level. They should not be used to
3524 randomly interconnect maps like teleporters do. ]]> 3582 randomly interconnect maps like teleporters do.]]>
3525 </use> 3583 </use>
3526 <attribute arch="no_pick" value="1" type="fixed" /> 3584 <attribute arch="no_pick" value="1" type="fixed" />
3585 <attribute arch="range" editor="spread radius" type="int">
3586 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3587 </attribute>
3527 <attribute arch="connected" editor="connection" type="int"> 3588 <attribute arch="connected" editor="connection" type="string">
3528 When a &lt;connection&gt; value is set, the pit can be opened/closed 3589 When a &lt;connection&gt; value is set, the pit can be opened/closed
3529 by activating the connection. 3590 by activating the connection.
3530 </attribute> 3591 </attribute>
3531 &activate_on; 3592 &activate_on;
3532 <attribute arch="hp" editor="destination X" type="int"> 3593 <attribute arch="hp" editor="destination X" type="int">
3552 3613
3553<!--####################################################################--> 3614<!--####################################################################-->
3554<type number="7" name="Poison Food"> 3615<type number="7" name="Poison Food">
3555 <description><![CDATA[ 3616 <description><![CDATA[
3556 When eating, the player's stomache is drained by 1/4 of food. 3617 When eating, the player's stomache is drained by 1/4 of food.
3557 If his food drops to zero, the player might even die. ]]> 3618 If his food drops to zero, the player might even die.]]>
3558 </description> 3619 </description>
3559</type> 3620</type>
3560 3621
3561<!--####################################################################--> 3622<!--####################################################################-->
3562<type number="5" name="Potion"> 3623<type number="5" name="Potion">
3563 <description><![CDATA[ 3624 <description><![CDATA[
3564 The player can drink these and gain various kinds of benefits 3625 The player can drink these and gain various kinds of benefits
3565 (/penalties) by doing so. ]]> 3626 (/penalties) by doing so.]]>
3566 </description> 3627 </description>
3567 <use><![CDATA[ 3628 <use><![CDATA[
3568 One potion should never give multiple benefits at once. ]]> 3629 One potion should never give multiple benefits at once.]]>
3569 </use> 3630 </use>
3570 <attribute arch="level" editor="potion level" type="int"> 3631 <attribute arch="level" editor="potion level" type="int">
3571 If the potion contains a spell, the spell is cast at this level. 3632 If the potion contains a spell, the spell is cast at this level.
3572 For other potions it should be set at least to 1. 3633 For other potions it should be set at least to 1.
3573 </attribute> 3634 </attribute>
3591 </attribute> 3652 </attribute>
3592 <attribute arch="startequip" editor="godgiven item" type="bool"> 3653 <attribute arch="startequip" editor="godgiven item" type="bool">
3593 A godgiven item vanishes as soon as the player 3654 A godgiven item vanishes as soon as the player
3594 drops it to the ground. 3655 drops it to the ground.
3595 </attribute> 3656 </attribute>
3596<section name="stats"> 3657 &player_stat_resist_sections;
3597 <attribute arch="Str" editor="strength" type="int">
3598 The player's strentgh will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Dex" editor="dexterity" type="int">
3604 The player's dexterity will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 <attribute arch="Con" editor="constitution" type="int">
3610 The player's constitution will rise/fall by the given value for permanent
3611 (of course there is an upper limit). Generally there shouldn't be stat
3612 potions granting more than one stat. Cursed potions will subtract the
3613 stats if positive.
3614 </attribute>
3615 <attribute arch="Int" editor="intelligence" type="int">
3616 The player's intelligence will rise/fall by the given value for permanent
3617 (of course there is an upper limit). Generally there shouldn't be stat
3618 potions granting more than one stat. Cursed potions will subtract the
3619 stats if positive.
3620 </attribute>
3621 <attribute arch="Pow" editor="power" type="int">
3622 The player's power will rise/fall by the given value for permanent
3623 (of course there is an upper limit). Generally there shouldn't be stat
3624 potions granting more than one stat. Cursed potions will subtract the
3625 stats if positive.
3626 </attribute>
3627 <attribute arch="Wis" editor="wisdom" type="int">
3628 The player's wisdom will rise/fall by the given value for permanent
3629 (of course there is an upper limit). Generally there shouldn't be stat
3630 potions granting more than one stat. Cursed potions will subtract the
3631 stats if positive.
3632 </attribute>
3633 <attribute arch="Cha" editor="charisma" type="int">
3634 The player's charisma will rise/fall by the given value for permanent
3635 (of course there is an upper limit). Generally there shouldn't be stat
3636 potions granting more than one stat. Cursed potions will subtract the
3637 stats if positive.
3638 </attribute>
3639</section>
3640<section name="resistance">
3641 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3642 The player's resistance to physical will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3648 The player's resistance to magic will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3654 The player's resistance to fire will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3660 The player's resistance to electricity will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3666 The player's resistance to cold will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3672 The player's resistance to acid will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3678 The player's resistance to confusion will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3684 The player's resistance to weaponmagic will rise by this value in percent
3685 (range -100 till +100). The effect is only temporare, and it does NOT
3686 add on the values from the player's equipment.
3687 Cursed potions will make negative resistance.. very nasty in combat!
3688 </attribute>
3689 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3690 The player's resistance to paralyze will rise by this value in percent
3691 (range -100 till +100). The effect is only temporare, and it does NOT
3692 add on the values from the player's equipment.
3693 Cursed potions will make negative resistance.. very nasty in combat!
3694 </attribute>
3695 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3696 The player's resistance to draining will rise by this value in percent
3697 (range -100 till +100). The effect is only temporare, and it does NOT
3698 add on the values from the player's equipment.
3699 Cursed potions will make negative resistance.. very nasty in combat!
3700 </attribute>
3701 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3702 The player's resistance to depletion will rise by this value in percent
3703 (range -100 till +100). The effect is only temporare, and it does NOT
3704 add on the values from the player's equipment.
3705 Cursed potions will make negative resistance.. very nasty in combat!
3706 </attribute>
3707 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3708 The player's resistance to poison will rise by this value in percent
3709 (range -100 till +100). The effect is only temporare, and it does NOT
3710 add on the values from the player's equipment.
3711 Cursed potions will make negative resistance.. very nasty in combat!
3712 </attribute>
3713</section>
3714</type> 3658</type>
3715 3659
3716<!--####################################################################--> 3660<!--####################################################################-->
3717<type number="156" name="Power Crystal"> 3661<type number="156" name="Power Crystal">
3718 <description><![CDATA[ 3662 <description><![CDATA[
3719 Power crystals can store a player's mana: 3663 Power crystals can store a player's mana:
3720 When the player applies the crystal with full mana, half of 3664 When the player applies the crystal with full mana, half of
3721 it flows into the crystal. When the player applies it with 3665 it flows into the crystal. When the player applies it with
3722 lacking mana, the crystal replenishes the player's mana. ]]> 3666 lacking mana, the crystal replenishes the player's mana.]]>
3723 </description> 3667 </description>
3724 <attribute arch="sp" editor="initial mana" type="int"> 3668 <attribute arch="sp" editor="initial mana" type="int">
3725 &lt;initial mana&gt; is the amount of spellpoints that the 3669 &lt;initial mana&gt; is the amount of spellpoints that the
3726 crystal holds when the map is loaded. 3670 crystal holds when the map is loaded.
3727 </attribute> 3671 </attribute>
3739 Projectiles like arrows/crossbow bolts are used as ammunition 3683 Projectiles like arrows/crossbow bolts are used as ammunition
3740 for shooting weapons. 3684 for shooting weapons.
3741 <br><br> 3685 <br><br>
3742 It's very easy to add new pairs of weapons &amp; projectiles. 3686 It's very easy to add new pairs of weapons &amp; projectiles.
3743 Just set matching &lt;ammunition class&gt; both for shooting 3687 Just set matching &lt;ammunition class&gt; both for shooting
3744 weapon and projectile. ]]> 3688 weapon and projectile.]]>
3745 </description> 3689 </description>
3746 <use><![CDATA[ 3690 <use><![CDATA[
3747 If you want to create new kinds of projectiles, you could 3691 If you want to create new kinds of projectiles, you could
3748 add an alchemical receipe to create these. 3692 add an alchemical receipe to create these.
3749 3693
3750 Don't create new pairs of weapons &amp; projectiles unless 3694 Don't create new pairs of weapons &amp; projectiles unless
3751 they really fullfill a useful purpose. In fact, even bows 3695 they really fullfill a useful purpose. In fact, even bows
3752 and crossbows are rarely ever used. ]]> 3696 and crossbows are rarely ever used.]]>
3753 </use> 3697 </use>
3754 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3698 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3755 This number is a bitmask, specifying the projectile's attacktypes. 3699 This number is a bitmask, specifying the projectile's attacktypes.
3756 Attacktypes are: physical, magical, fire, cold.. etc. 3700 Attacktypes are: physical, magical, fire, cold.. etc.
3757 This works identical to melee weapons. Note that shooting 3701 This works identical to melee weapons. Note that shooting
3819<type number="70" name="Ring"> 3763<type number="70" name="Ring">
3820 <import_type name="Amulet" /> 3764 <import_type name="Amulet" />
3821 <description><![CDATA[ 3765 <description><![CDATA[
3822 Rings are worn on the hands - one ring each. 3766 Rings are worn on the hands - one ring each.
3823 Wearing rings, the object's stats will directly be inherited to 3767 Wearing rings, the object's stats will directly be inherited to
3824 the player. Usually enhancing his spellcasting potential. ]]> 3768 the player. Usually enhancing his spellcasting potential.]]>
3825 </description> 3769 </description>
3826 <use><![CDATA[ 3770 <use><![CDATA[
3827 When you create an artifact ring, never forget that players can 3771 When you create an artifact ring, never forget that players can
3828 wear <B>two</B> rings! Due to that it is extremely important to 3772 wear <B>two</B> rings! Due to that it is extremely important to
3829 keep rings in balance with the game. 3773 keep rings in balance with the game.
3830 <br><br> 3774 <br><br>
3831 Also keep in mind that rings are generally the wizard's tools. 3775 Also keep in mind that rings are generally the wizard's tools.
3832 They should primarily grant bonuses to spellcasting abilities 3776 They should primarily grant bonuses to spellcasting abilities
3833 and non-physical resistances. ]]> 3777 and non-physical resistances.]]>
3834 </use> 3778 </use>
3835</type> 3779</type>
3836 3780
3837<!--####################################################################--> 3781<!--####################################################################-->
3838<type number="3" name="Rod"> 3782<type number="3" name="Rod">
3841 </ignore> 3785 </ignore>
3842 <description><![CDATA[ 3786 <description><![CDATA[
3843 A rod contains a spell. The player can use this spell by applying and 3787 A rod contains a spell. The player can use this spell by applying and
3844 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3788 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3845 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3789 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3846 used endlessly. ]]> 3790 used endlessly.]]>
3847 </description> 3791 </description>
3848 <use><![CDATA[ 3792 <use><![CDATA[
3849 Rods with healing/curing spells are extremely powerful. Usually, potions have 3793 Rods with healing/curing spells are extremely powerful. Usually, potions have
3850 to be used for that purpose. Though, potions are expensive and only good for 3794 to be used for that purpose. Though, potions are expensive and only good for
3851 one-time-use.<br> ]]> 3795 one-time-use.<br>]]>
3852 </use> 3796 </use>
3853 <attribute arch="sp" editor="spell" type="spell"> 3797 <attribute arch="sp" editor="spell" type="spell">
3854 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3798 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3855 rods to players, since they can be used endlessly without any mana cost! 3799 rods to players, since they can be used endlessly without any mana cost!
3856 Rods with heal/ restoration/ protection spells, IF available, MUST be 3800 Rods with heal/ restoration/ protection spells, IF available, MUST be
3896 Runes hit any monster or person who steps on them for 'dam' damage in 3840 Runes hit any monster or person who steps on them for 'dam' damage in
3897 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3841 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3898 and will cast this spell when it detonates. Yet another kind is the 3842 and will cast this spell when it detonates. Yet another kind is the
3899 "summoning rune", summoning predefined monsters of any kind, at detonation. 3843 "summoning rune", summoning predefined monsters of any kind, at detonation.
3900 <br><br> 3844 <br><br>
3901 Many runes are already defined in the archetypes. ]]> 3845 Many runes are already defined in the archetypes.]]>
3902 </description> 3846 </description>
3903 <use><![CDATA[ 3847 <use><![CDATA[
3904 Avoid monsters stepping on your runes. For example, summoning runes 3848 Avoid monsters stepping on your runes. For example, summoning runes
3905 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3849 together with spellcasting- and attack-runes is usually a bad idea.]]>
3906 </use> 3850 </use>
3907 <attribute arch="no_pick" value="1" type="fixed" /> 3851 <attribute arch="no_pick" value="1" type="fixed" />
3908 &move_on; 3852 &move_on;
3909 <attribute arch="level" editor="rune level" type="int"> 3853 <attribute arch="level" editor="rune level" type="int">
3910 This value sets the level the rune will cast the spell it contains at, 3854 This value sets the level the rune will cast the spell it contains at,
3978 <ignore_list name="non_pickable" /> 3922 <ignore_list name="non_pickable" />
3979 </ignore> 3923 </ignore>
3980 <description><![CDATA[ 3924 <description><![CDATA[
3981 When the player applies a savebed, he is not only saved. Both his 3925 When the player applies a savebed, he is not only saved. Both his
3982 respawn-after-death and his word-of-recall positions are pointing 3926 respawn-after-death and his word-of-recall positions are pointing
3983 to the last-applied savebed. ]]> 3927 to the last-applied savebed.]]>
3984 </description> 3928 </description>
3985 <use><![CDATA[ 3929 <use><![CDATA[
3986 Put savebed locations in towns, do not put them into dungeons. 3930 Put savebed locations in towns, do not put them into dungeons.
3987 It is absolutely neccessary that a place with savebeds is 100% secure. 3931 It is absolutely neccessary that a place with savebeds is 100% secure.
3988 That means: 3932 That means:
3989 <UL> 3933 <UL>
3990 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3934 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3991 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3935 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3992 <LI> Insert a relyable exit! Make sure there is no possibility that 3936 <LI> Insert a reliable exit! Make sure there is no possibility that
3993 players get trapped in a savebed location. 3937 players get trapped in a savebed location.
3994 <LI> If possible, mark the whole site as no-spell area (Insert this 3938 <LI> If possible, mark the whole site as no-spell area (Insert this
3995 arch called "dungeon_magic" everywhere). This is not required, 3939 arch called "dungeon_magic" everywhere). This is not required,
3996 but it makes the place much more safe. 3940 but it makes the place much more safe.
3997 </UL> ]]> 3941 </UL>]]>
3998 </use> 3942 </use>
3999 <attribute arch="no_pick" value="1" type="fixed" /> 3943 <attribute arch="no_pick" value="1" type="fixed" />
4000 <attribute arch="no_magic" value="1" type="fixed" /> 3944 <attribute arch="no_magic" value="1" type="fixed" />
4001 <attribute arch="damned" value="1" type="fixed" /> 3945 <attribute arch="damned" value="1" type="fixed" />
4002</type> 3946</type>
4009 <description><![CDATA[ 3953 <description><![CDATA[
4010 Scrolls contain spells (similar to spell-potions). Unlike potions, 3954 Scrolls contain spells (similar to spell-potions). Unlike potions,
4011 scrolls require a certain literacy skill to read successfully. 3955 scrolls require a certain literacy skill to read successfully.
4012 Accordingly, for a successful reading, a small amount of 3956 Accordingly, for a successful reading, a small amount of
4013 experience is gained. Scrolls allow only one time usage, but 3957 experience is gained. Scrolls allow only one time usage, but
4014 usually they are sold in bulks. ]]> 3958 usually they are sold in bulks.]]>
4015 </description> 3959 </description>
4016 <use><![CDATA[ 3960 <use><![CDATA[
4017 For low level quests, scrolls of healing/curing-spells 3961 For low level quests, scrolls of healing/curing-spells
4018 can be a nice reward. At higher levels, scrolls become less 3962 can be a nice reward. At higher levels, scrolls become less
4019 and less useful. ]]> 3963 and less useful.]]>
4020 </use> 3964 </use>
4021 <attribute arch="level" editor="casting level" type="int"> 3965 <attribute arch="level" editor="casting level" type="int">
4022 The spell of the scroll will be casted at this level. 3966 The spell of the scroll will be casted at this level.
4023 This value should always be set, at least to 1. 3967 This value should always be set, at least to 1.
4024 </attribute> 3968 </attribute>
4036<type number="33" name="Shield"> 3980<type number="33" name="Shield">
4037 <import_type name="Amulet" /> 3981 <import_type name="Amulet" />
4038 <description><![CDATA[ 3982 <description><![CDATA[
4039 Wearing a shield, the object's stats will directly be inherited to 3983 Wearing a shield, the object's stats will directly be inherited to
4040 the player. Shields usually provide good defense, only surpassed 3984 the player. Shields usually provide good defense, only surpassed
4041 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3985 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4042 </description> 3986 </description>
4043 <use><![CDATA[ 3987 <use><![CDATA[
4044 Feel free to create your own special artifacts. However, it is very 3988 Feel free to create your own special artifacts. However, it is very
4045 important that you keep your artifact in balance with existing maps. ]]> 3989 important that you keep your artifact in balance with existing maps.]]>
4046 </use> 3990 </use>
4047 <attribute arch="magic" editor="magic bonus" type="int"> 3991 <attribute arch="magic" editor="magic bonus" type="int">
4048 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3992 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4049 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3993 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4050 than direct armour-class bonus on the shield. 3994 than direct armour-class bonus on the shield.
4059 wielded both at the same time. Like with any other equipment, 4003 wielded both at the same time. Like with any other equipment,
4060 stats/bonuses from shooting weapons are directly inherited to the player. 4004 stats/bonuses from shooting weapons are directly inherited to the player.
4061 <br><br> 4005 <br><br>
4062 It's very easy to add new pairs of weapons &amp; projectiles. 4006 It's very easy to add new pairs of weapons &amp; projectiles.
4063 Just set matching &lt;ammunition class&gt; both for shooting 4007 Just set matching &lt;ammunition class&gt; both for shooting
4064 weapon and projectile. ]]> 4008 weapon and projectile.]]>
4065 </description> 4009 </description>
4066 <use><![CDATA[ 4010 <use><![CDATA[
4067 Shooting weapons should not add bonuses in general. There's already 4011 Shooting weapons should not add bonuses in general. There's already
4068 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4012 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4069 Shooting weapons should especially not add bonuses to the player 4013 Shooting weapons should especially not add bonuses to the player
4070 that have nothing to do with schooting. A Wisdom bonus on a bow 4014 that have nothing to do with schooting. A Wisdom bonus on a bow
4071 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4015 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4072 - still crap. ]]> 4016 - still crap.]]>
4073 </use> 4017 </use>
4074 <attribute arch="race" editor="ammunition class" type="string"> 4018 <attribute arch="race" editor="ammunition class" type="string">
4075 Only projectiles with matching &lt;ammunition class&gt; can be fired 4019 Only projectiles with matching &lt;ammunition class&gt; can be fired
4076 with this weapon. For normal bows set "arrows", for normal 4020 with this weapon. For normal bows set "arrows", for normal
4077 crossbows set "crossbow bolts". 4021 crossbows set "crossbow bolts".
4106 amount of &lt;item power&gt;, depending on their own level. This is the 4050 amount of &lt;item power&gt;, depending on their own level. This is the
4107 only way to prevent low level players to wear "undeserved" equipment 4051 only way to prevent low level players to wear "undeserved" equipment
4108 (like gifts from other players or cheated items). 4052 (like gifts from other players or cheated items).
4109 4053
4110 It is very important to adjust the &lt;item power&gt; value carefully 4054 It is very important to adjust the &lt;item power&gt; value carefully
4111 for every artifact you create! If zero/unset, the CF server will 4055 for every artifact you create! If zero/unset, the Deliantra server will
4112 calculate a provisional value at runtime, but this is never 4056 calculate a provisional value at runtime, but this is never
4113 going to be an accurate measurement of &lt;item power&gt;. 4057 going to be an accurate measurement of &lt;item power&gt;.
4114 </attribute> 4058 </attribute>
4115 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4059 <attribute arch="no_strength" editor="ignore strength" type="bool">
4116 Usually the player's strentgh takes effect on the damage 4060 Usually the player's strentgh takes effect on the damage
4198 These items are all flagged as unpaid. 4142 These items are all flagged as unpaid.
4199 When a player drops an item onto shop floor, the item becomes 4143 When a player drops an item onto shop floor, the item becomes
4200 unpaid and the player receives payment according to the item's 4144 unpaid and the player receives payment according to the item's
4201 selling-value. 4145 selling-value.
4202 Shopfloor always prevents magic (To hinder players from burning 4146 Shopfloor always prevents magic (To hinder players from burning
4203 or freezing the goods). ]]> 4147 or freezing the goods).]]>
4204 </description> 4148 </description>
4205 <use><![CDATA[ 4149 <use><![CDATA[
4206 Tile your whole shop-interior space which shop floor. 4150 Tile your whole shop-interior space which shop floor.
4207 (That assures players receive payment for dropping items). 4151 (That assures players receive payment for dropping items).
4208 Place shop mats to enter/leave the shop, and make sure 4152 Place shop mats to enter/leave the shop, and make sure
4209 there is no other exit than the shop mat. ]]> 4153 there is no other exit than the shop mat.]]>
4210 </use> 4154 </use>
4211 <attribute arch="is_floor" value="1" type="fixed" /> 4155 <attribute arch="is_floor" value="1" type="fixed" />
4212 <attribute arch="no_pick" value="1" type="fixed" /> 4156 <attribute arch="no_pick" value="1" type="fixed" />
4213 <attribute arch="no_magic" value="1" type="fixed" /> 4157 <attribute arch="no_magic" value="1" type="fixed" />
4214 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4158 <attribute arch="auto_apply" editor="generate goods" type="bool">
4248 "shopping-area" and one outside. Shop mats don't use exit paths/ 4192 "shopping-area" and one outside. Shop mats don't use exit paths/
4249 or -destinations. When stepping onto a shopmat the player gets beamed 4193 or -destinations. When stepping onto a shopmat the player gets beamed
4250 to the nearest other mat. If the player has unpaid items in his 4194 to the nearest other mat. If the player has unpaid items in his
4251 inventory, the price gets charged from his coins automatically. 4195 inventory, the price gets charged from his coins automatically.
4252 If the player has insufficient coins to buy his unpaid items, he 4196 If the player has insufficient coins to buy his unpaid items, he
4253 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4197 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4254 </description> 4198 </description>
4255 <use><![CDATA[ 4199 <use><![CDATA[
4256 As stated above, always place TWO shop mats into your shop. 4200 As stated above, always place TWO shop mats into your shop.
4257 Not more and not less than that. ]]> 4201 Not more and not less than that.]]>
4258 </use> 4202 </use>
4259 <attribute arch="no_pick" value="1" type="fixed" /> 4203 <attribute arch="no_pick" value="1" type="fixed" />
4260 &move_on; 4204 &move_on;
4261</type> 4205</type>
4262 4206
4267 </ignore> 4211 </ignore>
4268 <description><![CDATA[ 4212 <description><![CDATA[
4269 The purpose of a sign or magic_mouth is to display a certain message to 4213 The purpose of a sign or magic_mouth is to display a certain message to
4270 the player. There are three ways to have the player get this message: 4214 the player. There are three ways to have the player get this message:
4271 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4215 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4272 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4216 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4273 </description> 4217 </description>
4274 <use><![CDATA[ 4218 <use><![CDATA[
4275 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4219 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4276 some true roleplay feeling to your maps, support your storyline or give 4220 some true roleplay feeling to your maps, support your storyline or give
4277 hints about hidden secrets/dangers. Place signs to provide the player 4221 hints about hidden secrets/dangers. Place signs to provide the player
4278 with all kinds of useful information for getting along in your maps. ]]> 4222 with all kinds of useful information for getting along in your maps.]]>
4279 </use> 4223 </use>
4280 <attribute arch="connected" editor="connection" type="int"> 4224 <attribute arch="connected" editor="connection" type="string">
4281 When a connection value is set, the message will be printed whenever 4225 When a connection value is set, the message will be printed whenever
4282 the connection is triggered. This should be used in combination with 4226 the connection is triggered. This should be used in combination with
4283 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4227 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4284 If activating your magic_mouth this way, the message will not only be 4228 If activating your magic_mouth this way, the message will not only be
4285 printed to one player, but all players on the current map. 4229 printed to one player, but all players on the current map.
4324 <ignore_list name="system_object" /> 4268 <ignore_list name="system_object" />
4325 </ignore> 4269 </ignore>
4326 <description><![CDATA[ 4270 <description><![CDATA[
4327 Skills are objects which exist in the player/monster inventory. 4271 Skills are objects which exist in the player/monster inventory.
4328 Both NPC/monsters and players use the same skill archetypes. Not all skills 4272 Both NPC/monsters and players use the same skill archetypes. Not all skills
4329 are enabled for monster use however. ]]> 4273 are enabled for monster use however.]]>
4330 </description> 4274 </description>
4331 <use><![CDATA[ 4275 <use><![CDATA[
4332 For mapmaking, Skill objects serve two purposes: 4276 For mapmaking, Skill objects serve two purposes:
4333 <p>First, the predefined skill archtypes (in the 'skills' directory) 4277 <p>First, the predefined skill archtypes (in the 'skills' directory)
4334 can be seen as the global skill definitions. A skill which doesn't 4278 can be seen as the global skill definitions. A skill which doesn't
4339 </p><p> 4283 </p><p>
4340 Secondly, in order to enable monsters to use skills, you will need to 4284 Secondly, in order to enable monsters to use skills, you will need to
4341 copy default skill archtypes into the monsters' inventories. 4285 copy default skill archtypes into the monsters' inventories.
4342 You can even customize the skills by changing stats. It is not 4286 You can even customize the skills by changing stats. It is not
4343 recommended however, to use skills in your maps which are totally 4287 recommended however, to use skills in your maps which are totally
4344 unrelated to any predefined skill archtype.</p> ]]> 4288 unrelated to any predefined skill archtype.</p>]]>
4345 </use> 4289 </use>
4346 <attribute arch="invisible" value="1" type="fixed" /> 4290 <attribute arch="invisible" value="1" type="fixed" />
4347 <attribute arch="no_drop" value="1" type="fixed" /> 4291 <attribute arch="no_drop" value="1" type="fixed" />
4348 <attribute arch="skill" editor="skill name" type="string"> 4292 <attribute arch="skill" editor="skill name" type="string">
4349 The &lt;skill name&gt; is used for matchings. When a usable 4293 The &lt;skill name&gt; is used for matchings. When a usable
4359 expmul is 1, the player will get 500 added to that skill as well as 4303 expmul is 1, the player will get 500 added to that skill as well as
4360 500 to their total. 4304 500 to their total.
4361 </attribute> 4305 </attribute>
4362 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4306 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4363 The &lt;skill type&gt; defines the base functionality of the skill. 4307 The &lt;skill type&gt; defines the base functionality of the skill.
4364 Skill types are hardcoded in the Crossfire server. It isn't hard to 4308 Skill types are hardcoded in the Deliantra server. It isn't hard to
4365 create new skill types, but it requires a bit of server-coding. 4309 create new skill types, but it requires a bit of server-coding.
4366 </attribute> 4310 </attribute>
4367 <attribute arch="level" editor="level" type="int"> 4311 <attribute arch="level" editor="level" type="int">
4368 </attribute> 4312 </attribute>
4369 <attribute arch="exp" editor="experience" type="int"> 4313 <attribute arch="exp" editor="experience" type="int">
4378 4322
4379<!--####################################################################--> 4323<!--####################################################################-->
4380<type number="130" name="Skill Scroll"> 4324<type number="130" name="Skill Scroll">
4381 <description><![CDATA[ 4325 <description><![CDATA[
4382 By reading a skill scroll, a player has a chance to learn the 4326 By reading a skill scroll, a player has a chance to learn the
4383 contained skill. ]]> 4327 contained skill.]]>
4384 </description> 4328 </description>
4385 <use><![CDATA[ 4329 <use><![CDATA[
4386 Skill scrolls are very much sought for by players. Currently, 4330 Skill scrolls are very much sought for by players. Currently,
4387 all skill scrolls are sold in shops randomly, which is in fact not 4331 all skill scrolls are sold in shops randomly, which is in fact not
4388 a good system. It would be nice to have some cool quests with 4332 a good system. It would be nice to have some cool quests with
4389 skill scrolls rewarded at the end. ]]> 4333 skill scrolls rewarded at the end.]]>
4390 </use> 4334 </use>
4391 <attribute arch="race" value="scrolls" type="fixed" /> 4335 <attribute arch="race" value="scrolls" type="fixed" />
4392 <attribute arch="skill" editor="skill name" type="string"> 4336 <attribute arch="skill" editor="skill name" type="string">
4393 The &lt;skill name&gt; matches the skill object that can 4337 The &lt;skill name&gt; matches the skill object that can
4394 be learned from this scroll. 4338 be learned from this scroll.
4404 When carrying the appropriate special key, a locked door can 4348 When carrying the appropriate special key, a locked door can
4405 be opened. The key will dissapear. 4349 be opened. The key will dissapear.
4406 <br><br> 4350 <br><br>
4407 This object-type can also be used for "passport"-like items: 4351 This object-type can also be used for "passport"-like items:
4408 When walking onto an invetory checker, a gate for example might 4352 When walking onto an invetory checker, a gate for example might
4409 get opened. The "passport" will stay in the player's inventory. ]]> 4353 get opened. The "passport" will stay in the player's inventory.]]>
4410 </description> 4354 </description>
4411 <use><![CDATA[ 4355 <use><![CDATA[
4412 How to make a "passport": You take the special key arch 4356 How to make a "passport": You take the special key arch
4413 (archetype name is "key2"), set the face to something like 4357 (archetype name is "key2"), set the face to something like
4414 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4358 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4415 certainly must match with the appropiate inventory checker. 4359 certainly must match with the appropiate inventory checker.
4416 <br><br> 4360 <br><br>
4417 Of course you can be creative with names and faces of 4361 Of course you can be creative with names and faces of
4418 key-objects. A "mysterious crystal" or a "big dragon claw" 4362 key-objects. A "mysterious crystal" or a "big dragon claw"
4419 (with appropriate faces) appear more interesting than just 4363 (with appropriate faces) appear more interesting than just
4420 a "strange key", or "passport". ]]> 4364 a "strange key", or "passport".]]>
4421 </use> 4365 </use>
4422 <attribute arch="slaying" editor="key string" type="string"> 4366 <attribute arch="slaying" editor="key string" type="string">
4423 This string must be identical with the &lt;key string&gt; in the 4367 This string must be identical with the &lt;key string&gt; in the
4424 locked door, then it can be unlocked. It can also be used 4368 locked door, then it can be unlocked. It can also be used
4425 to trigger inventory checkers. 4369 to trigger inventory checkers.
4460 players can learn it by reading the book. Once learned, players 4404 players can learn it by reading the book. Once learned, players
4461 can use the spell as often as they like. With increasing skill level 4405 can use the spell as often as they like. With increasing skill level
4462 of the player, spells may gain power but also increase cost.<br> 4406 of the player, spells may gain power but also increase cost.<br>
4463 Monsters can use spells which are put in their inventory (provided 4407 Monsters can use spells which are put in their inventory (provided
4464 that certain "enabling" settings are correct). The monster's 4408 that certain "enabling" settings are correct). The monster's
4465 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4409 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4466 </description> 4410 </description>
4467 <use><![CDATA[ 4411 <use><![CDATA[
4468 A lot of the spells' settings can be tuned and customized. 4412 A lot of the spells' settings can be tuned and customized.
4469 When creating new spells which are accessible to players, it is 4413 When creating new spells which are accessible to players, it is
4470 important to think about balance. A single spell which is too 4414 important to think about balance. A single spell which is too
4471 powerful and/or too easy to use can eventually toss the whole skill 4415 powerful and/or too easy to use can eventually toss the whole skill
4472 and magic school system out of whack. Testing new spells is 4416 and magic school system out of whack. Testing new spells is
4473 quite important therefore. ]]> 4417 quite important therefore.]]>
4474 </use> 4418 </use>
4475 <attribute arch="no_drop" value="1" type="fixed" /> 4419 <attribute arch="no_drop" value="1" type="fixed" />
4476 <attribute arch="invisible" value="1" type="fixed" /> 4420 <attribute arch="invisible" value="1" type="fixed" />
4477 <attribute arch="skill" editor="skill name" type="string"> 4421 <attribute arch="skill" editor="skill name" type="string">
4478 The &lt;skill name&gt; matches the skill which is needed 4422 The &lt;skill name&gt; matches the skill which is needed
4510 to read.<br><br> 4454 to read.<br><br>
4511 You can create widely customized spells only by adjusting the 4455 You can create widely customized spells only by adjusting the
4512 spell object in the spellbooks inventory. Refer to the description 4456 spell object in the spellbooks inventory. Refer to the description
4513 of spell objects for detailed information how to customize spells.<br> 4457 of spell objects for detailed information how to customize spells.<br>
4514 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4458 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4515 with a compilation of spells that the book may contain. ]]> 4459 with a compilation of spells that the book may contain.]]>
4516 </description> 4460 </description>
4517 <use><![CDATA[ 4461 <use><![CDATA[
4518 Don't put any of the godgiven spells into a spellbook! These are 4462 Don't put any of the godgiven spells into a spellbook! These are
4519 reserved for the followers of the appropriate cults. Handing them 4463 reserved for the followers of the appropriate cults. Handing them
4520 out in a spellbook would violate the balance between different religions. 4464 out in a spellbook would violate the balance between different religions.
4521 <br><br> 4465 <br><br>
4522 Note that there is no fundamental difference between the spellbooks 4466 Note that there is no fundamental difference between the spellbooks
4523 of varying schools (pyromancy, sorcery, evocation, summoning, and 4467 of varying schools (pyromancy, sorcery, evocation, summoning, and
4524 even praying). The difference lies only in the spells they contain. 4468 even praying). The difference lies only in the spells they contain.
4525 It is up to you, the mapmaker, to pick the right type of book 4469 It is up to you, the mapmaker, to pick the right type of book
4526 for your spells. ]]> 4470 for your spells.]]>
4527 </use> 4471 </use>
4528 <attribute arch="skill" value="literacy" type="fixed" /> 4472 <attribute arch="skill" value="literacy" type="fixed" />
4529 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4473 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4530 There are two ways to put spells into a spellbook: 4474 There are two ways to put spells into a spellbook:
4531 1. Put a spell object in the books inventory. In this case, 4475 1. Put a spell object in the books inventory. In this case,
4550 </ignore> 4494 </ignore>
4551 <description><![CDATA[ 4495 <description><![CDATA[
4552 Spinners change the direction of spell objects and other projectiles 4496 Spinners change the direction of spell objects and other projectiles
4553 that fly past. Unlike directors, it does make a difference from what 4497 that fly past. Unlike directors, it does make a difference from what
4554 angle you shoot into the spinner. The direction of objects flying past 4498 angle you shoot into the spinner. The direction of objects flying past
4555 is always changed by a certain degree. ]]> 4499 is always changed by a certain degree.]]>
4556 </description> 4500 </description>
4557 <use><![CDATA[ 4501 <use><![CDATA[
4558 Spinners are very rarely used. I believe they are quite 4502 Spinners are very rarely used. I believe they are quite
4559 confusing and pointless. The only use I can think of is building 4503 confusing and pointless. The only use I can think of is building
4560 some puzzle about where to shoot into spinners to shoot somewhere you 4504 some puzzle about where to shoot into spinners to shoot somewhere you
4561 otherwise couldn't. 4505 otherwise couldn't.
4562 4506
4563 When placing spinners on a map with magic walls, make sure the spell- 4507 When placing spinners on a map with magic walls, make sure the spell-
4564 projectiles from magic walls don't get to fly in loops. ]]> 4508 projectiles from magic walls don't get to fly in loops.]]>
4565 </use> 4509 </use>
4566 <attribute arch="sp" editor="direction number" type="int"> 4510 <attribute arch="sp" editor="direction number" type="int">
4567 The spinner will change the direction of flying objects by 4511 The spinner will change the direction of flying objects by
4568 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4512 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4569 positive values counter clockwise. 4513 positive values counter clockwise.
4582 Swamp areas show a special behaviour: 4526 Swamp areas show a special behaviour:
4583 When a player stands still on a swamp-square for too long, 4527 When a player stands still on a swamp-square for too long,
4584 he will start to sink in and eventually drown and die. 4528 he will start to sink in and eventually drown and die.
4585 Items dropped on the swamp sink in and dissapear. 4529 Items dropped on the swamp sink in and dissapear.
4586 Players with knowledge of the woodsman skill are a lot less likely 4530 Players with knowledge of the woodsman skill are a lot less likely
4587 to die in the swamp. ]]> 4531 to die in the swamp.]]>
4588 </description> 4532 </description>
4589 <attribute arch="is_floor" value="1" type="fixed" /> 4533 <attribute arch="is_floor" value="1" type="fixed" />
4590 <attribute arch="is_wooded" value="1" type="fixed" /> 4534 <attribute arch="is_wooded" value="1" type="fixed" />
4591 <attribute arch="speed" editor="drowning speed" type="float"> 4535 <attribute arch="speed" editor="drowning speed" type="float">
4592 The higher the &lt;drowning speed&gt;, the faster will players and items 4536 The higher the &lt;drowning speed&gt;, the faster will players and items
4616 different location. The main difference to the object-type exit 4560 different location. The main difference to the object-type exit
4617 is the possibility to have teleporters connected to levers/buttons/etc. 4561 is the possibility to have teleporters connected to levers/buttons/etc.
4618 Sometimes teleporters are activated even against the players will. 4562 Sometimes teleporters are activated even against the players will.
4619 <br><br> 4563 <br><br>
4620 Unlike exits, teleporters can also transfer items and 4564 Unlike exits, teleporters can also transfer items and
4621 monsters to different locations on the same map. ]]> 4565 monsters to different locations on the same map.]]>
4622 </description> 4566 </description>
4623 <use><![CDATA[ 4567 <use><![CDATA[
4624 When creating maps, I guess sooner or later you'll want to have 4568 When creating maps, I guess sooner or later you'll want to have
4625 an invisible teleporter. If using "invisible 1", the teleporter 4569 an invisible teleporter. If using "invisible 1", the teleporter
4626 can still be discovered with the show_invisible spell. And in 4570 can still be discovered with the show_invisible spell. And in
4627 some cases you can't place it under the floor to prevent this. 4571 some cases you can't place it under the floor to prevent this.
4628 <br><br> 4572 <br><br>
4629 Fortunately, there is a cool trick to make a perfectly invisible 4573 Fortunately, there is a cool trick to make a perfectly invisible
4630 teleporter: You simply add teleporter functionality to the floor 4574 teleporter: You simply add teleporter functionality to the floor
4631 itself. That means: You take the floor arch (e.g. "flagstone"), 4575 itself. That means: You take the floor arch (e.g. "flagstone"),
4632 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4576 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4633 </use> 4577 </use>
4634 <attribute arch="slaying" editor="exit path" type="string"> 4578 <attribute arch="slaying" editor="exit path" type="string">
4635 The exit path specifies the map that the player is transferred to. 4579 The exit path specifies the map that the player is transferred to.
4636 &lt;exit path&gt; can be an absolute path, beginning with '/' 4580 &lt;exit path&gt; can be an absolute path, beginning with '/'
4637 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4581 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4673 be transferred to the "default enter location" of the destined map. 4617 be transferred to the "default enter location" of the destined map.
4674 The latter can be set in the map-properties as "Enter X/Y". Though, 4618 The latter can be set in the map-properties as "Enter X/Y". Though,
4675 please DO NOT use that. It turned out to be a source for numerous 4619 please DO NOT use that. It turned out to be a source for numerous
4676 map-bugs. 4620 map-bugs.
4677 </attribute> 4621 </attribute>
4678 <attribute arch="connected" editor="connection" type="int"> 4622 <attribute arch="connected" editor="connection" type="string">
4679 If a connection value is set, the teleporter will be activated 4623 If a connection value is set, the teleporter will be activated
4680 whenever the connection is triggered. To use this properly, 4624 whenever the connection is triggered. To use this properly,
4681 &lt;activation speed&gt; must be zero. 4625 &lt;activation speed&gt; must be zero.
4682 </attribute> 4626 </attribute>
4683 &activate_on; 4627 &activate_on;
4698<type number="26" name="Timed Gate"> 4642<type number="26" name="Timed Gate">
4699 <ignore> 4643 <ignore>
4700 <ignore_list name="non_pickable" /> 4644 <ignore_list name="non_pickable" />
4701 </ignore> 4645 </ignore>
4702 <description><![CDATA[ 4646 <description><![CDATA[
4703 Gates play an important role in Crossfire. Gates can be opened 4647 Gates play an important role in Deliantra. Gates can be opened
4704 by activating a button/trigger, by speaking passwords (-> magic_ear) 4648 by activating a button/trigger, by speaking passwords (-> magic_ear)
4705 or carrying special key-objects (-> inventory checker). 4649 or carrying special key-objects (-> inventory checker).
4706 Unlike locked doors, gates can get shut again after a player has 4650 Unlike locked doors, gates can get shut again after a player has
4707 passed, which makes them more practical in many cases. Unlike normal 4651 passed, which makes them more practical in many cases. Unlike normal
4708 gates, timed gates open when triggered but automatically close again 4652 gates, timed gates open when triggered but automatically close again
4709 after some time.]]> 4653 after some time.]]>
4710 </description> 4654 </description>
4711 <use><![CDATA[ 4655 <use><![CDATA[
4712 Use gates to divide your maps into separated areas. After solving 4656 Use gates to divide your maps into separated areas. After solving
4713 area A, the player gains access to area B, and so on. Make your 4657 area A, the player gains access to area B, and so on. Make your
4714 maps more complex than "one-way". ]]> 4658 maps more complex than "one-way".]]>
4715 </use> 4659 </use>
4716 <attribute arch="no_pick" value="1" type="fixed" /> 4660 <attribute arch="no_pick" value="1" type="fixed" />
4717 <attribute arch="connected" editor="connection" type="int"> 4661 <attribute arch="connected" editor="connection" type="string">
4718 Whenever the inventory checker is triggered, all objects with identical 4662 Whenever the inventory checker is triggered, all objects with identical
4719 &lt;connection&gt; value get activated. This only makes sense together with 4663 &lt;connection&gt; value get activated. This only makes sense together with
4720 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4664 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4721 after some time. 4665 after some time.
4722 </attribute> 4666 </attribute>
4759 and generally have either a physical attack or trigger a reaction. 4703 and generally have either a physical attack or trigger a reaction.
4760 <br><br> 4704 <br><br>
4761 Traps hit any monster or person who steps on them for 'dam' damage in 4705 Traps hit any monster or person who steps on them for 'dam' damage in
4762 'attacktype' attacktype and/or trigger a reaction. 4706 'attacktype' attacktype and/or trigger a reaction.
4763 <br><br> 4707 <br><br>
4764 Many traps are already defined in the archetypes. ]]> 4708 Many traps are already defined in the archetypes.]]>
4765 </description> 4709 </description>
4766 <use><![CDATA[ 4710 <use><![CDATA[
4767 Avoid monsters stepping on your traps. For example, a party of orcs setting 4711 Avoid monsters stepping on your traps. For example, a party of orcs setting
4768off your lightning wall and pit trap is usually a bad idea. ]]> 4712 off your lightning wall and pit trap is usually a bad idea.]]>
4769 </use> 4713 </use>
4770 <attribute arch="no_pick" value="1" type="fixed" /> 4714 <attribute arch="no_pick" value="1" type="fixed" />
4771 &move_on; 4715 &move_on;
4772 <attribute arch="level" editor="trap level" type="int"> 4716 <attribute arch="level" editor="trap level" type="int">
4773 Level effects how easily a trap may be found and disarmed, and 4717 Level effects how easily a trap may be found and disarmed, and
4789 </attribute> 4733 </attribute>
4790 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4734 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4791 This attribute defines what attacktype to use for direct damage when 4735 This attribute defines what attacktype to use for direct damage when
4792 the trap detonates. 4736 the trap detonates.
4793 </attribute> 4737 </attribute>
4794 <attribute arch="connected" editor="connection" type="int"> 4738 <attribute arch="connected" editor="connection" type="string">
4795 When the trap is detonated, all objects with the same 4739 When the trap is detonated, all objects with the same
4796 connection value get activated. 4740 connection value get activated.
4797 </attribute> 4741 </attribute>
4798 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4742 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4799 When the trap detonates, this text is displayed to the 4743 When the trap detonates, this text is displayed to the
4811 Trapdoors are very similar to pits. The difference is that they 4755 Trapdoors are very similar to pits. The difference is that they
4812 can not be closed. Instead, the weight of the object on the 4756 can not be closed. Instead, the weight of the object on the
4813 trapdoor determines weither it slams the trapdoor open and falls through 4757 trapdoor determines weither it slams the trapdoor open and falls through
4814 or not.<br> 4758 or not.<br>
4815 Once a trapdoor has been opened (by a creature or items of sufficient 4759 Once a trapdoor has been opened (by a creature or items of sufficient
4816 weight,) it remains open, acting like an opened pit. ]]> 4760 weight,) it remains open, acting like an opened pit.]]>
4817 </description> 4761 </description>
4818 <use><![CDATA[ 4762 <use><![CDATA[
4819 Trapdoors should be used in the same fashion as pits: 4763 Trapdoors should be used in the same fashion as pits:
4820 They should always drop the victims to some kind of lower level. They 4764 They should always drop the victims to some kind of lower level. They
4821 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4765 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4822 </use> 4766 </use>
4823 <attribute arch="no_pick" value="1" type="fixed" /> 4767 <attribute arch="no_pick" value="1" type="fixed" />
4824 &move_on; 4768 &move_on;
4825 <attribute arch="weight" editor="hold weight" type="int"> 4769 <attribute arch="weight" editor="hold weight" type="int">
4826 This value defines how much weight the trapdoor can hold. 4770 This value defines how much weight the trapdoor can hold.
4852 <attribute arch="value" /> 4796 <attribute arch="value" />
4853 <attribute arch="material" /> 4797 <attribute arch="material" />
4854 </ignore> 4798 </ignore>
4855 <description><![CDATA[ 4799 <description><![CDATA[
4856 A treasure-object turns into certain randomitems when the map is loaded 4800 A treasure-object turns into certain randomitems when the map is loaded
4857 into the game. ]]> 4801 into the game.]]>
4858 </description> 4802 </description>
4859 <use><![CDATA[ 4803 <use><![CDATA[
4860 About usage of the "random-artifact" treasurelist: 4804 About usage of the "random-artifact" treasurelist:
4861 This will generate powerful stuff like girdles, xray helmets, special 4805 This will generate powerful stuff like girdles, xray helmets, special
4862 swords etc. If you put this as reward to your quest, players might be 4806 swords etc. If you put this as reward to your quest, players might be
4863 motivated to do it more than once. BUT, by doing so they will get a huge 4807 motivated to do it more than once. BUT, by doing so they will get a huge
4864 number of different artifacts! Besides, players will always seek the place 4808 number of different artifacts! Besides, players will always seek the place
4865 with the most easy-to-get random artifact and ignore all others. 4809 with the most easy-to-get random artifact and ignore all others.
4866 My advice: Don't use it! Attract players with good fighting experience 4810 My advice: Don't use it! Attract players with good fighting experience
4867 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4811 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4868 </use> 4812 </use>
4869 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4813 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4870 This entry determines what kind of treasure will appear. Look into 4814 This entry determines what kind of treasure will appear. Look into
4871 /crossfire/share/crossfire/treasures for details about existing 4815 /crossfire/share/crossfire/treasures for details about existing
4872 treasurelists. 4816 treasurelists.
4901 <description><![CDATA[ 4845 <description><![CDATA[
4902 A trigger marker is an object that inserts an invisible force (a mark) into a 4846 A trigger marker is an object that inserts an invisible force (a mark) into a
4903 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4847 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4904 &lt;key string&gt; which can be discovered by detectors or inventory 4848 &lt;key string&gt; which can be discovered by detectors or inventory
4905 checkers. It is also possible to use markers for removing marks again. 4849 checkers. It is also possible to use markers for removing marks again.
4850 (by setting the "name" slot to the name of the marker to be removed).
4906 <br><br> 4851 <br><br>
4907 Note that the player has no possibility to "see" his own marks, 4852 Note that the player has no possibility to "see" his own marks,
4908 except by the effect that they cause on the maps. ]]> 4853 except by the effect that they cause on the maps.]]>
4909 </description> 4854 </description>
4910 <use><![CDATA[ 4855 <use><![CDATA[
4911 Markers hold real cool possibilities for map-making. I encourage 4856 Markers hold real cool possibilities for map-making. I encourage
4912 you to use them frequently. However there is one negative point 4857 you to use them frequently. However there is one negative point
4913 about markers: Players don't "see" what's going on with them. It is 4858 about markers: Players don't "see" what's going on with them. It is
4914 your task, as map-creator, to make sure the player is always well 4859 your task, as map-creator, to make sure the player is always well
4915 informed and never confused. 4860 informed and never confused.
4916 <br><br> 4861 <br><br>
4917 Please avoid infinite markers when they aren't needed. They're 4862 Please avoid infinite markers when they aren't needed. They're
4918 using a little space in the player file after all, so if there 4863 using a little space in the player file after all, so if there
4919 is no real purpose, set an expire time. ]]> 4864 is no real purpose, set an expire time.]]>
4920 </use> 4865 </use>
4921 <attribute arch="no_pick" value="1" type="fixed" /> 4866 <attribute arch="no_pick" value="1" type="fixed" />
4922 <attribute arch="slaying" editor="key string" type="string"> 4867 <attribute arch="slaying" editor="key string" type="string">
4923 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4868 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4924 If the player already has a force with that &lt;key string&gt;, 4869 If the player already has a force with that &lt;key string&gt;,
4925 there won't be inserted a second one. 4870 there won't be inserted a second one.
4926 </attribute> 4871 </attribute>
4927 <attribute arch="connected" editor="connection" type="int"> 4872 <attribute arch="connected" editor="connection" type="string">
4928 Unlike a regular marker this is the connection that triggers this marker to activate. 4873 Unlike a regular marker this is the connection that triggers this marker to activate.
4929 </attribute> 4874 </attribute>
4930 <attribute arch="food" editor="mark duration" type="int"> 4875 <attribute arch="food" editor="mark duration" type="int">
4931 This value defines the duration of the force it inserts. 4876 This value defines the duration of the force it inserts.
4932 If nonzero, the duration of the player's mark is finite: 4877 If nonzero, the duration of the player's mark is finite:
4963 <attribute arch="name_pl" /> 4908 <attribute arch="name_pl" />
4964 <attribute arch="value" /> 4909 <attribute arch="value" />
4965 <attribute arch="unpaid" /> 4910 <attribute arch="unpaid" />
4966 </ignore> 4911 </ignore>
4967 <description><![CDATA[ 4912 <description><![CDATA[
4968 Walls usually block passage and sight. ]]> 4913 Walls usually block passage and sight.]]>
4969 </description> 4914 </description>
4970 &movement_types_terrain; 4915 &movement_types_terrain;
4971 <attribute arch="can_roll" editor="moveable" type="bool"> 4916 <attribute arch="can_roll" editor="moveable" type="bool">
4972 If set, the object is able to "roll", so it can be pushed around. 4917 If set, the object is able to "roll", so it can be pushed around.
4973 This setting is used for boulders and barrels. 4918 This setting is used for boulders and barrels.
4986<type number="109" name="Wand &amp; Staff"> 4931<type number="109" name="Wand &amp; Staff">
4987 <description><![CDATA[ 4932 <description><![CDATA[
4988 Wands contain a certain spell. The player can apply (ready) and 4933 Wands contain a certain spell. The player can apply (ready) and
4989 fire the wand. After a defined number of casts, the wand is 4934 fire the wand. After a defined number of casts, the wand is
4990 "used up". It is possible to recharge a wand with scrolls of 4935 "used up". It is possible to recharge a wand with scrolls of
4991 charging, but usually that isn't worth the cost. ]]> 4936 charging, but usually that isn't worth the cost.]]>
4992 </description> 4937 </description>
4993 <use><![CDATA[ 4938 <use><![CDATA[
4994 Wands are quite seldomly used. The reason prolly is that they're 4939 Wands are quite seldomly used. The reason prolly is that they're
4995 generally not cost-efficient. Handing out high-level wands with 4940 generally not cost-efficient. Handing out high-level wands with
4996 powerful special spells isn't a good idea either, because of 4941 powerful special spells isn't a good idea either, because of
4997 the recharge ability. 4942 the recharge ability.
4998 <br><br> 4943 <br><br>
4999 For low levels, staffs of healing/cure and word of recall are 4944 For low levels, staffs of healing/cure and word of recall are
5000 quite desirable though. Ideal rewards for low level quests. ]]> 4945 quite desirable though. Ideal rewards for low level quests.]]>
5001 </use> 4946 </use>
5002 <attribute arch="sp" editor="spell" type="spell"> 4947 <attribute arch="sp" editor="spell" type="spell">
5003 The &lt;spell&gt; specifies the contained spell. 4948 The &lt;spell&gt; specifies the contained spell.
5004 </attribute> 4949 </attribute>
5005 <attribute arch="level" editor="casting level" type="int"> 4950 <attribute arch="level" editor="casting level" type="int">
5030 <ignore_list name="non_pickable" /> 4975 <ignore_list name="non_pickable" />
5031 </ignore> 4976 </ignore>
5032 <description><![CDATA[ 4977 <description><![CDATA[
5033 A weak wall is a breakable spot amidsts a solid wall. Typically 4978 A weak wall is a breakable spot amidsts a solid wall. Typically
5034 these weak walls look similar to their solid "relatives" except 4979 these weak walls look similar to their solid "relatives" except
5035 for a small crack or little chunks of wall on the ground. ]]> 4980 for a small crack or little chunks of wall on the ground.]]>
5036 </description> 4981 </description>
5037 <use><![CDATA[ 4982 <use><![CDATA[
5038 If you want to create hidden rooms, using weak walls is alot 4983 If you want to create hidden rooms, using weak walls is alot
5039 better than completely indiscernible passages in a wall.<br> 4984 better than completely indiscernible passages in a wall.<br>
5040 Anyways, there can be a lot more to weak walls than just finding 4985 Anyways, there can be a lot more to weak walls than just finding
5041 them: Rising their defensive stats, weak walls can become a 4986 them: Rising their defensive stats, weak walls can become a
5042 serious obstacle. An ice wall might only be torn down by a fire 4987 serious obstacle. An ice wall might only be torn down by a fire
5043 attack for example. A granite wall for instance might be very 4988 attack for example. A granite wall for instance might be very
5044 hard to destroy. ]]> 4989 hard to destroy.]]>
5045 </use> 4990 </use>
5046 <attribute arch="alive" value="1" type="fixed" /> 4991 <attribute arch="alive" value="1" type="fixed" />
5047 <attribute arch="no_pick" value="1" type="fixed" /> 4992 <attribute arch="no_pick" value="1" type="fixed" />
5048 <attribute arch="tear_down" value="1" type="fixed" /> 4993 <attribute arch="tear_down" value="1" type="fixed" />
5049 <attribute arch="race" editor="race" type="string"> 4994 <attribute arch="race" editor="race" type="string">
5070 </attribute> 5015 </attribute>
5071 <attribute arch="ac" editor="armour class" type="int"> 5016 <attribute arch="ac" editor="armour class" type="int">
5072 Weak walls of high &lt;armour class&gt; are less likely to get hit. 5017 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5073 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 5018 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5074 </attribute> 5019 </attribute>
5075<section name="resistance"> 5020 &resistances_basic;
5076 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5103 </attribute>
5104 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5105 </attribute>
5106 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5107 </attribute>
5108 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5109 </attribute>
5110 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5111 </attribute>
5112 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5113 </attribute>
5114 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5115 </attribute>
5116 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5117 </attribute>
5118</section>
5119</type> 5021</type>
5120 5022
5121<!--####################################################################--> 5023<!--####################################################################-->
5122<type number="15" name="Weapon"> 5024<type number="15" name="Weapon">
5123 <description><![CDATA[ 5025 <description><![CDATA[
5124 Wielding a weapon, the object's stats will directly be inherited to the 5026 Wielding a weapon, the object's stats will directly be inherited to the
5125 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5027 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5126 be improved with scrolls. ]]> 5028 be improved with scrolls.]]>
5127 </description> 5029 </description>
5128 <use><![CDATA[ 5030 <use><![CDATA[
5129 If you create artifacts (equipment) with stats- or resistance-bonus: 5031 If you create artifacts (equipment) with stats- or resistance-bonus:
5130 Keep playbalance in mind! Such items mustn't be reachable without hard 5032 Keep playbalance in mind! Such items mustn't be reachable without hard
5131 fighting AND questing. ]]> 5033 fighting AND questing.]]>
5132 </use> 5034 </use>
5133 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5134 This number is a bitmask, specifying the weapon's attacktypes. 5036 This number is a bitmask, specifying the weapon's attacktypes.
5135 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5037 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5136 have no more than one or two attacktypes. Keep in mind that all weapons 5038 have no more than one or two attacktypes. Keep in mind that all weapons
5191 amount of &lt;item power&gt;, depending on their own level. This is the 5093 amount of &lt;item power&gt;, depending on their own level. This is the
5192 only way to prevent low level players to wear "undeserved" equipment 5094 only way to prevent low level players to wear "undeserved" equipment
5193 (like gifts from other players or cheated items). 5095 (like gifts from other players or cheated items).
5194 5096
5195 It is very important to adjust the &lt;item power&gt; value carefully 5097 It is very important to adjust the &lt;item power&gt; value carefully
5196 for every artifact you create! If zero/unset, the CF server will 5098 for every artifact you create! If zero/unset, the Deliantra server will
5197 calculate a provisional value at runtime, but this is never 5099 calculate a provisional value at runtime, but this is never
5198 going to be an accurate measurement of &lt;item power&gt;. 5100 going to be an accurate measurement of &lt;item power&gt;.
5199 </attribute> 5101 </attribute>
5200 <attribute arch="damned" editor="damnation" type="bool"> 5102 <attribute arch="damned" editor="damnation" type="bool">
5201 A damned weapon cannot be unwielded unless 5103 A damned weapon cannot be unwielded unless
5221 </attribute> 5123 </attribute>
5222 <attribute arch="startequip" editor="godgiven item" type="bool"> 5124 <attribute arch="startequip" editor="godgiven item" type="bool">
5223 A godgiven item vanishes as soon as the player 5125 A godgiven item vanishes as soon as the player
5224 drops it to the ground. 5126 drops it to the ground.
5225 </attribute> 5127 </attribute>
5226<section name="resistance"> 5128 &player_stat_resist_sections;
5227 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5228 This adds physical resistance to the weapon (= armour value). The number is
5229 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5230 and what they require to do for getting this-and-that artifact.
5231 </attribute>
5232 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5233 This adds magic resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Treat this with CARE. Look at other maps and what they
5235 require to do for getting this-and-that artifact.
5236 </attribute>
5237 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5238 This adds fire resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Treat this with CARE. Look at other maps and what they
5240 require to do for getting this-and-that artifact.
5241 </attribute>
5242 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5243 This adds electricity resistance to the weapon. The number is a percent-value in
5244 the range 0-100. Treat this with CARE. Look at other maps and what they
5245 require to do for getting this-and-that artifact.
5246 </attribute>
5247 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5248 This adds fire resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Treat this with CARE. Look at other maps and what they
5250 require to do for getting this-and-that artifact.
5251 </attribute>
5252 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5253 This adds confusion resistance to the weapon. The number is a percent-value in
5254 the range 0-100. Confusion resistance is not very effective
5255 unless the value comes close to 100 (= perfect immunity).
5256 </attribute>
5257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5258 This adds acid resistance to the weapon. The number is a percent-value in
5259 the range 0-100. Treat this with CARE. Look at other maps and what they
5260 require to do for getting this-and-that artifact.
5261 </attribute>
5262 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5263 This adds draining resistance to the weapon. The number is a percent-value
5264 in the range 0-100. Draining resistance is little effective
5265 unless the value is 100 (= perfect immunity).
5266 </attribute>
5267 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5268 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5269 the range 0-100. Weaponmagic resistance generally should not exist on
5270 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5271 are not meant to be easily resisted.
5272 </attribute>
5273 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5274 This adds ghosthit resistance to the weapon. The number is a percent-value
5275 in the range 0-100. Treat this with CARE. Look at other maps and what they
5276 require to do for getting this-and-that artifact.
5277 </attribute>
5278 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5279 This adds poison resistance to the weapon. The number is a percent-value in
5280 the range 0-100. Treat this with CARE. Look at other maps and what they
5281 require to do for getting this-and-that artifact.
5282 </attribute>
5283 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5284 This adds fear resistance to the weapon. The number is a percent-value in
5285 the range 0-100. Resistance to fear is pretty useless.
5286 </attribute>
5287 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5288 This adds paralyze resistance to the weapon. The number is a percent-value in
5289 the range 0-100. Paralyze resistance is little effective
5290 unless the value is 100 (= perfect immunity).
5291 </attribute>
5292 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5293 This adds fear resistance to the weapon. The number is a percent-value in
5294 the range 0-100. Resistance to fear is pretty useless.
5295 </attribute>
5296 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5297 This adds depletion resistance to the weapon. The number is a percent-value
5298 in the range 0-100. Depletion resistance is little effective
5299 unless the value is 100 (= perfect immunity).
5300 </attribute>
5301 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5302 This adds death-attack resistance to the weapon. The number is a
5303 percent-value in the range 0-100. Death-attack resistance is little
5304 effective unless the value is 100 (= perfect immunity).
5305 Generally, resistance to death-attack is not supposed to be
5306 available to players!
5307 </attribute>
5308 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5309 This adds chaos resistance to the weapon. The number is a percent-value in
5310 the range 0-100. Treat this with CARE. Look at other maps and what they
5311 require to do for getting this-and-that artifact.
5312 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5313 combination of other attacktypes.
5314 </attribute>
5315 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5316 This adds blinding resistance to the weapon. The number is a percent-value
5317 in the range 0-100. Treat this with CARE. Look at other maps and what they
5318 require to do for getting this-and-that artifact.
5319 </attribute>
5320 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5321 This adds holy power resistance to the weapon. The number is a percent-value
5322 in the range 0-100. Holy power is the attacktype that holyword-type spells
5323 use to hurt undead creatures. This kind of resistance is only reasonable
5324 for undead players (wraith or devourer cult).
5325 Generally, resistance to holy word should not be available for players.
5326 </attribute>
5327</section>
5328<section name="stats">
5329 <attribute arch="Str" editor="strength" type="int">
5330 The player's strentgh will rise/fall by the given value
5331 while wearing this weapon.
5332 </attribute>
5333 <attribute arch="Dex" editor="dexterity" type="int">
5334 The player's dexterity will rise/fall by the given value
5335 while wearing this weapon.
5336 </attribute>
5337 <attribute arch="Con" editor="constitution" type="int">
5338 The player's constitution will rise/fall by the given value
5339 while wearing this weapon.
5340 </attribute>
5341 <attribute arch="Int" editor="intelligence" type="int">
5342 The player's intelligence will rise/fall by the given value
5343 while wearing this weapon.
5344 </attribute>
5345 <attribute arch="Pow" editor="power" type="int">
5346 The player's power will rise/fall by the given value
5347 while wearing this weapon.
5348 </attribute>
5349 <attribute arch="Wis" editor="wisdom" type="int">
5350 The player's wisdom will rise/fall by the given value while
5351 wearing this weapon.
5352 </attribute>
5353 <attribute arch="Cha" editor="charisma" type="int">
5354 The player's charisma will rise/fall by the given value
5355 while wearing this weapon.
5356 </attribute>
5357</section>
5358<section name="misc"> 5129<section name="misc">
5359 <attribute arch="luck" editor="luck bonus" type="int"> 5130 <attribute arch="luck" editor="luck bonus" type="int">
5360 With positive luck bonus, the player is more likely to 5131 With positive luck bonus, the player is more likely to
5361 succeed in all sorts of things (spellcasting, praying,...). 5132 succeed in all sorts of things (spellcasting, praying,...).
5362 Unless the &lt;luck bonus&gt; is very high, the effect will be 5133 Unless the &lt;luck bonus&gt; is very high, the effect will be
5441</type> 5212</type>
5442 5213
5443<type number="116" name="Event Connector"> 5214<type number="116" name="Event Connector">
5444 <description><![CDATA[ 5215 <description><![CDATA[
5445 Event connectors link specific events that happen to objects to 5216 Event connectors link specific events that happen to objects to
5446 a crossfire plug-in. ]]> 5217 a crossfire plug-in. They are not used at all in Deliantra.]]>
5447 </description> 5218 </description>
5448 <attribute arch="subtype" editor="event type" type="list_event_type">
5449 The type of event that triggers a notify to the plug-in.
5450 </attribute>
5451 <attribute arch="title" editor="plug-in" type="string">
5452 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5453 for python and "perl" for the Crossfire-Perl plug-in.
5454 </attribute>
5455 <attribute arch="slaying" editor="extension" type="string">
5456 The name of the extension to invoke (for python, this is the path to a script,
5457 for perl this is the name of a extension package without the ".ext" extension.
5458 </attribute>
5459 <attribute arch="name" editor="options" type="string">
5460 A string that is passed unaltered to the extension above. Often used to pass
5461 options to the extension that alter its behaviour.
5462 </attribute>
5463</type> 5219</type>
5464 5220
5465</types> 5221</types>

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