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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.7 by root, Thu Mar 16 22:16:06 2006 UTC vs.
Revision 1.30 by root, Mon Sep 10 18:30:30 2007 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
113]> 363]>
114 364
115<types> 365<types>
116 366
117<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 446 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 447 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 448 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 449 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 450 <entry bit="6" name="All" />
451</bitmask>
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" />
201</bitmask> 460</bitmask>
202 461
203<!--###################### list definitions ######################--> 462<!--###################### list definitions ######################-->
204 463
205<list name="direction"> 464<list name="direction">
343 <entry value="9" name="throw" /> 602 <entry value="9" name="throw" />
344 <entry value="10" name="trigger" /> 603 <entry value="10" name="trigger" />
345 <entry value="11" name="close" /> 604 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 605 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608</list>
609
610<list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620</list>
621
622<list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
348</list> 633</list>
349 634
350<!--###################### default attributes ######################--> 635<!--###################### default attributes ######################-->
351 636
352<!-- 637<!--
367 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
368 </attribute> 653 </attribute>
369 <attribute arch="face" editor="image" type="string"> 654 <attribute arch="face" editor="image" type="string">
370 The image-name defines what image is displayed for this object in-game. 655 The image-name defines what image is displayed for this object in-game.
371 </attribute> 656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by
660 their name.
661 </attribute>
372 <attribute arch="nrof" editor="number" type="int"> 662 <attribute arch="nrof" editor="number" type="int">
373 This value determines the number of objects in one stack (for example: 663 This value determines the number of objects in one stack (for example:
374 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
375 any pickable object - otherwise it won't be mergeable into a stack. 665 any pickable object - otherwise it won't be mergeable into a stack.
376 </attribute> 666 </attribute>
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 670 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 671 never know ;) ).
382 </attribute> 672 </attribute>
383 <attribute arch="value" editor="value" type="int"> 673 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 674 Determines the value of the object, in units of silver coins (one
385 default value from it's archetype (E.g. "value = 3" means three times 675 platinum coin == 50 silver coins). Value for buying/selling will be
386 worth the default value). Value for buying/selling will be
387 further modified by various factors. Hence, testing values in-game is 676 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 677 usually inevitable.
389 </attribute> 678 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 679 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 680 If &lt;glow radius&gt; is set to a value greater zero, the object
415 </attribute> 704 </attribute>
416 <attribute arch="unpaid" editor="unpaid" type="bool"> 705 <attribute arch="unpaid" editor="unpaid" type="bool">
417 An &lt;unpaid&gt; item cannot be used unless a player carried it over 706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
418 a shop mat, paying the demanded price. Setting this flag makes sense 707 a shop mat, paying the demanded price. Setting this flag makes sense
419 only for pickable items inside shops. 708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext
420 </attribute> 719 </attribute>
421</default_type> 720</default_type>
422 721
423<!-- This ignorelist is for all system objects which are non pickable 722<!-- This ignorelist is for all system objects which are non pickable
424 and invisible. They don't interact with players at all. --> 723 and invisible. They don't interact with players at all. -->
458 the fallback for all types which don't match any other defined types. 757 the fallback for all types which don't match any other defined types.
459 The required attribute "misc x" prevents that it gets confused with 758 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 759 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 760 <attribute arch="misc" value="x" />
462 </required> 761 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 762 &movement_types_terrain;
464 If set, the object cannot be passed by players nor monsters.
465 </attribute>
466 <attribute arch="cursed" editor="cursed" type="bool"> 763 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 764 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 765 they generally harm the player in some way.
469 </attribute> 766 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 767 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 856 then either a spell is casted (on the player) or a connector is
560 triggered. If the latter is the case, the altar works only once. 857 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 858 Either way, the sacrificed item disappears. ]]>
562 </description> 859 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 860 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 861 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 862 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 863 This string specifies the item that must be put on the altar to
567 activate it. It can either be the name of an archetype, or directly 864 activate it. It can either be the name of an archetype, or directly
568 the name of an object. Yet, titles are not recognized by altars. 865 the name of an object. Yet, titles are not recognized by altars.
569 Remember to put a note somewhere, telling the player what he is 866 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 957 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 958 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 959 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 960 gate being opened and closed again.
664 </attribute> 961 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 962 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 963 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 964 This text will be displayed to the player
669 in the exact moment when the altar is activated. 965 in the exact moment when the altar is activated.
670 </attribute> 966 </attribute>
671</type> 967</type>
672 968
969<!--####################################################################-->
970<type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984</type>
673<!--####################################################################--> 985<!--####################################################################-->
674<type number="39" name="Amulet"> 986<type number="39" name="Amulet">
675 <description><![CDATA[ 987 <description><![CDATA[
676 Wearing an amulet, the object's stats will directly be inherited to 988 Wearing an amulet, the object's stats will directly be inherited to
677 the player. Amulets are usually meant for protection and defense. ]]> 989 the player. Amulets are usually meant for protection and defense. ]]>
733 you want the monster to use/wear the item - you must set 1045 you want the monster to use/wear the item - you must set
734 &lt;is applied&gt;. 1046 &lt;is applied&gt;.
735 Enabling this flag doesn't make any sense if the item 1047 Enabling this flag doesn't make any sense if the item
736 is NOT in a monster's inventory. 1048 is NOT in a monster's inventory.
737 </attribute> 1049 </attribute>
738<section name="resistance"> 1050 &player_stat_resist_sections;
739 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
740 This adds physical resistance to the item (= armour value). The number is
741 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
742 and what they require to do for getting this-and-that artifact.
743 </attribute>
744 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
745 This adds magic resistance to the item. The number is a percent-value in
746 the range 0-100. Treat this with CARE. Look at other maps and what they
747 require to do for getting this-and-that artifact.
748 </attribute>
749 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
750 This adds fire resistance to the item. The number is a percent-value in
751 the range 0-100. Treat this with CARE. Look at other maps and what they
752 require to do for getting this-and-that artifact.
753 </attribute>
754 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
755 This adds electricity resistance to the item. The number is a percent-value in
756 the range 0-100. Treat this with CARE. Look at other maps and what they
757 require to do for getting this-and-that artifact.
758 </attribute>
759 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
760 This adds fire resistance to the item. The number is a percent-value in
761 the range 0-100. Treat this with CARE. Look at other maps and what they
762 require to do for getting this-and-that artifact.
763 </attribute>
764 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
765 This adds confusion resistance to the item. The number is a percent-value in
766 the range 0-100. Confusion resistance is not very effective
767 unless the value comes close to 100 (= perfect immunity).
768 </attribute>
769 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
770 This adds acid resistance to the item. The number is a percent-value in
771 the range 0-100. Treat this with CARE. Look at other maps and what they
772 require to do for getting this-and-that artifact.
773 </attribute>
774 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
775 This adds draining resistance to the item. The number is a percent-value
776 in the range 0-100. Draining resistance is little effective
777 unless the value is 100 (= perfect immunity).
778 </attribute>
779 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
780 This adds weaponmagic resistance to the item. The number is a percent-value in
781 the range 0-100. Weaponmagic resistance generally should not exist on
782 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
783 are not meant to be easily resisted.
784 </attribute>
785 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
786 This adds ghosthit resistance to the item. The number is a percent-value
787 in the range 0-100. Treat this with CARE. Look at other maps and what they
788 require to do for getting this-and-that artifact.
789 </attribute>
790 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
791 This adds poison resistance to the item. The number is a percent-value in
792 the range 0-100. Treat this with CARE. Look at other maps and what they
793 require to do for getting this-and-that artifact.
794 </attribute>
795 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
796 This adds fear resistance to the item. The number is a percent-value in
797 the range 0-100. Resistance to fear is pretty useless.
798 </attribute>
799 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
800 This adds paralyze resistance to the item. The number is a percent-value in
801 the range 0-100. Paralyze resistance is little effective
802 unless the value is 100 (= perfect immunity).
803 </attribute>
804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
805 This adds fear resistance to the item. The number is a percent-value in
806 the range 0-100. Resistance to fear is pretty useless.
807 </attribute>
808 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
809 This adds depletion resistance to the item. The number is a percent-value
810 in the range 0-100. Depletion resistance is little effective
811 unless the value is 100 (= perfect immunity).
812 </attribute>
813 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
814 This adds death-attack resistance to the item. The number is a
815 percent-value in the range 0-100. Death-attack resistance is little
816 effective unless the value is 100 (= perfect immunity).
817 Generally, resistance to death-attack is not supposed to be
818 available to players!
819 </attribute>
820 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
821 This adds chaos resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
825 combination of other attacktypes.
826 </attribute>
827 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
828 This adds blinding resistance to the item. The number is a percent-value
829 in the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
833 This adds holy power resistance to the item. The number is a percent-value
834 in the range 0-100. Holy power is the attacktype that holyword-type spells
835 use to hurt undead creatures. This kind of resistance is only reasonable
836 for undead players (wraith or devourer cult).
837 Generally, resistance to holy word should not be available for players.
838 </attribute>
839</section>
840<section name="stats">
841 <attribute arch="Str" editor="strength" type="int">
842 The player's strentgh will rise/fall by the given value
843 while wearing this piece of equipment.
844 </attribute>
845 <attribute arch="Dex" editor="dexterity" type="int">
846 The player's dexterity will rise/fall by the given value
847 while wearing this piece of equipment.
848 </attribute>
849 <attribute arch="Con" editor="constitution" type="int">
850 The player's constitution will rise/fall by the given value
851 while wearing this piece of equipment.
852 </attribute>
853 <attribute arch="Int" editor="intelligence" type="int">
854 The player's intelligence will rise/fall by the given value
855 while wearing this piece of equipment.
856 </attribute>
857 <attribute arch="Pow" editor="power" type="int">
858 The player's power will rise/fall by the given value
859 while wearing this piece of equipment.
860 </attribute>
861 <attribute arch="Wis" editor="wisdom" type="int">
862 The player's wisdom will rise/fall by the given value while
863 wearing this piece of equipment.
864 </attribute>
865 <attribute arch="Cha" editor="charisma" type="int">
866 The player's charisma will rise/fall by the given value
867 while wearing this piece of equipment.
868 </attribute>
869</section>
870<section name="misc"> 1051<section name="misc">
871 <attribute arch="luck" editor="luck bonus" type="int"> 1052 <attribute arch="luck" editor="luck bonus" type="int">
872 With positive luck bonus, the player is more likely to 1053 With positive luck bonus, the player is more likely to
873 succeed in all sorts of things (spellcasting, praying,...). 1054 succeed in all sorts of things (spellcasting, praying,...).
874 Unless the &lt;luck bonus&gt; is very high, the effect will be 1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
928 projectiles (e.g. arrows, bolts, boulders) will 1109 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1110 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1111 times, to avoid players being completely immune to
931 certain types of attacks. 1112 certain types of attacks.
932 </attribute> 1113 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1114 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1115 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1116 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1117 The player will get attuned to the specified spellpaths
940 while wearing this item. 1118 while wearing this item.
941 </attribute> 1119 </attribute>
992 get teleported after they died on this battleground. 1170 get teleported after they died on this battleground.
993 </attribute> 1171 </attribute>
994</type> 1172</type>
995 1173
996<!--####################################################################--> 1174<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player.
1193 ]]>
1194 </use>
1195 <attribute arch="no_pick" value="1" type="fixed" />
1196</type>
1197
1198<!--####################################################################-->
997<type number="8" name="Book"> 1199<type number="8" name="Book">
998 <description><![CDATA[ 1200 <description><![CDATA[
999 Applying a book, the containing message is displayed to the player. ]]> 1201 Applying a book, the containing message is displayed to the player. ]]>
1000 </description> 1202 </description>
1001 <attribute arch="level" editor="literacy level" type="int"> 1203 <attribute arch="level" editor="literacy level" type="int">
1016 is taken, lost or destroyed - it's gone for good. 1218 is taken, lost or destroyed - it's gone for good.
1017 </attribute> 1219 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1220 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book. 1221 This is the text that appears "written" in the book.
1020 </attribute> 1222 </attribute>
1223 <attribute arch="slaying" editor="key string" type="string">
1224 This is the key string of the book. The key string is checked by an inventory checker.
1225 (This is used eg. for the gate/port passes in scorn)
1226 </attribute>
1021</type> 1227</type>
1022 1228
1023<!--####################################################################--> 1229<!--####################################################################-->
1024<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1025 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1104 When a predefined amount of weigh is placed on a button, the 1310 When a predefined amount of weigh is placed on a button, the
1105 &lt;connection&gt; value is triggered. In most cases this happens when a 1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1106 player or monster steps on it. When the button is "released", the 1312 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]> 1313 &lt;connection&gt; value get's triggered a second time. ]]>
1108 </description> 1314 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" /> 1315 &move_on;
1110 <attribute arch="walk_off" value="1" type="fixed" /> 1316 &move_off;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute> 1321 </attribute>
1340 <ignore_list name="system_object" /> 1546 <ignore_list name="system_object" />
1341 </ignore> 1547 </ignore>
1342 <description><![CDATA[ 1548 <description><![CDATA[
1343 A creator is an object which creates another object when it 1549 A creator is an object which creates another object when it
1344 is triggered. The child object can be anything. Creators are 1550 is triggered. The child object can be anything. Creators are
1345 VERY useful for all kinds of map-mechanisms. ]]> 1551 VERY useful for all kinds of map-mechanisms. They can even
1552 periodically create things. ]]>
1346 </description> 1553 </description>
1347 <use><![CDATA[ 1554 <use><![CDATA[
1348 Don't hesitate to hide your creators under the floor. 1555 Don't hesitate to hide your creators under the floor.
1349 The created items will still always appear ontop of the floor. ]]> 1556 The created items will still always appear ontop of the floor. ]]>
1350 </use> 1557 </use>
1358 </attribute> 1565 </attribute>
1359 <attribute arch="connected" editor="connection" type="int"> 1566 <attribute arch="connected" editor="connection" type="int">
1360 Whenever the connection value is activated, 1567 Whenever the connection value is activated,
1361 the creator gets triggered. 1568 the creator gets triggered.
1362 </attribute> 1569 </attribute>
1570 &activate_on;
1363 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1571 <attribute arch="lifesave" editor="infinit uses" type="bool">
1364 If &lt;infinit uses&gt; is set, the creator will work 1572 If &lt;infinit uses&gt; is set, the creator will work
1365 infinitely, regardless of the value in &lt;number of uses&gt;. 1573 infinitely, regardless of the value in &lt;number of uses&gt;.
1574 </attribute>
1575 <attribute arch="speed" editor="speed" type="float">
1576 When this field is set the creator will periodically create stuff
1577 (and will still do so when the connection is triggered).
1578 A value of 1 means roughly 8 times a second.
1366 </attribute> 1579 </attribute>
1367 <attribute arch="hp" editor="number of uses" type="int"> 1580 <attribute arch="hp" editor="number of uses" type="int">
1368 The creator can be triggered &lt;number of uses&gt; times, thus 1581 The creator can be triggered &lt;number of uses&gt; times, thus
1369 creating that many objects, before it dissappears. 1582 creating that many objects, before it dissappears.
1370 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1583 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1412 </attribute> 1625 </attribute>
1413 <attribute arch="speed" editor="detection speed" type="float"> 1626 <attribute arch="speed" editor="detection speed" type="float">
1414 This value defines the time between two detector-checks. 1627 This value defines the time between two detector-checks.
1415 If you want the detector to behave almost like pedestals/buttons, 1628 If you want the detector to behave almost like pedestals/buttons,
1416 set speed rather high, like &lt;detection speed&gt; 1.0. 1629 set speed rather high, like &lt;detection speed&gt; 1.0.
1630 </attribute>
1631 &speed_left;
1632 <attribute arch="speed_left" editor="speed left" type="float">
1633 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1634 If it is larger than 0, the detector checks, and the speed is decremented
1635 by 1.
1417 </attribute> 1636 </attribute>
1418</type> 1637</type>
1419 1638
1420<!--####################################################################--> 1639<!--####################################################################-->
1421<type number="112" name="Director"> 1640<type number="112" name="Director">
1444 <attribute arch="sp" editor="direction" type="list_direction"> 1663 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1664 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles. 1665 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells). 1666 (The latter works out a bit strange for some spells).
1448 </attribute> 1667 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" /> 1668 &move_on;
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451</type> 1669</type>
1452 1670
1453<!--####################################################################--> 1671<!--####################################################################-->
1454<type number="158" name="Disease"> 1672<type number="158" name="Disease">
1455 <ignore> 1673 <ignore>
1523 </attribute> 1741 </attribute>
1524 <attribute arch="speed" editor="moving speed" type="float"> 1742 <attribute arch="speed" editor="moving speed" type="float">
1525 The &lt;speed&gt; of the disease determines how fast the disease will 1743 The &lt;speed&gt; of the disease determines how fast the disease will
1526 "move", thus how fast the symptoms strike the host. 1744 "move", thus how fast the symptoms strike the host.
1527 </attribute> 1745 </attribute>
1746 &speed_left;
1528</section> 1747</section>
1529<section name="symptoms"> 1748<section name="symptoms">
1530 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1749 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531 The disease will attack the host with the given &lt;attacktype&gt;. 1750 The disease will attack the host with the given &lt;attacktype&gt;.
1532 Godpower attacktype is commonly used for "unresistable" diseases. 1751 Godpower attacktype is commonly used for "unresistable" diseases.
1622 defeated, horizontally and vertically adjacent doors are automatically 1841 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]> 1842 removed. ]]>
1624 </description> 1843 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" /> 1844 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" /> 1845 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1846 &movement_types_terrain;
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int"> 1847 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1848 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute> 1849 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int"> 1850 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit. 1851 Doors of high &lt;armour class&gt; are less likely to get hit.
1639 This string defines the object that will be created when the door was 1856 This string defines the object that will be created when the door was
1640 defeated. 1857 defeated.
1641 </attribute> 1858 </attribute>
1642 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1643 This entry determines what kind of traps will appear in the door. 1860 This entry determines what kind of traps will appear in the door.
1861 </attribute>
1862 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1863 Set this flag to move treasure items created into the environment (map)
1864 instead of putting them into the object.
1644 </attribute> 1865 </attribute>
1645</type> 1866</type>
1646 1867
1647<!--####################################################################--> 1868<!--####################################################################-->
1648<type number="83" name="Duplicator"> 1869<type number="83" name="Duplicator">
1666 loose the input matches the chance to earn winnings.<br> 1887 loose the input matches the chance to earn winnings.<br>
1667 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1888 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1668 loosing rate of 2/3 = 67%. ]]> 1889 loosing rate of 2/3 = 67%. ]]>
1669 </use> 1890 </use>
1670 <attribute arch="other_arch" editor="target arch" type="string"> 1891 <attribute arch="other_arch" editor="target arch" type="string">
1671 Only objects of matching archtype, lying ontop of the dublicator will be 1892 Only objects of matching archtype, lying ontop of the duplicator will be
1672 dublicated, multiplied or removed. All other objects will be ignored. 1893 duplicated, multiplied or removed. All other objects will be ignored.
1673 </attribute> 1894 </attribute>
1674 <attribute arch="level" editor="multiply factor" type="int"> 1895 <attribute arch="level" editor="multiply factor" type="int">
1675 The number of items in the target pile will be multiplied by the 1896 The number of items in the target pile will be multiplied by the
1676 &lt;multiply factor&gt;. If it is set to zero, all target objects 1897 &lt;multiply factor&gt;. If it is set to zero, all target objects
1677 will be destroyed. 1898 will be destroyed.
1679 <attribute arch="connected" editor="connection" type="int"> 1900 <attribute arch="connected" editor="connection" type="int">
1680 An activator (lever, altar, button, etc) with matching connection value 1901 An activator (lever, altar, button, etc) with matching connection value
1681 is able to trigger this duplicator. Be very careful that players cannot 1902 is able to trigger this duplicator. Be very careful that players cannot
1682 abuse it to create endless amounts of money or other valuable stuff! 1903 abuse it to create endless amounts of money or other valuable stuff!
1683 </attribute> 1904 </attribute>
1905 &activate_on;
1684</type> 1906</type>
1685 1907
1686<!--####################################################################--> 1908<!--####################################################################-->
1687<type number="66" name="Exit"> 1909<type number="66" name="Exit">
1688 <ignore> 1910 <ignore>
1728 If both are set to zero, the player will be transferred to the "default 1950 If both are set to zero, the player will be transferred to the "default
1729 enter location" of the destined map. The latter can be set in the map- 1951 enter location" of the destined map. The latter can be set in the map-
1730 properties as "Enter X/Y". Though, please DO NOT use that. 1952 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs. 1953 It turned out to be a source for numerous map-bugs.
1732 </attribute> 1954 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1955 &move_on;
1734 If set, the player will apply the exit by just walking into it. This must
1735 be set for the invisible exits for example. If unset, the player has
1736 to step onto the exit and press 'a' to get transferred.
1737 </attribute>
1738 <attribute arch="fly_on" editor="apply by flying" type="bool">
1739 If set, the player will apply the exit by "flying into it". Flying means
1740 the player is levitating. E.g. wearing levitation boots.
1741 </attribute>
1742 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1956 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1743 If set, this message will be displayed to the player when he applies the exit. 1957 If set, this message will be displayed to the player when he applies the exit.
1744 This is quite useful to throw in some "role-play feeling": "As you enter the 1958 This is quite useful to throw in some "role-play feeling": "As you enter the
1745 dark cave you hear the sound of rustling dragonscales...". Well, my english 1959 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =) 1960 is poor, but you get the point. =)
1747 </attribute> 1961 </attribute>
1748 <attribute arch="unique" editor="unique destination" type="bool"> 1962 <attribute arch="damned" editor="set savebed" type="bool">
1749 This flag defines the destined map as "personal unique map". If set, 1963 If set, then players using this exit will have their savebed position
1750 there will be a seperate version of that map for every player out there. 1964 set to the destination of the exit when passing through.
1751 This feature is used for the permanent apartments
1752 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1753 than apartments, since Crossfire is a *multi*player game. In such a permanent
1754 apartment don't forget to set the unique-flag for all floor tiles too
1755 (see floors).
1756 An exit pointing outside of a personal unique map must have the
1757 "unique destination"-flag unset.
1758 </attribute> 1965 </attribute>
1759</type> 1966</type>
1760 1967
1761<!--####################################################################--> 1968<!--####################################################################-->
1762<type number="72" name="Flesh"> 1969<type number="72" name="Flesh">
1763 <description><![CDATA[ 1970 <description><![CDATA[
1764 Just like with food, the player can fill his stomache and gain a 1971 Just like with food, the player can fill his stomache and gain a
1765 little health by eating flesh-objects. <br> 1972 little health by eating flesh-objects. <br>
1766 For dragon players, flesh plays a very special role though: If the 1973 For dragon players, flesh plays a very special role though: If the
1767 flesh has resistances set, a dragon player has a chance to gain resistance in 1974 flesh has resistances set, a dragon player has a chance to gain resistance in
1768 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1975 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1769 Don't forget that flesh items with resistances have to be balanced 1976 Don't forget that flesh items with resistances have to be balanced
1770 according to map/monster difficulty. ]]> 1977 according to map/monster difficulty. ]]>
1771 </description> 1978 </description>
1772 <use><![CDATA[ 1979 <use><![CDATA[
1773 For dragon players, flesh items can be highly valuable. Note that many 1980 For dragon players, flesh items can be highly valuable. Note that many
1794 </attribute> 2001 </attribute>
1795 <attribute arch="startequip" editor="godgiven item" type="bool"> 2002 <attribute arch="startequip" editor="godgiven item" type="bool">
1796 A godgiven item vanishes as soon as the player 2003 A godgiven item vanishes as soon as the player
1797 drops it to the ground. 2004 drops it to the ground.
1798 </attribute> 2005 </attribute>
1799<section name="resistance"> 2006 &resistances_flesh_section;
1800 <attribute arch="resist_physical" editor="resist physical %" 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_magic" editor="resist magic %" 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" 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_cold" editor="resist cold %" 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_confusion" editor="resist confusion %" 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_acid" editor="resist acid %" 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_drain" editor="resist draining %" 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_weaponmagic" editor="resist weaponmagic %" 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_ghosthit" editor="resist ghosthit %" 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_poison" editor="resist poison %" 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_slow" editor="resist slow %" 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_paralyze" editor="resist paralyze %" 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_fear" editor="resist fear %" 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_deplete" editor="resist depletion %" length="15" type="int">
1885 Resistances 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_death" editor="resist death-attack %" length="15" type="int">
1891 RResistances 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_chaos" editor="resist chaos %" 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 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1903 Resistances on flesh items make them more durable against spellcraft
1904 of the appropriate kind. It also allows dragon players to eventually gain
1905 resistance by eating it. Usually resistance should only be set for flesh
1906 items in a monster's inventory.
1907 </attribute>
1908</section>
1909 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2007 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1910 This text may describe the item. 2008 This text may describe the item.
1911 </attribute> 2009 </attribute>
1912</type> 2010</type>
1913 2011
1924 Floor is a very basic thing whithout too much 2022 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]> 2023 functionality. It's a floor - you stand on it. ]]>
1926 </description> 2024 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" /> 2025 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" /> 2026 <attribute arch="no_pick" value="1" type="fixed" />
1929 <attribute arch="no_pass" editor="blocking passage" type="bool">
1930 If set, the object cannot be passed by players nor monsters.
1931 </attribute>
1932<section name="terrain"> 2027<section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int"> 2028 &movement_types_terrain;
1934 If &lt;slow movement&gt; is set to a value greater zero, all
1935 creatures moving over this spot will be slower than normal.
1936
1937 &lt;slow movement&gt; 1 - rough terrain
1938 &lt;slow movement&gt; 2 - very rough terrain
1939 ...
1940 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1941 </attribute>
1942 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2029 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass. 2030 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here. 2031 Players with activated woodsman skill can move faster here.
1945 </attribute> 2032 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2033 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 with monsters on them. Nowadays this feature is disabled - 2066 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]> 2067 Hence encounter floor is not different from normal floor. ]]>
1981 </description> 2068 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" /> 2069 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" /> 2070 <attribute arch="no_pick" value="1" type="fixed" />
1984 <attribute arch="no_pass" editor="blocking passage" type="bool">
1985 If set, the object cannot be passed by players nor monsters.
1986 </attribute>
1987<section name="terrain"> 2071<section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int"> 2072 &movement_types_terrain;
1989 If &lt;slow movement&gt; is set to a value greater zero, all
1990 creatures moving over this spot will be slower than normal.
1991
1992 &lt;slow movement&gt; 1 - rough terrain
1993 &lt;slow movement&gt; 2 - very rough terrain
1994 ...
1995 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1996 </attribute>
1997 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2073 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass. 2074 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here. 2075 Players with activated woodsman skill can move faster here.
2000 </attribute> 2076 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2077 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2053 Use gates to divide your maps into seperated areas. After solving 2129 Use gates to divide your maps into seperated areas. After solving
2054 area A, the player gains access to area B, and so on. Make your 2130 area A, the player gains access to area B, and so on. Make your
2055 maps more complex than "one-way". ]]> 2131 maps more complex than "one-way". ]]>
2056 </use> 2132 </use>
2057 <attribute arch="no_pick" value="1" type="fixed" /> 2133 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="speed" value="1" type="float">
2135 The speed of the gate affects how fast it is closing/opening.
2136 </attribute>
2058 <attribute arch="connected" editor="connection" type="int"> 2137 <attribute arch="connected" editor="connection" type="int">
2059 Whenever the inventory checker is triggered, all objects with identical 2138 Whenever the inventory checker is triggered, all objects with identical
2060 &lt;connection&gt; value get activated. This only makes sense together with 2139 &lt;connection&gt; value get activated. This only makes sense together with
2061 &lt;blocking passage&gt; disabled. 2140 &lt;blocking passage&gt; disabled.
2062 </attribute> 2141 </attribute>
2064 The &lt;position state&gt; defines the position of the gate: 2143 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually 2144 Zero means completely open/down, the "number of animation-steps" (usually
2066 about 6 or 7) means completely closed/up state. I suggest you don't 2145 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place. 2146 mess with this value - Leave the default in place.
2068 </attribute> 2147 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2148 &movement_types_terrain;
2070 For open gates, &lt;blocking passage&gt; should be unset.
2071 For closed gates it must be set.
2072 </attribute>
2073 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2149 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has 2150 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled. 2151 an effect only if &lt;block view&gt; is disabled.
2076 </attribute> 2152 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool"> 2153 <attribute arch="damned" editor="restrict prayers" type="bool">
2185 You can use that to safely chase off too-weak players, or just 2261 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]> 2262 to have something different. ]]>
2187 </use> 2263 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" /> 2264 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" /> 2265 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" /> 2266 &move_on;
2191 <attribute arch="no_pick" value="1" type="fixed" /> 2267 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2268 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to 2269 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2270 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2195 If you want a real tough hazard floor, add more than just one attacktype. 2271 If you want a real tough hazard floor, add more than just one attacktype.
2210 I guess this value is supposed to work similar to monster levels. 2286 I guess this value is supposed to work similar to monster levels.
2211 But in fact, it does not seem to have an effect. Set any non-zero 2287 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side. 2288 value to be on the safe side.
2213 </attribute> 2289 </attribute>
2214<section name="terrain"> 2290<section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int"> 2291 &movement_types_terrain;
2216 If &lt;slow movement&gt; is set to a value greater zero, all
2217 creatures moving over this spot will be slower than normal.
2218
2219 &lt;slow movement&gt; 1 - rough terrain
2220 &lt;slow movement&gt; 2 - very rough terrain
2221 ...
2222 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2223 </attribute>
2224 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2292 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass. 2293 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here. 2294 Players with activated woodsman skill can move faster here.
2227 </attribute> 2295 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2296 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2291 <attribute arch="level" editor="reconsecrate level" type="int"> 2359 <attribute arch="level" editor="reconsecrate level" type="int">
2292 To re-consecrate an altar, the player's wisdom level must be as 2360 To re-consecrate an altar, the player's wisdom level must be as
2293 high or higher than this value. In that way, some altars can not 2361 high or higher than this value. In that way, some altars can not
2294 be re-consecrated, while other altars, like those in dungeons, could be. 2362 be re-consecrated, while other altars, like those in dungeons, could be.
2295 2363
2296 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2364 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2297 Some characters might need those altars, they would be very unhappy to 2365 Some characters might need those altars, they would be very unhappy to
2298 see them re-consecrated to another cult. 2366 see them re-consecrated to another cult.
2299 </attribute> 2367 </attribute>
2300</type> 2368</type>
2301 2369
2353 alchemical receipes. By themselves, they have no special 2421 alchemical receipes. By themselves, they have no special
2354 functionalities. ]]> 2422 functionalities. ]]>
2355 </description> 2423 </description>
2356 <attribute arch="is_dust" editor="is dust" type="bool"> 2424 <attribute arch="is_dust" editor="is dust" type="bool">
2357 </attribute> 2425 </attribute>
2358<section name="resistance"> 2426 &resistances_basic;
2359 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2360 </attribute>
2361 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2382 </attribute>
2383</section>
2384</type> 2427</type>
2385 2428
2386<!--####################################################################--> 2429<!--####################################################################-->
2387<type number="64" name="Inventory Checker"> 2430<type number="64" name="Inventory Checker">
2388 <ignore> 2431 <ignore>
2394 either if that object is present or missing (-&gt; "last_sp") when a 2437 either if that object is present or missing (-&gt; "last_sp") when a
2395 player walks over the inv. checker. A valid option is to remove the 2438 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal"). 2439 matching object (usually not recommended, see "last_heal").
2397 <br><br> 2440 <br><br>
2398 Alternatively, you can set your inv. checker to block all players 2441 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass"). 2442 that do/don't carry the matching object.
2400 <br><br> 2443 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a 2444 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]> 2445 great variety of possibilities. ]]>
2403 </description> 2446 </description>
2404 <use><![CDATA[ 2447 <use><![CDATA[
2436 <attribute arch="connected" editor="connection" type="int"> 2479 <attribute arch="connected" editor="connection" type="int">
2437 Whenever the inventory checker is triggered, all objects with identical 2480 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with 2481 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled. 2482 &lt;blocking passage&gt; disabled.
2440 </attribute> 2483 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2484 &movement_types_terrain;
2442 If set, only players meeting the match criteria can pass
2443 through that space. If unset (default), the inventory
2444 checker acts like a trigger/button.
2445 </attribute>
2446 <attribute arch="last_heal" editor="remove match" type="bool"> 2485 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not 2486 &lt;remove match&gt; means remove object if found. Setting this is usually not
2448 recommended because inv. checkers are in general invisible. So, unlike 2487 recommended because inv. checkers are in general invisible. So, unlike
2449 for altars/ locked doors, the player won't expect to lose an object when 2488 for altars/ locked doors, the player won't expect to lose an object when
2450 walking over that square. And he doesn't even get a message either. 2489 walking over that square. And he doesn't even get a message either.
2536 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2575 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact 2576 There you have magic forces (door objects) put under certain artifact
2538 items. To get your hands on the artifacts, you need to bring up the 2577 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]> 2578 appropriate quest items (key objects). ]]>
2540 </use> 2579 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" /> 2580 <attribute arch="move_type" value="0" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" /> 2581 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string"> 2582 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the 2583 The &lt;key string&gt; in the door must be identical with the
2545 &lt;key string&gt; in the special key, then the door is unlocked. 2584 &lt;key string&gt; in the special key, then the door is unlocked.
2546 It is VERY important to set the &lt;key string&gt; to something that 2585 It is VERY important to set the &lt;key string&gt; to something that
2652 <attribute arch="connected" editor="connection" type="int"> 2691 <attribute arch="connected" editor="connection" type="int">
2653 Every time the &lt;connection&gt; value is triggered, the wall will cast 2692 Every time the &lt;connection&gt; value is triggered, the wall will cast
2654 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2655 have much visible effect. 2694 have much visible effect.
2656 </attribute> 2695 </attribute>
2696 &activate_on;
2657 <attribute arch="speed" editor="casting speed" type="float"> 2697 <attribute arch="speed" editor="casting speed" type="float">
2658 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2698 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2659 You can fine-tune how long the duration between two casts shall 2699 You can fine-tune how long the duration between two casts shall
2660 be. If you want to create a wall that can be activated (cast per 2700 be. If you want to create a wall that can be activated (cast per
2661 trigger) via connected lever/button/etc, you must set "speed 0". 2701 trigger) via connected lever/button/etc, you must set "speed 0".
2662 </attribute> 2702 </attribute>
2703 &speed_left;
2663 <attribute arch="sp" editor="direction" type="list_direction"> 2704 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified 2705 The magic wall will cast it's spells always in the specified
2665 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2706 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction. 2707 always fire in a random direction.
2667 </attribute> 2708 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2709 &movement_types_terrain;
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671<section name="destroyable"> 2710<section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool"> 2711 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2712 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on 2713 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless. 2714 this tab, as well as resistances, are meaningless.
2686 A magic wall of high &lt;armour class&gt; is less likely to get hit from 2725 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2687 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2726 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2688 to &lt;weapon class&gt;. 2727 to &lt;weapon class&gt;.
2689 </attribute> 2728 </attribute>
2690</section> 2729</section>
2691<section name="resistance"> 2730&resistances_basic;
2692 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2733 </attribute>
2734</section>
2735</type> 2731</type>
2736 2732
2737<!--####################################################################--> 2733<!--####################################################################-->
2738<type number="55" name="Marker"> 2734<type number="55" name="Marker">
2739 <ignore> 2735 <ignore>
2773 The &lt;marking speed&gt; defines how quickly it will mark something 2769 The &lt;marking speed&gt; defines how quickly it will mark something
2774 standing on the marker. Set this value rather high to make 2770 standing on the marker. Set this value rather high to make
2775 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2771 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776 should do fine. 2772 should do fine.
2777 </attribute> 2773 </attribute>
2774 &speed_left;
2778 <attribute arch="food" editor="mark duration" type="int"> 2775 <attribute arch="food" editor="mark duration" type="int">
2779 This value defines the duration of the force it inserts. 2776 This value defines the duration of the force it inserts.
2780 If nonzero, the duration of the player's mark is finite: 2777 If nonzero, the duration of the player's mark is finite:
2781 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2778 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782 means the mark will stay on the player forever. 2779 means the mark will stay on the player forever.
2882 2879
2883 Note that you can always put items into the monster's 2880 Note that you can always put items into the monster's
2884 inventory. Those will drop-at-kill just like the stuff 2881 inventory. Those will drop-at-kill just like the stuff
2885 from the &lt;treasurelist&gt;. 2882 from the &lt;treasurelist&gt;.
2886 </attribute> 2883 </attribute>
2884 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2885 Set this flag to move treasure items created into the environment (map)
2886 instead of putting them into the object.
2887 </attribute>
2887 <attribute arch="level" editor="level" type="int"> 2888 <attribute arch="level" editor="level" type="int">
2888 A monster's &lt;level&gt; is the most important attribute. 2889 A monster's &lt;level&gt; is the most important attribute.
2889 &lt;level&gt; affects the power of a monster in various ways. 2890 &lt;level&gt; affects the power of a monster in various ways.
2890 </attribute> 2891 </attribute>
2891 <attribute arch="race" editor="race" type="string"> 2892 <attribute arch="race" editor="race" type="string">
2892 Every monster should have a race set to cathegorize it. 2893 Every monster should have a race set to categorize it.
2893 The monster's &lt;race&gt; can have different effects: 2894 The monster's &lt;race&gt; can have different effects:
2894 Slaying weapons inflict tripple damage against enemy races 2895 Slaying weapons inflict tripple damage against enemy races
2895 and holy word kills only enemy races of the god. 2896 and holy word kills only enemy races of the god.
2896 </attribute> 2897 </attribute>
2897 <attribute arch="exp" editor="experience" type="int"> 2898 <attribute arch="exp" editor="experience" type="int">
2898 When a player kills this monster, he will get exactly this 2899 When a player kills this monster, he will get exactly this
2899 amount of &lt;experience&gt;. The experience will flow into 2900 amount of &lt;experience&gt;. The experience will flow into
2900 the skill-cathegory the player used for the kill. 2901 the skill-category the player used for the kill.
2901 2902
2902 If you create special monsters of tweaked strenght/abilities, 2903 If you create special monsters of tweaked strenght/abilities,
2903 always make sure that the &lt;experience&gt; is set to a 2904 always make sure that the &lt;experience&gt; is set to a
2904 reasonable value. Compare with existing arches to get a feeling 2905 reasonable value. Compare with existing arches to get a feeling
2905 what reasonable means. Keep in mind that spellcasting monsters 2906 what reasonable means. Keep in mind that spellcasting monsters
2907 </attribute> 2908 </attribute>
2908 <attribute arch="speed" editor="speed" type="float"> 2909 <attribute arch="speed" editor="speed" type="float">
2909 The &lt;speed&gt; determines how fast a monster will both move 2910 The &lt;speed&gt; determines how fast a monster will both move
2910 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2911 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911 </attribute> 2912 </attribute>
2913 &speed_left;
2912 <attribute arch="other_arch" editor="breed monster" type="string"> 2914 <attribute arch="other_arch" editor="breed monster" type="string">
2913 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2915 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2914 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2916 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2915 can be set to any valid arch-name of a monster. Multipart monster 2917 can be set to any valid arch-name of a monster. Multipart monster
2916 should not be used. 2918 should not be used.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2929 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2928 Each time the monster need to generate an object, it will be 2930 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed, 2931 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed. 2932 inventory is destroyed.
2931 </attribute> 2933 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool"> 2934 &move_type;
2933 Flying monsters won't get slowed down in rough terrain
2934 and they won't be affected by movers.
2935 </attribute>
2936 <attribute arch="undead" editor="undead" type="bool"> 2935 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters: 2936 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc. 2937 turn undead, banish undead, holy word, etc.
2939 </attribute> 2938 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int"> 2939 <attribute arch="carrying" editor="carries weight" type="int">
2941 If a monster has something in the inventory, this 2940 If a monster has something in the inventory, this
2942 value can be set to reflect the slowdown due to 2941 value can be set to reflect the slowdown due to
2943 the carried weight. 2942 the carried weight.
2943 </attribute>
2944 <attribute arch="precious" editor="precious" type="bool">
2945 Set this flag to indicate that this monster is precious, i.e.
2946 it should not be lightly destroyed. This is most useful on pets and
2947 keeps the server from destroying them on destroy_pets/monster floors
2948 and will try to save them when the player logs out.
2944 </attribute> 2949 </attribute>
2945 2950
2946<section name="melee"> 2951<section name="melee">
2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2952 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948 This number is a bitmask, specifying the monster's attacktypes 2953 This number is a bitmask, specifying the monster's attacktypes
3152 the creature wakes up. This is done as a square, for reasons of speed. 3157 the creature wakes up. This is done as a square, for reasons of speed.
3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3158 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154 11x11 square of the monster will wake the monster up. If the player 3159 11x11 square of the monster will wake the monster up. If the player
3155 has stealth, the size of this square is reduced in half plus 1. 3160 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute> 3161 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int"> 3162 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3163 If this is set to default, the standard mode of movement will be used.
3164 </attribute>
3165 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3166 This movement is not in effect when the monster has an enemy and should
3167 only be used for non agressive monsters.
3158 </attribute> 3168 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int"> 3169 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100. 3170 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage 3171 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the 3172 (relative to max health), it attempts to run away from the
3163 attacker. 3173 attacker.
3164 </attribute> 3174 </attribute>
3165</section> 3175</section>
3166 3176 &resistances_basic;
3167<section name="resistance">
3168 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3169 </attribute>
3170 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3171 </attribute>
3172 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3209 </attribute>
3210</section>
3211 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3177 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3212 </attribute> 3178 </attribute>
3213</type> 3179</type>
3214 3180
3215<!--####################################################################--> 3181<!--####################################################################-->
3220 <attribute arch="name_pl" /> 3186 <attribute arch="name_pl" />
3221 <attribute arch="nrof" /> 3187 <attribute arch="nrof" />
3222 <attribute arch="value" /> 3188 <attribute arch="value" />
3223 <attribute arch="unpaid" /> 3189 <attribute arch="unpaid" />
3224 </ignore> 3190 </ignore>
3225 <description><![CDATA[ 3191 <description>
3226 A grimreaper is a monster that vanishes after it did some number of 3192 A grimreaper is a monster that vanishes after it did some number of
3227 draining attacks. ]]> <!-- XXX: is this ok? --> 3193 draining attacks.
3228 </description> 3194 </description>
3229<section name="grimreaper"> 3195<section name="grimreaper">
3230 <attribute arch="value" editor="attacks" type="int"> 3196 <attribute arch="value" editor="attacks" type="int">
3231 The object vanishes after this number of draining attacks. 3197 The object vanishes after this number of draining attacks.
3232 </attribute> 3198 </attribute>
3343 </attribute> 3309 </attribute>
3344 <attribute arch="speed" editor="movement speed" type="float"> 3310 <attribute arch="speed" editor="movement speed" type="float">
3345 The movement speed value determines how fast a chain of 3311 The movement speed value determines how fast a chain of
3346 these movers will push a player along (default is -0.2). 3312 these movers will push a player along (default is -0.2).
3347 </attribute> 3313 </attribute>
3314 &speed_left;
3348 <attribute arch="sp" editor="direction" type="list_direction"> 3315 <attribute arch="sp" editor="direction" type="list_direction">
3349 The mover will push creatures in the specified &lt;direction&gt;. 3316 The mover will push creatures in the specified &lt;direction&gt;.
3350 A mover with direction set to &lt;none&gt; will spin clockwise, 3317 A mover with direction set to &lt;none&gt; will spin clockwise,
3351 thus pushing creatures in unpredictable directions. 3318 thus pushing creatures in unpredictable directions.
3352 </attribute> 3319 </attribute>
3372 activates creators, creating (per default: monster-only) movers 3339 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined 3340 under the NPC's feet. The NPC starts "walking" on a predefined
3374 route! Note that it's useful to set this NPC immune to everything, 3341 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace. 3342 preventing the player to push the NPC off his trace.
3376 </attribute> 3343 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3344 <attribute arch="move_on" editor="movement type" type="movement_type">
3378 This should always be set. 3345 Which movement types activate the mover.
3379 </attribute>
3380 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3381 Move flying creatures enabled means all flying (living)
3382 objects will get moved too. If disabled, only walking
3383 (non-flying) creatures will get moved.
3384 </attribute> 3346 </attribute>
3385</section> 3347</section>
3386</type> 3348</type>
3387 3349
3388<!--####################################################################--> 3350<!--####################################################################-->
3416 </attribute> 3378 </attribute>
3417 <attribute arch="connected" editor="connection" type="int"> 3379 <attribute arch="connected" editor="connection" type="int">
3418 When the pedestal is triggered, all objects with the same 3380 When the pedestal is triggered, all objects with the same
3419 connection value get activated. 3381 connection value get activated.
3420 </attribute> 3382 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" /> 3383 &move_on;
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423</type> 3384</type>
3424 3385
3425<!--####################################################################--> 3386<!--####################################################################-->
3426<type number="94" name="Pit"> 3387<type number="94" name="Pit">
3427 <ignore> 3388 <ignore>
3445 <attribute arch="no_pick" value="1" type="fixed" /> 3406 <attribute arch="no_pick" value="1" type="fixed" />
3446 <attribute arch="connected" editor="connection" type="int"> 3407 <attribute arch="connected" editor="connection" type="int">
3447 When a &lt;connection&gt; value is set, the pit can be opened/closed 3408 When a &lt;connection&gt; value is set, the pit can be opened/closed
3448 by activating the connection. 3409 by activating the connection.
3449 </attribute> 3410 </attribute>
3411 &activate_on;
3450 <attribute arch="hp" editor="destination X" type="int"> 3412 <attribute arch="hp" editor="destination X" type="int">
3451 The pit will transport creatures (and items) randomly into a two-square 3413 The pit will transport creatures (and items) randomly into a two-square
3452 radius of the destination coordinates. 3414 radius of the destination coordinates.
3453 If the destination square becomes blocked, the pit will act like 3415 If the destination square becomes blocked, the pit will act like
3454 being filled up and not work anymore! 3416 being filled up and not work anymore!
3463 The &lt;position state&gt; defines the position of the gate: 3425 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually 3426 Zero means completely open/down, the "number of animation-steps" (usually
3465 about 6 or 7) means completely closed/up state. I suggest you don't 3427 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place. 3428 mess with this value - Leave the default in place.
3467 </attribute> 3429 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3430 &move_on;
3469 If set, all walking creatures will fall into the pit.
3470 This does NOT need to be set for closed pits!
3471 </attribute>
3472 <attribute arch="fly_on" editor="swallow flying" type="bool">
3473 If set, all flying creatures will fall into the pit as well.
3474 This is not the behaviour expected from a pit, and it should
3475 only be used for map-mechanisms (e.g. for transporting flying
3476 monsters).
3477 An interesting side-effect: If this flag is enabled, spell
3478 effects like fire/snow also make their way through the pit.
3479 </attribute>
3480</type> 3431</type>
3481 3432
3482<!--####################################################################--> 3433<!--####################################################################-->
3483<type number="7" name="Poison Food"> 3434<type number="7" name="Poison Food">
3484 <description><![CDATA[ 3435 <description><![CDATA[
3520 </attribute> 3471 </attribute>
3521 <attribute arch="startequip" editor="godgiven item" type="bool"> 3472 <attribute arch="startequip" editor="godgiven item" type="bool">
3522 A godgiven item vanishes as soon as the player 3473 A godgiven item vanishes as soon as the player
3523 drops it to the ground. 3474 drops it to the ground.
3524 </attribute> 3475 </attribute>
3525<section name="stats"> 3476 &player_stat_resist_sections;
3526 <attribute arch="Str" editor="strength" type="int">
3527 The player's strentgh 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="Dex" editor="dexterity" type="int">
3533 The player's dexterity 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="Con" editor="constitution" type="int">
3539 The player's constitution 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="Int" editor="intelligence" type="int">
3545 The player's intelligence 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="Pow" editor="power" type="int">
3551 The player's power 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="Wis" editor="wisdom" type="int">
3557 The player's wisdom 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 <attribute arch="Cha" editor="charisma" type="int">
3563 The player's charisma will rise/fall by the given value for permanent
3564 (of course there is an upper limit). Generally there shouldn't be stat
3565 potions granting more than one stat. Cursed potions will subtract the
3566 stats if positive.
3567 </attribute>
3568</section>
3569<section name="resistance">
3570 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3571 The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3577 The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3583 The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3589 The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3595 The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3601 The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3607 The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3613 The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3619 The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3625 The player's resistance to draining 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_deplete" editor="resist depletion %" length="15" type="int">
3631 The player's resistance to depletion 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 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3637 The player's resistance to poison will rise by this value in percent
3638 (range -100 till +100). The effect is only temporare, and it does NOT
3639 add on the values from the player's equipment.
3640 Cursed potions will make negative resistance.. very nasty in combat!
3641 </attribute>
3642</section>
3643</type> 3477</type>
3644 3478
3645<!--####################################################################--> 3479<!--####################################################################-->
3646<type number="156" name="Power Crystal"> 3480<type number="156" name="Power Crystal">
3647 <description><![CDATA[ 3481 <description><![CDATA[
3832 <use><![CDATA[ 3666 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes 3667 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3668 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835 </use> 3669 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" /> 3670 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" /> 3671 &move_on;
3838 <attribute arch="level" editor="rune level" type="int"> 3672 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at, 3673 This value sets the level the rune will cast the spell it contains at,
3840 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3674 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3841 (&lt;rune level&gt; 0 runes won't detonate at all!) 3675 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842 3676
3981</type> 3815</type>
3982 3816
3983<!--####################################################################--> 3817<!--####################################################################-->
3984<type number="14" name="Shooting Weapon"> 3818<type number="14" name="Shooting Weapon">
3985 <description><![CDATA[ 3819 <description><![CDATA[
3986 Schooting weapons like bows/crossbows are used to shoot projectiles 3820 Shooting weapons like bows/crossbows are used to shoot projectiles
3987 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3821 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3988 wielded both at the same time. Like with any other equipment, 3822 wielded both at the same time. Like with any other equipment,
3989 stats/bonuses from shooting weapons are directly inherited to the player. 3823 stats/bonuses from shooting weapons are directly inherited to the player.
3990 <br><br> 3824 <br><br>
3991 It's very easy to add new pairs of weapons &amp; projectiles. 3825 It's very easy to add new pairs of weapons &amp; projectiles.
3993 weapon and projectile. ]]> 3827 weapon and projectile. ]]>
3994 </description> 3828 </description>
3995 <use><![CDATA[ 3829 <use><![CDATA[
3996 Shooting weapons should not add bonuses in general. There's already 3830 Shooting weapons should not add bonuses in general. There's already
3997 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3831 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3998 Schooting weapons should especially not add bonuses to the player 3832 Shooting weapons should especially not add bonuses to the player
3999 that have nothing to do with schooting. A Wisdom bonus on a bow 3833 that have nothing to do with schooting. A Wisdom bonus on a bow
4000 is crap for example! A name like "Longbow of great Wisdom" doesn't help 3834 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4001 - still crap. ]]> 3835 - still crap. ]]>
4002 </use> 3836 </use>
4003 <attribute arch="race" editor="ammunition class" type="string"> 3837 <attribute arch="race" editor="ammunition class" type="string">
4184 <use><![CDATA[ 4018 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop. 4019 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]> 4020 Not more and not less than that. ]]>
4187 </use> 4021 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" /> 4022 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4023 &move_on;
4190 If set, the player can enter/leave the
4191 shop by just walking into the shop mat.
4192 </attribute>
4193 <attribute arch="fly_on" editor="apply by flying" type="bool">
4194 If set, the player can enter/leave the
4195 shop by "flying" into the shop mat.
4196 </attribute>
4197</type> 4024</type>
4198 4025
4199<!--####################################################################--> 4026<!--####################################################################-->
4200<type number="98" name="Sign &amp; MagicMouth"> 4027<type number="98" name="Sign &amp; MagicMouth">
4201 <ignore> 4028 <ignore>
4218 the connection is triggered. This should be used in combination with 4045 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4046 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4047 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4048 printed to one player, but all players on the current map.
4222 </attribute> 4049 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4050 &activate_on;
4224 If set, the player gets the message when walking ontop of the object. 4051 &move_on;
4225 "invisible 1" should be set in this case. This is the typical configuration
4226 for a "magic_mouth": The player walks through a dungeon and suddenly he
4227 gets a message. Use this to create some roleplay atmosphere, and to inform
4228 the player about possible dangers or secrets.
4229 </attribute>
4230 <attribute arch="fly_on" editor="activate by flying" type="bool">
4231 If set, the player gets the message when flying (=levitating) ontop
4232 of the object. Usually this should be set together with walk_on.
4233 </attribute>
4234 <attribute arch="food" editor="counter" type="int"> 4052 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4053 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4236 (printing the message) only that many times. For signs this really shouldn't 4054 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful. 4055 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter. 4056 Monsters walking over the magic_mouth do not decrease the counter.
4244 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4062 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4245 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4063 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4246 </attribute> 4064 </attribute>
4247 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4065 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4248 This text will be displayed to the player. 4066 This text will be displayed to the player.
4067 </attribute>
4068</type>
4069
4070<type number="150" name="Shop Inventory">
4071 <ignore>
4072 <ignore_list name="non_pickable" />
4073 </ignore>
4074 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4075 </description>
4076 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4077 </use>
4078 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4079 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4080 the map that will be searched for unpaid items.
4249 </attribute> 4081 </attribute>
4250</type> 4082</type>
4251 4083
4252<!--####################################################################--> 4084<!--####################################################################-->
4253<type number="43" name="Skill"> 4085<type number="43" name="Skill">
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4331 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise. 4332 positive values counter clockwise.
4501 4333
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4334 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute> 4335 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" /> 4336 &move_on;
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506</type> 4337</type>
4507 4338
4508<!--####################################################################--> 4339<!--####################################################################-->
4509<type number="138" name="Swamp"> 4340<type number="138" name="Swamp">
4510 <ignore> 4341 <ignore>
4516 he will start to sink in and eventually drown and die. 4347 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear. 4348 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely 4349 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]> 4350 to die in the swamp. ]]>
4520 </description> 4351 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" /> 4352 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" /> 4353 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float"> 4354 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items 4355 The higher the &lt;drowning speed&gt;, the faster will players and items
4526 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4356 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4527 and unexpected death-trap. Players should get a warning before such areas. 4357 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute> 4358 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int"> 4359 &speed_left;
4530 If &lt;slow movement&gt; is set to a value greater zero, all 4360 &move_on;
4531 creatures moving over this spot will be slower than normal. 4361 &movement_types_terrain;
4532
4533 &lt;slow movement&gt; 1 - rough terrain
4534 &lt;slow movement&gt; 2 - very rough terrain
4535 ...
4536 &lt;slow movement&gt; 5 - default for deep swamp
4537 </attribute>
4538 <attribute arch="no_magic" editor="no spells" type="bool"> 4362 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-) 4363 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot. 4364 spells on that spot.
4541 </attribute> 4365 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool"> 4366 <attribute arch="damned" editor="no prayers" type="bool">
4617 <attribute arch="connected" editor="connection" type="int"> 4441 <attribute arch="connected" editor="connection" type="int">
4618 If a connection value is set, the teleporter will be activated 4442 If a connection value is set, the teleporter will be activated
4619 whenever the connection is triggered. To use this properly, 4443 whenever the connection is triggered. To use this properly,
4620 &lt;activation speed&gt; must be zero. 4444 &lt;activation speed&gt; must be zero.
4621 </attribute> 4445 </attribute>
4446 &activate_on;
4622 <attribute arch="speed" editor="activation speed" type="float"> 4447 <attribute arch="speed" editor="activation speed" type="float">
4623 If the &lt;activation speed&gt; is nonzero, the teleporter will 4448 If the &lt;activation speed&gt; is nonzero, the teleporter will
4624 automatically be activated in regular time-intervals. Hence, the 4449 automatically be activated in regular time-intervals. Hence, the
4625 player can just step on it and gets teleported sooner or later. 4450 player can just step on it and gets teleported sooner or later.
4626 The duration between two activates depends on the given value. 4451 The duration between two activates depends on the given value.
4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4452 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628 4453
4629 VERY IMPORTANT: If you want to have your teleporter activated via 4454 VERY IMPORTANT: If you want to have your teleporter activated via
4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4455 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute> 4456 </attribute>
4457 &speed_left;
4632</type> 4458</type>
4633 4459
4634<!--####################################################################--> 4460<!--####################################################################-->
4635<type number="26" name="Timed Gate"> 4461<type number="26" name="Timed Gate">
4636 <ignore> 4462 <ignore>
4655 Whenever the inventory checker is triggered, all objects with identical 4481 Whenever the inventory checker is triggered, all objects with identical
4656 &lt;connection&gt; value get activated. This only makes sense together with 4482 &lt;connection&gt; value get activated. This only makes sense together with
4657 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4483 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4658 after some time. 4484 after some time.
4659 </attribute> 4485 </attribute>
4486 &activate_on;
4660 <attribute arch="wc" editor="position state" type="int"> 4487 <attribute arch="wc" editor="position state" type="int">
4661 The &lt;position state&gt; defines the position of the gate: 4488 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually 4489 Zero means completely open/down, the "number of animation-steps" (usually
4663 about 6 or 7) means completely closed/up state. I suggest you don't 4490 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place. 4491 mess with this value - Leave the default in place.
4665 </attribute> 4492 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4493 &movement_types_terrain;
4667 For open gates, &lt;blocking passage&gt; should be unset.
4668 For closed gates it must be set.
4669 </attribute>
4670 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4494 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has 4495 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled. 4496 an effect only if &lt;block view&gt; is disabled.
4673 </attribute> 4497 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool"> 4498 <attribute arch="damned" editor="restrict prayers" type="bool">
4698 and generally have either a physical attack or trigger a reaction. 4522 and generally have either a physical attack or trigger a reaction.
4699 <br><br> 4523 <br><br>
4700 Traps hit any monster or person who steps on them for 'dam' damage in 4524 Traps hit any monster or person who steps on them for 'dam' damage in
4701 'attacktype' attacktype and/or trigger a reaction. 4525 'attacktype' attacktype and/or trigger a reaction.
4702 <br><br> 4526 <br><br>
4703 Many traps are already defined in the archetypes. ]]> 4527 Many traps are already defined in the archetypes.]]>
4704 </description> 4528 </description>
4705 <use><![CDATA[ 4529 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting 4530 Avoid monsters stepping on your traps. For example, a party of orcs setting
4707off your lightning wall and pit trap is usually a bad idea. ]]> 4531 off your lightning wall and pit trap is usually a bad idea.]]>
4708 </use> 4532 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" /> 4533 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" /> 4534 &move_on;
4711 <attribute arch="level" editor="trap level" type="int"> 4535 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and 4536 Level effects how easily a trap may be found and disarmed, and
4713 how much experience the player gets for doing so. Beware: High level 4537 how much experience the player gets for doing so. Beware: High level
4714 traps can be quite a cheap source of experience! So either make them 4538 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low. 4539 tough, or keep the level low.
4758 Trapdoors should be used in the same fashion as pits: 4582 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They 4583 They should always drop the victims to some kind of lower level. They
4760 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4584 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761 </use> 4585 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" /> 4586 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" /> 4587 &move_on;
4764 <attribute arch="weight" editor="hold weight" type="int"> 4588 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold. 4589 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with 4590 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will 4591 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through. 4592 open and things start falling through.
4904 <attribute arch="unpaid" /> 4728 <attribute arch="unpaid" />
4905 </ignore> 4729 </ignore>
4906 <description><![CDATA[ 4730 <description><![CDATA[
4907 Walls usually block passage and sight. ]]> 4731 Walls usually block passage and sight. ]]>
4908 </description> 4732 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4733 &movement_types_terrain;
4910 If set, the object cannot be passed by players nor monsters.
4911 </attribute>
4912 <attribute arch="can_roll" editor="moveable" type="bool"> 4734 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around. 4735 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels. 4736 This setting is used for boulders and barrels.
4915 </attribute> 4737 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4738 <attribute arch="no_magic" editor="restrict spells" type="bool">
5011 </attribute> 4833 </attribute>
5012 <attribute arch="ac" editor="armour class" type="int"> 4834 <attribute arch="ac" editor="armour class" type="int">
5013 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4835 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5014 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;. 4836 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5015 </attribute> 4837 </attribute>
5016<section name="resistance"> 4838 &resistances_basic;
5017 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5058 </attribute>
5059</section>
5060</type> 4839</type>
5061 4840
5062<!--####################################################################--> 4841<!--####################################################################-->
5063<type number="15" name="Weapon"> 4842<type number="15" name="Weapon">
5064 <description><![CDATA[ 4843 <description><![CDATA[
5162 </attribute> 4941 </attribute>
5163 <attribute arch="startequip" editor="godgiven item" type="bool"> 4942 <attribute arch="startequip" editor="godgiven item" type="bool">
5164 A godgiven item vanishes as soon as the player 4943 A godgiven item vanishes as soon as the player
5165 drops it to the ground. 4944 drops it to the ground.
5166 </attribute> 4945 </attribute>
5167<section name="resistance"> 4946 &player_stat_resist_sections;
5168 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5169 This adds physical resistance to the weapon (= armour value). The number is
5170 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5171 and what they require to do for getting this-and-that artifact.
5172 </attribute>
5173 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5174 This adds magic resistance to the weapon. The number is a percent-value in
5175 the range 0-100. Treat this with CARE. Look at other maps and what they
5176 require to do for getting this-and-that artifact.
5177 </attribute>
5178 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5179 This adds fire resistance to the weapon. The number is a percent-value in
5180 the range 0-100. Treat this with CARE. Look at other maps and what they
5181 require to do for getting this-and-that artifact.
5182 </attribute>
5183 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5184 This adds electricity resistance to the weapon. The number is a percent-value in
5185 the range 0-100. Treat this with CARE. Look at other maps and what they
5186 require to do for getting this-and-that artifact.
5187 </attribute>
5188 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5189 This adds fire resistance to the weapon. The number is a percent-value in
5190 the range 0-100. Treat this with CARE. Look at other maps and what they
5191 require to do for getting this-and-that artifact.
5192 </attribute>
5193 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5194 This adds confusion resistance to the weapon. The number is a percent-value in
5195 the range 0-100. Confusion resistance is not very effective
5196 unless the value comes close to 100 (= perfect immunity).
5197 </attribute>
5198 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5199 This adds acid resistance to the weapon. The number is a percent-value in
5200 the range 0-100. Treat this with CARE. Look at other maps and what they
5201 require to do for getting this-and-that artifact.
5202 </attribute>
5203 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5204 This adds draining resistance to the weapon. The number is a percent-value
5205 in the range 0-100. Draining resistance is little effective
5206 unless the value is 100 (= perfect immunity).
5207 </attribute>
5208 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5209 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5210 the range 0-100. Weaponmagic resistance generally should not exist on
5211 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5212 are not meant to be easily resisted.
5213 </attribute>
5214 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5215 This adds ghosthit resistance to the weapon. The number is a percent-value
5216 in the range 0-100. Treat this with CARE. Look at other maps and what they
5217 require to do for getting this-and-that artifact.
5218 </attribute>
5219 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5220 This adds poison resistance to the weapon. The number is a percent-value in
5221 the range 0-100. Treat this with CARE. Look at other maps and what they
5222 require to do for getting this-and-that artifact.
5223 </attribute>
5224 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5225 This adds fear resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Resistance to fear is pretty useless.
5227 </attribute>
5228 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5229 This adds paralyze resistance to the weapon. The number is a percent-value in
5230 the range 0-100. Paralyze resistance is little effective
5231 unless the value is 100 (= perfect immunity).
5232 </attribute>
5233 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5234 This adds fear resistance to the weapon. The number is a percent-value in
5235 the range 0-100. Resistance to fear is pretty useless.
5236 </attribute>
5237 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5238 This adds depletion resistance to the weapon. The number is a percent-value
5239 in the range 0-100. Depletion resistance is little effective
5240 unless the value is 100 (= perfect immunity).
5241 </attribute>
5242 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5243 This adds death-attack resistance to the weapon. The number is a
5244 percent-value in the range 0-100. Death-attack resistance is little
5245 effective unless the value is 100 (= perfect immunity).
5246 Generally, resistance to death-attack is not supposed to be
5247 available to players!
5248 </attribute>
5249 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5250 This adds chaos resistance to the weapon. The number is a percent-value in
5251 the range 0-100. Treat this with CARE. Look at other maps and what they
5252 require to do for getting this-and-that artifact.
5253 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5254 combination of other attacktypes.
5255 </attribute>
5256 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5257 This adds blinding resistance to the weapon. The number is a percent-value
5258 in the range 0-100. Treat this with CARE. Look at other maps and what they
5259 require to do for getting this-and-that artifact.
5260 </attribute>
5261 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5262 This adds holy power resistance to the weapon. The number is a percent-value
5263 in the range 0-100. Holy power is the attacktype that holyword-type spells
5264 use to hurt undead creatures. This kind of resistance is only reasonable
5265 for undead players (wraith or devourer cult).
5266 Generally, resistance to holy word should not be available for players.
5267 </attribute>
5268</section>
5269<section name="stats">
5270 <attribute arch="Str" editor="strength" type="int">
5271 The player's strentgh will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274 <attribute arch="Dex" editor="dexterity" type="int">
5275 The player's dexterity will rise/fall by the given value
5276 while wearing this weapon.
5277 </attribute>
5278 <attribute arch="Con" editor="constitution" type="int">
5279 The player's constitution will rise/fall by the given value
5280 while wearing this weapon.
5281 </attribute>
5282 <attribute arch="Int" editor="intelligence" type="int">
5283 The player's intelligence will rise/fall by the given value
5284 while wearing this weapon.
5285 </attribute>
5286 <attribute arch="Pow" editor="power" type="int">
5287 The player's power will rise/fall by the given value
5288 while wearing this weapon.
5289 </attribute>
5290 <attribute arch="Wis" editor="wisdom" type="int">
5291 The player's wisdom will rise/fall by the given value while
5292 wearing this weapon.
5293 </attribute>
5294 <attribute arch="Cha" editor="charisma" type="int">
5295 The player's charisma will rise/fall by the given value
5296 while wearing this weapon.
5297 </attribute>
5298</section>
5299<section name="misc"> 4947<section name="misc">
5300 <attribute arch="luck" editor="luck bonus" type="int"> 4948 <attribute arch="luck" editor="luck bonus" type="int">
5301 With positive luck bonus, the player is more likely to 4949 With positive luck bonus, the player is more likely to
5302 succeed in all sorts of things (spellcasting, praying,...). 4950 succeed in all sorts of things (spellcasting, praying,...).
5303 Unless the &lt;luck bonus&gt; is very high, the effect will be 4951 Unless the &lt;luck bonus&gt; is very high, the effect will be

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