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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.6 by root, Thu Mar 16 01:42:22 2006 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" > #
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
129 Objects using these movement types are allowed to move over this space. Takes
130 precedence over 'blocked movements'.
131 </attribute>
132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
133 The types of movement that should by slowed down by the 'slow movement penalty'.
134 </attribute>
135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
136 If &lt;slow movement&gt; is set to a value greater zero, all
137 creatures matching 'slow move' will be slower than normal on this spot.
138
139 &lt;slow movement&gt; 1 - rough terrain
140 &lt;slow movement&gt; 2 - very rough terrain
141 ...
142 &lt;slow movement&gt; 5 - default for deep swamp
143 ...
144 &lt;slow movement&gt; 7 - spider web (sticky as hell)
145 </attribute>
146 ">
147 <!ENTITY speed_left "
148 <attribute arch='speed_left' editor='speed left' type='float'>
149 The speed left to the object. On every tick, if this value is higher
150 than 0, the object acts/triggers/moves etc. and the value gets
151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152 every tick.
153 </attribute>
154 ">
155 <!ENTITY activate_on "
156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 Whether the teleporter should only be activated on push.
158 </attribute>
159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 Whether the teleporter should only be activated on release.
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
362 ">
113]> 363]>
114 364
115<types> 365<types>
116 366
117<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 400 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 401 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 402 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 403 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
155</bitmask> 411</bitmask>
156 412
157<bitmask name="spellpath"> 413<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 414 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 415 <entry bit="1" name="Fire" />
192 <entry bit="4" name="Armour" /> 448 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 449 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 450 <entry bit="6" name="All" />
195</bitmask> 451</bitmask>
196 452
453<bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460</bitmask>
461
197<!--###################### list definitions ######################--> 462<!--###################### list definitions ######################-->
198 463
199<list name="direction"> 464<list name="direction">
200 <entry value="0" name="&lt;none&gt;" /> 465 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" /> 466 <entry value="1" name="north" />
212 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
213 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
214 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
216 <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" />
217</list> 484</list>
218 485
219<list name="potion_effect"> 486<list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
337 <entry value="9" name="throw" /> 604 <entry value="9" name="throw" />
338 <entry value="10" name="trigger" /> 605 <entry value="10" name="trigger" />
339 <entry value="11" name="close" /> 606 <entry value="11" name="close" />
340 <entry value="12" name="timer" /> 607 <entry value="12" name="timer" />
341 <entry value="28" name="move" /> 608 <entry value="28" name="move" />
609 <entry value="41" name="drop_on" />
610</list>
611
612<list name="attack_movement_bits_0_3">
613 <entry value="0" name="default" />
614 <entry value="1" name="attack from distance" />
615 <entry value="2" name="run away" />
616 <entry value="3" name="hit and run" />
617 <entry value="4" name="wait, then hit, then move" />
618 <entry value="5" name="rush blindly" />
619 <entry value="6" name="always run" />
620 <entry value="7" name="attack from distance if hit" />
621 <entry value="8" name="do not approach" />
622</list>
623
624<list name="attack_movement_bits_4_7">
625 <entry value="0" name="none" />
626 <entry value="16" name="pet" />
627 <entry value="32" name="small circle" />
628 <entry value="48" name="large circle" />
629 <entry value="64" name="small horizontal" />
630 <entry value="80" name="large horizontal" />
631 <entry value="96" name="random direction" />
632 <entry value="112" name="random movement" />
633 <entry value="128" name="small vertical" />
634 <entry value="144" name="large vertical" />
342</list> 635</list>
343 636
344<!--###################### default attributes ######################--> 637<!--###################### default attributes ######################-->
345 638
346<!-- 639<!--
359 <attribute arch="title" editor="title" type="string"> 652 <attribute arch="title" editor="title" type="string">
360 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
361 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.
362 </attribute> 655 </attribute>
363 <attribute arch="face" editor="image" type="string"> 656 <attribute arch="face" editor="image" type="string">
364 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.
365 </attribute> 669 </attribute>
366 <attribute arch="nrof" editor="number" type="int"> 670 <attribute arch="nrof" editor="number" type="int">
367 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:
368 100 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
369 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.
373 zero weight are not pickable for players. Still, set the "non-pickable"-flag 677 zero weight are not pickable for players. Still, set the "non-pickable"-flag
374 for explicitly non-pickable objects (hey, this is opensource.. you 678 for explicitly non-pickable objects (hey, this is opensource.. you
375 never know ;) ). 679 never know ;) ).
376 </attribute> 680 </attribute>
377 <attribute arch="value" editor="value" type="int"> 681 <attribute arch="value" editor="value" type="int">
378 Adds a certain value to the object: It will be worth that many times the 682 Determines the value of the object, in units of silver coins (one
379 default value from it's archetype (E.g. "value = 3" means three times 683 platinum coin == 50 silver coins). Value for buying/selling will be
380 worth the default value). Value for buying/selling will be
381 further modified by various factors. Hence, testing values in-game is 684 further modified by various factors. Hence, testing values in-game is
382 usually inevitable. 685 usually inevitable.
383 </attribute> 686 </attribute>
384 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
385 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
386 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
387 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.
388 </attribute> 691 </attribute>
389 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
390 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
391 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
392 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
400 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
401 shown. 704 shown.
402 </attribute> 705 </attribute>
403 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
404 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
405 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.
406 </attribute> 709 </attribute>
407 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
408 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.
409 </attribute> 712 </attribute>
410 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
411 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
412 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
413 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
414 </attribute> 727 </attribute>
415</default_type> 728</default_type>
416 729
417<!-- This ignorelist is for all system objects which are non pickable 730<!-- This ignorelist is for all system objects which are non pickable
418 and invisible. They don't interact with players at all. --> 731 and invisible. They don't interact with players at all. -->
452 the fallback for all types which don't match any other defined types. 765 the fallback for all types which don't match any other defined types.
453 The required attribute "misc x" prevents that it gets confused with 766 The required attribute "misc x" prevents that it gets confused with
454 other types like "monster & npc" which also have type number 0. --> 767 other types like "monster & npc" which also have type number 0. -->
455 <attribute arch="misc" value="x" /> 768 <attribute arch="misc" value="x" />
456 </required> 769 </required>
457 <attribute arch="no_pass" editor="blocking passage" type="bool"> 770 &movement_types_terrain;
458 If set, the object cannot be passed by players nor monsters.
459 </attribute>
460 <attribute arch="cursed" editor="cursed" type="bool"> 771 <attribute arch="cursed" editor="cursed" type="bool">
461 Curses can have various effects: On equipment and food, 772 Curses can have various effects: On equipment and food,
462 they generally harm the player in some way. 773 they generally harm the player in some way.
463 </attribute> 774 </attribute>
464 <attribute arch="damned" editor="damned" type="bool"> 775 <attribute arch="damned" editor="damned" type="bool">
478 This text may describe the object. 789 This text may describe the object.
479 </attribute> 790 </attribute>
480</type> 791</type>
481 792
482<!--####################################################################--> 793<!--####################################################################-->
794<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
483<type number="110" name="Ability"> 795<type number="999" name="Ability">
484 <ignore> 796 <ignore>
485 <ignore_list name="system_object" /> 797 <ignore_list name="system_object" />
486 </ignore> 798 </ignore>
487 <description><![CDATA[ 799 <description><![CDATA[
488 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
489 knowledge to cast spells. Spells from abilities are usually magical in 801 knowledge to cast spells. Spells from abilities are usually magical in
490 nature, thus adding magic attacktype to the spell-damage they produce. 802 nature, thus adding magic attacktype to the spell-damage they produce.
491 <br><br> 803 <br><br>
492 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
493 spells: One for short range- and one for long range use. 805 spells: One for short range - and one for long range use.
494 \n\n 806 \n\n
495 You should know that spellcasting monsters receive abilities via 807 You should know that spellcasting monsters receive abilities via
496 &lt;treasurelist&gt;. ]]> 808 &lt;treasurelist&gt;.]]>
497 </description> 809 </description>
498 <use><![CDATA[ 810 <use><![CDATA[
499 If you want to create "customized" spellcasting monsters, you 811 If you want to create "customized" spellcasting monsters, you
500 should use abilities (rather than spellbooks/wands or something). 812 should use abilities (rather than spellbooks/wands or something).
501 The long/short-range spell feature can make boss-monsters more 813 The long/short-range spell feature can make boss-monsters more
503 <br><br> 815 <br><br>
504 You should keep in mind that magic abilities allow players 816 You should keep in mind that magic abilities allow players
505 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
506 make the spells more dangerous. However, this really shouldn't 818 make the spells more dangerous. However, this really shouldn't
507 be neccessary unless you work on very high level maps. 819 be neccessary unless you work on very high level maps.
508 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?]]>
509 </use> 821 </use>
510 <attribute arch="invisible" value="1" type="fixed" /> 822 <attribute arch="invisible" value="1" type="fixed" />
511 <attribute arch="no_drop" value="1" type="fixed" /> 823 <attribute arch="no_drop" value="1" type="fixed" />
512 <attribute arch="sp" editor="short range spell" type="spell"> 824 <attribute arch="sp" editor="short range spell" type="spell">
513 The monster will use the specified &lt;short range spell&gt; 825 The monster will use the specified &lt;short range spell&gt;
542 Note that non-magical abilities are more dangerous because 854 Note that non-magical abilities are more dangerous because
543 magic resistance does not protect from those.</attribute> 855 magic resistance does not protect from those.</attribute>
544</type> 856</type>
545 857
546<!--####################################################################--> 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<!--####################################################################-->
547<type number="18" name="Altar"> 919<type number="18" name="Altar">
548 <ignore> 920 <ignore>
549 <ignore_list name="non_pickable" /> 921 <ignore_list name="non_pickable" />
550 </ignore> 922 </ignore>
551 <description><![CDATA[ 923 <description><![CDATA[
552 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,
553 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
554 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.
555 Either way, the sacrificed item disappears. ]]> 927 Either way, the sacrificed item disappears.]]>
556 </description> 928 </description>
557 <attribute arch="no_pick" value="1" type="fixed" /> 929 <attribute arch="no_pick" value="1" type="fixed" />
558 <attribute arch="walk_on" value="1" type="fixed" /> 930 &move_on;
559 <attribute arch="slaying" editor="match item name" type="string"> 931 <attribute arch="slaying" editor="match item name" type="string">
560 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
561 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
562 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.
563 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".
564 expected to drop on the altar. (Often this is put in the altar's 936 See also the "drop amount" attribute.
565 name: E.g. "drop 100 platinums") 937 &match_compat;
566 </attribute> 938 </attribute>
567 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
568 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
569 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.
570 942
572 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
573 200 silver, 20 gold, or 4 platinum will all work.) 945 200 silver, 20 gold, or 4 platinum will all work.)
574 946
575 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.
576 </attribute> 948 </attribute>
577 <attribute arch="connected" editor="connection" type="int"> 949 <attribute arch="connected" editor="connection" type="string">
578 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
579 with the same value, when activated. This will only work once. 951 with the same value, when activated. This will only work once.
580 </attribute> 952 </attribute>
581 <attribute arch="sp" editor="spell" type="spell"> 953 <attribute arch="sp" editor="spell" type="spell">
582 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
596 <ignore_list name="non_pickable" /> 968 <ignore_list name="non_pickable" />
597 </ignore> 969 </ignore>
598 <description><![CDATA[ 970 <description><![CDATA[
599 Altar_triggers work pretty much like normal altars 971 Altar_triggers work pretty much like normal altars
600 (drop sacrifice -> connection activated), except for the fact that 972 (drop sacrifice -> connection activated), except for the fact that
601 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 973 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
602 </description> 974 </description>
603 <use><![CDATA[ 975 <use><![CDATA[
604 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...
605 <UL> 977 <UL>
606 <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.
607 <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.
608 <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.
609 </UL> 981 </UL>
610 The big advantage over normal altars is the infinite usability 982 The big advantage over normal altars is the infinite usability
611 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
612 quite grateful if things work more than once. =) ]]> 984 quite grateful if things work more than once. =)]]>
613 </use> 985 </use>
614 <attribute arch="no_pick" value="1" type="fixed" /> 986 <attribute arch="no_pick" value="1" type="fixed" />
615 <attribute arch="slaying" editor="match item name" type="string"> 987 <attribute arch="slaying" editor="match item name" type="string">
616 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
617 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
618 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.
619 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".
620 expected to drop on the altar. (Often this is put in the altar's 992 See also the "drop amount" attribute.
621 name: E.g. "drop 100 platinums") 993 &match_compat;
622 </attribute> 994 </attribute>
623 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
624 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
625 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.
626 998
628 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
629 200 silver, 20 gold, or 4 platinum will all work.) 1001 200 silver, 20 gold, or 4 platinum will all work.)
630 1002
631 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.
632 </attribute> 1004 </attribute>
633 <attribute arch="connected" editor="connection" type="int"> 1005 <attribute arch="connected" editor="connection" type="string">
634 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
635 with the same value, when activated. This will only work once. 1007 with the same value, when activated. This will only work once.
636 </attribute> 1008 </attribute>
637 <attribute arch="sp" editor="spell" type="spell"> 1009 <attribute arch="sp" editor="spell" type="spell">
638 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).
654 will push the connected value TWICE per sacrifice: First by 1026 will push the connected value TWICE per sacrifice: First by
655 dropping sacrifice, second by reset. This mode is typically 1027 dropping sacrifice, second by reset. This mode is typically
656 used for altars being connected to gates, resulting in the 1028 used for altars being connected to gates, resulting in the
657 gate being opened and closed again. 1029 gate being opened and closed again.
658 </attribute> 1030 </attribute>
659 <attribute arch="walk_on" value="1" type="fixed"> 1031 &move_on;
660 </attribute>
661 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1032 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
662 This text will be displayed to the player 1033 This text will be displayed to the player
663 in the exact moment when the altar is activated. 1034 in the exact moment when the altar is activated.
664 </attribute> 1035 </attribute>
665</type> 1036</type>
666 1037
667<!--####################################################################--> 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<!--####################################################################-->
668<type number="39" name="Amulet"> 1055<type number="39" name="Amulet">
669 <description><![CDATA[ 1056 <description><![CDATA[
670 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
671 the player. Amulets are usually meant for protection and defense. ]]> 1058 the player. Amulets are usually meant for protection and defense.]]>
672 </description> 1059 </description>
673 <use><![CDATA[ 1060 <use><![CDATA[
674 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
675 important that you keep your artifact in balance with existing maps. ]]> 1062 important that you keep your artifact in balance with existing maps.]]>
676 </use> 1063 </use>
677 <attribute arch="ac" editor="armour class" type="int"> 1064 <attribute arch="ac" editor="armour class" type="int">
678 This value defines the amount of armour-class bonus for wearing 1065 This value defines the amount of armour-class bonus for wearing
679 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
680 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.
691 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
692 only way to prevent low level players to wear "undeserved" equipment 1079 only way to prevent low level players to wear "undeserved" equipment
693 (like gifts from other players or cheated items). 1080 (like gifts from other players or cheated items).
694 1081
695 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
696 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
697 calculate a provisional value at runtime, but this is never 1084 calculate a provisional value at runtime, but this is never
698 going to be an accurate measurement of &lt;item power&gt;. 1085 going to be an accurate measurement of &lt;item power&gt;.
699 </attribute> 1086 </attribute>
700 <attribute arch="damned" editor="damnation" type="bool"> 1087 <attribute arch="damned" editor="damnation" type="bool">
701 A damned piece of equipment cannot be unwielded unless the curse 1088 A damned piece of equipment cannot be unwielded unless the curse
727 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
728 &lt;is applied&gt;. 1115 &lt;is applied&gt;.
729 Enabling this flag doesn't make any sense if the item 1116 Enabling this flag doesn't make any sense if the item
730 is NOT in a monster's inventory. 1117 is NOT in a monster's inventory.
731 </attribute> 1118 </attribute>
732<section name="resistance"> 1119 &player_stat_resist_sections;
733 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
734 This adds physical resistance to the item (= armour value). The number is
735 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
736 and what they require to do for getting this-and-that artifact.
737 </attribute>
738 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
739 This adds magic resistance to the item. The number is a percent-value in
740 the range 0-100. Treat this with CARE. Look at other maps and what they
741 require to do for getting this-and-that artifact.
742 </attribute>
743 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
744 This adds fire resistance to the item. The number is a percent-value in
745 the range 0-100. Treat this with CARE. Look at other maps and what they
746 require to do for getting this-and-that artifact.
747 </attribute>
748 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
749 This adds electricity resistance to the item. The number is a percent-value in
750 the range 0-100. Treat this with CARE. Look at other maps and what they
751 require to do for getting this-and-that artifact.
752 </attribute>
753 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
754 This adds fire resistance to the item. The number is a percent-value in
755 the range 0-100. Treat this with CARE. Look at other maps and what they
756 require to do for getting this-and-that artifact.
757 </attribute>
758 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
759 This adds confusion resistance to the item. The number is a percent-value in
760 the range 0-100. Confusion resistance is not very effective
761 unless the value comes close to 100 (= perfect immunity).
762 </attribute>
763 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
764 This adds acid resistance to the item. The number is a percent-value in
765 the range 0-100. Treat this with CARE. Look at other maps and what they
766 require to do for getting this-and-that artifact.
767 </attribute>
768 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
769 This adds draining resistance to the item. The number is a percent-value
770 in the range 0-100. Draining resistance is little effective
771 unless the value is 100 (= perfect immunity).
772 </attribute>
773 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
774 This adds weaponmagic resistance to the item. The number is a percent-value in
775 the range 0-100. Weaponmagic resistance generally should not exist on
776 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
777 are not meant to be easily resisted.
778 </attribute>
779 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
780 This adds ghosthit resistance to the item. The number is a percent-value
781 in the range 0-100. Treat this with CARE. Look at other maps and what they
782 require to do for getting this-and-that artifact.
783 </attribute>
784 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
785 This adds poison resistance to the item. The number is a percent-value in
786 the range 0-100. Treat this with CARE. Look at other maps and what they
787 require to do for getting this-and-that artifact.
788 </attribute>
789 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
790 This adds fear resistance to the item. The number is a percent-value in
791 the range 0-100. Resistance to fear is pretty useless.
792 </attribute>
793 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
794 This adds paralyze resistance to the item. The number is a percent-value in
795 the range 0-100. Paralyze resistance is little effective
796 unless the value is 100 (= perfect immunity).
797 </attribute>
798 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
799 This adds fear resistance to the item. The number is a percent-value in
800 the range 0-100. Resistance to fear is pretty useless.
801 </attribute>
802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
803 This adds depletion resistance to the item. The number is a percent-value
804 in the range 0-100. Depletion resistance is little effective
805 unless the value is 100 (= perfect immunity).
806 </attribute>
807 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
808 This adds death-attack resistance to the item. The number is a
809 percent-value in the range 0-100. Death-attack resistance is little
810 effective unless the value is 100 (= perfect immunity).
811 Generally, resistance to death-attack is not supposed to be
812 available to players!
813 </attribute>
814 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
815 This adds chaos resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
819 combination of other attacktypes.
820 </attribute>
821 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
822 This adds blinding resistance to the item. The number is a percent-value
823 in the range 0-100. Treat this with CARE. Look at other maps and what they
824 require to do for getting this-and-that artifact.
825 </attribute>
826 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
827 This adds holy power resistance to the item. The number is a percent-value
828 in the range 0-100. Holy power is the attacktype that holyword-type spells
829 use to hurt undead creatures. This kind of resistance is only reasonable
830 for undead players (wraith or devourer cult).
831 Generally, resistance to holy word should not be available for players.
832 </attribute>
833</section>
834<section name="stats">
835 <attribute arch="Str" editor="strength" type="int">
836 The player's strentgh will rise/fall by the given value
837 while wearing this piece of equipment.
838 </attribute>
839 <attribute arch="Dex" editor="dexterity" type="int">
840 The player's dexterity will rise/fall by the given value
841 while wearing this piece of equipment.
842 </attribute>
843 <attribute arch="Con" editor="constitution" type="int">
844 The player's constitution will rise/fall by the given value
845 while wearing this piece of equipment.
846 </attribute>
847 <attribute arch="Int" editor="intelligence" type="int">
848 The player's intelligence will rise/fall by the given value
849 while wearing this piece of equipment.
850 </attribute>
851 <attribute arch="Pow" editor="power" type="int">
852 The player's power will rise/fall by the given value
853 while wearing this piece of equipment.
854 </attribute>
855 <attribute arch="Wis" editor="wisdom" type="int">
856 The player's wisdom will rise/fall by the given value while
857 wearing this piece of equipment.
858 </attribute>
859 <attribute arch="Cha" editor="charisma" type="int">
860 The player's charisma will rise/fall by the given value
861 while wearing this piece of equipment.
862 </attribute>
863</section>
864<section name="misc"> 1120<section name="misc">
865 <attribute arch="luck" editor="luck bonus" type="int"> 1121 <attribute arch="luck" editor="luck bonus" type="int">
866 With positive luck bonus, the player is more likely to 1122 With positive luck bonus, the player is more likely to
867 succeed in all sorts of things (spellcasting, praying,...). 1123 succeed in all sorts of things (spellcasting, praying,...).
868 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
922 projectiles (e.g. arrows, bolts, boulders) will 1178 projectiles (e.g. arrows, bolts, boulders) will
923 bounce off him. This works only about 90% of all 1179 bounce off him. This works only about 90% of all
924 times, to avoid players being completely immune to 1180 times, to avoid players being completely immune to
925 certain types of attacks. 1181 certain types of attacks.
926 </attribute> 1182 </attribute>
927 <attribute arch="flying" editor="levitate" type="bool"> 1183 &move_type;
928 As soon as the player applies a piece of equipment with
929 &lt;levitate&gt; set, the player will start to float in the air.
930 </attribute>
931 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1184 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
932 Click on the &lt;attuned paths&gt; button to select spellpaths. 1185 Click on the &lt;attuned paths&gt; button to select spellpaths.
933 The player will get attuned to the specified spellpaths 1186 The player will get attuned to the specified spellpaths
934 while wearing this item. 1187 while wearing this item.
935 </attribute> 1188 </attribute>
959 Battleground is very special: In short, players can die on battleground 1212 Battleground is very special: In short, players can die on battleground
960 without any death penalties. They don't loose or gain experience 1213 without any death penalties. They don't loose or gain experience
961 while on battleground. Acid, draining and depletion effects don't 1214 while on battleground. Acid, draining and depletion effects don't
962 work either. 1215 work either.
963 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
964 location which is defined in the battleground object. ]]> 1217 location which is defined in the battleground object.]]>
965 </description> 1218 </description>
966 <use><![CDATA[ 1219 <use><![CDATA[
967 Battleground is only meant for player vs. player duels. You can 1220 Battleground is only meant for player vs. player duels. You can
968 design combat arenas similiar to the one in scorn.<br> 1221 design combat arenas similiar to the one in scorn.<br>
969 What should NEVER be done is placing battleground tiles in 1222 What should NEVER be done is placing battleground tiles in
971 It must not be possible to gain significant treasure for fighting 1224 It must not be possible to gain significant treasure for fighting
972 on battleground, because it bears no risk.<br><br> 1225 on battleground, because it bears no risk.<br><br>
973 (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,
974 or when it is placed beneath another floor tile. 1227 or when it is placed beneath another floor tile.
975 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
976 "hidden" battleground tiles anywhere.) ]]> 1229 "hidden" battleground tiles anywhere.)]]>
977 </use> 1230 </use>
978 <attribute arch="no_pick" value="1" type="fixed" /> 1231 <attribute arch="no_pick" value="1" type="fixed" />
979 <attribute arch="is_floor" value="1" type="fixed" /> 1232 <attribute arch="is_floor" value="1" type="fixed" />
980 <attribute arch="hp" editor="destination X" type="int"> 1233 <attribute arch="hp" editor="destination X" type="int">
981 The exit destinations define the (x, y)-coordinates where players 1234 The exit destinations define the (x, y)-coordinates where players
986 get teleported after they died on this battleground. 1239 get teleported after they died on this battleground.
987 </attribute> 1240 </attribute>
988</type> 1241</type>
989 1242
990<!--####################################################################--> 1243<!--####################################################################-->
1244<type number="165" name="Safe ground">
1245 <ignore>
1246 <ignore_list name="non_pickable" />
1247 </ignore>
1248 <description><![CDATA[
1249 Safe ground is a special object that prevents any effects that might
1250 be harmful for the map, other players or items on the map.
1251 It blocks all magic and prayers, usage of alchemy, prevents potions
1252 from being used and blocks bombs from exploding. Note that altars that
1253 do cast spells still work.
1254 ]]>
1255 </description>
1256 <use><![CDATA[
1257 Safe ground can be used to prevents any means of burning
1258 or destroying the items in a shop. Put this object below all floor tiles
1259 in your map and your shop will be safe. It's generally useful for making
1260 areas where really no kind of spell should be invoked by a player.
1261 ]]>
1262 </use>
1263 &movement_types_terrain;
1264 <attribute arch="no_pick" value="1" type="fixed" />
1265</type>
1266
1267<!--####################################################################-->
991<type number="8" name="Book"> 1268<type number="8" name="Book">
992 <description><![CDATA[ 1269 <description><![CDATA[
993 Applying a book, the containing message is displayed to the player. ]]> 1270 Applying a book, the containing message is displayed to the player.]]>
994 </description> 1271 </description>
995 <attribute arch="level" editor="literacy level" type="int"> 1272 <attribute arch="level" editor="literacy level" type="int">
996 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
997 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
998 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
1010 is taken, lost or destroyed - it's gone for good. 1287 is taken, lost or destroyed - it's gone for good.
1011 </attribute> 1288 </attribute>
1012 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1289 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1013 This is the text that appears "written" in the book. 1290 This is the text that appears "written" in the book.
1014 </attribute> 1291 </attribute>
1292 <attribute arch="slaying" editor="key string" type="string">
1293 This is the key string of the book. The key string is checked by an inventory checker.
1294 (This is used eg. for the gate/port passes in scorn)
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>
1015</type> 1319</type>
1016 1320
1017<!--####################################################################--> 1321<!--####################################################################-->
1018<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1019 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1020 <description><![CDATA[ 1324 <description><![CDATA[
1021 Wearing boots, the object's stats will directly be inherited to 1325 Wearing boots, the object's stats will directly be inherited to
1022 the player. Usually enhancing his speed, or granting some minor 1326 the player. Usually enhancing his speed, or granting some minor
1023 protection bonus. ]]> 1327 protection bonus.]]>
1024 </description> 1328 </description>
1025 <use><![CDATA[ 1329 <use><![CDATA[
1026 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
1027 important that you keep your artifact in balance with existing maps. ]]> 1331 important that you keep your artifact in balance with existing maps.]]>
1028 </use> 1332 </use>
1029 <attribute arch="exp" editor="speed bonus" type="int"> 1333 <attribute arch="exp" editor="speed bonus" type="int">
1030 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
1031 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-
1032 and medium level. High level players usually have fastest possible 1336 and medium level. High level players usually have fastest possible
1048<type number="104" name="Bracers"> 1352<type number="104" name="Bracers">
1049 <import_type name="Amulet" /> 1353 <import_type name="Amulet" />
1050 <description><![CDATA[ 1354 <description><![CDATA[
1051 Bracers are armour-plates worn around the wrists. 1355 Bracers are armour-plates worn around the wrists.
1052 Wearing bracer, the object's stats will directly be inherited to 1356 Wearing bracer, the object's stats will directly be inherited to
1053 the player. Usually enhancing his defense. ]]> 1357 the player. Usually enhancing his defense.]]>
1054 </description> 1358 </description>
1055 <use><![CDATA[ 1359 <use><![CDATA[
1056 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
1057 important that you keep your artifact in balance with existing maps. ]]> 1361 important that you keep your artifact in balance with existing maps.]]>
1058 </use> 1362 </use>
1059 <attribute arch="magic" editor="magic bonus" type="int"> 1363 <attribute arch="magic" editor="magic bonus" type="int">
1060 &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
1061 "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
1062 than direct armour-class bonus on the bracers. 1366 than direct armour-class bonus on the bracers.
1066<!--####################################################################--> 1370<!--####################################################################-->
1067<type number="16" name="Brestplate Armour"> 1371<type number="16" name="Brestplate Armour">
1068 <import_type name="Amulet" /> 1372 <import_type name="Amulet" />
1069 <description><![CDATA[ 1373 <description><![CDATA[
1070 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
1071 the player. Usually enhancing his defense. ]]> 1375 the player. Usually enhancing his defense.]]>
1072 </description> 1376 </description>
1073 <use><![CDATA[ 1377 <use><![CDATA[
1074 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
1075 important that you keep your artifact in balance with existing maps. ]]> 1379 important that you keep your artifact in balance with existing maps.]]>
1076 </use> 1380 </use>
1077 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1381 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1078 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.
1079 The bigger the spellpoint penalty, the worse. 1383 The bigger the spellpoint penalty, the worse.
1080 </attribute> 1384 </attribute>
1096 </ignore> 1400 </ignore>
1097 <description><![CDATA[ 1401 <description><![CDATA[
1098 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
1099 &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
1100 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
1101 &lt;connection&gt; value get's triggered a second time. ]]> 1405 &lt;connection&gt; value get's triggered a second time.]]>
1102 </description> 1406 </description>
1103 <attribute arch="walk_on" value="1" type="fixed" /> 1407 &move_on;
1104 <attribute arch="walk_off" value="1" type="fixed" /> 1408 &move_off;
1105 <attribute arch="no_pick" value="1" type="fixed" /> 1409 <attribute arch="no_pick" value="1" type="fixed" />
1106 <attribute arch="weight" editor="press weight" type="int"> 1410 <attribute arch="weight" editor="press weight" type="int">
1107 The button is pressed (triggered), as soon as 1411 The button is pressed (triggered), as soon as
1108 &lt;press weigh&gt; gram are placed ontop of it. 1412 &lt;press weigh&gt; gram are placed ontop of it.
1109 </attribute> 1413 </attribute>
1110 <attribute arch="connected" editor="connection" type="int"> 1414 <attribute arch="connected" editor="connection" type="string">
1111 Every time the button is pressed or released, all objects 1415 Every time the button is pressed or released, all objects
1112 with the same &lt;connection&gt; value are activated. 1416 with the same &lt;connection&gt; value are activated.
1113 </attribute> 1417 </attribute>
1114 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1115 This text may describe the item. You can use this 1419 This text may describe the item. You can use this
1124 <ignore_list name="non_pickable" /> 1428 <ignore_list name="non_pickable" />
1125 </ignore> 1429 </ignore>
1126 <description><![CDATA[ 1430 <description><![CDATA[
1127 Handle buttons are buttons which reset after a short period 1431 Handle buttons are buttons which reset after a short period
1128 of time. Every time it is either applied or reset, the 1432 of time. Every time it is either applied or reset, the
1129 &lt;connection&gt; value is triggered. ]]> 1433 &lt;connection&gt; value is triggered.]]>
1130 </description> 1434 </description>
1131</type> 1435</type>
1132 1436
1133<!--####################################################################--> 1437<!--####################################################################-->
1134<type number="37" name="Class Changer"> 1438<type number="37" name="Class Changer">
1135 <ignore> 1439 <ignore>
1136 <ignore_list name="non_pickable" /> 1440 <ignore_list name="non_pickable" />
1137 </ignore> 1441 </ignore>
1138 <description><![CDATA[ 1442 <description><![CDATA[
1139 Class changer are used while creating a character. ]]> 1443 Class changer are used while creating a character.]]>
1140 </description> 1444 </description>
1141 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1445 <attribute arch="randomitems" editor="class items" type="treasurelist">
1142 This entry determines which initial items the character receives. 1446 This entry determines which initial items the character receives.
1143 </attribute> 1447 </attribute>
1144<section name="stats"> 1448<section name="stats">
1177<type number="87" name="Cloak"> 1481<type number="87" name="Cloak">
1178 <import_type name="Amulet" /> 1482 <import_type name="Amulet" />
1179 <description><![CDATA[ 1483 <description><![CDATA[
1180 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
1181 the player. Cloaks usually add minor &lt;armour class&gt; and 1485 the player. Cloaks usually add minor &lt;armour class&gt; and
1182 sometimes a bit of resistance. ]]> 1486 sometimes a bit of resistance.]]>
1183 </description> 1487 </description>
1184 <use><![CDATA[ 1488 <use><![CDATA[
1185 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
1186 important that you keep your artifact in balance with existing maps. ]]> 1490 important that you keep your artifact in balance with existing maps.]]>
1187 </use> 1491 </use>
1188 <attribute arch="magic" editor="magic bonus" type="int"> 1492 <attribute arch="magic" editor="magic bonus" type="int">
1189 &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
1190 "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
1191 than direct armour-class bonus on the cloak. 1495 than direct armour-class bonus on the cloak.
1196</type> 1500</type>
1197 1501
1198<!--####################################################################--> 1502<!--####################################################################-->
1199<type number="9" name="Clock"> 1503<type number="9" name="Clock">
1200 <description><![CDATA[ 1504 <description><![CDATA[
1201 Applying a clock, the time is displayed to the player. ]]> 1505 Applying a clock, the time is displayed to the player.]]>
1202 </description> 1506 </description>
1203 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1204 This text may describe the item 1508 This text may describe the item
1205 </attribute> 1509 </attribute>
1206</type> 1510</type>
1211 A player can put (certain kinds of) items in the container. 1515 A player can put (certain kinds of) items in the container.
1212 The overall weight of items is reduced when put inside a 1516 The overall weight of items is reduced when put inside a
1213 container, depending on the settings. 1517 container, depending on the settings.
1214 <br><br> 1518 <br><br>
1215 A special feature of containers is the "cauldron", 1519 A special feature of containers is the "cauldron",
1216 capable of mixing alchemical receipes. ]]> 1520 capable of mixing alchemical receipes.]]>
1217 </description> 1521 </description>
1218 <use><![CDATA[ 1522 <use><![CDATA[
1219 Note on chests - There are two types of chests: 1523 Note on chests - There are two types of chests:
1220 <UL> 1524 <UL>
1221 <LI> First the random treasure chests - Those are NOT containers 1525 <LI> First the random treasure chests - Those are NOT containers
1222 (but object type Treasure), they create random treasures when 1526 (but object type Treasure), they create random treasures when
1223 applied. Archetype name is "chest". 1527 applied. Archetype name is "chest".
1224 <LI> Second there are the permanent chests - Those are containers, 1528 <LI> Second there are the permanent chests - Those are containers,
1225 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".
1226 </UL> ]]> 1530 </UL>]]>
1227 </use> 1531 </use>
1228 <attribute arch="race" editor="container class" type="string"> 1532 <attribute arch="race" editor="container class" type="string">
1229 If set, the container will hold only certain types of objects. 1533 If set, the container will hold only certain types of objects.
1230 Possible choices for &lt;container class&gt; are: "gold and jewels", 1534 Possible choices for &lt;container class&gt; are: "gold and jewels",
1231 "arrows" and "keys". 1535 "arrows" and "keys".
1286 <attribute arch="title" /> 1590 <attribute arch="title" />
1287 </ignore> 1591 </ignore>
1288 <description><![CDATA[ 1592 <description><![CDATA[
1289 Converters are like "exchange tables". When the player drops a 1593 Converters are like "exchange tables". When the player drops a
1290 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
1291 predefined exchange-ratio. ]]> 1595 predefined exchange-ratio.]]>
1292 </description> 1596 </description>
1293 <use><![CDATA[ 1597 <use><![CDATA[
1294 Converters are better than shopping with doormats, because the 1598 Converters are better than shopping with doormats, because the
1295 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
1296 those "exchange tables" are really nice, while for the more important 1600 those "exchange tables" are really nice, while for the more important
1298 <br><br> 1602 <br><br>
1299 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1603 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1300 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
1301 value than before! (Except if you are using "rare" items like 1605 value than before! (Except if you are using "rare" items like
1302 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
1303 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.]]>
1304 </use> 1608 </use>
1305 <attribute arch="no_pick" value="1" type="fixed" /> 1609 <attribute arch="no_pick" value="1" type="fixed" />
1306 <attribute arch="slaying" editor="cost arch" type="string"> 1610 <attribute arch="slaying" editor="cost arch" type="string">
1307 &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
1308 put on the converter, as payment. 1612 put on the converter, as payment.
1324 of &lt;receive arch&gt;. 1628 of &lt;receive arch&gt;.
1325 </attribute> 1629 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may contain a description of the converter. 1631 This text may contain a description of the converter.
1328 </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>
1329</type> 1639</type>
1330 1640
1331<!--####################################################################--> 1641<!--####################################################################-->
1332<type number="42" name="Creator"> 1642<type number="42" name="Creator">
1333 <ignore> 1643 <ignore>
1334 <ignore_list name="system_object" /> 1644 <ignore_list name="system_object" />
1335 </ignore> 1645 </ignore>
1336 <description><![CDATA[ 1646 <description><![CDATA[
1337 A creator is an object which creates another object when it 1647 A creator is an object which creates another object when it
1338 is triggered. The child object can be anything. Creators are 1648 is triggered. The child object can be anything. Creators are
1339 VERY useful for all kinds of map-mechanisms. ]]> 1649 VERY useful for all kinds of map-mechanisms. They can even
1650 periodically create things.]]>
1340 </description> 1651 </description>
1341 <use><![CDATA[ 1652 <use><![CDATA[
1342 Don't hesitate to hide your creators under the floor. 1653 Don't hesitate to hide your creators under the floor.
1343 The created items will still always appear ontop of the floor. ]]> 1654 The created items will still always appear ontop of the floor.]]>
1344 </use> 1655 </use>
1345 <attribute arch="no_pick" value="1" type="fixed" /> 1656 <attribute arch="no_pick" value="1" type="fixed" />
1346 <attribute arch="other_arch" editor="create arch" type="string"> 1657 <attribute arch="other_arch" editor="create arch" type="string">
1347 This string defines the object that will be created. 1658 This string defines the object that will be created.
1348 You can choose any of the existing arches. 1659 You can choose any of the existing arches.
1349 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
1350 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
1351 chosen from all items present. 1662 chosen from all items present.
1352 </attribute> 1663 </attribute>
1353 <attribute arch="connected" editor="connection" type="int"> 1664 <attribute arch="connected" editor="connection" type="string">
1354 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1355 the creator gets triggered. 1666 the creator gets triggered.
1356 </attribute> 1667 </attribute>
1668 &activate_on;
1357 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1358 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1359 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1672 </attribute>
1673 <attribute arch="speed" editor="speed" type="float">
1674 When this field is set the creator will periodically create stuff
1675 (and will still do so when the connection is triggered).
1676 A value of 1 means roughly 8 times a second.
1360 </attribute> 1677 </attribute>
1361 <attribute arch="hp" editor="number of uses" type="int"> 1678 <attribute arch="hp" editor="number of uses" type="int">
1362 The creator can be triggered &lt;number of uses&gt; times, thus 1679 The creator can be triggered &lt;number of uses&gt; times, thus
1363 creating that many objects, before it dissappears. 1680 creating that many objects, before it dissappears.
1364 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1681 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1383 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1384 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1385 <br><br> 1702 <br><br>
1386 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1387 - 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
1388 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1389 detectors do not check the inventory of players/monsters. ]]> 1707 detectors do not check the inventory of players/monsters.]]>
1390 </description> 1708 </description>
1391 <use><![CDATA[ 1709 <use>
1392 There is one major speciality about detectors: You can detect spells 1710 Best avoid this type at all costs, use a pedestal instead.
1393 blown over a detector! To detect a lighting bolt for example, set
1394 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1395 walls, this can be very useful for map-mechanisms. ]]>
1396 </use> 1711 </use>
1397 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1398 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1399 &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.
1400 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,
1401 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.
1402 </attribute> 1717 </attribute>
1403 <attribute arch="connected" editor="connection" type="int"> 1718 <attribute arch="connected" editor="connection" type="string">
1404 When the detector is triggered, all objects with the same 1719 When the detector is triggered, all objects with the same
1405 connection value get activated. 1720 connection value get activated.
1406 </attribute> 1721 </attribute>
1407 <attribute arch="speed" editor="detection speed" type="float"> 1722 <attribute arch="speed" editor="detection speed" type="float">
1408 This value defines the time between two detector-checks. 1723 This value defines the time between two detector-checks.
1409 If you want the detector to behave almost like pedestals/buttons, 1724 If you want the detector to behave almost like pedestals/buttons,
1410 set speed rather high, like &lt;detection speed&gt; 1.0. 1725 set speed rather high, like &lt;detection speed&gt; 1.0.
1411 </attribute> 1726 </attribute>
1727 &speed_left;
1728 <attribute arch="speed_left" editor="speed left" type="float">
1729 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1730 If it is larger than 0, the detector checks, and the speed is decremented
1731 by 1.
1732 </attribute>
1733</type>
1734
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>
1412</type> 1758</type>
1413 1759
1414<!--####################################################################--> 1760<!--####################################################################-->
1415<type number="112" name="Director"> 1761<type number="112" name="Director">
1416 <ignore> 1762 <ignore>
1419 <description><![CDATA[ 1765 <description><![CDATA[
1420 Directors change the direction of spell objects and other projectiles 1766 Directors change the direction of spell objects and other projectiles
1421 that fly past. Unlike spinners, directors always move objects in the 1767 that fly past. Unlike spinners, directors always move objects in the
1422 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
1423 shoot into it.<br> 1769 shoot into it.<br>
1424 Directors are visible per default. ]]> 1770 Directors are visible per default.]]>
1425 </description> 1771 </description>
1426 <use><![CDATA[ 1772 <use><![CDATA[
1427 Directors are rarely used in maps. Sometimes they are placed to 1773 Directors are rarely used in maps. Sometimes they are placed to
1428 change the direction of spells coming out of magic walls, 1774 change the direction of spells coming out of magic walls,
1429 "channeling" spell-projectiles in some direction. When doing this, 1775 "channeling" spell-projectiles in some direction. When doing this,
1431 into them!</B> The spell-projectiles bouncing between the directors 1777 into them!</B> The spell-projectiles bouncing between the directors
1432 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
1433 server by eating memory- and CPU-time. 1779 server by eating memory- and CPU-time.
1434 <br><br> 1780 <br><br>
1435 You'd better not place directors in monster vs. player combat 1781 You'd better not place directors in monster vs. player combat
1436 areas too much, because that freaks out wizard-type players. ]]> 1782 areas too much, because that freaks out wizard-type players.]]>
1437 </use> 1783 </use>
1438 <attribute arch="sp" editor="direction" type="list_direction"> 1784 <attribute arch="sp" editor="direction" type="list_direction">
1439 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;.
1440 A director with direction &lt;none&gt; simply stops projectiles. 1786 A director with direction &lt;none&gt; simply stops projectiles.
1441 (The latter works out a bit strange for some spells). 1787 (The latter works out a bit strange for some spells).
1442 </attribute> 1788 </attribute>
1443 <attribute arch="walk_on" value="1" type="fixed" /> 1789 &move_on;
1444 <attribute arch="fly_on" value="1" type="fixed" />
1445</type> 1790</type>
1446 1791
1447<!--####################################################################--> 1792<!--####################################################################-->
1448<type number="158" name="Disease"> 1793<type number="158" name="Disease">
1449 <ignore> 1794 <ignore>
1450 <ignore_list name="system_object" /> 1795 <ignore_list name="system_object" />
1451 </ignore> 1796 </ignore>
1452 <description><![CDATA[ 1797 <description><![CDATA[
1453 Diseases are an intersting form of spellcraft in Crossfire. 1798 Diseases are an intersting form of spellcraft in Deliantra.
1454 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
1455 area. Being infected can have various effects, from amusing farts 1800 area. Being infected can have various effects, from amusing farts
1456 to horrible damage - almost everything is possible. ]]> 1801 to horrible damage - almost everything is possible.]]>
1457 </description> 1802 </description>
1458 <use><![CDATA[ 1803 <use><![CDATA[
1459 Diseases are extremely flexible and usable in a many ways. 1804 Diseases are extremely flexible and usable in a many ways.
1460 So far they are mostly used for causing bad, unwanted effects. 1805 So far they are mostly used for causing bad, unwanted effects.
1461 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
1462 (recharging mana for example). 1807 (recharging mana for example).
1463 Infection with a "positive disease" could even be a quest reward. ]]> 1808 Infection with a "positive disease" could even be a quest reward.]]>
1464 </use> 1809 </use>
1465 <attribute arch="invisible" value="1" type="fixed" /> 1810 <attribute arch="invisible" value="1" type="fixed" />
1466 <attribute arch="level" editor="plaque level" type="int"> 1811 <attribute arch="level" editor="plaque level" type="int">
1467 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.
1468 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
1517 </attribute> 1862 </attribute>
1518 <attribute arch="speed" editor="moving speed" type="float"> 1863 <attribute arch="speed" editor="moving speed" type="float">
1519 The &lt;speed&gt; of the disease determines how fast the disease will 1864 The &lt;speed&gt; of the disease determines how fast the disease will
1520 "move", thus how fast the symptoms strike the host. 1865 "move", thus how fast the symptoms strike the host.
1521 </attribute> 1866 </attribute>
1867 &speed_left;
1522</section> 1868</section>
1523<section name="symptoms"> 1869<section name="symptoms">
1524 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1870 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1525 The disease will attack the host with the given &lt;attacktype&gt;. 1871 The disease will attack the host with the given &lt;attacktype&gt;.
1526 Godpower attacktype is commonly used for "unresistable" diseases. 1872 Godpower attacktype is commonly used for "unresistable" diseases.
1609<type number="23" name="Door"> 1955<type number="23" name="Door">
1610 <ignore> 1956 <ignore>
1611 <ignore_list name="non_pickable" /> 1957 <ignore_list name="non_pickable" />
1612 </ignore> 1958 </ignore>
1613 <description><![CDATA[ 1959 <description><![CDATA[
1614 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
1615 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
1616 defeated, horizontally and vertically adjacent doors are automatically 1962 defeated, horizontally and vertically adjacent doors are automatically
1617 removed. ]]> 1963 removed.]]>
1618 </description> 1964 </description>
1619 <attribute arch="no_pick" value="1" type="fixed" /> 1965 <attribute arch="no_pick" value="1" type="fixed" />
1620 <attribute arch="alive" value="1" type="fixed" /> 1966 <attribute arch="alive" value="1" type="fixed" />
1621 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1967 &movement_types_terrain;
1622 If set, a player must defeat the door to enter.
1623 </attribute>
1624 <attribute arch="hp" editor="hitpoints" type="int"> 1968 <attribute arch="hp" editor="hitpoints" type="int">
1625 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1969 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1626 </attribute> 1970 </attribute>
1627 <attribute arch="ac" editor="armour class" type="int"> 1971 <attribute arch="ac" editor="armour class" type="int">
1628 Doors of high &lt;armour class&gt; are less likely to get hit. 1972 Doors of high &lt;armour class&gt; are less likely to get hit.
1633 This string defines the object that will be created when the door was 1977 This string defines the object that will be created when the door was
1634 defeated. 1978 defeated.
1635 </attribute> 1979 </attribute>
1636 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1980 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1637 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.
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.
1638 </attribute> 1986 </attribute>
1639</type> 1987</type>
1640 1988
1641<!--####################################################################--> 1989<!--####################################################################-->
1642<type number="83" name="Duplicator"> 1990<type number="83" name="Duplicator">
1647 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
1648 objects which lies somewhere on top of the duplicator. 1996 objects which lies somewhere on top of the duplicator.
1649 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;,
1650 and only objects of this archetype can be affected.<br> 1998 and only objects of this archetype can be affected.<br>
1651 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;.
1652 If the latter is set to zero, it will destroy objects. ]]> 2000 If the latter is set to zero, it will destroy objects.]]>
1653 </description> 2001 </description>
1654 <use><![CDATA[ 2002 <use><![CDATA[
1655 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
1656 anywhere with &lt;multiply factor&gt; greater than one. 2004 anywhere with &lt;multiply factor&gt; greater than one.
1657 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).
1658 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
1659 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
1660 loose the input matches the chance to earn winnings.<br> 2008 loose the input matches the chance to earn winnings.<br>
1661 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
1662 loosing rate of 2/3 = 67%. ]]> 2010 loosing rate of 2/3 = 67%.]]>
1663 </use> 2011 </use>
1664 <attribute arch="other_arch" editor="target arch" type="string"> 2012 <attribute arch="other_arch" editor="target arch" type="string">
1665 Only objects of matching archtype, lying ontop of the dublicator will be 2013 Only objects of matching archtype, lying ontop of the duplicator will be
1666 dublicated, multiplied or removed. All other objects will be ignored. 2014 duplicated, multiplied or removed. All other objects will be ignored.
1667 </attribute> 2015 </attribute>
1668 <attribute arch="level" editor="multiply factor" type="int"> 2016 <attribute arch="level" editor="multiply factor" type="int">
1669 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
1670 &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
1671 will be destroyed. 2019 will be destroyed.
1672 </attribute> 2020 </attribute>
1673 <attribute arch="connected" editor="connection" type="int"> 2021 <attribute arch="connected" editor="connection" type="string">
1674 An activator (lever, altar, button, etc) with matching connection value 2022 An activator (lever, altar, button, etc) with matching connection value
1675 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
1676 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!
1677 </attribute> 2025 </attribute>
2026 &activate_on;
1678</type> 2027</type>
1679 2028
1680<!--####################################################################--> 2029<!--####################################################################-->
1681<type number="66" name="Exit"> 2030<type number="66" name="Exit">
1682 <ignore> 2031 <ignore>
1684 </ignore> 2033 </ignore>
1685 <description><![CDATA[ 2034 <description><![CDATA[
1686 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.
1687 (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
1688 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
1689 the exit. ]]> 2038 the exit. ]]>
1690 </description> 2039 </description>
1691 <use><![CDATA[ 2040 <use><![CDATA[
1692 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
1693 &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
1694 detected with the show_invisible spell. 2043 detected with the show_invisible spell.
1695 <br><br> 2044 <br><br>
1696 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").
1697 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.]]>
1698 </use> 2047 </use>
1699 <attribute arch="slaying" editor="exit path" type="string"> 2048 <attribute arch="slaying" editor="exit path" type="string">
1700 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.
1701 You can enter an absolute path, beginning with '/' (for example 2050 You can enter an absolute path, beginning with '/' (for example
1702 "/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
1722 If both are set to zero, the player will be transferred to the "default 2071 If both are set to zero, the player will be transferred to the "default
1723 enter location" of the destined map. The latter can be set in the map- 2072 enter location" of the destined map. The latter can be set in the map-
1724 properties as "Enter X/Y". Though, please DO NOT use that. 2073 properties as "Enter X/Y". Though, please DO NOT use that.
1725 It turned out to be a source for numerous map-bugs. 2074 It turned out to be a source for numerous map-bugs.
1726 </attribute> 2075 </attribute>
1727 <attribute arch="walk_on" editor="apply by walking" type="bool"> 2076 &move_on;
1728 If set, the player will apply the exit by just walking into it. This must
1729 be set for the invisible exits for example. If unset, the player has
1730 to step onto the exit and press 'a' to get transferred.
1731 </attribute>
1732 <attribute arch="fly_on" editor="apply by flying" type="bool">
1733 If set, the player will apply the exit by "flying into it". Flying means
1734 the player is levitating. E.g. wearing levitation boots.
1735 </attribute>
1736 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 2077 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1737 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.
1738 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
1739 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
1740 is poor, but you get the point. =) 2081 is poor, but you get the point. =)
1741 </attribute> 2082 </attribute>
1742 <attribute arch="unique" editor="unique destination" type="bool"> 2083 <attribute arch="damned" editor="set savebed" type="bool">
1743 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
1744 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.
1745 This feature is used for the permanent apartments
1746 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1747 than apartments, since Crossfire is a *multi*player game. In such a permanent
1748 apartment don't forget to set the unique-flag for all floor tiles too
1749 (see floors).
1750 An exit pointing outside of a personal unique map must have the
1751 "unique destination"-flag unset.
1752 </attribute> 2086 </attribute>
1753</type> 2087</type>
1754 2088
1755<!--####################################################################--> 2089<!--####################################################################-->
1756<type number="72" name="Flesh"> 2090<type number="72" name="Flesh">
1757 <description><![CDATA[ 2091 <description><![CDATA[
1758 Just like with food, the player can fill his stomache and gain a 2092 Just like with food, the player can fill his stomache and gain a
1759 little health by eating flesh-objects. <br> 2093 little health by eating flesh-objects. <br>
1760 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
1761 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
1762 those cathegories. 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;.
1763 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
1764 according to map/monster difficulty. ]]> 2098 according to map/monster difficulty.]]>
1765 </description> 2099 </description>
1766 <use><![CDATA[ 2100 <use><![CDATA[
1767 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
1768 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2102 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1769 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.
1771 not the case - so you have to set it manually. 2105 not the case - so you have to set it manually.
1772 <br><br> 2106 <br><br>
1773 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
1774 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
1775 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
1776 out on the reward completely. ]]> 2110 out on the reward completely.]]>
1777 </use> 2111 </use>
1778 <attribute arch="food" editor="foodpoints" type="int"> 2112 <attribute arch="food" editor="foodpoints" type="int">
1779 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.
1780 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.
1781 </attribute> 2115 </attribute>
1788 </attribute> 2122 </attribute>
1789 <attribute arch="startequip" editor="godgiven item" type="bool"> 2123 <attribute arch="startequip" editor="godgiven item" type="bool">
1790 A godgiven item vanishes as soon as the player 2124 A godgiven item vanishes as soon as the player
1791 drops it to the ground. 2125 drops it to the ground.
1792 </attribute> 2126 </attribute>
1793<section name="resistance"> 2127 &resistances_flesh_section;
1794 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1795 Resistances on flesh items make them more durable against spellcraft
1796 of the appropriate kind. It also allows dragon players to eventually gain
1797 resistance by eating it. Usually resistance should only be set for flesh
1798 items in a monster's inventory.
1799 </attribute>
1800 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1801 Resistances on flesh items make them more durable against spellcraft
1802 of the appropriate kind. It also allows dragon players to eventually gain
1803 resistance by eating it. Usually resistance should only be set for flesh
1804 items in a monster's inventory.
1805 </attribute>
1806 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1807 Resistances on flesh items make them more durable against spellcraft
1808 of the appropriate kind. It also allows dragon players to eventually gain
1809 resistance by eating it. Usually resistance should only be set for flesh
1810 items in a monster's inventory.
1811 </attribute>
1812 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1813 Resistances on flesh items make them more durable against spellcraft
1814 of the appropriate kind. It also allows dragon players to eventually gain
1815 resistance by eating it. Usually resistance should only be set for flesh
1816 items in a monster's inventory.
1817 </attribute>
1818 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1819 Resistances on flesh items make them more durable against spellcraft
1820 of the appropriate kind. It also allows dragon players to eventually gain
1821 resistance by eating it. Usually resistance should only be set for flesh
1822 items in a monster's inventory.
1823 </attribute>
1824 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1825 Resistances on flesh items make them more durable against spellcraft
1826 of the appropriate kind. It also allows dragon players to eventually gain
1827 resistance by eating it. Usually resistance should only be set for flesh
1828 items in a monster's inventory.
1829 </attribute>
1830 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1831 Resistances on flesh items make them more durable against spellcraft
1832 of the appropriate kind. It also allows dragon players to eventually gain
1833 resistance by eating it. Usually resistance should only be set for flesh
1834 items in a monster's inventory.
1835 </attribute>
1836 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1837 Resistances on flesh items make them more durable against spellcraft
1838 of the appropriate kind. It also allows dragon players to eventually gain
1839 resistance by eating it. Usually resistance should only be set for flesh
1840 items in a monster's inventory.
1841 </attribute>
1842 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1843 Resistances on flesh items make them more durable against spellcraft
1844 of the appropriate kind. It also allows dragon players to eventually gain
1845 resistance by eating it. Usually resistance should only be set for flesh
1846 items in a monster's inventory.
1847 </attribute>
1848 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1849 Resistances on flesh items make them more durable against spellcraft
1850 of the appropriate kind. It also allows dragon players to eventually gain
1851 resistance by eating it. Usually resistance should only be set for flesh
1852 items in a monster's inventory.
1853 </attribute>
1854 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1855 Resistances on flesh items make them more durable against spellcraft
1856 of the appropriate kind. It also allows dragon players to eventually gain
1857 resistance by eating it. Usually resistance should only be set for flesh
1858 items in a monster's inventory.
1859 </attribute>
1860 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1861 Resistances on flesh items make them more durable against spellcraft
1862 of the appropriate kind. It also allows dragon players to eventually gain
1863 resistance by eating it. Usually resistance should only be set for flesh
1864 items in a monster's inventory.
1865 </attribute>
1866 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1867 Resistances on flesh items make them more durable against spellcraft
1868 of the appropriate kind. It also allows dragon players to eventually gain
1869 resistance by eating it. Usually resistance should only be set for flesh
1870 items in a monster's inventory.
1871 </attribute>
1872 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1873 Resistances on flesh items make them more durable against spellcraft
1874 of the appropriate kind. It also allows dragon players to eventually gain
1875 resistance by eating it. Usually resistance should only be set for flesh
1876 items in a monster's inventory.
1877 </attribute>
1878 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1879 Resistances on flesh items make them more durable against spellcraft
1880 of the appropriate kind. It also allows dragon players to eventually gain
1881 resistance by eating it. Usually resistance should only be set for flesh
1882 items in a monster's inventory.
1883 </attribute>
1884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1885 RResistances on flesh items make them more durable against spellcraft
1886 of the appropriate kind. It also allows dragon players to eventually gain
1887 resistance by eating it. Usually resistance should only be set for flesh
1888 items in a monster's inventory.
1889 </attribute>
1890 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1891 Resistances on flesh items make them more durable against spellcraft
1892 of the appropriate kind. It also allows dragon players to eventually gain
1893 resistance by eating it. Usually resistance should only be set for flesh
1894 items in a monster's inventory.
1895 </attribute>
1896 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1897 Resistances on flesh items make them more durable against spellcraft
1898 of the appropriate kind. It also allows dragon players to eventually gain
1899 resistance by eating it. Usually resistance should only be set for flesh
1900 items in a monster's inventory.
1901 </attribute>
1902</section>
1903 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2128 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1904 This text may describe the item. 2129 This text may describe the item.
1905 </attribute> 2130 </attribute>
1906</type> 2131</type>
1907 2132
1914 <ignore> 2139 <ignore>
1915 <ignore_list name="non_pickable" /> 2140 <ignore_list name="non_pickable" />
1916 </ignore> 2141 </ignore>
1917 <description><![CDATA[ 2142 <description><![CDATA[
1918 Floor is a very basic thing whithout too much 2143 Floor is a very basic thing whithout too much
1919 functionality. It's a floor - you stand on it. ]]> 2144 functionality. It's a floor - you stand on it.]]>
1920 </description> 2145 </description>
1921 <attribute arch="is_floor" value="1" type="fixed" /> 2146 <attribute arch="is_floor" value="1" type="fixed" />
1922 <attribute arch="no_pick" value="1" type="fixed" /> 2147 <attribute arch="no_pick" value="1" type="fixed" />
1923 <attribute arch="no_pass" editor="blocking passage" type="bool">
1924 If set, the object cannot be passed by players nor monsters.
1925 </attribute>
1926<section name="terrain"> 2148<section name="terrain">
1927 <attribute arch="slow_move" editor="slow movement" type="int"> 2149 &movement_types_terrain;
1928 If &lt;slow movement&gt; is set to a value greater zero, all
1929 creatures moving over this spot will be slower than normal.
1930
1931 &lt;slow movement&gt; 1 - rough terrain
1932 &lt;slow movement&gt; 2 - very rough terrain
1933 ...
1934 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1935 </attribute>
1936 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2150 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1937 This flag indicates this spot contains wood or high grass. 2151 This flag indicates this spot contains wood or high grass.
1938 Players with activated woodsman skill can move faster here. 2152 Players with activated woodsman skill can move faster here.
1939 </attribute> 2153 </attribute>
1940 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2154 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1950 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
1951 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
1952 </attribute> 2166 </attribute>
1953 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
1954 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
1955 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
1956 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
1957 </attribute> 2171 </attribute>
1958 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1959 This text may describe the object. 2173 This text may describe the object.
1960 </attribute> 2174 </attribute>
1969 Encounter-Floor is pretty much the same as normal floor. 2183 Encounter-Floor is pretty much the same as normal floor.
1970 Most outdoor floor/ground-arches are set to be "encounters". 2184 Most outdoor floor/ground-arches are set to be "encounters".
1971 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
1972 encounter-floor, players sometimes got beamed to little maps 2186 encounter-floor, players sometimes got beamed to little maps
1973 with monsters on them. Nowadays this feature is disabled - 2187 with monsters on them. Nowadays this feature is disabled -
1974 Hence encounter floor is not different from normal floor. ]]> 2188 Hence encounter floor is not different from normal floor.]]>
1975 </description> 2189 </description>
1976 <attribute arch="is_floor" value="1" type="fixed" /> 2190 <attribute arch="is_floor" value="1" type="fixed" />
1977 <attribute arch="no_pick" value="1" type="fixed" /> 2191 <attribute arch="no_pick" value="1" type="fixed" />
1978 <attribute arch="no_pass" editor="blocking passage" type="bool">
1979 If set, the object cannot be passed by players nor monsters.
1980 </attribute>
1981<section name="terrain"> 2192<section name="terrain">
1982 <attribute arch="slow_move" editor="slow movement" type="int"> 2193 &movement_types_terrain;
1983 If &lt;slow movement&gt; is set to a value greater zero, all
1984 creatures moving over this spot will be slower than normal.
1985
1986 &lt;slow movement&gt; 1 - rough terrain
1987 &lt;slow movement&gt; 2 - very rough terrain
1988 ...
1989 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1990 </attribute>
1991 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2194 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992 This flag indicates this spot contains wood or high grass. 2195 This flag indicates this spot contains wood or high grass.
1993 Players with activated woodsman skill can move faster here. 2196 Players with activated woodsman skill can move faster here.
1994 </attribute> 2197 </attribute>
1995 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2198 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2005 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2006 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2007 </attribute> 2210 </attribute>
2008 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2009 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2010 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2011 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2012 </attribute> 2215 </attribute>
2013 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014 This text may describe the object. 2217 This text may describe the object.
2015 </attribute> 2218 </attribute>
2017 2220
2018<!--####################################################################--> 2221<!--####################################################################-->
2019<type number="6" name="Food"> 2222<type number="6" name="Food">
2020 <description><![CDATA[ 2223 <description><![CDATA[
2021 By eating/drinking food-objects, the player can fill his 2224 By eating/drinking food-objects, the player can fill his
2022 stomache and gain a little health. ]]> 2225 stomache and gain a little health.]]>
2023 </description> 2226 </description>
2024 <attribute arch="food" editor="foodpoints" type="int"> 2227 <attribute arch="food" editor="foodpoints" type="int">
2025 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.
2026 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.
2027 </attribute> 2230 </attribute>
2035<type number="91" name="Gate"> 2238<type number="91" name="Gate">
2036 <ignore> 2239 <ignore>
2037 <ignore_list name="non_pickable" /> 2240 <ignore_list name="non_pickable" />
2038 </ignore> 2241 </ignore>
2039 <description><![CDATA[ 2242 <description><![CDATA[
2040 Gates play an important role in Crossfire. Gates can be opened 2243 Gates play an important role in Deliantra. Gates can be opened
2041 by activating a button/trigger, by speaking passwords (-> magic_ear) 2244 by activating a button/trigger, by speaking passwords (-> magic_ear)
2042 or carrying special key-objects (-> inventory checker). 2245 or carrying special key-objects (-> inventory checker).
2043 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
2044 passed, which makes them more practical in many cases. ]]> 2247 passed, which makes them more practical in many cases.]]>
2045 </description> 2248 </description>
2046 <use><![CDATA[ 2249 <use><![CDATA[
2047 Use gates to divide your maps into seperated areas. After solving 2250 Use gates to divide your maps into seperated areas. After solving
2048 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
2049 maps more complex than "one-way". ]]> 2252 maps more complex than "one-way".]]>
2050 </use> 2253 </use>
2051 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2255 <attribute arch="speed" value="1" type="float">
2256 The speed of the gate affects how fast it is closing/opening.
2257 </attribute>
2052 <attribute arch="connected" editor="connection" type="int"> 2258 <attribute arch="connected" editor="connection" type="string">
2053 Whenever the inventory checker is triggered, all objects with identical 2259 Whenever the inventory checker is triggered, all objects with identical
2054 &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
2055 &lt;blocking passage&gt; disabled. 2261 &lt;blocking passage&gt; disabled.
2056 </attribute> 2262 </attribute>
2057 <attribute arch="wc" editor="position state" type="int"> 2263 <attribute arch="wc" editor="position state" type="int">
2058 The &lt;position state&gt; defines the position of the gate: 2264 The &lt;position state&gt; defines the position of the gate:
2059 Zero means completely open/down, the "number of animation-steps" (usually 2265 Zero means completely open/down, the "number of animation-steps" (usually
2060 about 6 or 7) means completely closed/up state. I suggest you don't 2266 about 6 or 7) means completely closed/up state. I suggest you don't
2061 mess with this value - Leave the default in place. 2267 mess with this value - Leave the default in place.
2062 </attribute> 2268 </attribute>
2063 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2269 &movement_types_terrain;
2064 For open gates, &lt;blocking passage&gt; should be unset.
2065 For closed gates it must be set.
2066 </attribute>
2067 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2270 <attribute arch="no_magic" editor="restrict spells" type="bool">
2068 Restricting the use of spells to pass this gate. This has 2271 Restricting the use of spells to pass this gate. This has
2069 an effect only if &lt;block view&gt; is disabled. 2272 an effect only if &lt;block view&gt; is disabled.
2070 </attribute> 2273 </attribute>
2071 <attribute arch="damned" editor="restrict prayers" type="bool"> 2274 <attribute arch="damned" editor="restrict prayers" type="bool">
2078<type number="113" name="Girdle"> 2281<type number="113" name="Girdle">
2079 <import_type name="Amulet" /> 2282 <import_type name="Amulet" />
2080 <description><![CDATA[ 2283 <description><![CDATA[
2081 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
2082 the player. Girdles usually provide stats- or damage bonuses and no 2285 the player. Girdles usually provide stats- or damage bonuses and no
2083 defense. ]]> 2286 defense.]]>
2084 </description> 2287 </description>
2085 <use><![CDATA[ 2288 <use><![CDATA[
2086 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
2087 important that you keep your artifact in balance with existing maps. ]]> 2290 important that you keep your artifact in balance with existing maps.]]>
2088 </use> 2291 </use>
2089 <attribute arch="magic" editor="magic bonus" type="int"> 2292 <attribute arch="magic" editor="magic bonus" type="int">
2090 &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
2091 "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
2092 than direct armour-class bonus on the helmet. 2295 than direct armour-class bonus on the helmet.
2100<!--####################################################################--> 2303<!--####################################################################-->
2101<type number="100" name="Gloves"> 2304<type number="100" name="Gloves">
2102 <import_type name="Amulet" /> 2305 <import_type name="Amulet" />
2103 <description><![CDATA[ 2306 <description><![CDATA[
2104 Wearing gloves, the object's stats will directly be inherited to 2307 Wearing gloves, the object's stats will directly be inherited to
2105 the player. Gloves can add defense or damage bonuses. ]]> 2308 the player. Gloves can add defense or damage bonuses.]]>
2106 </description> 2309 </description>
2107 <use><![CDATA[ 2310 <use><![CDATA[
2108 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
2109 important that you keep your artifact in balance with existing maps. ]]> 2312 important that you keep your artifact in balance with existing maps.]]>
2110 </use> 2313 </use>
2111 <attribute arch="magic" editor="magic bonus" type="int"> 2314 <attribute arch="magic" editor="magic bonus" type="int">
2112 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.
2113 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;
2114 will increase that. 2317 will increase that.
2120 <ignore> 2323 <ignore>
2121 <ignore_list name="non_pickable" /> 2324 <ignore_list name="non_pickable" />
2122 </ignore> 2325 </ignore>
2123 <description><![CDATA[ 2326 <description><![CDATA[
2124 A handle can be applied by players and (certain) monsters. 2327 A handle can be applied by players and (certain) monsters.
2125 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.]]>
2126 </description> 2329 </description>
2127 <use><![CDATA[ 2330 <use><![CDATA[
2128 Handles are commonly used to move gates. When placing your lever, 2331 Handles are commonly used to move gates. When placing your lever,
2129 don't forget that some monsters are able to apply it. 2332 don't forget that some monsters are able to apply it.
2130 The ability to apply levers is rare among monsters - 2333 The ability to apply levers is rare among monsters -
2131 but vampires can do it for example. ]]> 2334 but vampires can do it for example.]]>
2132 </use> 2335 </use>
2133 <attribute arch="no_pick" value="1" type="fixed" /> 2336 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="connected" editor="connection" type="int"> 2337 <attribute arch="connected" editor="connection" type="string">
2135 Every time the handle is applied, all objects 2338 Every time the handle is applied, all objects
2136 with the same &lt;connection&gt; value are activated. 2339 with the same &lt;connection&gt; value are activated.
2137 </attribute> 2340 </attribute>
2138 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2139 This text may describe the item. You can use this 2342 This text may describe the item. You can use this
2148 <ignore_list name="non_pickable" /> 2351 <ignore_list name="non_pickable" />
2149 </ignore> 2352 </ignore>
2150 <description><![CDATA[ 2353 <description><![CDATA[
2151 Handle triggers are handles which reset after a short period 2354 Handle triggers are handles which reset after a short period
2152 of time. Every time it is either applied or reset, the 2355 of time. Every time it is either applied or reset, the
2153 &lt;connection&gt; value is triggered. ]]> 2356 &lt;connection&gt; value is triggered.]]>
2154 </description> 2357 </description>
2155 <use><![CDATA[ 2358 <use><![CDATA[
2156 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
2157 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,
2158 connecting it to a handle trigger is an easy solution. ]]> 2361 connecting it to a handle trigger is an easy solution. ]]>
2159 </use> 2362 </use>
2160</type> 2363</type>
2161 2364
2162<!--####################################################################--> 2365<!--####################################################################-->
2163<type number="88" name="Hazard Floor"> 2366<type number="88" name="Hazard Floor">
2168 <ignore_list name="non_pickable" /> 2371 <ignore_list name="non_pickable" />
2169 </ignore> 2372 </ignore>
2170 <description><![CDATA[ 2373 <description><![CDATA[
2171 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
2172 floor, but damages all creatures standing on it. 2375 floor, but damages all creatures standing on it.
2173 Damage is taken in regular time intervals. ]]> 2376 Damage is taken in regular time intervals.]]>
2174 </description> 2377 </description>
2175 <use><![CDATA[ 2378 <use><![CDATA[
2176 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
2177 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>
2178 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.
2179 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
2180 to have something different. ]]> 2383 to have something different.]]>
2181 </use> 2384 </use>
2182 <attribute arch="is_floor" value="1" type="fixed" /> 2385 <attribute arch="is_floor" value="1" type="fixed" />
2183 <attribute arch="lifesave" value="1" type="fixed" /> 2386 <attribute arch="lifesave" value="1" type="fixed" />
2184 <attribute arch="walk_on" value="1" type="fixed" /> 2387 &move_on;
2185 <attribute arch="no_pick" value="1" type="fixed" /> 2388 <attribute arch="no_pick" value="1" type="fixed" />
2186 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2389 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2187 This attribute specifys the attacktypes that this floor uses to 2390 This attribute specifys the attacktypes that this floor uses to
2188 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2391 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2189 If you want a real tough hazard floor, add more than just one attacktype. 2392 If you want a real tough hazard floor, add more than just one attacktype.
2204 I guess this value is supposed to work similar to monster levels. 2407 I guess this value is supposed to work similar to monster levels.
2205 But in fact, it does not seem to have an effect. Set any non-zero 2408 But in fact, it does not seem to have an effect. Set any non-zero
2206 value to be on the safe side. 2409 value to be on the safe side.
2207 </attribute> 2410 </attribute>
2208<section name="terrain"> 2411<section name="terrain">
2209 <attribute arch="slow_move" editor="slow movement" type="int"> 2412 &movement_types_terrain;
2210 If &lt;slow movement&gt; is set to a value greater zero, all
2211 creatures moving over this spot will be slower than normal.
2212
2213 &lt;slow movement&gt; 1 - rough terrain
2214 &lt;slow movement&gt; 2 - very rough terrain
2215 ...
2216 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2217 </attribute>
2218 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2413 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2219 This flag indicates this spot contains wood or high grass. 2414 This flag indicates this spot contains wood or high grass.
2220 Players with activated woodsman skill can move faster here. 2415 Players with activated woodsman skill can move faster here.
2221 </attribute> 2416 </attribute>
2222 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2417 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2232 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2233 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2234 </attribute> 2429 </attribute>
2235 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2236 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2237 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2238 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2239 </attribute> 2434 </attribute>
2240</type> 2435</type>
2241 2436
2242<!--####################################################################--> 2437<!--####################################################################-->
2244 <import_type name="Amulet" /> 2439 <import_type name="Amulet" />
2245 <description><![CDATA[ 2440 <description><![CDATA[
2246 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
2247 the player. Normal helmets usually increase defense, while crowns 2442 the player. Normal helmets usually increase defense, while crowns
2248 add more special bonuses like stats/resistances paired with 2443 add more special bonuses like stats/resistances paired with
2249 low defense. ]]> 2444 low defense.]]>
2250 </description> 2445 </description>
2251 <use><![CDATA[ 2446 <use><![CDATA[
2252 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
2253 important that you keep your artifact in balance with existing maps. ]]> 2448 important that you keep your artifact in balance with existing maps.]]>
2254 </use> 2449 </use>
2255 <attribute arch="magic" editor="magic bonus" type="int"> 2450 <attribute arch="magic" editor="magic bonus" type="int">
2256 &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
2257 "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
2258 than direct armour-class bonus on the helmet. 2453 than direct armour-class bonus on the helmet.
2267<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2268 <ignore> 2463 <ignore>
2269 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2270 </ignore> 2465 </ignore>
2271 <description><![CDATA[ 2466 <description><![CDATA[
2272 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2273 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
2274 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.]]>
2275 </description> 2470 </description>
2276 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2277 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2278 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
2279 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2474 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2285 <attribute arch="level" editor="reconsecrate level" type="int"> 2480 <attribute arch="level" editor="reconsecrate level" type="int">
2286 To re-consecrate an altar, the player's wisdom level must be as 2481 To re-consecrate an altar, the player's wisdom level must be as
2287 high or higher than this value. In that way, some altars can not 2482 high or higher than this value. In that way, some altars can not
2288 be re-consecrated, while other altars, like those in dungeons, could be. 2483 be re-consecrated, while other altars, like those in dungeons, could be.
2289 2484
2290 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2485 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2291 Some characters might need those altars, they would be very unhappy to 2486 Some characters might need those altars, they would be very unhappy to
2292 see them re-consecrated to another cult. 2487 see them re-consecrated to another cult.
2293 </attribute> 2488 </attribute>
2294</type> 2489</type>
2295 2490
2302 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
2303 spellpoints faster and thus are more valuable than rods. 2498 spellpoints faster and thus are more valuable than rods.
2304 <br><br> 2499 <br><br>
2305 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
2306 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2501 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2307 used endlessly. ]]> 2502 used endlessly.]]>
2308 </description> 2503 </description>
2309 <use><![CDATA[ 2504 <use><![CDATA[
2310 Horns are powerful due to their fast recharge rate. They should 2505 Horns are powerful due to their fast recharge rate. They should
2311 never contain high level attacking spells. Even curing/healing spells 2506 never contain high level attacking spells. Even curing/healing spells
2312 are almost too good on a horn. ]]> 2507 are almost too good on a horn.]]>
2313 </use> 2508 </use>
2314 <attribute arch="sp" editor="spell" type="spell"> 2509 <attribute arch="sp" editor="spell" type="spell">
2315 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
2316 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!
2317 Horns with heal/ restoration/ protection spells, IF available, MUST be 2512 Horns with heal/ restoration/ protection spells, IF available, MUST be
2343<!--####################################################################--> 2538<!--####################################################################-->
2344<type number="73" name="Inorganic"> 2539<type number="73" name="Inorganic">
2345 <description><![CDATA[ 2540 <description><![CDATA[
2346 Inorganic materials are generally used as ingredients for 2541 Inorganic materials are generally used as ingredients for
2347 alchemical receipes. By themselves, they have no special 2542 alchemical receipes. By themselves, they have no special
2348 functionalities. ]]> 2543 functionalities.]]>
2349 </description> 2544 </description>
2350 <attribute arch="is_dust" editor="is dust" type="bool"> 2545 <attribute arch="is_dust" editor="is dust" type="bool">
2351 </attribute> 2546 </attribute>
2352<section name="resistance"> 2547 &resistances_basic;
2353 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2354 </attribute>
2355 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2356 </attribute>
2357 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2358 </attribute>
2359 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2360 </attribute>
2361 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2376 </attribute>
2377</section>
2378</type> 2548</type>
2379 2549
2380<!--####################################################################--> 2550<!--####################################################################-->
2381<type number="64" name="Inventory Checker"> 2551<type number="64" name="Inventory Checker">
2382 <ignore> 2552 <ignore>
2388 either if that object is present or missing (-&gt; "last_sp") when a 2558 either if that object is present or missing (-&gt; "last_sp") when a
2389 player walks over the inv. checker. A valid option is to remove the 2559 player walks over the inv. checker. A valid option is to remove the
2390 matching object (usually not recommended, see "last_heal"). 2560 matching object (usually not recommended, see "last_heal").
2391 <br><br> 2561 <br><br>
2392 Alternatively, you can set your inv. checker to block all players 2562 Alternatively, you can set your inv. checker to block all players
2393 that do/don't carry the matching object (-&gt; "no_pass"). 2563 that do/don't carry the matching object.
2394 <br><br> 2564 <br><br>
2395 As you can see, inv. checkers are quite powerful, holding a 2565 As you can see, inv. checkers are quite powerful, holding a
2396 great variety of possibilities. ]]> 2566 great variety of possibilities.]]>
2397 </description> 2567 </description>
2398 <use><![CDATA[ 2568 <use><![CDATA[
2399 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
2400 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.
2401 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
2402 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
2403 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
2404 can be found in nearly every RPG - simple but effective. ]]> 2574 can be found in nearly every RPG - simple but effective.]]>
2405 </use> 2575 </use>
2406 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2407 <attribute arch="slaying" editor="match key string" type="string"> 2577 <attribute arch="slaying" editor="match key string" type="string">
2408 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
2409 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
2425 </attribute> 2595 </attribute>
2426 <attribute arch="last_sp" editor="match = having" type="bool"> 2596 <attribute arch="last_sp" editor="match = having" type="bool">
2427 Enabled means having that object is a match. 2597 Enabled means having that object is a match.
2428 Disabled means not having that object is a match. 2598 Disabled means not having that object is a match.
2429 </attribute> 2599 </attribute>
2430 <attribute arch="connected" editor="connection" type="int"> 2600 <attribute arch="connected" editor="connection" type="string">
2431 Whenever the inventory checker is triggered, all objects with identical 2601 Whenever the inventory checker is triggered, all objects with identical
2432 &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
2433 &lt;blocking passage&gt; disabled. 2603 &lt;blocking passage&gt; disabled.
2434 </attribute> 2604 </attribute>
2435 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2605 &movement_types_terrain;
2436 If set, only players meeting the match criteria can pass
2437 through that space. If unset (default), the inventory
2438 checker acts like a trigger/button.
2439 </attribute>
2440 <attribute arch="last_heal" editor="remove match" type="bool"> 2606 <attribute arch="last_heal" editor="remove match" type="bool">
2441 &lt;remove match&gt; means remove object if found. Setting this is usually not 2607 &lt;remove match&gt; means remove object if found. Setting this is usually not
2442 recommended because inv. checkers are in general invisible. So, unlike 2608 recommended because inv. checkers are in general invisible. So, unlike
2443 for altars/ locked doors, the player won't expect to lose an object when 2609 for altars/ locked doors, the player won't expect to lose an object when
2444 walking over that square. And he doesn't even get a message either. 2610 walking over that square. And he doesn't even get a message either.
2489<!--####################################################################--> 2655<!--####################################################################-->
2490<type number="60" name="Jewel"> 2656<type number="60" name="Jewel">
2491 <description><![CDATA[ 2657 <description><![CDATA[
2492 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.
2493 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
2494 prices differ only marginally. ]]> 2660 prices differ only marginally.]]>
2495 </description> 2661 </description>
2496 <attribute arch="race" value="gold and jewels" type="fixed" /> 2662 <attribute arch="race" value="gold and jewels" type="fixed" />
2497 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2663 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2498 This text may describe the object. 2664 This text may describe the object.
2499 </attribute> 2665 </attribute>
2501 2667
2502<!--####################################################################--> 2668<!--####################################################################-->
2503<type number="24" name="Key"> 2669<type number="24" name="Key">
2504 <description><![CDATA[ 2670 <description><![CDATA[
2505 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
2506 disappear. ]]> 2672 disappear.]]>
2507 </description> 2673 </description>
2508 <attribute arch="startequip" editor="godgiven item" type="bool"> 2674 <attribute arch="startequip" editor="godgiven item" type="bool">
2509 A godgiven item vanishes as soon as the player 2675 A godgiven item vanishes as soon as the player
2510 drops it to the ground. 2676 drops it to the ground.
2511 </attribute> 2677 </attribute>
2516 <ignore> 2682 <ignore>
2517 <ignore_list name="non_pickable" /> 2683 <ignore_list name="non_pickable" />
2518 </ignore> 2684 </ignore>
2519 <description><![CDATA[ 2685 <description><![CDATA[
2520 A locked door can be opened only when carrying 2686 A locked door can be opened only when carrying
2521 the appropriate special key. ]]> 2687 the appropriate special key.]]>
2522 </description> 2688 </description>
2523 <use><![CDATA[ 2689 <use><![CDATA[
2524 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),
2525 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
2526 and only a fool would create a key matching that string. 2692 and only a fool would create a key matching that string.
2528 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
2529 are used with all kinds of faces/names, especially often as 2695 are used with all kinds of faces/names, especially often as
2530 "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".
2531 There you have magic forces (door objects) put under certain artifact 2697 There you have magic forces (door objects) put under certain artifact
2532 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
2533 appropriate quest items (key objects). ]]> 2699 appropriate quest items (key objects).]]>
2534 </use> 2700 </use>
2535 <attribute arch="no_pass" value="1" type="fixed" /> 2701 <attribute arch="move_type" value="0" type="fixed" />
2536 <attribute arch="no_pick" value="1" type="fixed" /> 2702 <attribute arch="no_pick" value="1" type="fixed" />
2537 <attribute arch="slaying" editor="key string" type="string"> 2703 <attribute arch="slaying" editor="key string" type="string">
2538 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
2539 &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.
2540 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
2541 is unique among the CF mapset. 2707 is unique among the Deliantra mapset.
2542 2708
2543 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.
2544 </attribute> 2715 </attribute>
2545 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2716 <attribute arch="no_magic" editor="restrict spells" type="bool">
2546 Restricting the use of spells to pass this door. 2717 Restricting the use of spells to pass this door.
2547 This should be set in most cases. 2718 This should be set in most cases.
2548 (Don't forget that the spell "dimension door" is easily 2719 (Don't forget that the spell "dimension door" is easily
2565 <ignore> 2736 <ignore>
2566 <ignore_list name="system_object" /> 2737 <ignore_list name="system_object" />
2567 </ignore> 2738 </ignore>
2568 <description><![CDATA[ 2739 <description><![CDATA[
2569 Magic_ears trigger a connected value 2740 Magic_ears trigger a connected value
2570 when the player speaks a specific keyword. ]]> 2741 when the player speaks a specific keyword.]]>
2571 </description> 2742 </description>
2572 <use><![CDATA[ 2743 <use><![CDATA[
2573 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
2574 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2745 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2575 something like a gate that is opened by speaking "open" or 2746 something like a gate that is opened by speaking "open" or
2577 <br><br> 2748 <br><br>
2578 Magic_ears are typically used for interaction with NPCs. You 2749 Magic_ears are typically used for interaction with NPCs. You
2579 can create the impression that the NPC actually *does* something 2750 can create the impression that the NPC actually *does* something
2580 according to his conversation with a player. Mostly this means 2751 according to his conversation with a player. Mostly this means
2581 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
2582 creative here. ]]> 2753 creative here.]]>
2583 </use> 2754 </use>
2584 <attribute arch="no_pick" value="1" type="fixed" /> 2755 <attribute arch="no_pick" value="1" type="fixed" />
2585 <attribute arch="connected" editor="connection" type="int"> 2756 <attribute arch="connected" editor="connection" type="string">
2586 The Magic_ear will trigger all objects with the 2757 The Magic_ear will trigger all objects with the
2587 same connection value, every time it is activated. 2758 same connection value, every time it is activated.
2588 </attribute> 2759 </attribute>
2589 <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">
2590 This textfield contains the keyword-matching-syntax. The text should 2761 This textfield contains the keyword-matching-syntax. The text should
2609 Magic walls can contain any spell. However, some spells do not 2780 Magic walls can contain any spell. However, some spells do not
2610 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
2611 the spell you want to use with a wall. 2782 the spell you want to use with a wall.
2612 <br><br> 2783 <br><br>
2613 Several types of magical walls are predefined for you in the 2784 Several types of magical walls are predefined for you in the
2614 archetypes, and can be found on the "connected" Pickmap. ]]> 2785 archetypes, and can be found on the "connected" Pickmap.]]>
2615 </description> 2786 </description>
2616 <use><![CDATA[ 2787 <use><![CDATA[
2617 Spellcasting walls pose an interesting alternative to monsters. 2788 Spellcasting walls pose an interesting alternative to monsters.
2618 Usually they are set to be undestroyable. Thus, while monsters 2789 Usually they are set to be undestroyable. Thus, while monsters
2619 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
2630 walls' spell(s). 2801 walls' spell(s).
2631 <br><br> 2802 <br><br>
2632 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
2633 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
2634 can find a working example on the map 2805 can find a working example on the map
2635 "/pup_land/castle_eureca/castle_eureca8". ]]> 2806 "/pup_land/castle_eureca/castle_eureca8".]]>
2636 </use> 2807 </use>
2637 <attribute arch="dam" editor="spell" type="spell"> 2808 <attribute arch="dam" editor="spell" type="spell">
2638 The magic wall will cast this &lt;spell&gt;. 2809 The magic wall will cast this &lt;spell&gt;.
2639 </attribute> 2810 </attribute>
2640 <attribute arch="level" editor="spell level" type="int"> 2811 <attribute arch="level" editor="spell level" type="int">
2641 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"
2642 walls cast spells at minimal strength. "level 100" walls cast deadly 2813 walls cast spells at minimal strength. "level 100" walls cast deadly
2643 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
2644 to meet the overall difficulty of your map. 2815 to meet the overall difficulty of your map.
2645 </attribute> 2816 </attribute>
2646 <attribute arch="connected" editor="connection" type="int"> 2817 <attribute arch="connected" editor="connection" type="string">
2647 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
2648 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
2649 have much visible effect. 2820 have much visible effect.
2650 </attribute> 2821 </attribute>
2822 &activate_on;
2651 <attribute arch="speed" editor="casting speed" type="float"> 2823 <attribute arch="speed" editor="casting speed" type="float">
2652 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2824 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2653 You can fine-tune how long the duration between two casts shall 2825 You can fine-tune how long the duration between two casts shall
2654 be. If you want to create a wall that can be activated (cast per 2826 be. If you want to create a wall that can be activated (cast per
2655 trigger) via connected lever/button/etc, you must set "speed 0". 2827 trigger) via connected lever/button/etc, you must set "speed 0".
2656 </attribute> 2828 </attribute>
2829 &speed_left;
2657 <attribute arch="sp" editor="direction" type="list_direction"> 2830 <attribute arch="sp" editor="direction" type="list_direction">
2658 The magic wall will cast it's spells always in the specified 2831 The magic wall will cast it's spells always in the specified
2659 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2832 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2660 always fire in a random direction. 2833 always fire in a random direction.
2661 </attribute> 2834 </attribute>
2662 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2835 &movement_types_terrain;
2663 If set, the object cannot be passed by players nor monsters.
2664 </attribute>
2665<section name="destroyable"> 2836<section name="destroyable">
2666 <attribute arch="alive" editor="is destroyable" type="bool"> 2837 <attribute arch="alive" editor="is destroyable" type="bool">
2667 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2838 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2668 destroyed by the player. If disabled, all other attributes on 2839 destroyed by the player. If disabled, all other attributes on
2669 this tab, as well as resistances, are meaningless. 2840 this tab, as well as resistances, are meaningless.
2680 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
2681 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2852 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2682 to &lt;weapon class&gt;. 2853 to &lt;weapon class&gt;.
2683 </attribute> 2854 </attribute>
2684</section> 2855</section>
2685<section name="resistance"> 2856&resistances_basic;
2686 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2687 </attribute>
2688 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2689 </attribute>
2690 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2691 </attribute>
2692 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2727 </attribute>
2728</section>
2729</type> 2857</type>
2730 2858
2731<!--####################################################################--> 2859<!--####################################################################-->
2732<type number="55" name="Marker"> 2860<type number="55" name="Marker">
2733 <ignore> 2861 <ignore>
2735 </ignore> 2863 </ignore>
2736 <description><![CDATA[ 2864 <description><![CDATA[
2737 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
2738 player stepping on it. This force does nothing except containing a 2866 player stepping on it. This force does nothing except containing a
2739 &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
2740 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).
2741 <br><br> 2870 <br><br>
2742 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,
2743 except by the effect that they cause on the maps. ]]> 2872 except by the effect that they cause on the maps.]]>
2744 </description> 2873 </description>
2745 <use><![CDATA[ 2874 <use><![CDATA[
2746 Markers hold real cool possibilities for map-making. I encourage 2875 Markers hold real cool possibilities for map-making. I encourage
2747 you to use them frequently. However there is one negative point 2876 you to use them frequently. However there is one negative point
2748 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
2749 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
2750 informed and never confused. 2879 informed and never confused.
2751 <br><br> 2880 <br><br>
2752 Please avoid infinite markers when they aren't needed. They're 2881 Please avoid infinite markers when they aren't needed. They're
2753 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
2754 is no real purpose, set an expire time. ]]> 2883 is no real purpose, set an expire time.]]>
2755 </use> 2884 </use>
2756 <attribute arch="no_pick" value="1" type="fixed" /> 2885 <attribute arch="no_pick" value="1" type="fixed" />
2757 <attribute arch="slaying" editor="key string" type="string"> 2886 <attribute arch="slaying" editor="key string" type="string">
2758 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.
2759 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;,
2760 there won't be inserted a second one. 2889 there won't be inserted a second one.
2761 </attribute> 2890 </attribute>
2762 <attribute arch="connected" editor="connection" type="int"> 2891 <attribute arch="connected" editor="connection" type="string">
2763 When the detector is triggered, all objects with the same 2892 When the detector is triggered, all objects with the same
2764 connection value get activated. 2893 connection value get activated.
2765 </attribute> 2894 </attribute>
2766 <attribute arch="speed" editor="marking speed" type="float"> 2895 <attribute arch="speed" editor="marking speed" type="float">
2767 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
2768 standing on the marker. Set this value rather high to make 2897 standing on the marker. Set this value rather high to make
2769 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2898 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2770 should do fine. 2899 should do fine.
2771 </attribute> 2900 </attribute>
2901 &speed_left;
2772 <attribute arch="food" editor="mark duration" type="int"> 2902 <attribute arch="food" editor="mark duration" type="int">
2773 This value defines the duration of the force it inserts. 2903 This value defines the duration of the force it inserts.
2774 If nonzero, the duration of the player's mark is finite: 2904 If nonzero, the duration of the player's mark is finite:
2775 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2905 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2776 means the mark will stay on the player forever. 2906 means the mark will stay on the player forever.
2804 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
2805 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
2806 subtracted from the player's money. 2936 subtracted from the player's money.
2807 <br><br> 2937 <br><br>
2808 For money, always use the default arches. 2938 For money, always use the default arches.
2809 Don't modify them. ]]> 2939 Don't modify them.]]>
2810 </description> 2940 </description>
2811 <attribute arch="race" value="gold and jewels" type="fixed" /> 2941 <attribute arch="race" value="gold and jewels" type="fixed" />
2812</type> 2942</type>
2813 2943
2814<!--####################################################################--> 2944<!--####################################################################-->
2829 Monsters can behave in various kinds of ways. 2959 Monsters can behave in various kinds of ways.
2830 They can be aggressive, attacking the player. Or peaceful, 2960 They can be aggressive, attacking the player. Or peaceful,
2831 helping the player - maybe joining him as pet. 2961 helping the player - maybe joining him as pet.
2832 The unagressive creatures who communicate with players are 2962 The unagressive creatures who communicate with players are
2833 usually called "NPCs" (Non Player Character), a well-known 2963 usually called "NPCs" (Non Player Character), a well-known
2834 term in role-play environments. ]]> 2964 term in role-play environments.]]>
2835 </description> 2965 </description>
2836 <use><![CDATA[ 2966 <use><![CDATA[
2837 Monsters play a central role in most maps. Choosing the right 2967 Monsters play a central role in most maps. Choosing the right
2838 combination of monsters for your map is vital: 2968 combination of monsters for your map is vital:
2839 <UL> 2969 <UL>
2864 can use. 2994 can use.
2865 </UL> 2995 </UL>
2866 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
2867 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.
2868 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
2869 receive some. :-) ]]> 2999 receive some. :-)]]>
2870 </use> 3000 </use>
2871 <attribute arch="alive" value="1" type="fixed" /> 3001 <attribute arch="alive" value="1" type="fixed" />
2872 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 3002 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2873 When the monster is killed, items from the treasurelist will 3003 When the monster is killed, items from the treasurelist will
2874 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
2876 3006
2877 Note that you can always put items into the monster's 3007 Note that you can always put items into the monster's
2878 inventory. Those will drop-at-kill just like the stuff 3008 inventory. Those will drop-at-kill just like the stuff
2879 from the &lt;treasurelist&gt;. 3009 from the &lt;treasurelist&gt;.
2880 </attribute> 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.
3014 </attribute>
2881 <attribute arch="level" editor="level" type="int"> 3015 <attribute arch="level" editor="level" type="int">
2882 A monster's &lt;level&gt; is the most important attribute. 3016 A monster's &lt;level&gt; is the most important attribute.
2883 &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.
2884 </attribute> 3018 </attribute>
2885 <attribute arch="race" editor="race" type="string"> 3019 <attribute arch="race" editor="race" type="string">
2886 Every monster should have a race set to cathegorize it. 3020 Every monster should have a race set to categorize it.
2887 The monster's &lt;race&gt; can have different effects: 3021 The monster's &lt;race&gt; can have different effects:
2888 Slaying weapons inflict tripple damage against enemy races 3022 Slaying weapons inflict tripple damage against enemy races
2889 and holy word kills only enemy races of the god. 3023 and holy word kills only enemy races of the god.
2890 </attribute> 3024 </attribute>
2891 <attribute arch="exp" editor="experience" type="int"> 3025 <attribute arch="exp" editor="experience" type="int">
2892 When a player kills this monster, he will get exactly this 3026 When a player kills this monster, he will get exactly this
2893 amount of &lt;experience&gt;. The experience will flow into 3027 amount of &lt;experience&gt;. The experience will flow into
2894 the skill-cathegory the player used for the kill. 3028 the skill-category the player used for the kill.
2895 3029
2896 If you create special monsters of tweaked strenght/abilities, 3030 If you create special monsters of tweaked strenght/abilities,
2897 always make sure that the &lt;experience&gt; is set to a 3031 always make sure that the &lt;experience&gt; is set to a
2898 reasonable value. Compare with existing arches to get a feeling 3032 reasonable value. Compare with existing arches to get a feeling
2899 what reasonable means. Keep in mind that spellcasting monsters 3033 what reasonable means. Keep in mind that spellcasting monsters
2901 </attribute> 3035 </attribute>
2902 <attribute arch="speed" editor="speed" type="float"> 3036 <attribute arch="speed" editor="speed" type="float">
2903 The &lt;speed&gt; determines how fast a monster will both move 3037 The &lt;speed&gt; determines how fast a monster will both move
2904 and fight. High &lt;speed&gt; makes a monster considerably stronger. 3038 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2905 </attribute> 3039 </attribute>
3040 &speed_left;
2906 <attribute arch="other_arch" editor="breed monster" type="string"> 3041 <attribute arch="other_arch" editor="breed monster" type="string">
2907 This only takes effect if &lt;multiply&gt; is enabled. The monster will 3042 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2908 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 3043 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2909 can be set to any valid arch-name of a monster. Multipart monster 3044 can be set to any valid arch-name of a monster. Multipart monster
2910 should not be used. 3045 should not be used.
2921 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 3056 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2922 Each time the monster need to generate an object, it will be 3057 Each time the monster need to generate an object, it will be
2923 a randomly chosen item from the inventory. When generator is destroyed, 3058 a randomly chosen item from the inventory. When generator is destroyed,
2924 inventory is destroyed. 3059 inventory is destroyed.
2925 </attribute> 3060 </attribute>
2926 <attribute arch="flying" editor="flying" type="bool"> 3061 &move_type;
2927 Flying monsters won't get slowed down in rough terrain
2928 and they won't be affected by movers.
2929 </attribute>
2930 <attribute arch="undead" editor="undead" type="bool"> 3062 <attribute arch="undead" editor="undead" type="bool">
2931 Several spells only affect undead monsters: 3063 Several spells only affect undead monsters:
2932 turn undead, banish undead, holy word, etc. 3064 turn undead, banish undead, holy word, etc.
2933 </attribute> 3065 </attribute>
2934 <attribute arch="carrying" editor="carries weight" type="int"> 3066 <attribute arch="carrying" editor="carries weight" type="int">
2935 If a monster has something in the inventory, this 3067 If a monster has something in the inventory, this
2936 value can be set to reflect the slowdown due to 3068 value can be set to reflect the slowdown due to
2937 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.
2938 </attribute> 3076 </attribute>
2939 3077
2940<section name="melee"> 3078<section name="melee">
2941 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3079 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2942 This number is a bitmask, specifying the monster's attacktypes 3080 This number is a bitmask, specifying the monster's attacktypes
3114 <attribute arch="stand_still" editor="stand still" type="bool"> 3252 <attribute arch="stand_still" editor="stand still" type="bool">
3115 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.
3116 When agressive, they will attack all enemies who get close to 3254 When agressive, they will attack all enemies who get close to
3117 them. This behaviour is commonly known from castle guards. 3255 them. This behaviour is commonly known from castle guards.
3118 3256
3119 In older versions of Crossfire it was possible to eventually 3257 In older versions of Deliantra it was possible to eventually
3120 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.
3121 I believe this is no longer possible. Neverthless, you should 3259 I believe this is no longer possible. Neverthless, you should
3122 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
3123 to "defend" something: Such monsters are rather easy to kill. 3261 to "defend" something: Such monsters are rather easy to kill.
3124 It's good for low level maps, but not much more. 3262 It's good for low level maps, but not much more.
3146 the creature wakes up. This is done as a square, for reasons of speed. 3284 the creature wakes up. This is done as a square, for reasons of speed.
3147 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3285 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3148 11x11 square of the monster will wake the monster up. If the player 3286 11x11 square of the monster will wake the monster up. If the player
3149 has stealth, the size of this square is reduced in half plus 1. 3287 has stealth, the size of this square is reduced in half plus 1.
3150 </attribute> 3288 </attribute>
3151 <attribute arch="attack_movement" editor="attack movement" type="int"> 3289 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3290 If this is set to default, the standard mode of movement will be used.
3291 </attribute>
3292 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3293 This movement is not in effect when the monster has an enemy and should
3294 only be used for non agressive monsters.
3152 </attribute> 3295 </attribute>
3153 <attribute arch="run_away" editor="run at % health" type="int"> 3296 <attribute arch="run_away" editor="run at % health" type="int">
3154 This is a percentage value in the range 0-100. 3297 This is a percentage value in the range 0-100.
3155 When the monster's health points drop below this percentage 3298 When the monster's health points drop below this percentage
3156 (relative to max health), it attempts to run away from the 3299 (relative to max health), it attempts to run away from the
3157 attacker. 3300 attacker.
3158 </attribute> 3301 </attribute>
3159</section> 3302</section>
3160 3303 &resistances_basic;
3161<section name="resistance">
3162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3163 </attribute>
3164 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3165 </attribute>
3166 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3167 </attribute>
3168 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3169 </attribute>
3170 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3171 </attribute>
3172 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3203 </attribute>
3204</section>
3205 <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">
3206 </attribute> 3305 </attribute>
3207</type> 3306</type>
3208 3307
3209<!--####################################################################--> 3308<!--####################################################################-->
3214 <attribute arch="name_pl" /> 3313 <attribute arch="name_pl" />
3215 <attribute arch="nrof" /> 3314 <attribute arch="nrof" />
3216 <attribute arch="value" /> 3315 <attribute arch="value" />
3217 <attribute arch="unpaid" /> 3316 <attribute arch="unpaid" />
3218 </ignore> 3317 </ignore>
3219 <description><![CDATA[ 3318 <description>
3220 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
3221 draining attacks. ]]> <!-- XXX: is this ok? --> 3320 draining attacks.
3222 </description> 3321 </description>
3223<section name="grimreaper"> 3322<section name="grimreaper">
3224 <attribute arch="value" editor="attacks" type="int"> 3323 <attribute arch="value" editor="attacks" type="int">
3225 The object vanishes after this number of draining attacks. 3324 The object vanishes after this number of draining attacks.
3226 </attribute> 3325 </attribute>
3234 </ignore> 3333 </ignore>
3235 <description><![CDATA[ 3334 <description><![CDATA[
3236 As the name implies, mood floors can change the "mood" of 3335 As the name implies, mood floors can change the "mood" of
3237 a monsters/NPC. For example, an unagressive monster could be 3336 a monsters/NPC. For example, an unagressive monster could be
3238 turned mad to start attacking. Similar, an agressive monster 3337 turned mad to start attacking. Similar, an agressive monster
3239 could be calmed. ]]> 3338 could be calmed.]]>
3240 </description> 3339 </description>
3241 <use><![CDATA[ 3340 <use><![CDATA[
3242 Mood floors are absolutely cool for NPC interaction. To make an 3341 Mood floors are absolutely cool for NPC interaction. To make an
3243 unaggressive monster/NPC attack, put a creator with "other_arch 3342 unaggressive monster/NPC attack, put a creator with "other_arch
3244 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
3248 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
3249 "help me" - and the NPC joins him as pet. 3348 "help me" - and the NPC joins him as pet.
3250 <br><br> 3349 <br><br>
3251 (Of course you must always give clear hints about keywords! 3350 (Of course you must always give clear hints about keywords!
3252 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
3253 etc. instead of a magic_ear.) ]]> 3352 etc. instead of a magic_ear.)]]>
3254 </use> 3353 </use>
3255 <attribute arch="no_pick" value="1" type="fixed" /> 3354 <attribute arch="no_pick" value="1" type="fixed" />
3256 <attribute arch="last_sp" editor="mood" type="list_mood"> 3355 <attribute arch="last_sp" editor="mood" type="list_mood">
3257 &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
3258 monster when affected by the mood floor: 3357 monster when affected by the mood floor:
3268 &lt;mood&gt; 'charm': Turns monster into a pet of person 3367 &lt;mood&gt; 'charm': Turns monster into a pet of person
3269 who triggers the square. This setting is not 3368 who triggers the square. This setting is not
3270 enabled for continous operation, you need to 3369 enabled for continous operation, you need to
3271 insert a &lt;connection&gt; value! 3370 insert a &lt;connection&gt; value!
3272 </attribute> 3371 </attribute>
3273 <attribute arch="connected" editor="connection" type="int"> 3372 <attribute arch="connected" editor="connection" type="string">
3274 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.
3275 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
3276 step on it. But charming (monster -&gt; pet) is too powerful, 3375 step on it. But charming (monster -&gt; pet) is too powerful,
3277 so it needs to be activated. 3376 so it needs to be activated.
3278 3377
3302 can monsters. Motion is involuntary. Additionally, players or 3401 can monsters. Motion is involuntary. Additionally, players or
3303 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
3304 move along a chain of them. 3403 move along a chain of them.
3305 <br><br> 3404 <br><br>
3306 Multisquare monsters can be moved as well, given 3405 Multisquare monsters can be moved as well, given
3307 enough space. Movers are usually invisible. ]]> 3406 enough space. Movers are usually invisible.]]>
3308 </description> 3407 </description>
3309 <use><![CDATA[ 3408 <use><![CDATA[
3310 NEVER EVER consider a mover being unpassable in the backwards 3409 NEVER EVER consider a mover being unpassable in the backwards
3311 direction. Setting "forced movement" makes it seemingly impossible 3410 direction. Setting "forced movement" makes it seemingly impossible
3312 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
3319 cannot be discovered with the show_invisible spell. 3418 cannot be discovered with the show_invisible spell.
3320 <br><br> 3419 <br><br>
3321 Note that Movers and Directors are seperate objects, even though 3420 Note that Movers and Directors are seperate objects, even though
3322 they look and act similar. Directors only do spells/missiles, 3421 they look and act similar. Directors only do spells/missiles,
3323 while movers only do living creatures (depending on how it 3422 while movers only do living creatures (depending on how it
3324 is set: monsters and players). ]]> 3423 is set: monsters and players).]]>
3325 </use> 3424 </use>
3326 <attribute arch="attacktype" editor="forced movement" type="bool"> 3425 <attribute arch="attacktype" editor="forced movement" type="bool">
3327 If forced movement is enabled, the mover "freezes" anyone it 3426 If forced movement is enabled, the mover "freezes" anyone it
3328 moves (so they are forced to move along a chain). 3427 moves (so they are forced to move along a chain).
3329 For players there is no way to escape this forced movement, 3428 For players there is no way to escape this forced movement,
3337 </attribute> 3436 </attribute>
3338 <attribute arch="speed" editor="movement speed" type="float"> 3437 <attribute arch="speed" editor="movement speed" type="float">
3339 The movement speed value determines how fast a chain of 3438 The movement speed value determines how fast a chain of
3340 these movers will push a player along (default is -0.2). 3439 these movers will push a player along (default is -0.2).
3341 </attribute> 3440 </attribute>
3441 &speed_left;
3342 <attribute arch="sp" editor="direction" type="list_direction"> 3442 <attribute arch="sp" editor="direction" type="list_direction">
3343 The mover will push creatures in the specified &lt;direction&gt;. 3443 The mover will push creatures in the specified &lt;direction&gt;.
3344 A mover with direction set to &lt;none&gt; will spin clockwise, 3444 A mover with direction set to &lt;none&gt; will spin clockwise,
3345 thus pushing creatures in unpredictable directions. 3445 thus pushing creatures in unpredictable directions.
3346 </attribute> 3446 </attribute>
3366 activates creators, creating (per default: monster-only) movers 3466 activates creators, creating (per default: monster-only) movers
3367 under the NPC's feet. The NPC starts "walking" on a predefined 3467 under the NPC's feet. The NPC starts "walking" on a predefined
3368 route! Note that it's useful to set this NPC immune to everything, 3468 route! Note that it's useful to set this NPC immune to everything,
3369 preventing the player to push the NPC off his trace. 3469 preventing the player to push the NPC off his trace.
3370 </attribute> 3470 </attribute>
3371 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3471 <attribute arch="move_on" editor="movement type" type="movement_type">
3372 This should always be set. 3472 Which movement types activate the mover.
3373 </attribute>
3374 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3375 Move flying creatures enabled means all flying (living)
3376 objects will get moved too. If disabled, only walking
3377 (non-flying) creatures will get moved.
3378 </attribute> 3473 </attribute>
3379</section> 3474</section>
3380</type> 3475</type>
3381 3476
3382<!--####################################################################--> 3477<!--####################################################################-->
3385 <ignore_list name="non_pickable" /> 3480 <ignore_list name="non_pickable" />
3386 </ignore> 3481 </ignore>
3387 <description><![CDATA[ 3482 <description><![CDATA[
3388 Pedestals are designed to detect certain types of living objects. 3483 Pedestals are designed to detect certain types of living objects.
3389 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
3390 connected value is triggered. ]]> 3485 connected value is triggered.]]>
3391 </description> 3486 </description>
3392 <use><![CDATA[ 3487 <use><![CDATA[
3393 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
3394 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
3395 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,
3396 because many other players could sneak in. If you put powerful 3491 because many other players could sneak in. If you put powerful
3397 artifacts into such places, generally set "startequip 1", so that 3492 artifacts into such places, generally set "startequip 1", so that
3398 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.]]>
3399 </use> 3494 </use>
3400 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3401 <attribute arch="slaying" editor="match race" type="string"> 3496 <attribute arch="slaying" editor="match race" type="string">
3402 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;
3403 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.
3405 place where only fireborns can enter, by setting "slaying unnatural". 3500 place where only fireborns can enter, by setting "slaying unnatural".
3406 3501
3407 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
3408 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
3409 but not for monsters. 3504 but not for monsters.
3505
3506 &match_compat;
3410 </attribute> 3507 </attribute>
3411 <attribute arch="connected" editor="connection" type="int"> 3508 <attribute arch="connected" editor="connection" type="string">
3412 When the pedestal is triggered, all objects with the same 3509 When the pedestal is triggered, all objects with the same
3413 connection value get activated. 3510 connection value get activated.
3414 </attribute> 3511 </attribute>
3512 &move_on;
3513</type>
3514
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>
3415 <attribute arch="walk_on" value="1" type="fixed" /> 3549 <attribute arch="no_pick" value="1" type="fixed" />
3416 <attribute arch="walk_off" 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;
3417</type> 3562</type>
3418 3563
3419<!--####################################################################--> 3564<!--####################################################################-->
3420<type number="94" name="Pit"> 3565<type number="94" name="Pit">
3421 <ignore> 3566 <ignore>
3422 <ignore_list name="non_pickable" /> 3567 <ignore_list name="non_pickable" />
3423 </ignore> 3568 </ignore>
3424 <description><![CDATA[ 3569 <description><![CDATA[
3425 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.
3426 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
3427 the exact destination, but within a two-square radius of the destination 3572 the exact destination, but within a configurable radius of the destination
3428 (never on blocked squares).<br> 3573 (never on blocked squares).<br>
3429 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>
3430 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.
3431 Even multipart monsters can fall through them, given enough space. ]]> 3576 Even multipart monsters can fall through them, given enough space.]]>
3432 </description> 3577 </description>
3433 <use><![CDATA[ 3578 <use><![CDATA[
3434 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
3435 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
3436 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
3437 randomly interconnect maps like teleporters do. ]]> 3582 randomly interconnect maps like teleporters do.]]>
3438 </use> 3583 </use>
3439 <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>
3440 <attribute arch="connected" editor="connection" type="int"> 3588 <attribute arch="connected" editor="connection" type="string">
3441 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
3442 by activating the connection. 3590 by activating the connection.
3443 </attribute> 3591 </attribute>
3592 &activate_on;
3444 <attribute arch="hp" editor="destination X" type="int"> 3593 <attribute arch="hp" editor="destination X" type="int">
3445 The pit will transport creatures (and items) randomly into a two-square 3594 The pit will transport creatures (and items) randomly into a two-square
3446 radius of the destination coordinates. 3595 radius of the destination coordinates.
3447 If the destination square becomes blocked, the pit will act like 3596 If the destination square becomes blocked, the pit will act like
3448 being filled up and not work anymore! 3597 being filled up and not work anymore!
3457 The &lt;position state&gt; defines the position of the gate: 3606 The &lt;position state&gt; defines the position of the gate:
3458 Zero means completely open/down, the "number of animation-steps" (usually 3607 Zero means completely open/down, the "number of animation-steps" (usually
3459 about 6 or 7) means completely closed/up state. I suggest you don't 3608 about 6 or 7) means completely closed/up state. I suggest you don't
3460 mess with this value - Leave the default in place. 3609 mess with this value - Leave the default in place.
3461 </attribute> 3610 </attribute>
3462 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3611 &move_on;
3463 If set, all walking creatures will fall into the pit.
3464 This does NOT need to be set for closed pits!
3465 </attribute>
3466 <attribute arch="fly_on" editor="swallow flying" type="bool">
3467 If set, all flying creatures will fall into the pit as well.
3468 This is not the behaviour expected from a pit, and it should
3469 only be used for map-mechanisms (e.g. for transporting flying
3470 monsters).
3471 An interesting side-effect: If this flag is enabled, spell
3472 effects like fire/snow also make their way through the pit.
3473 </attribute>
3474</type> 3612</type>
3475 3613
3476<!--####################################################################--> 3614<!--####################################################################-->
3477<type number="7" name="Poison Food"> 3615<type number="7" name="Poison Food">
3478 <description><![CDATA[ 3616 <description><![CDATA[
3479 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.
3480 If his food drops to zero, the player might even die. ]]> 3618 If his food drops to zero, the player might even die.]]>
3481 </description> 3619 </description>
3482</type> 3620</type>
3483 3621
3484<!--####################################################################--> 3622<!--####################################################################-->
3485<type number="5" name="Potion"> 3623<type number="5" name="Potion">
3486 <description><![CDATA[ 3624 <description><![CDATA[
3487 The player can drink these and gain various kinds of benefits 3625 The player can drink these and gain various kinds of benefits
3488 (/penalties) by doing so. ]]> 3626 (/penalties) by doing so.]]>
3489 </description> 3627 </description>
3490 <use><![CDATA[ 3628 <use><![CDATA[
3491 One potion should never give multiple benefits at once. ]]> 3629 One potion should never give multiple benefits at once.]]>
3492 </use> 3630 </use>
3493 <attribute arch="level" editor="potion level" type="int"> 3631 <attribute arch="level" editor="potion level" type="int">
3494 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.
3495 For other potions it should be set at least to 1. 3633 For other potions it should be set at least to 1.
3496 </attribute> 3634 </attribute>
3514 </attribute> 3652 </attribute>
3515 <attribute arch="startequip" editor="godgiven item" type="bool"> 3653 <attribute arch="startequip" editor="godgiven item" type="bool">
3516 A godgiven item vanishes as soon as the player 3654 A godgiven item vanishes as soon as the player
3517 drops it to the ground. 3655 drops it to the ground.
3518 </attribute> 3656 </attribute>
3519<section name="stats"> 3657 &player_stat_resist_sections;
3520 <attribute arch="Str" editor="strength" type="int">
3521 The player's strentgh will rise/fall by the given value for permanent
3522 (of course there is an upper limit). Generally there shouldn't be stat
3523 potions granting more than one stat. Cursed potions will subtract the
3524 stats if positive.
3525 </attribute>
3526 <attribute arch="Dex" editor="dexterity" type="int">
3527 The player's dexterity will rise/fall by the given value for permanent
3528 (of course there is an upper limit). Generally there shouldn't be stat
3529 potions granting more than one stat. Cursed potions will subtract the
3530 stats if positive.
3531 </attribute>
3532 <attribute arch="Con" editor="constitution" type="int">
3533 The player's constitution will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Int" editor="intelligence" type="int">
3539 The player's intelligence will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544 <attribute arch="Pow" editor="power" type="int">
3545 The player's power will rise/fall by the given value for permanent
3546 (of course there is an upper limit). Generally there shouldn't be stat
3547 potions granting more than one stat. Cursed potions will subtract the
3548 stats if positive.
3549 </attribute>
3550 <attribute arch="Wis" editor="wisdom" type="int">
3551 The player's wisdom will rise/fall by the given value for permanent
3552 (of course there is an upper limit). Generally there shouldn't be stat
3553 potions granting more than one stat. Cursed potions will subtract the
3554 stats if positive.
3555 </attribute>
3556 <attribute arch="Cha" editor="charisma" type="int">
3557 The player's charisma will rise/fall by the given value for permanent
3558 (of course there is an upper limit). Generally there shouldn't be stat
3559 potions granting more than one stat. Cursed potions will subtract the
3560 stats if positive.
3561 </attribute>
3562</section>
3563<section name="resistance">
3564 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3565 The player's resistance to physical will rise by this value in percent
3566 (range -100 till +100). The effect is only temporare, and it does NOT
3567 add on the values from the player's equipment.
3568 Cursed potions will make negative resistance.. very nasty in combat!
3569 </attribute>
3570 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3571 The player's resistance to magic will rise by this value in percent
3572 (range -100 till +100). The effect is only temporare, and it does NOT
3573 add on the values from the player's equipment.
3574 Cursed potions will make negative resistance.. very nasty in combat!
3575 </attribute>
3576 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3577 The player's resistance to fire will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3583 The player's resistance to electricity will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3589 The player's resistance to cold will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3595 The player's resistance to acid will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3601 The player's resistance to confusion will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3607 The player's resistance to weaponmagic will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3613 The player's resistance to paralyze will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3619 The player's resistance to draining will rise by this value in percent
3620 (range -100 till +100). The effect is only temporare, and it does NOT
3621 add on the values from the player's equipment.
3622 Cursed potions will make negative resistance.. very nasty in combat!
3623 </attribute>
3624 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3625 The player's resistance to depletion will rise by this value in percent
3626 (range -100 till +100). The effect is only temporare, and it does NOT
3627 add on the values from the player's equipment.
3628 Cursed potions will make negative resistance.. very nasty in combat!
3629 </attribute>
3630 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3631 The player's resistance to poison will rise by this value in percent
3632 (range -100 till +100). The effect is only temporare, and it does NOT
3633 add on the values from the player's equipment.
3634 Cursed potions will make negative resistance.. very nasty in combat!
3635 </attribute>
3636</section>
3637</type> 3658</type>
3638 3659
3639<!--####################################################################--> 3660<!--####################################################################-->
3640<type number="156" name="Power Crystal"> 3661<type number="156" name="Power Crystal">
3641 <description><![CDATA[ 3662 <description><![CDATA[
3642 Power crystals can store a player's mana: 3663 Power crystals can store a player's mana:
3643 When the player applies the crystal with full mana, half of 3664 When the player applies the crystal with full mana, half of
3644 it flows into the crystal. When the player applies it with 3665 it flows into the crystal. When the player applies it with
3645 lacking mana, the crystal replenishes the player's mana. ]]> 3666 lacking mana, the crystal replenishes the player's mana.]]>
3646 </description> 3667 </description>
3647 <attribute arch="sp" editor="initial mana" type="int"> 3668 <attribute arch="sp" editor="initial mana" type="int">
3648 &lt;initial mana&gt; is the amount of spellpoints that the 3669 &lt;initial mana&gt; is the amount of spellpoints that the
3649 crystal holds when the map is loaded. 3670 crystal holds when the map is loaded.
3650 </attribute> 3671 </attribute>
3662 Projectiles like arrows/crossbow bolts are used as ammunition 3683 Projectiles like arrows/crossbow bolts are used as ammunition
3663 for shooting weapons. 3684 for shooting weapons.
3664 <br><br> 3685 <br><br>
3665 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.
3666 Just set matching &lt;ammunition class&gt; both for shooting 3687 Just set matching &lt;ammunition class&gt; both for shooting
3667 weapon and projectile. ]]> 3688 weapon and projectile.]]>
3668 </description> 3689 </description>
3669 <use><![CDATA[ 3690 <use><![CDATA[
3670 If you want to create new kinds of projectiles, you could 3691 If you want to create new kinds of projectiles, you could
3671 add an alchemical receipe to create these. 3692 add an alchemical receipe to create these.
3672 3693
3673 Don't create new pairs of weapons &amp; projectiles unless 3694 Don't create new pairs of weapons &amp; projectiles unless
3674 they really fullfill a useful purpose. In fact, even bows 3695 they really fullfill a useful purpose. In fact, even bows
3675 and crossbows are rarely ever used. ]]> 3696 and crossbows are rarely ever used.]]>
3676 </use> 3697 </use>
3677 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3698 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3678 This number is a bitmask, specifying the projectile's attacktypes. 3699 This number is a bitmask, specifying the projectile's attacktypes.
3679 Attacktypes are: physical, magical, fire, cold.. etc. 3700 Attacktypes are: physical, magical, fire, cold.. etc.
3680 This works identical to melee weapons. Note that shooting 3701 This works identical to melee weapons. Note that shooting
3742<type number="70" name="Ring"> 3763<type number="70" name="Ring">
3743 <import_type name="Amulet" /> 3764 <import_type name="Amulet" />
3744 <description><![CDATA[ 3765 <description><![CDATA[
3745 Rings are worn on the hands - one ring each. 3766 Rings are worn on the hands - one ring each.
3746 Wearing rings, the object's stats will directly be inherited to 3767 Wearing rings, the object's stats will directly be inherited to
3747 the player. Usually enhancing his spellcasting potential. ]]> 3768 the player. Usually enhancing his spellcasting potential.]]>
3748 </description> 3769 </description>
3749 <use><![CDATA[ 3770 <use><![CDATA[
3750 When you create an artifact ring, never forget that players can 3771 When you create an artifact ring, never forget that players can
3751 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
3752 keep rings in balance with the game. 3773 keep rings in balance with the game.
3753 <br><br> 3774 <br><br>
3754 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.
3755 They should primarily grant bonuses to spellcasting abilities 3776 They should primarily grant bonuses to spellcasting abilities
3756 and non-physical resistances. ]]> 3777 and non-physical resistances.]]>
3757 </use> 3778 </use>
3758</type> 3779</type>
3759 3780
3760<!--####################################################################--> 3781<!--####################################################################-->
3761<type number="3" name="Rod"> 3782<type number="3" name="Rod">
3764 </ignore> 3785 </ignore>
3765 <description><![CDATA[ 3786 <description><![CDATA[
3766 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
3767 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3788 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3768 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
3769 used endlessly. ]]> 3790 used endlessly.]]>
3770 </description> 3791 </description>
3771 <use><![CDATA[ 3792 <use><![CDATA[
3772 Rods with healing/curing spells are extremely powerful. Usually, potions have 3793 Rods with healing/curing spells are extremely powerful. Usually, potions have
3773 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
3774 one-time-use.<br> ]]> 3795 one-time-use.<br>]]>
3775 </use> 3796 </use>
3776 <attribute arch="sp" editor="spell" type="spell"> 3797 <attribute arch="sp" editor="spell" type="spell">
3777 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
3778 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!
3779 Rods with heal/ restoration/ protection spells, IF available, MUST be 3800 Rods with heal/ restoration/ protection spells, IF available, MUST be
3819 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
3820 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3841 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3821 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
3822 "summoning rune", summoning predefined monsters of any kind, at detonation. 3843 "summoning rune", summoning predefined monsters of any kind, at detonation.
3823 <br><br> 3844 <br><br>
3824 Many runes are already defined in the archetypes. ]]> 3845 Many runes are already defined in the archetypes.]]>
3825 </description> 3846 </description>
3826 <use><![CDATA[ 3847 <use><![CDATA[
3827 Avoid monsters stepping on your runes. For example, summoning runes 3848 Avoid monsters stepping on your runes. For example, summoning runes
3828 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3849 together with spellcasting- and attack-runes is usually a bad idea.]]>
3829 </use> 3850 </use>
3830 <attribute arch="no_pick" value="1" type="fixed" /> 3851 <attribute arch="no_pick" value="1" type="fixed" />
3831 <attribute arch="walk_on" value="1" type="fixed" /> 3852 &move_on;
3832 <attribute arch="level" editor="rune level" type="int"> 3853 <attribute arch="level" editor="rune level" type="int">
3833 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,
3834 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3855 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 (&lt;rune level&gt; 0 runes won't detonate at all!) 3856 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836 3857
3901 <ignore_list name="non_pickable" /> 3922 <ignore_list name="non_pickable" />
3902 </ignore> 3923 </ignore>
3903 <description><![CDATA[ 3924 <description><![CDATA[
3904 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
3905 respawn-after-death and his word-of-recall positions are pointing 3926 respawn-after-death and his word-of-recall positions are pointing
3906 to the last-applied savebed. ]]> 3927 to the last-applied savebed.]]>
3907 </description> 3928 </description>
3908 <use><![CDATA[ 3929 <use><![CDATA[
3909 Put savebed locations in towns, do not put them into dungeons. 3930 Put savebed locations in towns, do not put them into dungeons.
3910 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.
3911 That means: 3932 That means:
3912 <UL> 3933 <UL>
3913 <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!
3914 <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.
3915 <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
3916 players get trapped in a savebed location. 3937 players get trapped in a savebed location.
3917 <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
3918 arch called "dungeon_magic" everywhere). This is not required, 3939 arch called "dungeon_magic" everywhere). This is not required,
3919 but it makes the place much more safe. 3940 but it makes the place much more safe.
3920 </UL> ]]> 3941 </UL>]]>
3921 </use> 3942 </use>
3922 <attribute arch="no_pick" value="1" type="fixed" /> 3943 <attribute arch="no_pick" value="1" type="fixed" />
3923 <attribute arch="no_magic" value="1" type="fixed" /> 3944 <attribute arch="no_magic" value="1" type="fixed" />
3924 <attribute arch="damned" value="1" type="fixed" /> 3945 <attribute arch="damned" value="1" type="fixed" />
3925</type> 3946</type>
3932 <description><![CDATA[ 3953 <description><![CDATA[
3933 Scrolls contain spells (similar to spell-potions). Unlike potions, 3954 Scrolls contain spells (similar to spell-potions). Unlike potions,
3934 scrolls require a certain literacy skill to read successfully. 3955 scrolls require a certain literacy skill to read successfully.
3935 Accordingly, for a successful reading, a small amount of 3956 Accordingly, for a successful reading, a small amount of
3936 experience is gained. Scrolls allow only one time usage, but 3957 experience is gained. Scrolls allow only one time usage, but
3937 usually they are sold in bulks. ]]> 3958 usually they are sold in bulks.]]>
3938 </description> 3959 </description>
3939 <use><![CDATA[ 3960 <use><![CDATA[
3940 For low level quests, scrolls of healing/curing-spells 3961 For low level quests, scrolls of healing/curing-spells
3941 can be a nice reward. At higher levels, scrolls become less 3962 can be a nice reward. At higher levels, scrolls become less
3942 and less useful. ]]> 3963 and less useful.]]>
3943 </use> 3964 </use>
3944 <attribute arch="level" editor="casting level" type="int"> 3965 <attribute arch="level" editor="casting level" type="int">
3945 The spell of the scroll will be casted at this level. 3966 The spell of the scroll will be casted at this level.
3946 This value should always be set, at least to 1. 3967 This value should always be set, at least to 1.
3947 </attribute> 3968 </attribute>
3959<type number="33" name="Shield"> 3980<type number="33" name="Shield">
3960 <import_type name="Amulet" /> 3981 <import_type name="Amulet" />
3961 <description><![CDATA[ 3982 <description><![CDATA[
3962 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
3963 the player. Shields usually provide good defense, only surpassed 3984 the player. Shields usually provide good defense, only surpassed
3964 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3985 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3965 </description> 3986 </description>
3966 <use><![CDATA[ 3987 <use><![CDATA[
3967 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
3968 important that you keep your artifact in balance with existing maps. ]]> 3989 important that you keep your artifact in balance with existing maps.]]>
3969 </use> 3990 </use>
3970 <attribute arch="magic" editor="magic bonus" type="int"> 3991 <attribute arch="magic" editor="magic bonus" type="int">
3971 &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
3972 "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
3973 than direct armour-class bonus on the shield. 3994 than direct armour-class bonus on the shield.
3975</type> 3996</type>
3976 3997
3977<!--####################################################################--> 3998<!--####################################################################-->
3978<type number="14" name="Shooting Weapon"> 3999<type number="14" name="Shooting Weapon">
3979 <description><![CDATA[ 4000 <description><![CDATA[
3980 Schooting weapons like bows/crossbows are used to shoot projectiles 4001 Shooting weapons like bows/crossbows are used to shoot projectiles
3981 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4002 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982 wielded both at the same time. Like with any other equipment, 4003 wielded both at the same time. Like with any other equipment,
3983 stats/bonuses from shooting weapons are directly inherited to the player. 4004 stats/bonuses from shooting weapons are directly inherited to the player.
3984 <br><br> 4005 <br><br>
3985 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.
3986 Just set matching &lt;ammunition class&gt; both for shooting 4007 Just set matching &lt;ammunition class&gt; both for shooting
3987 weapon and projectile. ]]> 4008 weapon and projectile.]]>
3988 </description> 4009 </description>
3989 <use><![CDATA[ 4010 <use><![CDATA[
3990 Shooting weapons should not add bonuses in general. There's already 4011 Shooting weapons should not add bonuses in general. There's already
3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4012 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992 Schooting weapons should especially not add bonuses to the player 4013 Shooting weapons should especially not add bonuses to the player
3993 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
3994 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
3995 - still crap. ]]> 4016 - still crap.]]>
3996 </use> 4017 </use>
3997 <attribute arch="race" editor="ammunition class" type="string"> 4018 <attribute arch="race" editor="ammunition class" type="string">
3998 Only projectiles with matching &lt;ammunition class&gt; can be fired 4019 Only projectiles with matching &lt;ammunition class&gt; can be fired
3999 with this weapon. For normal bows set "arrows", for normal 4020 with this weapon. For normal bows set "arrows", for normal
4000 crossbows set "crossbow bolts". 4021 crossbows set "crossbow bolts".
4029 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
4030 only way to prevent low level players to wear "undeserved" equipment 4051 only way to prevent low level players to wear "undeserved" equipment
4031 (like gifts from other players or cheated items). 4052 (like gifts from other players or cheated items).
4032 4053
4033 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
4034 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
4035 calculate a provisional value at runtime, but this is never 4056 calculate a provisional value at runtime, but this is never
4036 going to be an accurate measurement of &lt;item power&gt;. 4057 going to be an accurate measurement of &lt;item power&gt;.
4037 </attribute> 4058 </attribute>
4038 <attribute arch="no_strength" editor="ignore strength" type="bool"> 4059 <attribute arch="no_strength" editor="ignore strength" type="bool">
4039 Usually the player's strentgh takes effect on the damage 4060 Usually the player's strentgh takes effect on the damage
4121 These items are all flagged as unpaid. 4142 These items are all flagged as unpaid.
4122 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
4123 unpaid and the player receives payment according to the item's 4144 unpaid and the player receives payment according to the item's
4124 selling-value. 4145 selling-value.
4125 Shopfloor always prevents magic (To hinder players from burning 4146 Shopfloor always prevents magic (To hinder players from burning
4126 or freezing the goods). ]]> 4147 or freezing the goods).]]>
4127 </description> 4148 </description>
4128 <use><![CDATA[ 4149 <use><![CDATA[
4129 Tile your whole shop-interior space which shop floor. 4150 Tile your whole shop-interior space which shop floor.
4130 (That assures players receive payment for dropping items). 4151 (That assures players receive payment for dropping items).
4131 Place shop mats to enter/leave the shop, and make sure 4152 Place shop mats to enter/leave the shop, and make sure
4132 there is no other exit than the shop mat. ]]> 4153 there is no other exit than the shop mat.]]>
4133 </use> 4154 </use>
4134 <attribute arch="is_floor" value="1" type="fixed" /> 4155 <attribute arch="is_floor" value="1" type="fixed" />
4135 <attribute arch="no_pick" value="1" type="fixed" /> 4156 <attribute arch="no_pick" value="1" type="fixed" />
4136 <attribute arch="no_magic" value="1" type="fixed" /> 4157 <attribute arch="no_magic" value="1" type="fixed" />
4137 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4158 <attribute arch="auto_apply" editor="generate goods" type="bool">
4171 "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/
4172 or -destinations. When stepping onto a shopmat the player gets beamed 4193 or -destinations. When stepping onto a shopmat the player gets beamed
4173 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
4174 inventory, the price gets charged from his coins automatically. 4195 inventory, the price gets charged from his coins automatically.
4175 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
4176 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).]]>
4177 </description> 4198 </description>
4178 <use><![CDATA[ 4199 <use><![CDATA[
4179 As stated above, always place TWO shop mats into your shop. 4200 As stated above, always place TWO shop mats into your shop.
4180 Not more and not less than that. ]]> 4201 Not more and not less than that.]]>
4181 </use> 4202 </use>
4182 <attribute arch="no_pick" value="1" type="fixed" /> 4203 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4204 &move_on;
4184 If set, the player can enter/leave the
4185 shop by just walking into the shop mat.
4186 </attribute>
4187 <attribute arch="fly_on" editor="apply by flying" type="bool">
4188 If set, the player can enter/leave the
4189 shop by "flying" into the shop mat.
4190 </attribute>
4191</type> 4205</type>
4192 4206
4193<!--####################################################################--> 4207<!--####################################################################-->
4194<type number="98" name="Sign &amp; MagicMouth"> 4208<type number="98" name="Sign &amp; MagicMouth">
4195 <ignore> 4209 <ignore>
4197 </ignore> 4211 </ignore>
4198 <description><![CDATA[ 4212 <description><![CDATA[
4199 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
4200 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:
4201 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
4202 (-&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).]]>
4203 </description> 4217 </description>
4204 <use><![CDATA[ 4218 <use><![CDATA[
4205 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
4206 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
4207 hints about hidden secrets/dangers. Place signs to provide the player 4221 hints about hidden secrets/dangers. Place signs to provide the player
4208 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.]]>
4209 </use> 4223 </use>
4210 <attribute arch="connected" editor="connection" type="int"> 4224 <attribute arch="connected" editor="connection" type="string">
4211 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
4212 the connection is triggered. This should be used in combination with 4226 the connection is triggered. This should be used in combination with
4213 &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.
4214 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
4215 printed to one player, but all players on the current map. 4229 printed to one player, but all players on the current map.
4216 </attribute> 4230 </attribute>
4217 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4231 &activate_on;
4218 If set, the player gets the message when walking ontop of the object. 4232 &move_on;
4219 "invisible 1" should be set in this case. This is the typical configuration
4220 for a "magic_mouth": The player walks through a dungeon and suddenly he
4221 gets a message. Use this to create some roleplay atmosphere, and to inform
4222 the player about possible dangers or secrets.
4223 </attribute>
4224 <attribute arch="fly_on" editor="activate by flying" type="bool">
4225 If set, the player gets the message when flying (=levitating) ontop
4226 of the object. Usually this should be set together with walk_on.
4227 </attribute>
4228 <attribute arch="food" editor="counter" type="int"> 4233 <attribute arch="food" editor="counter" type="int">
4229 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4234 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4230 (printing the message) only that many times. For signs this really shouldn't 4235 (printing the message) only that many times. For signs this really shouldn't
4231 be used, while for magic_mouths it is extremely helpful. 4236 be used, while for magic_mouths it is extremely helpful.
4232 Monsters walking over the magic_mouth do not decrease the counter. 4237 Monsters walking over the magic_mouth do not decrease the counter.
4241 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4246 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4242 This text will be displayed to the player. 4247 This text will be displayed to the player.
4243 </attribute> 4248 </attribute>
4244</type> 4249</type>
4245 4250
4251<type number="150" name="Shop Inventory">
4252 <ignore>
4253 <ignore_list name="non_pickable" />
4254 </ignore>
4255 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4256 </description>
4257 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4258 </use>
4259 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4260 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4261 the map that will be searched for unpaid items.
4262 </attribute>
4263</type>
4264
4246<!--####################################################################--> 4265<!--####################################################################-->
4247<type number="43" name="Skill"> 4266<type number="43" name="Skill">
4248 <ignore> 4267 <ignore>
4249 <ignore_list name="system_object" /> 4268 <ignore_list name="system_object" />
4250 </ignore> 4269 </ignore>
4251 <description><![CDATA[ 4270 <description><![CDATA[
4252 Skills are objects which exist in the player/monster inventory. 4271 Skills are objects which exist in the player/monster inventory.
4253 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
4254 are enabled for monster use however. ]]> 4273 are enabled for monster use however.]]>
4255 </description> 4274 </description>
4256 <use><![CDATA[ 4275 <use><![CDATA[
4257 For mapmaking, Skill objects serve two purposes: 4276 For mapmaking, Skill objects serve two purposes:
4258 <p>First, the predefined skill archtypes (in the 'skills' directory) 4277 <p>First, the predefined skill archtypes (in the 'skills' directory)
4259 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
4264 </p><p> 4283 </p><p>
4265 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
4266 copy default skill archtypes into the monsters' inventories. 4285 copy default skill archtypes into the monsters' inventories.
4267 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
4268 recommended however, to use skills in your maps which are totally 4287 recommended however, to use skills in your maps which are totally
4269 unrelated to any predefined skill archtype.</p> ]]> 4288 unrelated to any predefined skill archtype.</p>]]>
4270 </use> 4289 </use>
4271 <attribute arch="invisible" value="1" type="fixed" /> 4290 <attribute arch="invisible" value="1" type="fixed" />
4272 <attribute arch="no_drop" value="1" type="fixed" /> 4291 <attribute arch="no_drop" value="1" type="fixed" />
4273 <attribute arch="skill" editor="skill name" type="string"> 4292 <attribute arch="skill" editor="skill name" type="string">
4274 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
4284 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
4285 500 to their total. 4304 500 to their total.
4286 </attribute> 4305 </attribute>
4287 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4306 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4288 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.
4289 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
4290 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.
4291 </attribute> 4310 </attribute>
4292 <attribute arch="level" editor="level" type="int"> 4311 <attribute arch="level" editor="level" type="int">
4293 </attribute> 4312 </attribute>
4294 <attribute arch="exp" editor="experience" type="int"> 4313 <attribute arch="exp" editor="experience" type="int">
4303 4322
4304<!--####################################################################--> 4323<!--####################################################################-->
4305<type number="130" name="Skill Scroll"> 4324<type number="130" name="Skill Scroll">
4306 <description><![CDATA[ 4325 <description><![CDATA[
4307 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
4308 contained skill. ]]> 4327 contained skill.]]>
4309 </description> 4328 </description>
4310 <use><![CDATA[ 4329 <use><![CDATA[
4311 Skill scrolls are very much sought for by players. Currently, 4330 Skill scrolls are very much sought for by players. Currently,
4312 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
4313 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
4314 skill scrolls rewarded at the end. ]]> 4333 skill scrolls rewarded at the end.]]>
4315 </use> 4334 </use>
4316 <attribute arch="race" value="scrolls" type="fixed" /> 4335 <attribute arch="race" value="scrolls" type="fixed" />
4317 <attribute arch="skill" editor="skill name" type="string"> 4336 <attribute arch="skill" editor="skill name" type="string">
4318 The &lt;skill name&gt; matches the skill object that can 4337 The &lt;skill name&gt; matches the skill object that can
4319 be learned from this scroll. 4338 be learned from this scroll.
4329 When carrying the appropriate special key, a locked door can 4348 When carrying the appropriate special key, a locked door can
4330 be opened. The key will dissapear. 4349 be opened. The key will dissapear.
4331 <br><br> 4350 <br><br>
4332 This object-type can also be used for "passport"-like items: 4351 This object-type can also be used for "passport"-like items:
4333 When walking onto an invetory checker, a gate for example might 4352 When walking onto an invetory checker, a gate for example might
4334 get opened. The "passport" will stay in the player's inventory. ]]> 4353 get opened. The "passport" will stay in the player's inventory.]]>
4335 </description> 4354 </description>
4336 <use><![CDATA[ 4355 <use><![CDATA[
4337 How to make a "passport": You take the special key arch 4356 How to make a "passport": You take the special key arch
4338 (archetype name is "key2"), set the face to something like 4357 (archetype name is "key2"), set the face to something like
4339 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;
4340 certainly must match with the appropiate inventory checker. 4359 certainly must match with the appropiate inventory checker.
4341 <br><br> 4360 <br><br>
4342 Of course you can be creative with names and faces of 4361 Of course you can be creative with names and faces of
4343 key-objects. A "mysterious crystal" or a "big dragon claw" 4362 key-objects. A "mysterious crystal" or a "big dragon claw"
4344 (with appropriate faces) appear more interesting than just 4363 (with appropriate faces) appear more interesting than just
4345 a "strange key", or "passport". ]]> 4364 a "strange key", or "passport".]]>
4346 </use> 4365 </use>
4347 <attribute arch="slaying" editor="key string" type="string"> 4366 <attribute arch="slaying" editor="key string" type="string">
4348 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
4349 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
4350 to trigger inventory checkers. 4369 to trigger inventory checkers.
4385 players can learn it by reading the book. Once learned, players 4404 players can learn it by reading the book. Once learned, players
4386 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
4387 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>
4388 Monsters can use spells which are put in their inventory (provided 4407 Monsters can use spells which are put in their inventory (provided
4389 that certain "enabling" settings are correct). The monster's 4408 that certain "enabling" settings are correct). The monster's
4390 &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.]]>
4391 </description> 4410 </description>
4392 <use><![CDATA[ 4411 <use><![CDATA[
4393 A lot of the spells' settings can be tuned and customized. 4412 A lot of the spells' settings can be tuned and customized.
4394 When creating new spells which are accessible to players, it is 4413 When creating new spells which are accessible to players, it is
4395 important to think about balance. A single spell which is too 4414 important to think about balance. A single spell which is too
4396 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
4397 and magic school system out of whack. Testing new spells is 4416 and magic school system out of whack. Testing new spells is
4398 quite important therefore. ]]> 4417 quite important therefore.]]>
4399 </use> 4418 </use>
4400 <attribute arch="no_drop" value="1" type="fixed" /> 4419 <attribute arch="no_drop" value="1" type="fixed" />
4401 <attribute arch="invisible" value="1" type="fixed" /> 4420 <attribute arch="invisible" value="1" type="fixed" />
4402 <attribute arch="skill" editor="skill name" type="string"> 4421 <attribute arch="skill" editor="skill name" type="string">
4403 The &lt;skill name&gt; matches the skill which is needed 4422 The &lt;skill name&gt; matches the skill which is needed
4435 to read.<br><br> 4454 to read.<br><br>
4436 You can create widely customized spells only by adjusting the 4455 You can create widely customized spells only by adjusting the
4437 spell object in the spellbooks inventory. Refer to the description 4456 spell object in the spellbooks inventory. Refer to the description
4438 of spell objects for detailed information how to customize spells.<br> 4457 of spell objects for detailed information how to customize spells.<br>
4439 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;
4440 with a compilation of spells that the book may contain. ]]> 4459 with a compilation of spells that the book may contain.]]>
4441 </description> 4460 </description>
4442 <use><![CDATA[ 4461 <use><![CDATA[
4443 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
4444 reserved for the followers of the appropriate cults. Handing them 4463 reserved for the followers of the appropriate cults. Handing them
4445 out in a spellbook would violate the balance between different religions. 4464 out in a spellbook would violate the balance between different religions.
4446 <br><br> 4465 <br><br>
4447 Note that there is no fundamental difference between the spellbooks 4466 Note that there is no fundamental difference between the spellbooks
4448 of varying schools (pyromancy, sorcery, evocation, summoning, and 4467 of varying schools (pyromancy, sorcery, evocation, summoning, and
4449 even praying). The difference lies only in the spells they contain. 4468 even praying). The difference lies only in the spells they contain.
4450 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
4451 for your spells. ]]> 4470 for your spells.]]>
4452 </use> 4471 </use>
4453 <attribute arch="skill" value="literacy" type="fixed" /> 4472 <attribute arch="skill" value="literacy" type="fixed" />
4454 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4473 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4455 There are two ways to put spells into a spellbook: 4474 There are two ways to put spells into a spellbook:
4456 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,
4475 </ignore> 4494 </ignore>
4476 <description><![CDATA[ 4495 <description><![CDATA[
4477 Spinners change the direction of spell objects and other projectiles 4496 Spinners change the direction of spell objects and other projectiles
4478 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
4479 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
4480 is always changed by a certain degree. ]]> 4499 is always changed by a certain degree.]]>
4481 </description> 4500 </description>
4482 <use><![CDATA[ 4501 <use><![CDATA[
4483 Spinners are very rarely used. I believe they are quite 4502 Spinners are very rarely used. I believe they are quite
4484 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
4485 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
4486 otherwise couldn't. 4505 otherwise couldn't.
4487 4506
4488 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-
4489 projectiles from magic walls don't get to fly in loops. ]]> 4508 projectiles from magic walls don't get to fly in loops.]]>
4490 </use> 4509 </use>
4491 <attribute arch="sp" editor="direction number" type="int"> 4510 <attribute arch="sp" editor="direction number" type="int">
4492 The spinner will change the direction of flying objects by 4511 The spinner will change the direction of flying objects by
4493 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4512 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4494 positive values counter clockwise. 4513 positive values counter clockwise.
4495 4514
4496 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4515 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4497 </attribute> 4516 </attribute>
4498 <attribute arch="walk_on" value="1" type="fixed" /> 4517 &move_on;
4499 <attribute arch="fly_on" value="1" type="fixed" />
4500</type> 4518</type>
4501 4519
4502<!--####################################################################--> 4520<!--####################################################################-->
4503<type number="138" name="Swamp"> 4521<type number="138" name="Swamp">
4504 <ignore> 4522 <ignore>
4508 Swamp areas show a special behaviour: 4526 Swamp areas show a special behaviour:
4509 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,
4510 he will start to sink in and eventually drown and die. 4528 he will start to sink in and eventually drown and die.
4511 Items dropped on the swamp sink in and dissapear. 4529 Items dropped on the swamp sink in and dissapear.
4512 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
4513 to die in the swamp. ]]> 4531 to die in the swamp.]]>
4514 </description> 4532 </description>
4515 <attribute arch="walk_on" value="1" type="fixed" />
4516 <attribute arch="is_floor" value="1" type="fixed" /> 4533 <attribute arch="is_floor" value="1" type="fixed" />
4517 <attribute arch="is_wooded" value="1" type="fixed" /> 4534 <attribute arch="is_wooded" value="1" type="fixed" />
4518 <attribute arch="speed" editor="drowning speed" type="float"> 4535 <attribute arch="speed" editor="drowning speed" type="float">
4519 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
4520 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4537 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4521 and unexpected death-trap. Players should get a warning before such areas. 4538 and unexpected death-trap. Players should get a warning before such areas.
4522 </attribute> 4539 </attribute>
4523 <attribute arch="slow_move" editor="slow movement" type="int"> 4540 &speed_left;
4524 If &lt;slow movement&gt; is set to a value greater zero, all 4541 &move_on;
4525 creatures moving over this spot will be slower than normal. 4542 &movement_types_terrain;
4526
4527 &lt;slow movement&gt; 1 - rough terrain
4528 &lt;slow movement&gt; 2 - very rough terrain
4529 ...
4530 &lt;slow movement&gt; 5 - default for deep swamp
4531 </attribute>
4532 <attribute arch="no_magic" editor="no spells" type="bool"> 4543 <attribute arch="no_magic" editor="no spells" type="bool">
4533 If enabled, it is impossible for players to use (wizard-) 4544 If enabled, it is impossible for players to use (wizard-)
4534 spells on that spot. 4545 spells on that spot.
4535 </attribute> 4546 </attribute>
4536 <attribute arch="damned" editor="no prayers" type="bool"> 4547 <attribute arch="damned" editor="no prayers" type="bool">
4549 different location. The main difference to the object-type exit 4560 different location. The main difference to the object-type exit
4550 is the possibility to have teleporters connected to levers/buttons/etc. 4561 is the possibility to have teleporters connected to levers/buttons/etc.
4551 Sometimes teleporters are activated even against the players will. 4562 Sometimes teleporters are activated even against the players will.
4552 <br><br> 4563 <br><br>
4553 Unlike exits, teleporters can also transfer items and 4564 Unlike exits, teleporters can also transfer items and
4554 monsters to different locations on the same map. ]]> 4565 monsters to different locations on the same map.]]>
4555 </description> 4566 </description>
4556 <use><![CDATA[ 4567 <use><![CDATA[
4557 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
4558 an invisible teleporter. If using "invisible 1", the teleporter 4569 an invisible teleporter. If using "invisible 1", the teleporter
4559 can still be discovered with the show_invisible spell. And in 4570 can still be discovered with the show_invisible spell. And in
4560 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.
4561 <br><br> 4572 <br><br>
4562 Fortunately, there is a cool trick to make a perfectly invisible 4573 Fortunately, there is a cool trick to make a perfectly invisible
4563 teleporter: You simply add teleporter functionality to the floor 4574 teleporter: You simply add teleporter functionality to the floor
4564 itself. That means: You take the floor arch (e.g. "flagstone"), 4575 itself. That means: You take the floor arch (e.g. "flagstone"),
4565 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.]]>
4566 </use> 4577 </use>
4567 <attribute arch="slaying" editor="exit path" type="string"> 4578 <attribute arch="slaying" editor="exit path" type="string">
4568 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.
4569 &lt;exit path&gt; can be an absolute path, beginning with '/' 4580 &lt;exit path&gt; can be an absolute path, beginning with '/'
4570 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4581 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4606 be transferred to the "default enter location" of the destined map. 4617 be transferred to the "default enter location" of the destined map.
4607 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,
4608 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
4609 map-bugs. 4620 map-bugs.
4610 </attribute> 4621 </attribute>
4611 <attribute arch="connected" editor="connection" type="int"> 4622 <attribute arch="connected" editor="connection" type="string">
4612 If a connection value is set, the teleporter will be activated 4623 If a connection value is set, the teleporter will be activated
4613 whenever the connection is triggered. To use this properly, 4624 whenever the connection is triggered. To use this properly,
4614 &lt;activation speed&gt; must be zero. 4625 &lt;activation speed&gt; must be zero.
4615 </attribute> 4626 </attribute>
4627 &activate_on;
4616 <attribute arch="speed" editor="activation speed" type="float"> 4628 <attribute arch="speed" editor="activation speed" type="float">
4617 If the &lt;activation speed&gt; is nonzero, the teleporter will 4629 If the &lt;activation speed&gt; is nonzero, the teleporter will
4618 automatically be activated in regular time-intervals. Hence, the 4630 automatically be activated in regular time-intervals. Hence, the
4619 player can just step on it and gets teleported sooner or later. 4631 player can just step on it and gets teleported sooner or later.
4620 The duration between two activates depends on the given value. 4632 The duration between two activates depends on the given value.
4621 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4633 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4622 4634
4623 VERY IMPORTANT: If you want to have your teleporter activated via 4635 VERY IMPORTANT: If you want to have your teleporter activated via
4624 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4636 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4625 </attribute> 4637 </attribute>
4638 &speed_left;
4626</type> 4639</type>
4627 4640
4628<!--####################################################################--> 4641<!--####################################################################-->
4629<type number="26" name="Timed Gate"> 4642<type number="26" name="Timed Gate">
4630 <ignore> 4643 <ignore>
4631 <ignore_list name="non_pickable" /> 4644 <ignore_list name="non_pickable" />
4632 </ignore> 4645 </ignore>
4633 <description><![CDATA[ 4646 <description><![CDATA[
4634 Gates play an important role in Crossfire. Gates can be opened 4647 Gates play an important role in Deliantra. Gates can be opened
4635 by activating a button/trigger, by speaking passwords (-> magic_ear) 4648 by activating a button/trigger, by speaking passwords (-> magic_ear)
4636 or carrying special key-objects (-> inventory checker). 4649 or carrying special key-objects (-> inventory checker).
4637 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
4638 passed, which makes them more practical in many cases. Unlike normal 4651 passed, which makes them more practical in many cases. Unlike normal
4639 gates, timed gates open when triggered but automatically close again 4652 gates, timed gates open when triggered but automatically close again
4640 after some time.]]> 4653 after some time.]]>
4641 </description> 4654 </description>
4642 <use><![CDATA[ 4655 <use><![CDATA[
4643 Use gates to divide your maps into separated areas. After solving 4656 Use gates to divide your maps into separated areas. After solving
4644 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
4645 maps more complex than "one-way". ]]> 4658 maps more complex than "one-way".]]>
4646 </use> 4659 </use>
4647 <attribute arch="no_pick" value="1" type="fixed" /> 4660 <attribute arch="no_pick" value="1" type="fixed" />
4648 <attribute arch="connected" editor="connection" type="int"> 4661 <attribute arch="connected" editor="connection" type="string">
4649 Whenever the inventory checker is triggered, all objects with identical 4662 Whenever the inventory checker is triggered, all objects with identical
4650 &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
4651 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4664 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4652 after some time. 4665 after some time.
4653 </attribute> 4666 </attribute>
4667 &activate_on;
4654 <attribute arch="wc" editor="position state" type="int"> 4668 <attribute arch="wc" editor="position state" type="int">
4655 The &lt;position state&gt; defines the position of the gate: 4669 The &lt;position state&gt; defines the position of the gate:
4656 Zero means completely open/down, the "number of animation-steps" (usually 4670 Zero means completely open/down, the "number of animation-steps" (usually
4657 about 6 or 7) means completely closed/up state. I suggest you don't 4671 about 6 or 7) means completely closed/up state. I suggest you don't
4658 mess with this value - Leave the default in place. 4672 mess with this value - Leave the default in place.
4659 </attribute> 4673 </attribute>
4660 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4674 &movement_types_terrain;
4661 For open gates, &lt;blocking passage&gt; should be unset.
4662 For closed gates it must be set.
4663 </attribute>
4664 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4675 <attribute arch="no_magic" editor="restrict spells" type="bool">
4665 Restricting the use of spells to pass this gate. This has 4676 Restricting the use of spells to pass this gate. This has
4666 an effect only if &lt;block view&gt; is disabled. 4677 an effect only if &lt;block view&gt; is disabled.
4667 </attribute> 4678 </attribute>
4668 <attribute arch="damned" editor="restrict prayers" type="bool"> 4679 <attribute arch="damned" editor="restrict prayers" type="bool">
4692 and generally have either a physical attack or trigger a reaction. 4703 and generally have either a physical attack or trigger a reaction.
4693 <br><br> 4704 <br><br>
4694 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
4695 'attacktype' attacktype and/or trigger a reaction. 4706 'attacktype' attacktype and/or trigger a reaction.
4696 <br><br> 4707 <br><br>
4697 Many traps are already defined in the archetypes. ]]> 4708 Many traps are already defined in the archetypes.]]>
4698 </description> 4709 </description>
4699 <use><![CDATA[ 4710 <use><![CDATA[
4700 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
4701off your lightning wall and pit trap is usually a bad idea. ]]> 4712 off your lightning wall and pit trap is usually a bad idea.]]>
4702 </use> 4713 </use>
4703 <attribute arch="no_pick" value="1" type="fixed" /> 4714 <attribute arch="no_pick" value="1" type="fixed" />
4704 <attribute arch="walk_on" value="1" type="fixed" /> 4715 &move_on;
4705 <attribute arch="level" editor="trap level" type="int"> 4716 <attribute arch="level" editor="trap level" type="int">
4706 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
4707 how much experience the player gets for doing so. Beware: High level 4718 how much experience the player gets for doing so. Beware: High level
4708 traps can be quite a cheap source of experience! So either make them 4719 traps can be quite a cheap source of experience! So either make them
4709 tough, or keep the level low. 4720 tough, or keep the level low.
4722 </attribute> 4733 </attribute>
4723 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4734 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4724 This attribute defines what attacktype to use for direct damage when 4735 This attribute defines what attacktype to use for direct damage when
4725 the trap detonates. 4736 the trap detonates.
4726 </attribute> 4737 </attribute>
4727 <attribute arch="connected" editor="connection" type="int"> 4738 <attribute arch="connected" editor="connection" type="string">
4728 When the trap is detonated, all objects with the same 4739 When the trap is detonated, all objects with the same
4729 connection value get activated. 4740 connection value get activated.
4730 </attribute> 4741 </attribute>
4731 <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">
4732 When the trap detonates, this text is displayed to the 4743 When the trap detonates, this text is displayed to the
4744 Trapdoors are very similar to pits. The difference is that they 4755 Trapdoors are very similar to pits. The difference is that they
4745 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
4746 trapdoor determines weither it slams the trapdoor open and falls through 4757 trapdoor determines weither it slams the trapdoor open and falls through
4747 or not.<br> 4758 or not.<br>
4748 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
4749 weight,) it remains open, acting like an opened pit. ]]> 4760 weight,) it remains open, acting like an opened pit.]]>
4750 </description> 4761 </description>
4751 <use><![CDATA[ 4762 <use><![CDATA[
4752 Trapdoors should be used in the same fashion as pits: 4763 Trapdoors should be used in the same fashion as pits:
4753 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
4754 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.]]>
4755 </use> 4766 </use>
4756 <attribute arch="no_pick" value="1" type="fixed" /> 4767 <attribute arch="no_pick" value="1" type="fixed" />
4757 <attribute arch="walk_on" value="1" type="fixed" /> 4768 &move_on;
4758 <attribute arch="weight" editor="hold weight" type="int"> 4769 <attribute arch="weight" editor="hold weight" type="int">
4759 This value defines how much weight the trapdoor can hold. 4770 This value defines how much weight the trapdoor can hold.
4760 Once items or creatures are gathered on the trapdoor, with 4771 Once items or creatures are gathered on the trapdoor, with
4761 a total weight surpassing this value, then the trapdoor will 4772 a total weight surpassing this value, then the trapdoor will
4762 open and things start falling through. 4773 open and things start falling through.
4785 <attribute arch="value" /> 4796 <attribute arch="value" />
4786 <attribute arch="material" /> 4797 <attribute arch="material" />
4787 </ignore> 4798 </ignore>
4788 <description><![CDATA[ 4799 <description><![CDATA[
4789 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
4790 into the game. ]]> 4801 into the game.]]>
4791 </description> 4802 </description>
4792 <use><![CDATA[ 4803 <use><![CDATA[
4793 About usage of the "random-artifact" treasurelist: 4804 About usage of the "random-artifact" treasurelist:
4794 This will generate powerful stuff like girdles, xray helmets, special 4805 This will generate powerful stuff like girdles, xray helmets, special
4795 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
4796 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
4797 number of different artifacts! Besides, players will always seek the place 4808 number of different artifacts! Besides, players will always seek the place
4798 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.
4799 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
4800 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4811 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4801 </use> 4812 </use>
4802 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4813 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4803 This entry determines what kind of treasure will appear. Look into 4814 This entry determines what kind of treasure will appear. Look into
4804 /crossfire/share/crossfire/treasures for details about existing 4815 /crossfire/share/crossfire/treasures for details about existing
4805 treasurelists. 4816 treasurelists.
4834 <description><![CDATA[ 4845 <description><![CDATA[
4835 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
4836 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
4837 &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
4838 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).
4839 <br><br> 4851 <br><br>
4840 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,
4841 except by the effect that they cause on the maps. ]]> 4853 except by the effect that they cause on the maps.]]>
4842 </description> 4854 </description>
4843 <use><![CDATA[ 4855 <use><![CDATA[
4844 Markers hold real cool possibilities for map-making. I encourage 4856 Markers hold real cool possibilities for map-making. I encourage
4845 you to use them frequently. However there is one negative point 4857 you to use them frequently. However there is one negative point
4846 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
4847 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
4848 informed and never confused. 4860 informed and never confused.
4849 <br><br> 4861 <br><br>
4850 Please avoid infinite markers when they aren't needed. They're 4862 Please avoid infinite markers when they aren't needed. They're
4851 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
4852 is no real purpose, set an expire time. ]]> 4864 is no real purpose, set an expire time.]]>
4853 </use> 4865 </use>
4854 <attribute arch="no_pick" value="1" type="fixed" /> 4866 <attribute arch="no_pick" value="1" type="fixed" />
4855 <attribute arch="slaying" editor="key string" type="string"> 4867 <attribute arch="slaying" editor="key string" type="string">
4856 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.
4857 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;,
4858 there won't be inserted a second one. 4870 there won't be inserted a second one.
4859 </attribute> 4871 </attribute>
4860 <attribute arch="connected" editor="connection" type="int"> 4872 <attribute arch="connected" editor="connection" type="string">
4861 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.
4862 </attribute> 4874 </attribute>
4863 <attribute arch="food" editor="mark duration" type="int"> 4875 <attribute arch="food" editor="mark duration" type="int">
4864 This value defines the duration of the force it inserts. 4876 This value defines the duration of the force it inserts.
4865 If nonzero, the duration of the player's mark is finite: 4877 If nonzero, the duration of the player's mark is finite:
4896 <attribute arch="name_pl" /> 4908 <attribute arch="name_pl" />
4897 <attribute arch="value" /> 4909 <attribute arch="value" />
4898 <attribute arch="unpaid" /> 4910 <attribute arch="unpaid" />
4899 </ignore> 4911 </ignore>
4900 <description><![CDATA[ 4912 <description><![CDATA[
4901 Walls usually block passage and sight. ]]> 4913 Walls usually block passage and sight.]]>
4902 </description> 4914 </description>
4903 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4915 &movement_types_terrain;
4904 If set, the object cannot be passed by players nor monsters.
4905 </attribute>
4906 <attribute arch="can_roll" editor="moveable" type="bool"> 4916 <attribute arch="can_roll" editor="moveable" type="bool">
4907 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.
4908 This setting is used for boulders and barrels. 4918 This setting is used for boulders and barrels.
4909 </attribute> 4919 </attribute>
4910 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4920 <attribute arch="no_magic" editor="restrict spells" type="bool">
4921<type number="109" name="Wand &amp; Staff"> 4931<type number="109" name="Wand &amp; Staff">
4922 <description><![CDATA[ 4932 <description><![CDATA[
4923 Wands contain a certain spell. The player can apply (ready) and 4933 Wands contain a certain spell. The player can apply (ready) and
4924 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
4925 "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
4926 charging, but usually that isn't worth the cost. ]]> 4936 charging, but usually that isn't worth the cost.]]>
4927 </description> 4937 </description>
4928 <use><![CDATA[ 4938 <use><![CDATA[
4929 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
4930 generally not cost-efficient. Handing out high-level wands with 4940 generally not cost-efficient. Handing out high-level wands with
4931 powerful special spells isn't a good idea either, because of 4941 powerful special spells isn't a good idea either, because of
4932 the recharge ability. 4942 the recharge ability.
4933 <br><br> 4943 <br><br>
4934 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
4935 quite desirable though. Ideal rewards for low level quests. ]]> 4945 quite desirable though. Ideal rewards for low level quests.]]>
4936 </use> 4946 </use>
4937 <attribute arch="sp" editor="spell" type="spell"> 4947 <attribute arch="sp" editor="spell" type="spell">
4938 The &lt;spell&gt; specifies the contained spell. 4948 The &lt;spell&gt; specifies the contained spell.
4939 </attribute> 4949 </attribute>
4940 <attribute arch="level" editor="casting level" type="int"> 4950 <attribute arch="level" editor="casting level" type="int">
4965 <ignore_list name="non_pickable" /> 4975 <ignore_list name="non_pickable" />
4966 </ignore> 4976 </ignore>
4967 <description><![CDATA[ 4977 <description><![CDATA[
4968 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
4969 these weak walls look similar to their solid "relatives" except 4979 these weak walls look similar to their solid "relatives" except
4970 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.]]>
4971 </description> 4981 </description>
4972 <use><![CDATA[ 4982 <use><![CDATA[
4973 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
4974 better than completely indiscernible passages in a wall.<br> 4984 better than completely indiscernible passages in a wall.<br>
4975 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
4976 them: Rising their defensive stats, weak walls can become a 4986 them: Rising their defensive stats, weak walls can become a
4977 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
4978 attack for example. A granite wall for instance might be very 4988 attack for example. A granite wall for instance might be very
4979 hard to destroy. ]]> 4989 hard to destroy.]]>
4980 </use> 4990 </use>
4981 <attribute arch="alive" value="1" type="fixed" /> 4991 <attribute arch="alive" value="1" type="fixed" />
4982 <attribute arch="no_pick" value="1" type="fixed" /> 4992 <attribute arch="no_pick" value="1" type="fixed" />
4983 <attribute arch="tear_down" value="1" type="fixed" /> 4993 <attribute arch="tear_down" value="1" type="fixed" />
4984 <attribute arch="race" editor="race" type="string"> 4994 <attribute arch="race" editor="race" type="string">
5005 </attribute> 5015 </attribute>
5006 <attribute arch="ac" editor="armour class" type="int"> 5016 <attribute arch="ac" editor="armour class" type="int">
5007 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.
5008 &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;.
5009 </attribute> 5019 </attribute>
5010<section name="resistance"> 5020 &resistances_basic;
5011 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5052 </attribute>
5053</section>
5054</type> 5021</type>
5055 5022
5056<!--####################################################################--> 5023<!--####################################################################-->
5057<type number="15" name="Weapon"> 5024<type number="15" name="Weapon">
5058 <description><![CDATA[ 5025 <description><![CDATA[
5059 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
5060 player. Usually enhancing his fighting-abilities. Non-magical weapons can 5027 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5061 be improved with scrolls. ]]> 5028 be improved with scrolls.]]>
5062 </description> 5029 </description>
5063 <use><![CDATA[ 5030 <use><![CDATA[
5064 If you create artifacts (equipment) with stats- or resistance-bonus: 5031 If you create artifacts (equipment) with stats- or resistance-bonus:
5065 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
5066 fighting AND questing. ]]> 5033 fighting AND questing.]]>
5067 </use> 5034 </use>
5068 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5069 This number is a bitmask, specifying the weapon's attacktypes. 5036 This number is a bitmask, specifying the weapon's attacktypes.
5070 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5037 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5071 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
5126 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
5127 only way to prevent low level players to wear "undeserved" equipment 5094 only way to prevent low level players to wear "undeserved" equipment
5128 (like gifts from other players or cheated items). 5095 (like gifts from other players or cheated items).
5129 5096
5130 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
5131 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
5132 calculate a provisional value at runtime, but this is never 5099 calculate a provisional value at runtime, but this is never
5133 going to be an accurate measurement of &lt;item power&gt;. 5100 going to be an accurate measurement of &lt;item power&gt;.
5134 </attribute> 5101 </attribute>
5135 <attribute arch="damned" editor="damnation" type="bool"> 5102 <attribute arch="damned" editor="damnation" type="bool">
5136 A damned weapon cannot be unwielded unless 5103 A damned weapon cannot be unwielded unless
5156 </attribute> 5123 </attribute>
5157 <attribute arch="startequip" editor="godgiven item" type="bool"> 5124 <attribute arch="startequip" editor="godgiven item" type="bool">
5158 A godgiven item vanishes as soon as the player 5125 A godgiven item vanishes as soon as the player
5159 drops it to the ground. 5126 drops it to the ground.
5160 </attribute> 5127 </attribute>
5161<section name="resistance"> 5128 &player_stat_resist_sections;
5162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5163 This adds physical resistance to the weapon (= armour value). The number is
5164 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5165 and what they require to do for getting this-and-that artifact.
5166 </attribute>
5167 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5168 This adds magic resistance to the weapon. The number is a percent-value in
5169 the range 0-100. Treat this with CARE. Look at other maps and what they
5170 require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5173 This adds fire resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5178 This adds electricity resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5183 This adds fire resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5188 This adds confusion resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Confusion resistance is not very effective
5190 unless the value comes close to 100 (= perfect immunity).
5191 </attribute>
5192 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5193 This adds acid resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5198 This adds draining resistance to the weapon. The number is a percent-value
5199 in the range 0-100. Draining resistance is little effective
5200 unless the value is 100 (= perfect immunity).
5201 </attribute>
5202 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5203 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Weaponmagic resistance generally should not exist on
5205 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5206 are not meant to be easily resisted.
5207 </attribute>
5208 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5209 This adds ghosthit resistance to the weapon. The number is a percent-value
5210 in the range 0-100. Treat this with CARE. Look at other maps and what they
5211 require to do for getting this-and-that artifact.
5212 </attribute>
5213 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5214 This adds poison resistance to the weapon. The number is a percent-value in
5215 the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5219 This adds fear resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Resistance to fear is pretty useless.
5221 </attribute>
5222 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5223 This adds paralyze resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Paralyze resistance is little effective
5225 unless the value is 100 (= perfect immunity).
5226 </attribute>
5227 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5228 This adds fear resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Resistance to fear is pretty useless.
5230 </attribute>
5231 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5232 This adds depletion resistance to the weapon. The number is a percent-value
5233 in the range 0-100. Depletion resistance is little effective
5234 unless the value is 100 (= perfect immunity).
5235 </attribute>
5236 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5237 This adds death-attack resistance to the weapon. The number is a
5238 percent-value in the range 0-100. Death-attack resistance is little
5239 effective unless the value is 100 (= perfect immunity).
5240 Generally, resistance to death-attack is not supposed to be
5241 available to players!
5242 </attribute>
5243 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5244 This adds chaos resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Treat this with CARE. Look at other maps and what they
5246 require to do for getting this-and-that artifact.
5247 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5248 combination of other attacktypes.
5249 </attribute>
5250 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5251 This adds blinding resistance to the weapon. The number is a percent-value
5252 in the range 0-100. Treat this with CARE. Look at other maps and what they
5253 require to do for getting this-and-that artifact.
5254 </attribute>
5255 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5256 This adds holy power resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Holy power is the attacktype that holyword-type spells
5258 use to hurt undead creatures. This kind of resistance is only reasonable
5259 for undead players (wraith or devourer cult).
5260 Generally, resistance to holy word should not be available for players.
5261 </attribute>
5262</section>
5263<section name="stats">
5264 <attribute arch="Str" editor="strength" type="int">
5265 The player's strentgh will rise/fall by the given value
5266 while wearing this weapon.
5267 </attribute>
5268 <attribute arch="Dex" editor="dexterity" type="int">
5269 The player's dexterity will rise/fall by the given value
5270 while wearing this weapon.
5271 </attribute>
5272 <attribute arch="Con" editor="constitution" type="int">
5273 The player's constitution will rise/fall by the given value
5274 while wearing this weapon.
5275 </attribute>
5276 <attribute arch="Int" editor="intelligence" type="int">
5277 The player's intelligence will rise/fall by the given value
5278 while wearing this weapon.
5279 </attribute>
5280 <attribute arch="Pow" editor="power" type="int">
5281 The player's power will rise/fall by the given value
5282 while wearing this weapon.
5283 </attribute>
5284 <attribute arch="Wis" editor="wisdom" type="int">
5285 The player's wisdom will rise/fall by the given value while
5286 wearing this weapon.
5287 </attribute>
5288 <attribute arch="Cha" editor="charisma" type="int">
5289 The player's charisma will rise/fall by the given value
5290 while wearing this weapon.
5291 </attribute>
5292</section>
5293<section name="misc"> 5129<section name="misc">
5294 <attribute arch="luck" editor="luck bonus" type="int"> 5130 <attribute arch="luck" editor="luck bonus" type="int">
5295 With positive luck bonus, the player is more likely to 5131 With positive luck bonus, the player is more likely to
5296 succeed in all sorts of things (spellcasting, praying,...). 5132 succeed in all sorts of things (spellcasting, praying,...).
5297 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
5376</type> 5212</type>
5377 5213
5378<type number="116" name="Event Connector"> 5214<type number="116" name="Event Connector">
5379 <description><![CDATA[ 5215 <description><![CDATA[
5380 Event connectors link specific events that happen to objects to 5216 Event connectors link specific events that happen to objects to
5381 a crossfire plug-in. ]]> 5217 a crossfire plug-in. They are not used at all in Deliantra.]]>
5382 </description> 5218 </description>
5383 <attribute arch="subtype" editor="event type" type="list_event_type">
5384 The type of event that triggers a notify to the plug-in.
5385 </attribute>
5386 <attribute arch="title" editor="plug-in" type="string">
5387 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5388 for python and "perl" for the Crossfire-Perl plug-in.
5389 </attribute>
5390 <attribute arch="slaying" editor="extension" type="string">
5391 The name of the extension to invoke (for python, this is the path to a script,
5392 for perl this is the name of a extension package without the ".ext" extension.
5393 </attribute>
5394 <attribute arch="name" editor="options" type="string">
5395 A string that is passed unaltered to the extension above. Often used to pass
5396 options to the extension that alter its behaviour.
5397 </attribute>
5398</type> 5219</type>
5399 5220
5400</types> 5221</types>

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