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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 1.46 by elmex, Tue Jan 13 12:49:24 2009 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
31# </required> # 22# </required> #
32# <ignore> # 23# <ignore> #
33# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
34# </ignore> # 25# </ignore> #
35# <description><![CDATA[ # 26# <description><![CDATA[ #
36# Description of this type. ]]> # 27# Description of this type.]]> #
37# </description> # 28# </description> #
38# <use><![CDATA[ # 29# <use><![CDATA[ #
39# How to use this type. ]]> # 30# How to use this type.]]> #
40# </use> # 31# </use> #
41# ... attributes ... # 32# ... attributes ... #
42# </type> # 33# </type> #
43# # 34# #
44# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
108 editor CDATA #IMPLIED 99 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 100 value CDATA #IMPLIED
110 length CDATA #IMPLIED 101 length CDATA #IMPLIED
111 true CDATA #IMPLIED 102 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
113]> 354]>
114 355
115<types> 356<types>
116 357
117<!--###################### bitmask definitions ######################--> 358<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 437 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 438 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 439 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 440 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 441 <entry bit="6" name="All" />
442</bitmask>
443
444<bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
201</bitmask> 451</bitmask>
202 452
203<!--###################### list definitions ######################--> 453<!--###################### list definitions ######################-->
204 454
205<list name="direction"> 455<list name="direction">
343 <entry value="9" name="throw" /> 593 <entry value="9" name="throw" />
344 <entry value="10" name="trigger" /> 594 <entry value="10" name="trigger" />
345 <entry value="11" name="close" /> 595 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 596 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599</list>
600
601<list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611</list>
612
613<list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
348</list> 624</list>
349 625
350<!--###################### default attributes ######################--> 626<!--###################### default attributes ######################-->
351 627
352<!-- 628<!--
365 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
366 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
367 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
368 </attribute> 644 </attribute>
369 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
370 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
371 </attribute> 658 </attribute>
372 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
373 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
374 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
375 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 667 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 668 never know ;) ).
382 </attribute> 669 </attribute>
383 <attribute arch="value" editor="value" type="int"> 670 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 671 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 672 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 673 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 674 usually inevitable.
389 </attribute> 675 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
392 appears lit up on dark maps. &lt;glow radius&gt; can be a value 678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
393 between 0 and 4, the higher, the more light does the object emit. 679 between 0 and 9, the higher, the more light does the object emit.
394 </attribute> 680 </attribute>
395 <attribute arch="material" editor="material" type="bitmask_material"> 681 <attribute arch="material" editor="material" type="bitmask_material">
396 This bitmask-value informs the player of which material(s) the 682 This bitmask-value informs the player of which material(s) the
397 object consists. Material does also affect how likely the object 683 object consists. Material does also affect how likely the object
398 can be destroyed by hazardous spell-effects. 684 can be destroyed by hazardous spell-effects.
415 </attribute> 701 </attribute>
416 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
417 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
418 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
419 only for pickable items inside shops. 705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
420 </attribute> 716 </attribute>
421</default_type> 717</default_type>
422 718
423<!-- This ignorelist is for all system objects which are non pickable 719<!-- This ignorelist is for all system objects which are non pickable
424 and invisible. They don't interact with players at all. --> 720 and invisible. They don't interact with players at all. -->
458 the fallback for all types which don't match any other defined types. 754 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 755 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 756 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 757 <attribute arch="misc" value="x" />
462 </required> 758 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 759 &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"> 760 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 761 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 762 they generally harm the player in some way.
469 </attribute> 763 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 764 <attribute arch="damned" editor="damned" type="bool">
484 This text may describe the object. 778 This text may describe the object.
485 </attribute> 779 </attribute>
486</type> 780</type>
487 781
488<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
489<type number="110" name="Ability"> 784<type number="999" name="Ability">
490 <ignore> 785 <ignore>
491 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
492 </ignore> 787 </ignore>
493 <description><![CDATA[ 788 <description><![CDATA[
494 Abilities are to be put in a monster's inventory. They grant monsters the 789 Abilities are to be put in a monster's inventory. They grant monsters the
495 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
496 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
497 <br><br> 792 <br><br>
498 A particularly nice feature of abilities is that they can hold two 793 A particularly nice feature of abilities is that they can hold two
499 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
500 \n\n 795 \n\n
501 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
502 &lt;treasurelist&gt;. ]]> 797 &lt;treasurelist&gt;.]]>
503 </description> 798 </description>
504 <use><![CDATA[ 799 <use><![CDATA[
505 If you want to create "customized" spellcasting monsters, you 800 If you want to create "customized" spellcasting monsters, you
506 should use abilities (rather than spellbooks/wands or something). 801 should use abilities (rather than spellbooks/wands or something).
507 The long/short-range spell feature can make boss-monsters more 802 The long/short-range spell feature can make boss-monsters more
509 <br><br> 804 <br><br>
510 You should keep in mind that magic abilities allow players 805 You should keep in mind that magic abilities allow players
511 to get better resistance. You can turn off the magic part to 806 to get better resistance. You can turn off the magic part to
512 make the spells more dangerous. However, this really shouldn't 807 make the spells more dangerous. However, this really shouldn't
513 be neccessary unless you work on very high level maps. 808 be neccessary unless you work on very high level maps.
514 And what fun is a magic resistance cloak when it has no effect? ]]> 809 And what fun is a magic resistance cloak when it has no effect?]]>
515 </use> 810 </use>
516 <attribute arch="invisible" value="1" type="fixed" /> 811 <attribute arch="invisible" value="1" type="fixed" />
517 <attribute arch="no_drop" value="1" type="fixed" /> 812 <attribute arch="no_drop" value="1" type="fixed" />
518 <attribute arch="sp" editor="short range spell" type="spell"> 813 <attribute arch="sp" editor="short range spell" type="spell">
519 The monster will use the specified &lt;short range spell&gt; 814 The monster will use the specified &lt;short range spell&gt;
548 Note that non-magical abilities are more dangerous because 843 Note that non-magical abilities are more dangerous because
549 magic resistance does not protect from those.</attribute> 844 magic resistance does not protect from those.</attribute>
550</type> 845</type>
551 846
552<!--####################################################################--> 847<!--####################################################################-->
848
849<type number="81" name="Torch">
850 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly
852 lightening them up (when the is_lightable flag is set) and otherwise
853 they can only be used once.]]>
854 </description>
855 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch.
857 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled.
860 If you want to make a torch that is already burning set the
861 "glow radius" field.
862 </attribute>
863</type>
864
865<type number="82" name="Lamp">
866 <description><![CDATA[
867 Lamps are carryable light sources for players with a fuel tank.]]>
868 </description>
869 <attribute arch="speed" editor="burn speed" type="float">
870 This field is the speed of the lamp. (If the value 0.00208 is given
871 here the fuel field will specify the burning duration in minutes.)
872 </attribute>
873 <attribute arch="food" editor="fuel" type="int">
874 This field sets the burning duration of the lamp, which depends on the speed
875 field of this object.
876 </attribute>
877 <attribute arch="range" editor="enabled glow radius" type="int">
878 This field sets the glow radius of the lamp if it is enabled.
879 If you want to make a lamp that is already burning set the
880 "glow radius" field.
881 </attribute>
882</type>
883
884<!--####################################################################-->
553<type number="18" name="Altar"> 885<type number="18" name="Altar">
554 <ignore> 886 <ignore>
555 <ignore_list name="non_pickable" /> 887 <ignore_list name="non_pickable" />
556 </ignore> 888 </ignore>
557 <description><![CDATA[ 889 <description><![CDATA[
558 When a player puts a defined number of certain items on the altar, 890 When a player puts a defined number of certain items on the altar,
559 then either a spell is casted (on the player) or a connector is 891 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. 892 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 893 Either way, the sacrificed item disappears.]]>
562 </description> 894 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 895 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 896 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 897 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 898 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 899 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. 900 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 901 If you want the player to have to drop a specific amount of money use "money".
570 expected to drop on the altar. (Often this is put in the altar's 902 See also the "drop amount" attribute.
571 name: E.g. "drop 100 platinums")
572 </attribute> 903 </attribute>
573 <attribute arch="food" editor="drop amount" type="int"> 904 <attribute arch="food" editor="drop amount" type="int">
574 The drop amount specifies the amount of items (specified 905 The drop amount specifies the amount of items (specified
575 in &lt;match item name&gt;) that must be dropped to activate the altar. 906 in &lt;match item name&gt;) that must be dropped to activate the altar.
576 907
578 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 909 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
579 200 silver, 20 gold, or 4 platinum will all work.) 910 200 silver, 20 gold, or 4 platinum will all work.)
580 911
581 Note that the maximum possible for &lt;drop amount&gt; is 32767. 912 Note that the maximum possible for &lt;drop amount&gt; is 32767.
582 </attribute> 913 </attribute>
583 <attribute arch="connected" editor="connection" type="int"> 914 <attribute arch="connected" editor="connection" type="string">
584 If a connection value is set, the altar will trigger all objects 915 If a connection value is set, the altar will trigger all objects
585 with the same value, when activated. This will only work once. 916 with the same value, when activated. This will only work once.
586 </attribute> 917 </attribute>
587 <attribute arch="sp" editor="spell" type="spell"> 918 <attribute arch="sp" editor="spell" type="spell">
588 When activated, the selected &lt;spell&gt; will be casted (once, on the 919 When activated, the selected &lt;spell&gt; will be casted (once, on the
602 <ignore_list name="non_pickable" /> 933 <ignore_list name="non_pickable" />
603 </ignore> 934 </ignore>
604 <description><![CDATA[ 935 <description><![CDATA[
605 Altar_triggers work pretty much like normal altars 936 Altar_triggers work pretty much like normal altars
606 (drop sacrifice -> connection activated), except for the fact that 937 (drop sacrifice -> connection activated), except for the fact that
607 they reset after usage. Hence, altar_triggers can be used infinitely. ]]> 938 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
608 </description> 939 </description>
609 <use><![CDATA[ 940 <use><![CDATA[
610 Altar_triggers are very useful if you want to charge a price for... 941 Altar_triggers are very useful if you want to charge a price for...
611 <UL> 942 <UL>
612 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 943 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
613 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 944 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
614 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 945 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
615 </UL> 946 </UL>
616 The big advantage over normal altars is the infinite usability 947 The big advantage over normal altars is the infinite usability
617 of altar_triggers! If there are ten players on one server, they're 948 of altar_triggers! If there are ten players on one server, they're
618 quite grateful if things work more than once. =) ]]> 949 quite grateful if things work more than once. =)]]>
619 </use> 950 </use>
620 <attribute arch="no_pick" value="1" type="fixed" /> 951 <attribute arch="no_pick" value="1" type="fixed" />
621 <attribute arch="slaying" editor="match item name" type="string"> 952 <attribute arch="slaying" editor="match item name" type="string">
622 This string specifies the item that must be put on the altar to 953 This string specifies the item that must be put on the altar to
623 activate it. It can either be the name of an archetype, or directly 954 activate it. It can either be the name of an archetype, or directly
624 the name of an object. Yet, titles are not recognized by altars. 955 the name of an object. Yet, titles are not recognized by altars.
625 Remember to put a note somewhere, telling the player what he is 956 If you want the player to have to drop a specific amount of money use "money".
626 expected to drop on the altar. (Often this is put in the altar's 957 See also the "drop amount" attribute.
627 name: E.g. "drop 100 platinums")
628 </attribute> 958 </attribute>
629 <attribute arch="food" editor="drop amount" type="int"> 959 <attribute arch="food" editor="drop amount" type="int">
630 The drop amount specifies the amount of items (specified 960 The drop amount specifies the amount of items (specified
631 in &lt;match item name&gt;) that must be dropped to activate the altar. 961 in &lt;match item name&gt;) that must be dropped to activate the altar.
632 962
634 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 964 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
635 200 silver, 20 gold, or 4 platinum will all work.) 965 200 silver, 20 gold, or 4 platinum will all work.)
636 966
637 Note that the maximum possible for &lt;drop amount&gt; is 32767. 967 Note that the maximum possible for &lt;drop amount&gt; is 32767.
638 </attribute> 968 </attribute>
639 <attribute arch="connected" editor="connection" type="int"> 969 <attribute arch="connected" editor="connection" type="string">
640 If a connection value is set, the altar will trigger all objects 970 If a connection value is set, the altar will trigger all objects
641 with the same value, when activated. This will only work once. 971 with the same value, when activated. This will only work once.
642 </attribute> 972 </attribute>
643 <attribute arch="sp" editor="spell" type="spell"> 973 <attribute arch="sp" editor="spell" type="spell">
644 When activated, this &lt;spell&gt; will be casted (once, on the player). 974 When activated, this &lt;spell&gt; will be casted (once, on the player).
660 will push the connected value TWICE per sacrifice: First by 990 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 991 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 992 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 993 gate being opened and closed again.
664 </attribute> 994 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 995 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 996 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 997 This text will be displayed to the player
669 in the exact moment when the altar is activated. 998 in the exact moment when the altar is activated.
670 </attribute> 999 </attribute>
671</type> 1000</type>
672 1001
673<!--####################################################################--> 1002<!--####################################################################-->
1003<type number="74" name="Skill Tool">
1004 <description><![CDATA[
1005 Wearing a skill tool will give the player the ability to use a skill.
1006 ]]>
1007 </description>
1008 <use><![CDATA[
1009 Feel free to assign resistancies and stats to a skill tools or change
1010 the skill that is given.
1011 ]]>
1012 </use>
1013 <attribute arch="skill" editor="skill name" type="string">
1014 This field describes which skill the player will be able to use wearing this item.
1015 </attribute>
1016 &player_stat_resist_sections;
1017</type>
1018<!--####################################################################-->
674<type number="39" name="Amulet"> 1019<type number="39" name="Amulet">
675 <description><![CDATA[ 1020 <description><![CDATA[
676 Wearing an amulet, the object's stats will directly be inherited to 1021 Wearing an amulet, the object's stats will directly be inherited to
677 the player. Amulets are usually meant for protection and defense. ]]> 1022 the player. Amulets are usually meant for protection and defense.]]>
678 </description> 1023 </description>
679 <use><![CDATA[ 1024 <use><![CDATA[
680 Feel free to create your own special artifacts. However, it is very 1025 Feel free to create your own special artifacts. However, it is very
681 important that you keep your artifact in balance with existing maps. ]]> 1026 important that you keep your artifact in balance with existing maps.]]>
682 </use> 1027 </use>
683 <attribute arch="ac" editor="armour class" type="int"> 1028 <attribute arch="ac" editor="armour class" type="int">
684 This value defines the amount of armour-class bonus for wearing 1029 This value defines the amount of armour-class bonus for wearing
685 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower 1030 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
686 values are better. It should usually be set only for armour-like equipment. 1031 values are better. It should usually be set only for armour-like equipment.
697 amount of &lt;item power&gt;, depending on their own level. This is the 1042 amount of &lt;item power&gt;, depending on their own level. This is the
698 only way to prevent low level players to wear "undeserved" equipment 1043 only way to prevent low level players to wear "undeserved" equipment
699 (like gifts from other players or cheated items). 1044 (like gifts from other players or cheated items).
700 1045
701 It is very important to adjust the &lt;item power&gt; value carefully 1046 It is very important to adjust the &lt;item power&gt; value carefully
702 for every artifact you create! If zero/unset, the CF server will 1047 for every artifact you create! If zero/unset, the Deliantra server will
703 calculate a provisional value at runtime, but this is never 1048 calculate a provisional value at runtime, but this is never
704 going to be an accurate measurement of &lt;item power&gt;. 1049 going to be an accurate measurement of &lt;item power&gt;.
705 </attribute> 1050 </attribute>
706 <attribute arch="damned" editor="damnation" type="bool"> 1051 <attribute arch="damned" editor="damnation" type="bool">
707 A damned piece of equipment cannot be unwielded unless the curse 1052 A damned piece of equipment cannot be unwielded unless the curse
733 you want the monster to use/wear the item - you must set 1078 you want the monster to use/wear the item - you must set
734 &lt;is applied&gt;. 1079 &lt;is applied&gt;.
735 Enabling this flag doesn't make any sense if the item 1080 Enabling this flag doesn't make any sense if the item
736 is NOT in a monster's inventory. 1081 is NOT in a monster's inventory.
737 </attribute> 1082 </attribute>
738<section name="resistance"> 1083 &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"> 1084<section name="misc">
871 <attribute arch="luck" editor="luck bonus" type="int"> 1085 <attribute arch="luck" editor="luck bonus" type="int">
872 With positive luck bonus, the player is more likely to 1086 With positive luck bonus, the player is more likely to
873 succeed in all sorts of things (spellcasting, praying,...). 1087 succeed in all sorts of things (spellcasting, praying,...).
874 Unless the &lt;luck bonus&gt; is very high, the effect will be 1088 Unless the &lt;luck bonus&gt; is very high, the effect will be
928 projectiles (e.g. arrows, bolts, boulders) will 1142 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1143 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1144 times, to avoid players being completely immune to
931 certain types of attacks. 1145 certain types of attacks.
932 </attribute> 1146 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1147 &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"> 1148 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1149 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1150 The player will get attuned to the specified spellpaths
940 while wearing this item. 1151 while wearing this item.
941 </attribute> 1152 </attribute>
965 Battleground is very special: In short, players can die on battleground 1176 Battleground is very special: In short, players can die on battleground
966 without any death penalties. They don't loose or gain experience 1177 without any death penalties. They don't loose or gain experience
967 while on battleground. Acid, draining and depletion effects don't 1178 while on battleground. Acid, draining and depletion effects don't
968 work either. 1179 work either.
969 When a player dies on battleground, he gets teleported to an exit 1180 When a player dies on battleground, he gets teleported to an exit
970 location which is defined in the battleground object. ]]> 1181 location which is defined in the battleground object.]]>
971 </description> 1182 </description>
972 <use><![CDATA[ 1183 <use><![CDATA[
973 Battleground is only meant for player vs. player duels. You can 1184 Battleground is only meant for player vs. player duels. You can
974 design combat arenas similiar to the one in scorn.<br> 1185 design combat arenas similiar to the one in scorn.<br>
975 What should NEVER be done is placing battleground tiles in 1186 What should NEVER be done is placing battleground tiles in
977 It must not be possible to gain significant treasure for fighting 1188 It must not be possible to gain significant treasure for fighting
978 on battleground, because it bears no risk.<br><br> 1189 on battleground, because it bears no risk.<br><br>
979 (Battleground will cease to work when the image or name is changed, 1190 (Battleground will cease to work when the image or name is changed,
980 or when it is placed beneath another floor tile. 1191 or when it is placed beneath another floor tile.
981 This is not a bug, it is there to prevent any attempts of placing 1192 This is not a bug, it is there to prevent any attempts of placing
982 "hidden" battleground tiles anywhere.) ]]> 1193 "hidden" battleground tiles anywhere.)]]>
983 </use> 1194 </use>
984 <attribute arch="no_pick" value="1" type="fixed" /> 1195 <attribute arch="no_pick" value="1" type="fixed" />
985 <attribute arch="is_floor" value="1" type="fixed" /> 1196 <attribute arch="is_floor" value="1" type="fixed" />
986 <attribute arch="hp" editor="destination X" type="int"> 1197 <attribute arch="hp" editor="destination X" type="int">
987 The exit destinations define the (x, y)-coordinates where players 1198 The exit destinations define the (x, y)-coordinates where players
992 get teleported after they died on this battleground. 1203 get teleported after they died on this battleground.
993 </attribute> 1204 </attribute>
994</type> 1205</type>
995 1206
996<!--####################################################################--> 1207<!--####################################################################-->
1208<type number="165" name="Safe ground">
1209 <ignore>
1210 <ignore_list name="non_pickable" />
1211 </ignore>
1212 <description><![CDATA[
1213 Safe ground is a special object that prevents any effects that might
1214 be harmful for the map, other players or items on the map.
1215 It blocks all magic and prayers, usage of alchemy, prevents potions
1216 from being used and blocks bombs from exploding. Note that altars that
1217 do cast spells still work.
1218 ]]>
1219 </description>
1220 <use><![CDATA[
1221 Safe ground can be used to prevents any means of burning
1222 or destroying the items in a shop. Put this object below all floor tiles
1223 in your map and your shop will be safe. It's generally useful for making
1224 areas where really no kind of spell should be invoked by a player.
1225 ]]>
1226 </use>
1227 &movement_types_terrain;
1228 <attribute arch="no_pick" value="1" type="fixed" />
1229</type>
1230
1231<!--####################################################################-->
997<type number="8" name="Book"> 1232<type number="8" name="Book">
998 <description><![CDATA[ 1233 <description><![CDATA[
999 Applying a book, the containing message is displayed to the player. ]]> 1234 Applying a book, the containing message is displayed to the player.]]>
1000 </description> 1235 </description>
1001 <attribute arch="level" editor="literacy level" type="int"> 1236 <attribute arch="level" editor="literacy level" type="int">
1002 If this value is set to be greater than zero, the player needs a 1237 If this value is set to be greater than zero, the player needs a
1003 certain literacy level to succeed reading the book. The book can be 1238 certain literacy level to succeed reading the book. The book can be
1004 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a 1239 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1016 is taken, lost or destroyed - it's gone for good. 1251 is taken, lost or destroyed - it's gone for good.
1017 </attribute> 1252 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1253 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book. 1254 This is the text that appears "written" in the book.
1020 </attribute> 1255 </attribute>
1256 <attribute arch="slaying" editor="key string" type="string">
1257 This is the key string of the book. The key string is checked by an inventory checker.
1258 (This is used eg. for the gate/port passes in scorn)
1259 </attribute>
1260 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1261 If this flag is true the player won't be able to identify this
1262 item with by using a skill.
1263 </attribute>
1021</type> 1264</type>
1022 1265
1023<!--####################################################################--> 1266<!--####################################################################-->
1024<type number="99" name="Boots"> 1267<type number="99" name="Boots">
1025 <import_type name="Amulet" /> 1268 <import_type name="Amulet" />
1026 <description><![CDATA[ 1269 <description><![CDATA[
1027 Wearing boots, the object's stats will directly be inherited to 1270 Wearing boots, the object's stats will directly be inherited to
1028 the player. Usually enhancing his speed, or granting some minor 1271 the player. Usually enhancing his speed, or granting some minor
1029 protection bonus. ]]> 1272 protection bonus.]]>
1030 </description> 1273 </description>
1031 <use><![CDATA[ 1274 <use><![CDATA[
1032 Feel free to create your own special artifacts. However, it is very 1275 Feel free to create your own special artifacts. However, it is very
1033 important that you keep your artifact in balance with existing maps. ]]> 1276 important that you keep your artifact in balance with existing maps.]]>
1034 </use> 1277 </use>
1035 <attribute arch="exp" editor="speed bonus" type="int"> 1278 <attribute arch="exp" editor="speed bonus" type="int">
1036 Boots with &lt;speed bonus&gt; will increase the player's walking speed 1279 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1037 while worn. This kind of bonus is quite desirable for players of low- 1280 while worn. This kind of bonus is quite desirable for players of low-
1038 and medium level. High level players usually have fastest possible 1281 and medium level. High level players usually have fastest possible
1054<type number="104" name="Bracers"> 1297<type number="104" name="Bracers">
1055 <import_type name="Amulet" /> 1298 <import_type name="Amulet" />
1056 <description><![CDATA[ 1299 <description><![CDATA[
1057 Bracers are armour-plates worn around the wrists. 1300 Bracers are armour-plates worn around the wrists.
1058 Wearing bracer, the object's stats will directly be inherited to 1301 Wearing bracer, the object's stats will directly be inherited to
1059 the player. Usually enhancing his defense. ]]> 1302 the player. Usually enhancing his defense.]]>
1060 </description> 1303 </description>
1061 <use><![CDATA[ 1304 <use><![CDATA[
1062 Feel free to create your own special artifacts. However, it is very 1305 Feel free to create your own special artifacts. However, it is very
1063 important that you keep your artifact in balance with existing maps. ]]> 1306 important that you keep your artifact in balance with existing maps.]]>
1064 </use> 1307 </use>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1308 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1309 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1310 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the bracers. 1311 than direct armour-class bonus on the bracers.
1072<!--####################################################################--> 1315<!--####################################################################-->
1073<type number="16" name="Brestplate Armour"> 1316<type number="16" name="Brestplate Armour">
1074 <import_type name="Amulet" /> 1317 <import_type name="Amulet" />
1075 <description><![CDATA[ 1318 <description><![CDATA[
1076 Wearing an armour, the object's stats will directly be inherited to 1319 Wearing an armour, the object's stats will directly be inherited to
1077 the player. Usually enhancing his defense. ]]> 1320 the player. Usually enhancing his defense.]]>
1078 </description> 1321 </description>
1079 <use><![CDATA[ 1322 <use><![CDATA[
1080 Feel free to create your own special artifacts. However, it is very 1323 Feel free to create your own special artifacts. However, it is very
1081 important that you keep your artifact in balance with existing maps. ]]> 1324 important that you keep your artifact in balance with existing maps.]]>
1082 </use> 1325 </use>
1083 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1326 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1084 This poses a penalty to spell regeneration speed, for wearing the armour. 1327 This poses a penalty to spell regeneration speed, for wearing the armour.
1085 The bigger the spellpoint penalty, the worse. 1328 The bigger the spellpoint penalty, the worse.
1086 </attribute> 1329 </attribute>
1102 </ignore> 1345 </ignore>
1103 <description><![CDATA[ 1346 <description><![CDATA[
1104 When a predefined amount of weigh is placed on a button, the 1347 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 1348 &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 1349 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]> 1350 &lt;connection&gt; value get's triggered a second time.]]>
1108 </description> 1351 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" /> 1352 &move_on;
1110 <attribute arch="walk_off" value="1" type="fixed" /> 1353 &move_off;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1354 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int"> 1355 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as 1356 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it. 1357 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute> 1358 </attribute>
1116 <attribute arch="connected" editor="connection" type="int"> 1359 <attribute arch="connected" editor="connection" type="string">
1117 Every time the button is pressed or released, all objects 1360 Every time the button is pressed or released, all objects
1118 with the same &lt;connection&gt; value are activated. 1361 with the same &lt;connection&gt; value are activated.
1119 </attribute> 1362 </attribute>
1120 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1363 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1121 This text may describe the item. You can use this 1364 This text may describe the item. You can use this
1130 <ignore_list name="non_pickable" /> 1373 <ignore_list name="non_pickable" />
1131 </ignore> 1374 </ignore>
1132 <description><![CDATA[ 1375 <description><![CDATA[
1133 Handle buttons are buttons which reset after a short period 1376 Handle buttons are buttons which reset after a short period
1134 of time. Every time it is either applied or reset, the 1377 of time. Every time it is either applied or reset, the
1135 &lt;connection&gt; value is triggered. ]]> 1378 &lt;connection&gt; value is triggered.]]>
1136 </description> 1379 </description>
1137</type> 1380</type>
1138 1381
1139<!--####################################################################--> 1382<!--####################################################################-->
1140<type number="37" name="Class Changer"> 1383<type number="37" name="Class Changer">
1141 <ignore> 1384 <ignore>
1142 <ignore_list name="non_pickable" /> 1385 <ignore_list name="non_pickable" />
1143 </ignore> 1386 </ignore>
1144 <description><![CDATA[ 1387 <description><![CDATA[
1145 Class changer are used while creating a character. ]]> 1388 Class changer are used while creating a character.]]>
1146 </description> 1389 </description>
1147 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1390 <attribute arch="randomitems" editor="class items" type="treasurelist">
1148 This entry determines which initial items the character receives. 1391 This entry determines which initial items the character receives.
1149 </attribute> 1392 </attribute>
1150<section name="stats"> 1393<section name="stats">
1183<type number="87" name="Cloak"> 1426<type number="87" name="Cloak">
1184 <import_type name="Amulet" /> 1427 <import_type name="Amulet" />
1185 <description><![CDATA[ 1428 <description><![CDATA[
1186 Wearing a cloak, the object's stats will directly be inherited to 1429 Wearing a cloak, the object's stats will directly be inherited to
1187 the player. Cloaks usually add minor &lt;armour class&gt; and 1430 the player. Cloaks usually add minor &lt;armour class&gt; and
1188 sometimes a bit of resistance. ]]> 1431 sometimes a bit of resistance.]]>
1189 </description> 1432 </description>
1190 <use><![CDATA[ 1433 <use><![CDATA[
1191 Feel free to create your own special artifacts. However, it is very 1434 Feel free to create your own special artifacts. However, it is very
1192 important that you keep your artifact in balance with existing maps. ]]> 1435 important that you keep your artifact in balance with existing maps.]]>
1193 </use> 1436 </use>
1194 <attribute arch="magic" editor="magic bonus" type="int"> 1437 <attribute arch="magic" editor="magic bonus" type="int">
1195 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1438 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1196 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1439 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1197 than direct armour-class bonus on the cloak. 1440 than direct armour-class bonus on the cloak.
1202</type> 1445</type>
1203 1446
1204<!--####################################################################--> 1447<!--####################################################################-->
1205<type number="9" name="Clock"> 1448<type number="9" name="Clock">
1206 <description><![CDATA[ 1449 <description><![CDATA[
1207 Applying a clock, the time is displayed to the player. ]]> 1450 Applying a clock, the time is displayed to the player.]]>
1208 </description> 1451 </description>
1209 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1452 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1210 This text may describe the item 1453 This text may describe the item
1211 </attribute> 1454 </attribute>
1212</type> 1455</type>
1217 A player can put (certain kinds of) items in the container. 1460 A player can put (certain kinds of) items in the container.
1218 The overall weight of items is reduced when put inside a 1461 The overall weight of items is reduced when put inside a
1219 container, depending on the settings. 1462 container, depending on the settings.
1220 <br><br> 1463 <br><br>
1221 A special feature of containers is the "cauldron", 1464 A special feature of containers is the "cauldron",
1222 capable of mixing alchemical receipes. ]]> 1465 capable of mixing alchemical receipes.]]>
1223 </description> 1466 </description>
1224 <use><![CDATA[ 1467 <use><![CDATA[
1225 Note on chests - There are two types of chests: 1468 Note on chests - There are two types of chests:
1226 <UL> 1469 <UL>
1227 <LI> First the random treasure chests - Those are NOT containers 1470 <LI> First the random treasure chests - Those are NOT containers
1228 (but object type Treasure), they create random treasures when 1471 (but object type Treasure), they create random treasures when
1229 applied. Archetype name is "chest". 1472 applied. Archetype name is "chest".
1230 <LI> Second there are the permanent chests - Those are containers, 1473 <LI> Second there are the permanent chests - Those are containers,
1231 they can be opened and closed again. Archetype name is "chest_2". 1474 they can be opened and closed again. Archetype name is "chest_2".
1232 </UL> ]]> 1475 </UL>]]>
1233 </use> 1476 </use>
1234 <attribute arch="race" editor="container class" type="string"> 1477 <attribute arch="race" editor="container class" type="string">
1235 If set, the container will hold only certain types of objects. 1478 If set, the container will hold only certain types of objects.
1236 Possible choices for &lt;container class&gt; are: "gold and jewels", 1479 Possible choices for &lt;container class&gt; are: "gold and jewels",
1237 "arrows" and "keys". 1480 "arrows" and "keys".
1292 <attribute arch="title" /> 1535 <attribute arch="title" />
1293 </ignore> 1536 </ignore>
1294 <description><![CDATA[ 1537 <description><![CDATA[
1295 Converters are like "exchange tables". When the player drops a 1538 Converters are like "exchange tables". When the player drops a
1296 specific type of items, they get converted into other items, at a 1539 specific type of items, they get converted into other items, at a
1297 predefined exchange-ratio. ]]> 1540 predefined exchange-ratio.]]>
1298 </description> 1541 </description>
1299 <use><![CDATA[ 1542 <use><![CDATA[
1300 Converters are better than shopping with doormats, because the 1543 Converters are better than shopping with doormats, because the
1301 converters never get sold out. For some items like food or jewels 1544 converters never get sold out. For some items like food or jewels
1302 those "exchange tables" are really nice, while for the more important 1545 those "exchange tables" are really nice, while for the more important
1304 <br><br> 1547 <br><br>
1305 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1548 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1306 items on a converter, the stuff you get must be of equal or lesser 1549 items on a converter, the stuff you get must be of equal or lesser
1307 value than before! (Except if you are using "rare" items like 1550 value than before! (Except if you are using "rare" items like
1308 dragonscales for payment). The code will not check if your ratio is 1551 dragonscales for payment). The code will not check if your ratio is
1309 sane, so the player could gain infinite wealth by using your converter. ]]> 1552 sane, so the player could gain infinite wealth by using your converter.]]>
1310 </use> 1553 </use>
1311 <attribute arch="no_pick" value="1" type="fixed" /> 1554 <attribute arch="no_pick" value="1" type="fixed" />
1312 <attribute arch="slaying" editor="cost arch" type="string"> 1555 <attribute arch="slaying" editor="cost arch" type="string">
1313 &lt;cost arch&gt; is the name of the archetype the player has to 1556 &lt;cost arch&gt; is the name of the archetype the player has to
1314 put on the converter, as payment. 1557 put on the converter, as payment.
1330 of &lt;receive arch&gt;. 1573 of &lt;receive arch&gt;.
1331 </attribute> 1574 </attribute>
1332 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1333 This text may contain a description of the converter. 1576 This text may contain a description of the converter.
1334 </attribute> 1577 </attribute>
1578 <attribute arch="precious" editor="output unpaid" type="bool">
1579 If the converter has this flag set the generated items will
1580 be flagged as unpaid. Useful if you want to make a converter in a shop.
1581 (For instance for 'dragon scale' to 'dragon shield' converters in some
1582 armour shops.)
1583 </attribute>
1335</type> 1584</type>
1336 1585
1337<!--####################################################################--> 1586<!--####################################################################-->
1338<type number="42" name="Creator"> 1587<type number="42" name="Creator">
1339 <ignore> 1588 <ignore>
1340 <ignore_list name="system_object" /> 1589 <ignore_list name="system_object" />
1341 </ignore> 1590 </ignore>
1342 <description><![CDATA[ 1591 <description><![CDATA[
1343 A creator is an object which creates another object when it 1592 A creator is an object which creates another object when it
1344 is triggered. The child object can be anything. Creators are 1593 is triggered. The child object can be anything. Creators are
1345 VERY useful for all kinds of map-mechanisms. ]]> 1594 VERY useful for all kinds of map-mechanisms. They can even
1595 periodically create things.]]>
1346 </description> 1596 </description>
1347 <use><![CDATA[ 1597 <use><![CDATA[
1348 Don't hesitate to hide your creators under the floor. 1598 Don't hesitate to hide your creators under the floor.
1349 The created items will still always appear ontop of the floor. ]]> 1599 The created items will still always appear ontop of the floor.]]>
1350 </use> 1600 </use>
1351 <attribute arch="no_pick" value="1" type="fixed" /> 1601 <attribute arch="no_pick" value="1" type="fixed" />
1352 <attribute arch="other_arch" editor="create arch" type="string"> 1602 <attribute arch="other_arch" editor="create arch" type="string">
1353 This string defines the object that will be created. 1603 This string defines the object that will be created.
1354 You can choose any of the existing arches. 1604 You can choose any of the existing arches.
1355 This field is ignored if the creator has items in inventory. In this case 1605 This field is ignored if the creator has items in inventory. In this case
1356 one of the inventory items is duplicated. The duplicated item is randomly 1606 one of the inventory items is duplicated. The duplicated item is randomly
1357 chosen from all items present. 1607 chosen from all items present.
1358 </attribute> 1608 </attribute>
1359 <attribute arch="connected" editor="connection" type="int"> 1609 <attribute arch="connected" editor="connection" type="string">
1360 Whenever the connection value is activated, 1610 Whenever the connection value is activated,
1361 the creator gets triggered. 1611 the creator gets triggered.
1362 </attribute> 1612 </attribute>
1613 &activate_on;
1363 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1614 <attribute arch="lifesave" editor="infinit uses" type="bool">
1364 If &lt;infinit uses&gt; is set, the creator will work 1615 If &lt;infinit uses&gt; is set, the creator will work
1365 infinitely, regardless of the value in &lt;number of uses&gt;. 1616 infinitely, regardless of the value in &lt;number of uses&gt;.
1617 </attribute>
1618 <attribute arch="speed" editor="speed" type="float">
1619 When this field is set the creator will periodically create stuff
1620 (and will still do so when the connection is triggered).
1621 A value of 1 means roughly 8 times a second.
1366 </attribute> 1622 </attribute>
1367 <attribute arch="hp" editor="number of uses" type="int"> 1623 <attribute arch="hp" editor="number of uses" type="int">
1368 The creator can be triggered &lt;number of uses&gt; times, thus 1624 The creator can be triggered &lt;number of uses&gt; times, thus
1369 creating that many objects, before it dissappears. 1625 creating that many objects, before it dissappears.
1370 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1626 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1390 finds a specific object, it toggles its connected value. 1646 finds a specific object, it toggles its connected value.
1391 <br><br> 1647 <br><br>
1392 What is "unique" about them, compared to inv. checkers/ pedestals? 1648 What is "unique" about them, compared to inv. checkers/ pedestals?
1393 - First, detectors check their square for a match periodically, not 1649 - First, detectors check their square for a match periodically, not
1394 instantly. Second, detectors check directly for object names. Third, 1650 instantly. Second, detectors check directly for object names. Third,
1395 detectors do not check the inventory of players/monsters. ]]> 1651 detectors do not check the inventory of players/monsters.]]>
1396 </description> 1652 </description>
1397 <use><![CDATA[ 1653 <use><![CDATA[
1398 There is one major speciality about detectors: You can detect spells 1654 There is one major speciality about detectors: You can detect spells
1399 blown over a detector! To detect a lighting bolt for example, set 1655 blown over a detector! To detect a lighting bolt for example, set
1400 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1656 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1401 walls, this can be very useful for map-mechanisms. ]]> 1657 walls, this can be very useful for map-mechanisms.]]>
1402 </use> 1658 </use>
1403 <attribute arch="no_pick" value="1" type="fixed" /> 1659 <attribute arch="no_pick" value="1" type="fixed" />
1404 <attribute arch="slaying" editor="match name" type="string"> 1660 <attribute arch="slaying" editor="match name" type="string">
1405 &lt;match name&gt; specifies the name of the object we are looking for. 1661 &lt;match name&gt; specifies the name of the object we are looking for.
1406 Actually it does also check for the &lt;key string&gt; in key-objects, 1662 Actually it does also check for the &lt;key string&gt; in key-objects,
1407 but for this case inventory checkers are often more powerful to use. 1663 but for this case inventory checkers are often more powerful to use.
1408 </attribute> 1664 </attribute>
1409 <attribute arch="connected" editor="connection" type="int"> 1665 <attribute arch="connected" editor="connection" type="string">
1410 When the detector is triggered, all objects with the same 1666 When the detector is triggered, all objects with the same
1411 connection value get activated. 1667 connection value get activated.
1412 </attribute> 1668 </attribute>
1413 <attribute arch="speed" editor="detection speed" type="float"> 1669 <attribute arch="speed" editor="detection speed" type="float">
1414 This value defines the time between two detector-checks. 1670 This value defines the time between two detector-checks.
1415 If you want the detector to behave almost like pedestals/buttons, 1671 If you want the detector to behave almost like pedestals/buttons,
1416 set speed rather high, like &lt;detection speed&gt; 1.0. 1672 set speed rather high, like &lt;detection speed&gt; 1.0.
1417 </attribute> 1673 </attribute>
1674 &speed_left;
1675 <attribute arch="speed_left" editor="speed left" type="float">
1676 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1677 If it is larger than 0, the detector checks, and the speed is decremented
1678 by 1.
1679 </attribute>
1680</type>
1681
1682<!--####################################################################-->
1683<type number="164" name="Map Script">
1684 <ignore>
1685 <ignore_list name="system_object" />
1686 </ignore>
1687 <description><![CDATA[
1688 The map script object is a very special object that can react to connected
1689 events and executes a perl script.
1690 ]]>
1691 </description>
1692 <use><![CDATA[
1693 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1694 to react to/trigger other objects.
1695 ]]>
1696 </use>
1697 <attribute arch="connected" editor="connection" type="string">
1698 When the map script object is triggered, it will execute
1699 the perl script with the triggering object as $activator.
1700 </attribute>
1701 &activate_on;
1702 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1703 This perl script will be executed each time the objetc is triggered.
1704 </attribute>
1418</type> 1705</type>
1419 1706
1420<!--####################################################################--> 1707<!--####################################################################-->
1421<type number="112" name="Director"> 1708<type number="112" name="Director">
1422 <ignore> 1709 <ignore>
1425 <description><![CDATA[ 1712 <description><![CDATA[
1426 Directors change the direction of spell objects and other projectiles 1713 Directors change the direction of spell objects and other projectiles
1427 that fly past. Unlike spinners, directors always move objects in the 1714 that fly past. Unlike spinners, directors always move objects in the
1428 same direction. It does not make a difference from what angle you 1715 same direction. It does not make a difference from what angle you
1429 shoot into it.<br> 1716 shoot into it.<br>
1430 Directors are visible per default. ]]> 1717 Directors are visible per default.]]>
1431 </description> 1718 </description>
1432 <use><![CDATA[ 1719 <use><![CDATA[
1433 Directors are rarely used in maps. Sometimes they are placed to 1720 Directors are rarely used in maps. Sometimes they are placed to
1434 change the direction of spells coming out of magic walls, 1721 change the direction of spells coming out of magic walls,
1435 "channeling" spell-projectiles in some direction. When doing this, 1722 "channeling" spell-projectiles in some direction. When doing this,
1437 into them!</B> The spell-projectiles bouncing between the directors 1724 into them!</B> The spell-projectiles bouncing between the directors
1438 would accumulate to huge numbers and at some point slow down the 1725 would accumulate to huge numbers and at some point slow down the
1439 server by eating memory- and CPU-time. 1726 server by eating memory- and CPU-time.
1440 <br><br> 1727 <br><br>
1441 You'd better not place directors in monster vs. player combat 1728 You'd better not place directors in monster vs. player combat
1442 areas too much, because that freaks out wizard-type players. ]]> 1729 areas too much, because that freaks out wizard-type players.]]>
1443 </use> 1730 </use>
1444 <attribute arch="sp" editor="direction" type="list_direction"> 1731 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1732 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles. 1733 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells). 1734 (The latter works out a bit strange for some spells).
1448 </attribute> 1735 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" /> 1736 &move_on;
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451</type> 1737</type>
1452 1738
1453<!--####################################################################--> 1739<!--####################################################################-->
1454<type number="158" name="Disease"> 1740<type number="158" name="Disease">
1455 <ignore> 1741 <ignore>
1456 <ignore_list name="system_object" /> 1742 <ignore_list name="system_object" />
1457 </ignore> 1743 </ignore>
1458 <description><![CDATA[ 1744 <description><![CDATA[
1459 Diseases are an intersting form of spellcraft in Crossfire. 1745 Diseases are an intersting form of spellcraft in Deliantra.
1460 Once casted, they can spread out and infect creatures in a large 1746 Once casted, they can spread out and infect creatures in a large
1461 area. Being infected can have various effects, from amusing farts 1747 area. Being infected can have various effects, from amusing farts
1462 to horrible damage - almost everything is possible. ]]> 1748 to horrible damage - almost everything is possible.]]>
1463 </description> 1749 </description>
1464 <use><![CDATA[ 1750 <use><![CDATA[
1465 Diseases are extremely flexible and usable in a many ways. 1751 Diseases are extremely flexible and usable in a many ways.
1466 So far they are mostly used for causing bad, unwanted effects. 1752 So far they are mostly used for causing bad, unwanted effects.
1467 You could just as well create a disease which helps the player 1753 You could just as well create a disease which helps the player
1468 (recharging mana for example). 1754 (recharging mana for example).
1469 Infection with a "positive disease" could even be a quest reward. ]]> 1755 Infection with a "positive disease" could even be a quest reward.]]>
1470 </use> 1756 </use>
1471 <attribute arch="invisible" value="1" type="fixed" /> 1757 <attribute arch="invisible" value="1" type="fixed" />
1472 <attribute arch="level" editor="plaque level" type="int"> 1758 <attribute arch="level" editor="plaque level" type="int">
1473 The &lt;plaque level&gt; is proportional to the disease's deadliness. 1759 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1474 This mainly reflects in the &lt;damage&gt;. It has no effect on 1760 This mainly reflects in the &lt;damage&gt;. It has no effect on
1523 </attribute> 1809 </attribute>
1524 <attribute arch="speed" editor="moving speed" type="float"> 1810 <attribute arch="speed" editor="moving speed" type="float">
1525 The &lt;speed&gt; of the disease determines how fast the disease will 1811 The &lt;speed&gt; of the disease determines how fast the disease will
1526 "move", thus how fast the symptoms strike the host. 1812 "move", thus how fast the symptoms strike the host.
1527 </attribute> 1813 </attribute>
1814 &speed_left;
1528</section> 1815</section>
1529<section name="symptoms"> 1816<section name="symptoms">
1530 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1817 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531 The disease will attack the host with the given &lt;attacktype&gt;. 1818 The disease will attack the host with the given &lt;attacktype&gt;.
1532 Godpower attacktype is commonly used for "unresistable" diseases. 1819 Godpower attacktype is commonly used for "unresistable" diseases.
1618 </ignore> 1905 </ignore>
1619 <description><![CDATA[ 1906 <description><![CDATA[
1620 A door can be opened with a normal key. It also can be broken by attacking 1907 A door can be opened with a normal key. It also can be broken by attacking
1621 it, and it can be defeated with the lockpicking skill. If a door is 1908 it, and it can be defeated with the lockpicking skill. If a door is
1622 defeated, horizontally and vertically adjacent doors are automatically 1909 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]> 1910 removed.]]>
1624 </description> 1911 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" /> 1912 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" /> 1913 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1914 &movement_types_terrain;
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int"> 1915 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1916 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute> 1917 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int"> 1918 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit. 1919 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 1924 This string defines the object that will be created when the door was
1640 defeated. 1925 defeated.
1641 </attribute> 1926 </attribute>
1642 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1927 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1643 This entry determines what kind of traps will appear in the door. 1928 This entry determines what kind of traps will appear in the door.
1929 </attribute>
1930 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1931 Set this flag to move treasure items created into the environment (map)
1932 instead of putting them into the object.
1644 </attribute> 1933 </attribute>
1645</type> 1934</type>
1646 1935
1647<!--####################################################################--> 1936<!--####################################################################-->
1648<type number="83" name="Duplicator"> 1937<type number="83" name="Duplicator">
1653 When activated, a duplicator can duplicate, multiply or destroy a pile of 1942 When activated, a duplicator can duplicate, multiply or destroy a pile of
1654 objects which lies somewhere on top of the duplicator. 1943 objects which lies somewhere on top of the duplicator.
1655 The duplicator has one arch name specified as &lt;target arch&gt;, 1944 The duplicator has one arch name specified as &lt;target arch&gt;,
1656 and only objects of this archetype can be affected.<br> 1945 and only objects of this archetype can be affected.<br>
1657 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. 1946 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1658 If the latter is set to zero, it will destroy objects. ]]> 1947 If the latter is set to zero, it will destroy objects.]]>
1659 </description> 1948 </description>
1660 <use><![CDATA[ 1949 <use><![CDATA[
1661 I hope it is clear that one must be very cautious when inserting a duplicator 1950 I hope it is clear that one must be very cautious when inserting a duplicator
1662 anywhere with &lt;multiply factor&gt; greater than one. 1951 anywhere with &lt;multiply factor&gt; greater than one.
1663 It is designed to be used for betting mechanisms only (bet -&gt; win/loose). 1952 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1664 It is <b>not acceptable</b> to allow duplication of anything other than 1953 It is <b>not acceptable</b> to allow duplication of anything other than
1665 coins, gold and jewels. Besides, it is very important that the chance to 1954 coins, gold and jewels. Besides, it is very important that the chance to
1666 loose the input matches the chance to earn winnings.<br> 1955 loose the input matches the chance to earn winnings.<br>
1667 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1956 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1668 loosing rate of 2/3 = 67%. ]]> 1957 loosing rate of 2/3 = 67%.]]>
1669 </use> 1958 </use>
1670 <attribute arch="other_arch" editor="target arch" type="string"> 1959 <attribute arch="other_arch" editor="target arch" type="string">
1671 Only objects of matching archtype, lying ontop of the dublicator will be 1960 Only objects of matching archtype, lying ontop of the duplicator will be
1672 dublicated, multiplied or removed. All other objects will be ignored. 1961 duplicated, multiplied or removed. All other objects will be ignored.
1673 </attribute> 1962 </attribute>
1674 <attribute arch="level" editor="multiply factor" type="int"> 1963 <attribute arch="level" editor="multiply factor" type="int">
1675 The number of items in the target pile will be multiplied by the 1964 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 1965 &lt;multiply factor&gt;. If it is set to zero, all target objects
1677 will be destroyed. 1966 will be destroyed.
1678 </attribute> 1967 </attribute>
1679 <attribute arch="connected" editor="connection" type="int"> 1968 <attribute arch="connected" editor="connection" type="string">
1680 An activator (lever, altar, button, etc) with matching connection value 1969 An activator (lever, altar, button, etc) with matching connection value
1681 is able to trigger this duplicator. Be very careful that players cannot 1970 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! 1971 abuse it to create endless amounts of money or other valuable stuff!
1683 </attribute> 1972 </attribute>
1973 &activate_on;
1684</type> 1974</type>
1685 1975
1686<!--####################################################################--> 1976<!--####################################################################-->
1687<type number="66" name="Exit"> 1977<type number="66" name="Exit">
1688 <ignore> 1978 <ignore>
1690 </ignore> 1980 </ignore>
1691 <description><![CDATA[ 1981 <description><![CDATA[
1692 When the player applies an exit, he is transferred to a different location. 1982 When the player applies an exit, he is transferred to a different location.
1693 (Monsters cannot use exits.) Depending on how it is set, the player applies 1983 (Monsters cannot use exits.) Depending on how it is set, the player applies
1694 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1984 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1695 the exit. ]]> 1985 the exit. ]]>
1696 </description> 1986 </description>
1697 <use><![CDATA[ 1987 <use><![CDATA[
1698 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1988 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1699 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1989 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1700 detected with the show_invisible spell. 1990 detected with the show_invisible spell.
1701 <br><br> 1991 <br><br>
1702 You can be quite creative with the outlook of secret exits (their "face"). 1992 You can be quite creative with the outlook of secret exits (their "face").
1703 Don't forget to give the player relyable hints about them though. ]]> 1993 Don't forget to give the player relyable hints about them though.]]>
1704 </use> 1994 </use>
1705 <attribute arch="slaying" editor="exit path" type="string"> 1995 <attribute arch="slaying" editor="exit path" type="string">
1706 The exit path defines the map that the player is transferred to. 1996 The exit path defines the map that the player is transferred to.
1707 You can enter an absolute path, beginning with '/' (for example 1997 You can enter an absolute path, beginning with '/' (for example
1708 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1998 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1728 If both are set to zero, the player will be transferred to the "default 2018 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- 2019 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. 2020 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs. 2021 It turned out to be a source for numerous map-bugs.
1732 </attribute> 2022 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool"> 2023 &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"> 2024 <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. 2025 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 2026 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 2027 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =) 2028 is poor, but you get the point. =)
1747 </attribute> 2029 </attribute>
1748 <attribute arch="unique" editor="unique destination" type="bool"> 2030 <attribute arch="damned" editor="set savebed" type="bool">
1749 This flag defines the destined map as "personal unique map". If set, 2031 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. 2032 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> 2033 </attribute>
1759</type> 2034</type>
1760 2035
1761<!--####################################################################--> 2036<!--####################################################################-->
1762<type number="72" name="Flesh"> 2037<type number="72" name="Flesh">
1763 <description><![CDATA[ 2038 <description><![CDATA[
1764 Just like with food, the player can fill his stomache and gain a 2039 Just like with food, the player can fill his stomache and gain a
1765 little health by eating flesh-objects. <br> 2040 little health by eating flesh-objects. <br>
1766 For dragon players, flesh plays a very special role though: If the 2041 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 2042 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;. 2043 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 2044 Don't forget that flesh items with resistances have to be balanced
1770 according to map/monster difficulty. ]]> 2045 according to map/monster difficulty.]]>
1771 </description> 2046 </description>
1772 <use><![CDATA[ 2047 <use><![CDATA[
1773 For dragon players, flesh items can be highly valuable. Note that many 2048 For dragon players, flesh items can be highly valuable. Note that many
1774 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2049 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1775 These flesh items "inherit" resistances and level from the monster they belong to. 2050 These flesh items "inherit" resistances and level from the monster they belong to.
1777 not the case - so you have to set it manually. 2052 not the case - so you have to set it manually.
1778 <br><br> 2053 <br><br>
1779 Generally adding special flesh-treaties for dragon players is a great thing 2054 Generally adding special flesh-treaties for dragon players is a great thing
1780 to do. Always consider that dragon players might really not be interested 2055 to do. Always consider that dragon players might really not be interested
1781 in that special piece of weapon or armour, so don't let the dragon-fellows miss 2056 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1782 out on the reward completely. ]]> 2057 out on the reward completely.]]>
1783 </use> 2058 </use>
1784 <attribute arch="food" editor="foodpoints" type="int"> 2059 <attribute arch="food" editor="foodpoints" type="int">
1785 The player's stomache will get filled with this amount of foodpoints. 2060 The player's stomache will get filled with this amount of foodpoints.
1786 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2061 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1787 </attribute> 2062 </attribute>
1794 </attribute> 2069 </attribute>
1795 <attribute arch="startequip" editor="godgiven item" type="bool"> 2070 <attribute arch="startequip" editor="godgiven item" type="bool">
1796 A godgiven item vanishes as soon as the player 2071 A godgiven item vanishes as soon as the player
1797 drops it to the ground. 2072 drops it to the ground.
1798 </attribute> 2073 </attribute>
1799<section name="resistance"> 2074 &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"> 2075 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1910 This text may describe the item. 2076 This text may describe the item.
1911 </attribute> 2077 </attribute>
1912</type> 2078</type>
1913 2079
1920 <ignore> 2086 <ignore>
1921 <ignore_list name="non_pickable" /> 2087 <ignore_list name="non_pickable" />
1922 </ignore> 2088 </ignore>
1923 <description><![CDATA[ 2089 <description><![CDATA[
1924 Floor is a very basic thing whithout too much 2090 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]> 2091 functionality. It's a floor - you stand on it.]]>
1926 </description> 2092 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" /> 2093 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" /> 2094 <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"> 2095<section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int"> 2096 &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"> 2097 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass. 2098 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here. 2099 Players with activated woodsman skill can move faster here.
1945 </attribute> 2100 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2101 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1975 Encounter-Floor is pretty much the same as normal floor. 2130 Encounter-Floor is pretty much the same as normal floor.
1976 Most outdoor floor/ground-arches are set to be "encounters". 2131 Most outdoor floor/ground-arches are set to be "encounters".
1977 That is kind of a relict from former code: When walking over 2132 That is kind of a relict from former code: When walking over
1978 encounter-floor, players sometimes got beamed to little maps 2133 encounter-floor, players sometimes got beamed to little maps
1979 with monsters on them. Nowadays this feature is disabled - 2134 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]> 2135 Hence encounter floor is not different from normal floor.]]>
1981 </description> 2136 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" /> 2137 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" /> 2138 <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"> 2139<section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int"> 2140 &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"> 2141 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass. 2142 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here. 2143 Players with activated woodsman skill can move faster here.
2000 </attribute> 2144 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2145 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2023 2167
2024<!--####################################################################--> 2168<!--####################################################################-->
2025<type number="6" name="Food"> 2169<type number="6" name="Food">
2026 <description><![CDATA[ 2170 <description><![CDATA[
2027 By eating/drinking food-objects, the player can fill his 2171 By eating/drinking food-objects, the player can fill his
2028 stomache and gain a little health. ]]> 2172 stomache and gain a little health.]]>
2029 </description> 2173 </description>
2030 <attribute arch="food" editor="foodpoints" type="int"> 2174 <attribute arch="food" editor="foodpoints" type="int">
2031 The player's stomache will get filled with this amount of foodpoints. 2175 The player's stomache will get filled with this amount of foodpoints.
2032 The player's health will increase by &lt;foodpoints&gt;/50 hp. 2176 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2033 </attribute> 2177 </attribute>
2041<type number="91" name="Gate"> 2185<type number="91" name="Gate">
2042 <ignore> 2186 <ignore>
2043 <ignore_list name="non_pickable" /> 2187 <ignore_list name="non_pickable" />
2044 </ignore> 2188 </ignore>
2045 <description><![CDATA[ 2189 <description><![CDATA[
2046 Gates play an important role in Crossfire. Gates can be opened 2190 Gates play an important role in Deliantra. Gates can be opened
2047 by activating a button/trigger, by speaking passwords (-> magic_ear) 2191 by activating a button/trigger, by speaking passwords (-> magic_ear)
2048 or carrying special key-objects (-> inventory checker). 2192 or carrying special key-objects (-> inventory checker).
2049 Unlike locked doors, gates can get shut again after a player has 2193 Unlike locked doors, gates can get shut again after a player has
2050 passed, which makes them more practical in many cases. ]]> 2194 passed, which makes them more practical in many cases.]]>
2051 </description> 2195 </description>
2052 <use><![CDATA[ 2196 <use><![CDATA[
2053 Use gates to divide your maps into seperated areas. After solving 2197 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 2198 area A, the player gains access to area B, and so on. Make your
2055 maps more complex than "one-way". ]]> 2199 maps more complex than "one-way".]]>
2056 </use> 2200 </use>
2057 <attribute arch="no_pick" value="1" type="fixed" /> 2201 <attribute arch="no_pick" value="1" type="fixed" />
2202 <attribute arch="speed" value="1" type="float">
2203 The speed of the gate affects how fast it is closing/opening.
2204 </attribute>
2058 <attribute arch="connected" editor="connection" type="int"> 2205 <attribute arch="connected" editor="connection" type="string">
2059 Whenever the inventory checker is triggered, all objects with identical 2206 Whenever the inventory checker is triggered, all objects with identical
2060 &lt;connection&gt; value get activated. This only makes sense together with 2207 &lt;connection&gt; value get activated. This only makes sense together with
2061 &lt;blocking passage&gt; disabled. 2208 &lt;blocking passage&gt; disabled.
2062 </attribute> 2209 </attribute>
2063 <attribute arch="wc" editor="position state" type="int"> 2210 <attribute arch="wc" editor="position state" type="int">
2064 The &lt;position state&gt; defines the position of the gate: 2211 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually 2212 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 2213 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place. 2214 mess with this value - Leave the default in place.
2068 </attribute> 2215 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2216 &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"> 2217 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has 2218 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled. 2219 an effect only if &lt;block view&gt; is disabled.
2076 </attribute> 2220 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool"> 2221 <attribute arch="damned" editor="restrict prayers" type="bool">
2084<type number="113" name="Girdle"> 2228<type number="113" name="Girdle">
2085 <import_type name="Amulet" /> 2229 <import_type name="Amulet" />
2086 <description><![CDATA[ 2230 <description><![CDATA[
2087 Wearing a girdle, the object's stats will directly be inherited to 2231 Wearing a girdle, the object's stats will directly be inherited to
2088 the player. Girdles usually provide stats- or damage bonuses and no 2232 the player. Girdles usually provide stats- or damage bonuses and no
2089 defense. ]]> 2233 defense.]]>
2090 </description> 2234 </description>
2091 <use><![CDATA[ 2235 <use><![CDATA[
2092 Feel free to create your own special artifacts. However, it is very 2236 Feel free to create your own special artifacts. However, it is very
2093 important that you keep your artifact in balance with existing maps. ]]> 2237 important that you keep your artifact in balance with existing maps.]]>
2094 </use> 2238 </use>
2095 <attribute arch="magic" editor="magic bonus" type="int"> 2239 <attribute arch="magic" editor="magic bonus" type="int">
2096 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2240 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2097 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2241 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2098 than direct armour-class bonus on the helmet. 2242 than direct armour-class bonus on the helmet.
2106<!--####################################################################--> 2250<!--####################################################################-->
2107<type number="100" name="Gloves"> 2251<type number="100" name="Gloves">
2108 <import_type name="Amulet" /> 2252 <import_type name="Amulet" />
2109 <description><![CDATA[ 2253 <description><![CDATA[
2110 Wearing gloves, the object's stats will directly be inherited to 2254 Wearing gloves, the object's stats will directly be inherited to
2111 the player. Gloves can add defense or damage bonuses. ]]> 2255 the player. Gloves can add defense or damage bonuses.]]>
2112 </description> 2256 </description>
2113 <use><![CDATA[ 2257 <use><![CDATA[
2114 Feel free to create your own special artifacts. However, it is very 2258 Feel free to create your own special artifacts. However, it is very
2115 important that you keep your artifact in balance with existing maps. ]]> 2259 important that you keep your artifact in balance with existing maps.]]>
2116 </use> 2260 </use>
2117 <attribute arch="magic" editor="magic bonus" type="int"> 2261 <attribute arch="magic" editor="magic bonus" type="int">
2118 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it. 2262 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2119 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt; 2263 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2120 will increase that. 2264 will increase that.
2126 <ignore> 2270 <ignore>
2127 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2128 </ignore> 2272 </ignore>
2129 <description><![CDATA[ 2273 <description><![CDATA[
2130 A handle can be applied by players and (certain) monsters. 2274 A handle can be applied by players and (certain) monsters.
2131 Every time it is applied, the &lt;connection&gt; value is triggered. ]]> 2275 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2132 </description> 2276 </description>
2133 <use><![CDATA[ 2277 <use><![CDATA[
2134 Handles are commonly used to move gates. When placing your lever, 2278 Handles are commonly used to move gates. When placing your lever,
2135 don't forget that some monsters are able to apply it. 2279 don't forget that some monsters are able to apply it.
2136 The ability to apply levers is rare among monsters - 2280 The ability to apply levers is rare among monsters -
2137 but vampires can do it for example. ]]> 2281 but vampires can do it for example.]]>
2138 </use> 2282 </use>
2139 <attribute arch="no_pick" value="1" type="fixed" /> 2283 <attribute arch="no_pick" value="1" type="fixed" />
2140 <attribute arch="connected" editor="connection" type="int"> 2284 <attribute arch="connected" editor="connection" type="string">
2141 Every time the handle is applied, all objects 2285 Every time the handle is applied, all objects
2142 with the same &lt;connection&gt; value are activated. 2286 with the same &lt;connection&gt; value are activated.
2143 </attribute> 2287 </attribute>
2144 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2145 This text may describe the item. You can use this 2289 This text may describe the item. You can use this
2154 <ignore_list name="non_pickable" /> 2298 <ignore_list name="non_pickable" />
2155 </ignore> 2299 </ignore>
2156 <description><![CDATA[ 2300 <description><![CDATA[
2157 Handle triggers are handles which reset after a short period 2301 Handle triggers are handles which reset after a short period
2158 of time. Every time it is either applied or reset, the 2302 of time. Every time it is either applied or reset, the
2159 &lt;connection&gt; value is triggered. ]]> 2303 &lt;connection&gt; value is triggered.]]>
2160 </description> 2304 </description>
2161 <use><![CDATA[ 2305 <use><![CDATA[
2162 When you connect an ordinary handle to a gate, the gate normally remains 2306 When you connect an ordinary handle to a gate, the gate normally remains
2163 opened after the first player passed. If you want to keep the gate shut, 2307 opened after the first player passed. If you want to keep the gate shut,
2164 connecting it to a handle trigger is an easy solution. ]]> 2308 connecting it to a handle trigger is an easy solution. ]]>
2165 </use> 2309 </use>
2166</type> 2310</type>
2167 2311
2168<!--####################################################################--> 2312<!--####################################################################-->
2169<type number="88" name="Hazard Floor"> 2313<type number="88" name="Hazard Floor">
2174 <ignore_list name="non_pickable" /> 2318 <ignore_list name="non_pickable" />
2175 </ignore> 2319 </ignore>
2176 <description><![CDATA[ 2320 <description><![CDATA[
2177 The best example for Hazard Floor is lava. It works like standard 2321 The best example for Hazard Floor is lava. It works like standard
2178 floor, but damages all creatures standing on it. 2322 floor, but damages all creatures standing on it.
2179 Damage is taken in regular time intervals. ]]> 2323 Damage is taken in regular time intervals.]]>
2180 </description> 2324 </description>
2181 <use><![CDATA[ 2325 <use><![CDATA[
2182 The default lava for example does minor damage. But you can turn 2326 The default lava for example does minor damage. But you can turn
2183 it up so that your hazard floor poses a real threat.<br> 2327 it up so that your hazard floor poses a real threat.<br>
2184 Like magic walls, such floors add a permanent thrill to your map. 2328 Like magic walls, such floors add a permanent thrill to your map.
2185 You can use that to safely chase off too-weak players, or just 2329 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]> 2330 to have something different.]]>
2187 </use> 2331 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" /> 2332 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" /> 2333 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" /> 2334 &move_on;
2191 <attribute arch="no_pick" value="1" type="fixed" /> 2335 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2336 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to 2337 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2338 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. 2339 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. 2354 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 2355 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side. 2356 value to be on the safe side.
2213 </attribute> 2357 </attribute>
2214<section name="terrain"> 2358<section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int"> 2359 &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"> 2360 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass. 2361 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here. 2362 Players with activated woodsman skill can move faster here.
2227 </attribute> 2363 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2364 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2250 <import_type name="Amulet" /> 2386 <import_type name="Amulet" />
2251 <description><![CDATA[ 2387 <description><![CDATA[
2252 Wearing a helmet, the object's stats will directly be inherited to 2388 Wearing a helmet, the object's stats will directly be inherited to
2253 the player. Normal helmets usually increase defense, while crowns 2389 the player. Normal helmets usually increase defense, while crowns
2254 add more special bonuses like stats/resistances paired with 2390 add more special bonuses like stats/resistances paired with
2255 low defense. ]]> 2391 low defense.]]>
2256 </description> 2392 </description>
2257 <use><![CDATA[ 2393 <use><![CDATA[
2258 Feel free to create your own special artifacts. However, it is very 2394 Feel free to create your own special artifacts. However, it is very
2259 important that you keep your artifact in balance with existing maps. ]]> 2395 important that you keep your artifact in balance with existing maps.]]>
2260 </use> 2396 </use>
2261 <attribute arch="magic" editor="magic bonus" type="int"> 2397 <attribute arch="magic" editor="magic bonus" type="int">
2262 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2398 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2263 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2399 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2264 than direct armour-class bonus on the helmet. 2400 than direct armour-class bonus on the helmet.
2275 <ignore_list name="non_pickable" /> 2411 <ignore_list name="non_pickable" />
2276 </ignore> 2412 </ignore>
2277 <description><![CDATA[ 2413 <description><![CDATA[
2278 Holy_altars are altars for the various religions. Praying 2414 Holy_altars are altars for the various religions. Praying
2279 at a Holy_altar will make you a follower of that god, and 2415 at a Holy_altar will make you a follower of that god, and
2280 if you already follow that god, you may get some extra bonus. ]]> 2416 if you already follow that god, you may get some extra bonus.]]>
2281 </description> 2417 </description>
2282 <attribute arch="no_pick" value="1" type="fixed" /> 2418 <attribute arch="no_pick" value="1" type="fixed" />
2283 <attribute arch="other_arch" editor="god name" type="string"> 2419 <attribute arch="other_arch" editor="god name" type="string">
2284 The altar belongs to the god of the given name. Possible options for 2420 The altar belongs to the god of the given name. Possible options for
2285 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2421 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2291 <attribute arch="level" editor="reconsecrate level" type="int"> 2427 <attribute arch="level" editor="reconsecrate level" type="int">
2292 To re-consecrate an altar, the player's wisdom level must be as 2428 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 2429 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. 2430 be re-consecrated, while other altars, like those in dungeons, could be.
2295 2431
2296 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2432 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 2433 Some characters might need those altars, they would be very unhappy to
2298 see them re-consecrated to another cult. 2434 see them re-consecrated to another cult.
2299 </attribute> 2435 </attribute>
2300</type> 2436</type>
2301 2437
2308 Horns are very similar to rods. The difference is that horns regenerate 2444 Horns are very similar to rods. The difference is that horns regenerate
2309 spellpoints faster and thus are more valuable than rods. 2445 spellpoints faster and thus are more valuable than rods.
2310 <br><br> 2446 <br><br>
2311 A horn contains a spell. The player can use this spell by applying and 2447 A horn contains a spell. The player can use this spell by applying and
2312 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2448 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2313 used endlessly. ]]> 2449 used endlessly.]]>
2314 </description> 2450 </description>
2315 <use><![CDATA[ 2451 <use><![CDATA[
2316 Horns are powerful due to their fast recharge rate. They should 2452 Horns are powerful due to their fast recharge rate. They should
2317 never contain high level attacking spells. Even curing/healing spells 2453 never contain high level attacking spells. Even curing/healing spells
2318 are almost too good on a horn. ]]> 2454 are almost too good on a horn.]]>
2319 </use> 2455 </use>
2320 <attribute arch="sp" editor="spell" type="spell"> 2456 <attribute arch="sp" editor="spell" type="spell">
2321 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any 2457 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2322 horns to players, since they can be used endlessly without any mana cost! 2458 horns to players, since they can be used endlessly without any mana cost!
2323 Horns with heal/ restoration/ protection spells, IF available, MUST be 2459 Horns with heal/ restoration/ protection spells, IF available, MUST be
2349<!--####################################################################--> 2485<!--####################################################################-->
2350<type number="73" name="Inorganic"> 2486<type number="73" name="Inorganic">
2351 <description><![CDATA[ 2487 <description><![CDATA[
2352 Inorganic materials are generally used as ingredients for 2488 Inorganic materials are generally used as ingredients for
2353 alchemical receipes. By themselves, they have no special 2489 alchemical receipes. By themselves, they have no special
2354 functionalities. ]]> 2490 functionalities.]]>
2355 </description> 2491 </description>
2356 <attribute arch="is_dust" editor="is dust" type="bool"> 2492 <attribute arch="is_dust" editor="is dust" type="bool">
2357 </attribute> 2493 </attribute>
2358<section name="resistance"> 2494 &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> 2495</type>
2385 2496
2386<!--####################################################################--> 2497<!--####################################################################-->
2387<type number="64" name="Inventory Checker"> 2498<type number="64" name="Inventory Checker">
2388 <ignore> 2499 <ignore>
2394 either if that object is present or missing (-&gt; "last_sp") when a 2505 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 2506 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal"). 2507 matching object (usually not recommended, see "last_heal").
2397 <br><br> 2508 <br><br>
2398 Alternatively, you can set your inv. checker to block all players 2509 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass"). 2510 that do/don't carry the matching object.
2400 <br><br> 2511 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a 2512 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]> 2513 great variety of possibilities.]]>
2403 </description> 2514 </description>
2404 <use><![CDATA[ 2515 <use><![CDATA[
2405 Putting a check_inventory space in front of a gate (one below) and 2516 Putting a check_inventory space in front of a gate (one below) and
2406 one on the opposite side works reasonably well as a control mechanism. 2517 one on the opposite side works reasonably well as a control mechanism.
2407 Unlike the key/door-combo, this one works infinite since it is 2518 Unlike the key/door-combo, this one works infinite since it is
2408 independant from map reset. Use it to put a "structure" into your 2519 independant from map reset. Use it to put a "structure" into your
2409 maps: Player must solve area A to gain access to area B. This concept 2520 maps: Player must solve area A to gain access to area B. This concept
2410 can be found in nearly every RPG - simple but effective. ]]> 2521 can be found in nearly every RPG - simple but effective.]]>
2411 </use> 2522 </use>
2412 <attribute arch="no_pick" value="1" type="fixed" /> 2523 <attribute arch="no_pick" value="1" type="fixed" />
2413 <attribute arch="slaying" editor="match key string" type="string"> 2524 <attribute arch="slaying" editor="match key string" type="string">
2414 This string specifies the object we are looking for: We have a match 2525 This string specifies the object we are looking for: We have a match
2415 if the player does/don't carry a key object or a mark with identical 2526 if the player does/don't carry a key object or a mark with identical
2431 </attribute> 2542 </attribute>
2432 <attribute arch="last_sp" editor="match = having" type="bool"> 2543 <attribute arch="last_sp" editor="match = having" type="bool">
2433 Enabled means having that object is a match. 2544 Enabled means having that object is a match.
2434 Disabled means not having that object is a match. 2545 Disabled means not having that object is a match.
2435 </attribute> 2546 </attribute>
2436 <attribute arch="connected" editor="connection" type="int"> 2547 <attribute arch="connected" editor="connection" type="string">
2437 Whenever the inventory checker is triggered, all objects with identical 2548 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with 2549 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled. 2550 &lt;blocking passage&gt; disabled.
2440 </attribute> 2551 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2552 &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"> 2553 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not 2554 &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 2555 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 2556 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. 2557 walking over that square. And he doesn't even get a message either.
2495<!--####################################################################--> 2602<!--####################################################################-->
2496<type number="60" name="Jewel"> 2603<type number="60" name="Jewel">
2497 <description><![CDATA[ 2604 <description><![CDATA[
2498 Items of the type Gold &amp; Jewels are handled like a currency. 2605 Items of the type Gold &amp; Jewels are handled like a currency.
2499 Unlike for any other type of item, in shops, the buy- and selling 2606 Unlike for any other type of item, in shops, the buy- and selling
2500 prices differ only marginally. ]]> 2607 prices differ only marginally.]]>
2501 </description> 2608 </description>
2502 <attribute arch="race" value="gold and jewels" type="fixed" /> 2609 <attribute arch="race" value="gold and jewels" type="fixed" />
2503 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2610 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2504 This text may describe the object. 2611 This text may describe the object.
2505 </attribute> 2612 </attribute>
2507 2614
2508<!--####################################################################--> 2615<!--####################################################################-->
2509<type number="24" name="Key"> 2616<type number="24" name="Key">
2510 <description><![CDATA[ 2617 <description><![CDATA[
2511 When carrying a key, a normal door can be opened. The key will 2618 When carrying a key, a normal door can be opened. The key will
2512 disappear. ]]> 2619 disappear.]]>
2513 </description> 2620 </description>
2514 <attribute arch="startequip" editor="godgiven item" type="bool"> 2621 <attribute arch="startequip" editor="godgiven item" type="bool">
2515 A godgiven item vanishes as soon as the player 2622 A godgiven item vanishes as soon as the player
2516 drops it to the ground. 2623 drops it to the ground.
2517 </attribute> 2624 </attribute>
2522 <ignore> 2629 <ignore>
2523 <ignore_list name="non_pickable" /> 2630 <ignore_list name="non_pickable" />
2524 </ignore> 2631 </ignore>
2525 <description><![CDATA[ 2632 <description><![CDATA[
2526 A locked door can be opened only when carrying 2633 A locked door can be opened only when carrying
2527 the appropriate special key. ]]> 2634 the appropriate special key.]]>
2528 </description> 2635 </description>
2529 <use><![CDATA[ 2636 <use><![CDATA[
2530 If you want to create a locked door that cannot be opened (no key), 2637 If you want to create a locked door that cannot be opened (no key),
2531 set a &lt;key string&gt; like "no_key_available". This will clearify things 2638 set a &lt;key string&gt; like "no_key_available". This will clearify things
2532 and only a fool would create a key matching that string. 2639 and only a fool would create a key matching that string.
2534 Door-objects can not only be used for "doors". In many maps these 2641 Door-objects can not only be used for "doors". In many maps these
2535 are used with all kinds of faces/names, especially often as 2642 are used with all kinds of faces/names, especially often as
2536 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2643 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact 2644 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 2645 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]> 2646 appropriate quest items (key objects).]]>
2540 </use> 2647 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" /> 2648 <attribute arch="move_type" value="0" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" /> 2649 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string"> 2650 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the 2651 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. 2652 &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 2653 It is VERY important to set the &lt;key string&gt; to something that
2547 is unique among the CF mapset. 2654 is unique among the Deliantra mapset.
2548 2655
2549 DONT EVER USE the default string "set_individual_value". 2656 DONT EVER USE the default string "set_individual_value".
2550 </attribute> 2657 </attribute>
2551 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2658 <attribute arch="no_magic" editor="restrict spells" type="bool">
2552 Restricting the use of spells to pass this door. 2659 Restricting the use of spells to pass this door.
2571 <ignore> 2678 <ignore>
2572 <ignore_list name="system_object" /> 2679 <ignore_list name="system_object" />
2573 </ignore> 2680 </ignore>
2574 <description><![CDATA[ 2681 <description><![CDATA[
2575 Magic_ears trigger a connected value 2682 Magic_ears trigger a connected value
2576 when the player speaks a specific keyword. ]]> 2683 when the player speaks a specific keyword.]]>
2577 </description> 2684 </description>
2578 <use><![CDATA[ 2685 <use><![CDATA[
2579 Whenever you put magic_ears on your maps, make sure there are 2686 Whenever you put magic_ears on your maps, make sure there are
2580 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2687 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2581 something like a gate that is opened by speaking "open" or 2688 something like a gate that is opened by speaking "open" or
2583 <br><br> 2690 <br><br>
2584 Magic_ears are typically used for interaction with NPCs. You 2691 Magic_ears are typically used for interaction with NPCs. You
2585 can create the impression that the NPC actually *does* something 2692 can create the impression that the NPC actually *does* something
2586 according to his conversation with a player. Mostly this means 2693 according to his conversation with a player. Mostly this means
2587 opening a gate or handing out some item, but you could be quite 2694 opening a gate or handing out some item, but you could be quite
2588 creative here. ]]> 2695 creative here.]]>
2589 </use> 2696 </use>
2590 <attribute arch="no_pick" value="1" type="fixed" /> 2697 <attribute arch="no_pick" value="1" type="fixed" />
2591 <attribute arch="connected" editor="connection" type="int"> 2698 <attribute arch="connected" editor="connection" type="string">
2592 The Magic_ear will trigger all objects with the 2699 The Magic_ear will trigger all objects with the
2593 same connection value, every time it is activated. 2700 same connection value, every time it is activated.
2594 </attribute> 2701 </attribute>
2595 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2702 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2596 This textfield contains the keyword-matching-syntax. The text should 2703 This textfield contains the keyword-matching-syntax. The text should
2615 Magic walls can contain any spell. However, some spells do not 2722 Magic walls can contain any spell. However, some spells do not
2616 operate very successfully in them. The only way to know is to test 2723 operate very successfully in them. The only way to know is to test
2617 the spell you want to use with a wall. 2724 the spell you want to use with a wall.
2618 <br><br> 2725 <br><br>
2619 Several types of magical walls are predefined for you in the 2726 Several types of magical walls are predefined for you in the
2620 archetypes, and can be found on the "connected" Pickmap. ]]> 2727 archetypes, and can be found on the "connected" Pickmap.]]>
2621 </description> 2728 </description>
2622 <use><![CDATA[ 2729 <use><![CDATA[
2623 Spellcasting walls pose an interesting alternative to monsters. 2730 Spellcasting walls pose an interesting alternative to monsters.
2624 Usually they are set to be undestroyable. Thus, while monsters 2731 Usually they are set to be undestroyable. Thus, while monsters
2625 in a map can be cleared out, the magic walls remain. Low level 2732 in a map can be cleared out, the magic walls remain. Low level
2636 walls' spell(s). 2743 walls' spell(s).
2637 <br><br> 2744 <br><br>
2638 It is possible to make walls rotate when triggered. But that is so 2745 It is possible to make walls rotate when triggered. But that is so
2639 confusing (and useless IMHO) that I did not mention it above. You 2746 confusing (and useless IMHO) that I did not mention it above. You
2640 can find a working example on the map 2747 can find a working example on the map
2641 "/pup_land/castle_eureca/castle_eureca8". ]]> 2748 "/pup_land/castle_eureca/castle_eureca8".]]>
2642 </use> 2749 </use>
2643 <attribute arch="dam" editor="spell" type="spell"> 2750 <attribute arch="dam" editor="spell" type="spell">
2644 The magic wall will cast this &lt;spell&gt;. 2751 The magic wall will cast this &lt;spell&gt;.
2645 </attribute> 2752 </attribute>
2646 <attribute arch="level" editor="spell level" type="int"> 2753 <attribute arch="level" editor="spell level" type="int">
2647 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2754 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2648 walls cast spells at minimal strength. "level 100" walls cast deadly 2755 walls cast spells at minimal strength. "level 100" walls cast deadly
2649 spells. Arch default is level 1 - you should always set this value 2756 spells. Arch default is level 1 - you should always set this value
2650 to meet the overall difficulty of your map. 2757 to meet the overall difficulty of your map.
2651 </attribute> 2758 </attribute>
2652 <attribute arch="connected" editor="connection" type="int"> 2759 <attribute arch="connected" editor="connection" type="string">
2653 Every time the &lt;connection&gt; value is triggered, the wall will cast 2760 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 2761 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2655 have much visible effect. 2762 have much visible effect.
2656 </attribute> 2763 </attribute>
2764 &activate_on;
2657 <attribute arch="speed" editor="casting speed" type="float"> 2765 <attribute arch="speed" editor="casting speed" type="float">
2658 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2766 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 2767 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 2768 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". 2769 trigger) via connected lever/button/etc, you must set "speed 0".
2662 </attribute> 2770 </attribute>
2771 &speed_left;
2663 <attribute arch="sp" editor="direction" type="list_direction"> 2772 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified 2773 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 2774 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction. 2775 always fire in a random direction.
2667 </attribute> 2776 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2777 &movement_types_terrain;
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671<section name="destroyable"> 2778<section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool"> 2779 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2780 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on 2781 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless. 2782 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 2793 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" 2794 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2688 to &lt;weapon class&gt;. 2795 to &lt;weapon class&gt;.
2689 </attribute> 2796 </attribute>
2690</section> 2797</section>
2691<section name="resistance"> 2798&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> 2799</type>
2736 2800
2737<!--####################################################################--> 2801<!--####################################################################-->
2738<type number="55" name="Marker"> 2802<type number="55" name="Marker">
2739 <ignore> 2803 <ignore>
2744 player stepping on it. This force does nothing except containing a 2808 player stepping on it. This force does nothing except containing a
2745 &lt;key string&gt; which can be discovered by detectors or inventory 2809 &lt;key string&gt; which can be discovered by detectors or inventory
2746 checkers. It is also possible to use markers for removing marks again. 2810 checkers. It is also possible to use markers for removing marks again.
2747 <br><br> 2811 <br><br>
2748 Note that the player has no possibility to "see" his own marks, 2812 Note that the player has no possibility to "see" his own marks,
2749 except by the effect that they cause on the maps. ]]> 2813 except by the effect that they cause on the maps.]]>
2750 </description> 2814 </description>
2751 <use><![CDATA[ 2815 <use><![CDATA[
2752 Markers hold real cool possibilities for map-making. I encourage 2816 Markers hold real cool possibilities for map-making. I encourage
2753 you to use them frequently. However there is one negative point 2817 you to use them frequently. However there is one negative point
2754 about markers: Players don't "see" what's going on with them. It is 2818 about markers: Players don't "see" what's going on with them. It is
2755 your task, as map-creator, to make sure the player is always well 2819 your task, as map-creator, to make sure the player is always well
2756 informed and never confused. 2820 informed and never confused.
2757 <br><br> 2821 <br><br>
2758 Please avoid infinite markers when they aren't needed. They're 2822 Please avoid infinite markers when they aren't needed. They're
2759 using a little space in the player file after all, so if there 2823 using a little space in the player file after all, so if there
2760 is no real purpose, set an expire time. ]]> 2824 is no real purpose, set an expire time.]]>
2761 </use> 2825 </use>
2762 <attribute arch="no_pick" value="1" type="fixed" /> 2826 <attribute arch="no_pick" value="1" type="fixed" />
2763 <attribute arch="slaying" editor="key string" type="string"> 2827 <attribute arch="slaying" editor="key string" type="string">
2764 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2828 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2765 If the player already has a force with that &lt;key string&gt;, 2829 If the player already has a force with that &lt;key string&gt;,
2766 there won't be inserted a second one. 2830 there won't be inserted a second one.
2767 </attribute> 2831 </attribute>
2768 <attribute arch="connected" editor="connection" type="int"> 2832 <attribute arch="connected" editor="connection" type="string">
2769 When the detector is triggered, all objects with the same 2833 When the detector is triggered, all objects with the same
2770 connection value get activated. 2834 connection value get activated.
2771 </attribute> 2835 </attribute>
2772 <attribute arch="speed" editor="marking speed" type="float"> 2836 <attribute arch="speed" editor="marking speed" type="float">
2773 The &lt;marking speed&gt; defines how quickly it will mark something 2837 The &lt;marking speed&gt; defines how quickly it will mark something
2774 standing on the marker. Set this value rather high to make 2838 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 2839 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776 should do fine. 2840 should do fine.
2777 </attribute> 2841 </attribute>
2842 &speed_left;
2778 <attribute arch="food" editor="mark duration" type="int"> 2843 <attribute arch="food" editor="mark duration" type="int">
2779 This value defines the duration of the force it inserts. 2844 This value defines the duration of the force it inserts.
2780 If nonzero, the duration of the player's mark is finite: 2845 If nonzero, the duration of the player's mark is finite:
2781 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2846 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782 means the mark will stay on the player forever. 2847 means the mark will stay on the player forever.
2810 When a player picks an item from a shop and attempts to 2875 When a player picks an item from a shop and attempts to
2811 walk over the shop mat, the item's selling-price is automatically 2876 walk over the shop mat, the item's selling-price is automatically
2812 subtracted from the player's money. 2877 subtracted from the player's money.
2813 <br><br> 2878 <br><br>
2814 For money, always use the default arches. 2879 For money, always use the default arches.
2815 Don't modify them. ]]> 2880 Don't modify them.]]>
2816 </description> 2881 </description>
2817 <attribute arch="race" value="gold and jewels" type="fixed" /> 2882 <attribute arch="race" value="gold and jewels" type="fixed" />
2818</type> 2883</type>
2819 2884
2820<!--####################################################################--> 2885<!--####################################################################-->
2835 Monsters can behave in various kinds of ways. 2900 Monsters can behave in various kinds of ways.
2836 They can be aggressive, attacking the player. Or peaceful, 2901 They can be aggressive, attacking the player. Or peaceful,
2837 helping the player - maybe joining him as pet. 2902 helping the player - maybe joining him as pet.
2838 The unagressive creatures who communicate with players are 2903 The unagressive creatures who communicate with players are
2839 usually called "NPCs" (Non Player Character), a well-known 2904 usually called "NPCs" (Non Player Character), a well-known
2840 term in role-play environments. ]]> 2905 term in role-play environments.]]>
2841 </description> 2906 </description>
2842 <use><![CDATA[ 2907 <use><![CDATA[
2843 Monsters play a central role in most maps. Choosing the right 2908 Monsters play a central role in most maps. Choosing the right
2844 combination of monsters for your map is vital: 2909 combination of monsters for your map is vital:
2845 <UL> 2910 <UL>
2870 can use. 2935 can use.
2871 </UL> 2936 </UL>
2872 I know it's impossible to make the perfectly balanced map. There's always 2937 I know it's impossible to make the perfectly balanced map. There's always
2873 some part which is found too easy or too hard for a certain kind of player. 2938 some part which is found too easy or too hard for a certain kind of player.
2874 Just give it your best shot. And listen to feedback from players if you 2939 Just give it your best shot. And listen to feedback from players if you
2875 receive some. :-) ]]> 2940 receive some. :-)]]>
2876 </use> 2941 </use>
2877 <attribute arch="alive" value="1" type="fixed" /> 2942 <attribute arch="alive" value="1" type="fixed" />
2878 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2943 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2879 When the monster is killed, items from the treasurelist will 2944 When the monster is killed, items from the treasurelist will
2880 drop to the ground. This is a common way to reward players 2945 drop to the ground. This is a common way to reward players
2882 2947
2883 Note that you can always put items into the monster's 2948 Note that you can always put items into the monster's
2884 inventory. Those will drop-at-kill just like the stuff 2949 inventory. Those will drop-at-kill just like the stuff
2885 from the &lt;treasurelist&gt;. 2950 from the &lt;treasurelist&gt;.
2886 </attribute> 2951 </attribute>
2952 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2953 Set this flag to move treasure items created into the environment (map)
2954 instead of putting them into the object.
2955 </attribute>
2887 <attribute arch="level" editor="level" type="int"> 2956 <attribute arch="level" editor="level" type="int">
2888 A monster's &lt;level&gt; is the most important attribute. 2957 A monster's &lt;level&gt; is the most important attribute.
2889 &lt;level&gt; affects the power of a monster in various ways. 2958 &lt;level&gt; affects the power of a monster in various ways.
2890 </attribute> 2959 </attribute>
2891 <attribute arch="race" editor="race" type="string"> 2960 <attribute arch="race" editor="race" type="string">
2892 Every monster should have a race set to cathegorize it. 2961 Every monster should have a race set to categorize it.
2893 The monster's &lt;race&gt; can have different effects: 2962 The monster's &lt;race&gt; can have different effects:
2894 Slaying weapons inflict tripple damage against enemy races 2963 Slaying weapons inflict tripple damage against enemy races
2895 and holy word kills only enemy races of the god. 2964 and holy word kills only enemy races of the god.
2896 </attribute> 2965 </attribute>
2897 <attribute arch="exp" editor="experience" type="int"> 2966 <attribute arch="exp" editor="experience" type="int">
2898 When a player kills this monster, he will get exactly this 2967 When a player kills this monster, he will get exactly this
2899 amount of &lt;experience&gt;. The experience will flow into 2968 amount of &lt;experience&gt;. The experience will flow into
2900 the skill-cathegory the player used for the kill. 2969 the skill-category the player used for the kill.
2901 2970
2902 If you create special monsters of tweaked strenght/abilities, 2971 If you create special monsters of tweaked strenght/abilities,
2903 always make sure that the &lt;experience&gt; is set to a 2972 always make sure that the &lt;experience&gt; is set to a
2904 reasonable value. Compare with existing arches to get a feeling 2973 reasonable value. Compare with existing arches to get a feeling
2905 what reasonable means. Keep in mind that spellcasting monsters 2974 what reasonable means. Keep in mind that spellcasting monsters
2907 </attribute> 2976 </attribute>
2908 <attribute arch="speed" editor="speed" type="float"> 2977 <attribute arch="speed" editor="speed" type="float">
2909 The &lt;speed&gt; determines how fast a monster will both move 2978 The &lt;speed&gt; determines how fast a monster will both move
2910 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2979 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911 </attribute> 2980 </attribute>
2981 &speed_left;
2912 <attribute arch="other_arch" editor="breed monster" type="string"> 2982 <attribute arch="other_arch" editor="breed monster" type="string">
2913 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2983 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; 2984 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 2985 can be set to any valid arch-name of a monster. Multipart monster
2916 should not be used. 2986 should not be used.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2997 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 2998 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed, 2999 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed. 3000 inventory is destroyed.
2931 </attribute> 3001 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool"> 3002 &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"> 3003 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters: 3004 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc. 3005 turn undead, banish undead, holy word, etc.
2939 </attribute> 3006 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int"> 3007 <attribute arch="carrying" editor="carries weight" type="int">
2941 If a monster has something in the inventory, this 3008 If a monster has something in the inventory, this
2942 value can be set to reflect the slowdown due to 3009 value can be set to reflect the slowdown due to
2943 the carried weight. 3010 the carried weight.
3011 </attribute>
3012 <attribute arch="precious" editor="precious" type="bool">
3013 Set this flag to indicate that this monster is precious, i.e.
3014 it should not be lightly destroyed. This is most useful on pets and
3015 keeps the server from destroying them on destroy_pets/monster floors
3016 and will try to save them when the player logs out.
2944 </attribute> 3017 </attribute>
2945 3018
2946<section name="melee"> 3019<section name="melee">
2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3020 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948 This number is a bitmask, specifying the monster's attacktypes 3021 This number is a bitmask, specifying the monster's attacktypes
3120 <attribute arch="stand_still" editor="stand still" type="bool"> 3193 <attribute arch="stand_still" editor="stand still" type="bool">
3121 Monsters which &lt;stand still&gt; won't move to leave their position. 3194 Monsters which &lt;stand still&gt; won't move to leave their position.
3122 When agressive, they will attack all enemies who get close to 3195 When agressive, they will attack all enemies who get close to
3123 them. This behaviour is commonly known from castle guards. 3196 them. This behaviour is commonly known from castle guards.
3124 3197
3125 In older versions of Crossfire it was possible to eventually 3198 In older versions of Deliantra it was possible to eventually
3126 push a &lt;stand still&gt;-monster out of position by force. 3199 push a &lt;stand still&gt;-monster out of position by force.
3127 I believe this is no longer possible. Neverthless, you should 3200 I believe this is no longer possible. Neverthless, you should
3128 still be cautious when lining up &lt;stand still&gt;-monster in order 3201 still be cautious when lining up &lt;stand still&gt;-monster in order
3129 to "defend" something: Such monsters are rather easy to kill. 3202 to "defend" something: Such monsters are rather easy to kill.
3130 It's good for low level maps, but not much more. 3203 It's good for low level maps, but not much more.
3152 the creature wakes up. This is done as a square, for reasons of speed. 3225 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 3226 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 3227 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. 3228 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute> 3229 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int"> 3230 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3231 If this is set to default, the standard mode of movement will be used.
3232 </attribute>
3233 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3234 This movement is not in effect when the monster has an enemy and should
3235 only be used for non agressive monsters.
3158 </attribute> 3236 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int"> 3237 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100. 3238 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage 3239 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the 3240 (relative to max health), it attempts to run away from the
3163 attacker. 3241 attacker.
3164 </attribute> 3242 </attribute>
3165</section> 3243</section>
3166 3244 &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"> 3245 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3212 </attribute> 3246 </attribute>
3213</type> 3247</type>
3214 3248
3215<!--####################################################################--> 3249<!--####################################################################-->
3220 <attribute arch="name_pl" /> 3254 <attribute arch="name_pl" />
3221 <attribute arch="nrof" /> 3255 <attribute arch="nrof" />
3222 <attribute arch="value" /> 3256 <attribute arch="value" />
3223 <attribute arch="unpaid" /> 3257 <attribute arch="unpaid" />
3224 </ignore> 3258 </ignore>
3225 <description><![CDATA[ 3259 <description>
3226 A grimreaper is a monster that vanishes after it did some number of 3260 A grimreaper is a monster that vanishes after it did some number of
3227 draining attacks. ]]> <!-- XXX: is this ok? --> 3261 draining attacks.
3228 </description> 3262 </description>
3229<section name="grimreaper"> 3263<section name="grimreaper">
3230 <attribute arch="value" editor="attacks" type="int"> 3264 <attribute arch="value" editor="attacks" type="int">
3231 The object vanishes after this number of draining attacks. 3265 The object vanishes after this number of draining attacks.
3232 </attribute> 3266 </attribute>
3240 </ignore> 3274 </ignore>
3241 <description><![CDATA[ 3275 <description><![CDATA[
3242 As the name implies, mood floors can change the "mood" of 3276 As the name implies, mood floors can change the "mood" of
3243 a monsters/NPC. For example, an unagressive monster could be 3277 a monsters/NPC. For example, an unagressive monster could be
3244 turned mad to start attacking. Similar, an agressive monster 3278 turned mad to start attacking. Similar, an agressive monster
3245 could be calmed. ]]> 3279 could be calmed.]]>
3246 </description> 3280 </description>
3247 <use><![CDATA[ 3281 <use><![CDATA[
3248 Mood floors are absolutely cool for NPC interaction. To make an 3282 Mood floors are absolutely cool for NPC interaction. To make an
3249 unaggressive monster/NPC attack, put a creator with "other_arch 3283 unaggressive monster/NPC attack, put a creator with "other_arch
3250 furious_floor" under it. Connect the creator to a magic_ear, so the 3284 furious_floor" under it. Connect the creator to a magic_ear, so the
3254 it directly to a magic_ear. Then the player speaks a keyword like 3288 it directly to a magic_ear. Then the player speaks a keyword like
3255 "help me" - and the NPC joins him as pet. 3289 "help me" - and the NPC joins him as pet.
3256 <br><br> 3290 <br><br>
3257 (Of course you must always give clear hints about keywords! 3291 (Of course you must always give clear hints about keywords!
3258 And there is no reason why you couldn't use a button/lever/pedestal 3292 And there is no reason why you couldn't use a button/lever/pedestal
3259 etc. instead of a magic_ear.) ]]> 3293 etc. instead of a magic_ear.)]]>
3260 </use> 3294 </use>
3261 <attribute arch="no_pick" value="1" type="fixed" /> 3295 <attribute arch="no_pick" value="1" type="fixed" />
3262 <attribute arch="last_sp" editor="mood" type="list_mood"> 3296 <attribute arch="last_sp" editor="mood" type="list_mood">
3263 &lt;mood&gt; is used to determine what will happen to the 3297 &lt;mood&gt; is used to determine what will happen to the
3264 monster when affected by the mood floor: 3298 monster when affected by the mood floor:
3274 &lt;mood&gt; 'charm': Turns monster into a pet of person 3308 &lt;mood&gt; 'charm': Turns monster into a pet of person
3275 who triggers the square. This setting is not 3309 who triggers the square. This setting is not
3276 enabled for continous operation, you need to 3310 enabled for continous operation, you need to
3277 insert a &lt;connection&gt; value! 3311 insert a &lt;connection&gt; value!
3278 </attribute> 3312 </attribute>
3279 <attribute arch="connected" editor="connection" type="int"> 3313 <attribute arch="connected" editor="connection" type="string">
3280 This should only be set in combination with &lt;mood number&gt; 4. 3314 This should only be set in combination with &lt;mood number&gt; 4.
3281 Normally, monsters are affected by the mood floor as soon as they 3315 Normally, monsters are affected by the mood floor as soon as they
3282 step on it. But charming (monster -&gt; pet) is too powerful, 3316 step on it. But charming (monster -&gt; pet) is too powerful,
3283 so it needs to be activated. 3317 so it needs to be activated.
3284 3318
3308 can monsters. Motion is involuntary. Additionally, players or 3342 can monsters. Motion is involuntary. Additionally, players or
3309 monsters can be "frozen" while ontop of movers so that they MUST 3343 monsters can be "frozen" while ontop of movers so that they MUST
3310 move along a chain of them. 3344 move along a chain of them.
3311 <br><br> 3345 <br><br>
3312 Multisquare monsters can be moved as well, given 3346 Multisquare monsters can be moved as well, given
3313 enough space. Movers are usually invisible. ]]> 3347 enough space. Movers are usually invisible.]]>
3314 </description> 3348 </description>
3315 <use><![CDATA[ 3349 <use><![CDATA[
3316 NEVER EVER consider a mover being unpassable in the backwards 3350 NEVER EVER consider a mover being unpassable in the backwards
3317 direction. Setting "forced movement" makes it seemingly impossible 3351 direction. Setting "forced movement" makes it seemingly impossible
3318 but there is still a trick: One player can push a second player 3352 but there is still a trick: One player can push a second player
3325 cannot be discovered with the show_invisible spell. 3359 cannot be discovered with the show_invisible spell.
3326 <br><br> 3360 <br><br>
3327 Note that Movers and Directors are seperate objects, even though 3361 Note that Movers and Directors are seperate objects, even though
3328 they look and act similar. Directors only do spells/missiles, 3362 they look and act similar. Directors only do spells/missiles,
3329 while movers only do living creatures (depending on how it 3363 while movers only do living creatures (depending on how it
3330 is set: monsters and players). ]]> 3364 is set: monsters and players).]]>
3331 </use> 3365 </use>
3332 <attribute arch="attacktype" editor="forced movement" type="bool"> 3366 <attribute arch="attacktype" editor="forced movement" type="bool">
3333 If forced movement is enabled, the mover "freezes" anyone it 3367 If forced movement is enabled, the mover "freezes" anyone it
3334 moves (so they are forced to move along a chain). 3368 moves (so they are forced to move along a chain).
3335 For players there is no way to escape this forced movement, 3369 For players there is no way to escape this forced movement,
3343 </attribute> 3377 </attribute>
3344 <attribute arch="speed" editor="movement speed" type="float"> 3378 <attribute arch="speed" editor="movement speed" type="float">
3345 The movement speed value determines how fast a chain of 3379 The movement speed value determines how fast a chain of
3346 these movers will push a player along (default is -0.2). 3380 these movers will push a player along (default is -0.2).
3347 </attribute> 3381 </attribute>
3382 &speed_left;
3348 <attribute arch="sp" editor="direction" type="list_direction"> 3383 <attribute arch="sp" editor="direction" type="list_direction">
3349 The mover will push creatures in the specified &lt;direction&gt;. 3384 The mover will push creatures in the specified &lt;direction&gt;.
3350 A mover with direction set to &lt;none&gt; will spin clockwise, 3385 A mover with direction set to &lt;none&gt; will spin clockwise,
3351 thus pushing creatures in unpredictable directions. 3386 thus pushing creatures in unpredictable directions.
3352 </attribute> 3387 </attribute>
3372 activates creators, creating (per default: monster-only) movers 3407 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined 3408 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, 3409 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace. 3410 preventing the player to push the NPC off his trace.
3376 </attribute> 3411 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3412 <attribute arch="move_on" editor="movement type" type="movement_type">
3378 This should always be set. 3413 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> 3414 </attribute>
3385</section> 3415</section>
3386</type> 3416</type>
3387 3417
3388<!--####################################################################--> 3418<!--####################################################################-->
3391 <ignore_list name="non_pickable" /> 3421 <ignore_list name="non_pickable" />
3392 </ignore> 3422 </ignore>
3393 <description><![CDATA[ 3423 <description><![CDATA[
3394 Pedestals are designed to detect certain types of living objects. 3424 Pedestals are designed to detect certain types of living objects.
3395 When a predefined type of living creature steps on the pedestal, the 3425 When a predefined type of living creature steps on the pedestal, the
3396 connected value is triggered. ]]> 3426 connected value is triggered.]]>
3397 </description> 3427 </description>
3398 <use><![CDATA[ 3428 <use><![CDATA[
3399 If you want to create a place where only players of a certain race 3429 If you want to create a place where only players of a certain race
3400 can enter, put a teleporter over your pedestal. So the teleporter is 3430 can enter, put a teleporter over your pedestal. So the teleporter is
3401 only activated for players of the matching race. Do not use gates, 3431 only activated for players of the matching race. Do not use gates,
3402 because many other players could sneak in. If you put powerful 3432 because many other players could sneak in. If you put powerful
3403 artifacts into such places, generally set "startequip 1", so that 3433 artifacts into such places, generally set "startequip 1", so that
3404 they are preserved for that one race and can't be traded to others. ]]> 3434 they are preserved for that one race and can't be traded to others.]]>
3405 </use> 3435 </use>
3406 <attribute arch="no_pick" value="1" type="fixed" /> 3436 <attribute arch="no_pick" value="1" type="fixed" />
3407 <attribute arch="slaying" editor="match race" type="string"> 3437 <attribute arch="slaying" editor="match race" type="string">
3408 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3438 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3409 matches the monster's or the player's race, we have a match. 3439 matches the monster's or the player's race, we have a match.
3412 3442
3413 If it is set to "player", any player stepping on the pedestal 3443 If it is set to "player", any player stepping on the pedestal
3414 is a match. Very useful if you want to open a gate for players 3444 is a match. Very useful if you want to open a gate for players
3415 but not for monsters. 3445 but not for monsters.
3416 </attribute> 3446 </attribute>
3417 <attribute arch="connected" editor="connection" type="int"> 3447 <attribute arch="connected" editor="connection" type="string">
3418 When the pedestal is triggered, all objects with the same 3448 When the pedestal is triggered, all objects with the same
3419 connection value get activated. 3449 connection value get activated.
3420 </attribute> 3450 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" /> 3451 &move_on;
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423</type> 3452</type>
3424 3453
3425<!--####################################################################--> 3454<!--####################################################################-->
3426<type number="94" name="Pit"> 3455<type number="94" name="Pit">
3427 <ignore> 3456 <ignore>
3428 <ignore_list name="non_pickable" /> 3457 <ignore_list name="non_pickable" />
3429 </ignore> 3458 </ignore>
3430 <description><![CDATA[ 3459 <description><![CDATA[
3431 Pits are holes, transporting the player when he walks (and falls) into them. 3460 Pits are holes, transporting the player when he walks (and falls) into them.
3432 A speciality about pits is that they don't transport the player to 3461 A speciality about pits is that they don't transport the player to
3433 the exact destination, but within a two-square radius of the destination 3462 the exact destination, but within a configurable radius of the destination
3434 (never on blocked squares).<br> 3463 (never on blocked squares).<br>
3435 Optionally, pits can get closed and opened, similar to gates.<br><br> 3464 Optionally, pits can get closed and opened, similar to gates.<br><br>
3436 Monsters and items are affected by pits just as well as players. 3465 Monsters and items are affected by pits just as well as players.
3437 Even multipart monsters can fall through them, given enough space. ]]> 3466 Even multipart monsters can fall through them, given enough space.]]>
3438 </description> 3467 </description>
3439 <use><![CDATA[ 3468 <use><![CDATA[
3440 Pits can add interesting effects to your map. When using them, make 3469 Pits can add interesting effects to your map. When using them, make
3441 sure to use them in a "logical way": Pits should always drop the 3470 sure to use them in a "logical way": Pits should always drop the
3442 player to some kind of lower level. They should not be used to 3471 player to some kind of lower level. They should not be used to
3443 randomly interconnect maps like teleporters do. ]]> 3472 randomly interconnect maps like teleporters do.]]>
3444 </use> 3473 </use>
3445 <attribute arch="no_pick" value="1" type="fixed" /> 3474 <attribute arch="no_pick" value="1" type="fixed" />
3475 <attribute arch="range" editor="spread radius" type="int">
3476 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3477 </attribute>
3446 <attribute arch="connected" editor="connection" type="int"> 3478 <attribute arch="connected" editor="connection" type="string">
3447 When a &lt;connection&gt; value is set, the pit can be opened/closed 3479 When a &lt;connection&gt; value is set, the pit can be opened/closed
3448 by activating the connection. 3480 by activating the connection.
3449 </attribute> 3481 </attribute>
3482 &activate_on;
3450 <attribute arch="hp" editor="destination X" type="int"> 3483 <attribute arch="hp" editor="destination X" type="int">
3451 The pit will transport creatures (and items) randomly into a two-square 3484 The pit will transport creatures (and items) randomly into a two-square
3452 radius of the destination coordinates. 3485 radius of the destination coordinates.
3453 If the destination square becomes blocked, the pit will act like 3486 If the destination square becomes blocked, the pit will act like
3454 being filled up and not work anymore! 3487 being filled up and not work anymore!
3463 The &lt;position state&gt; defines the position of the gate: 3496 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually 3497 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 3498 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place. 3499 mess with this value - Leave the default in place.
3467 </attribute> 3500 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3501 &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> 3502</type>
3481 3503
3482<!--####################################################################--> 3504<!--####################################################################-->
3483<type number="7" name="Poison Food"> 3505<type number="7" name="Poison Food">
3484 <description><![CDATA[ 3506 <description><![CDATA[
3485 When eating, the player's stomache is drained by 1/4 of food. 3507 When eating, the player's stomache is drained by 1/4 of food.
3486 If his food drops to zero, the player might even die. ]]> 3508 If his food drops to zero, the player might even die.]]>
3487 </description> 3509 </description>
3488</type> 3510</type>
3489 3511
3490<!--####################################################################--> 3512<!--####################################################################-->
3491<type number="5" name="Potion"> 3513<type number="5" name="Potion">
3492 <description><![CDATA[ 3514 <description><![CDATA[
3493 The player can drink these and gain various kinds of benefits 3515 The player can drink these and gain various kinds of benefits
3494 (/penalties) by doing so. ]]> 3516 (/penalties) by doing so.]]>
3495 </description> 3517 </description>
3496 <use><![CDATA[ 3518 <use><![CDATA[
3497 One potion should never give multiple benefits at once. ]]> 3519 One potion should never give multiple benefits at once.]]>
3498 </use> 3520 </use>
3499 <attribute arch="level" editor="potion level" type="int"> 3521 <attribute arch="level" editor="potion level" type="int">
3500 If the potion contains a spell, the spell is cast at this level. 3522 If the potion contains a spell, the spell is cast at this level.
3501 For other potions it should be set at least to 1. 3523 For other potions it should be set at least to 1.
3502 </attribute> 3524 </attribute>
3520 </attribute> 3542 </attribute>
3521 <attribute arch="startequip" editor="godgiven item" type="bool"> 3543 <attribute arch="startequip" editor="godgiven item" type="bool">
3522 A godgiven item vanishes as soon as the player 3544 A godgiven item vanishes as soon as the player
3523 drops it to the ground. 3545 drops it to the ground.
3524 </attribute> 3546 </attribute>
3525<section name="stats"> 3547 &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> 3548</type>
3644 3549
3645<!--####################################################################--> 3550<!--####################################################################-->
3646<type number="156" name="Power Crystal"> 3551<type number="156" name="Power Crystal">
3647 <description><![CDATA[ 3552 <description><![CDATA[
3648 Power crystals can store a player's mana: 3553 Power crystals can store a player's mana:
3649 When the player applies the crystal with full mana, half of 3554 When the player applies the crystal with full mana, half of
3650 it flows into the crystal. When the player applies it with 3555 it flows into the crystal. When the player applies it with
3651 lacking mana, the crystal replenishes the player's mana. ]]> 3556 lacking mana, the crystal replenishes the player's mana.]]>
3652 </description> 3557 </description>
3653 <attribute arch="sp" editor="initial mana" type="int"> 3558 <attribute arch="sp" editor="initial mana" type="int">
3654 &lt;initial mana&gt; is the amount of spellpoints that the 3559 &lt;initial mana&gt; is the amount of spellpoints that the
3655 crystal holds when the map is loaded. 3560 crystal holds when the map is loaded.
3656 </attribute> 3561 </attribute>
3668 Projectiles like arrows/crossbow bolts are used as ammunition 3573 Projectiles like arrows/crossbow bolts are used as ammunition
3669 for shooting weapons. 3574 for shooting weapons.
3670 <br><br> 3575 <br><br>
3671 It's very easy to add new pairs of weapons &amp; projectiles. 3576 It's very easy to add new pairs of weapons &amp; projectiles.
3672 Just set matching &lt;ammunition class&gt; both for shooting 3577 Just set matching &lt;ammunition class&gt; both for shooting
3673 weapon and projectile. ]]> 3578 weapon and projectile.]]>
3674 </description> 3579 </description>
3675 <use><![CDATA[ 3580 <use><![CDATA[
3676 If you want to create new kinds of projectiles, you could 3581 If you want to create new kinds of projectiles, you could
3677 add an alchemical receipe to create these. 3582 add an alchemical receipe to create these.
3678 3583
3679 Don't create new pairs of weapons &amp; projectiles unless 3584 Don't create new pairs of weapons &amp; projectiles unless
3680 they really fullfill a useful purpose. In fact, even bows 3585 they really fullfill a useful purpose. In fact, even bows
3681 and crossbows are rarely ever used. ]]> 3586 and crossbows are rarely ever used.]]>
3682 </use> 3587 </use>
3683 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3588 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3684 This number is a bitmask, specifying the projectile's attacktypes. 3589 This number is a bitmask, specifying the projectile's attacktypes.
3685 Attacktypes are: physical, magical, fire, cold.. etc. 3590 Attacktypes are: physical, magical, fire, cold.. etc.
3686 This works identical to melee weapons. Note that shooting 3591 This works identical to melee weapons. Note that shooting
3748<type number="70" name="Ring"> 3653<type number="70" name="Ring">
3749 <import_type name="Amulet" /> 3654 <import_type name="Amulet" />
3750 <description><![CDATA[ 3655 <description><![CDATA[
3751 Rings are worn on the hands - one ring each. 3656 Rings are worn on the hands - one ring each.
3752 Wearing rings, the object's stats will directly be inherited to 3657 Wearing rings, the object's stats will directly be inherited to
3753 the player. Usually enhancing his spellcasting potential. ]]> 3658 the player. Usually enhancing his spellcasting potential.]]>
3754 </description> 3659 </description>
3755 <use><![CDATA[ 3660 <use><![CDATA[
3756 When you create an artifact ring, never forget that players can 3661 When you create an artifact ring, never forget that players can
3757 wear <B>two</B> rings! Due to that it is extremely important to 3662 wear <B>two</B> rings! Due to that it is extremely important to
3758 keep rings in balance with the game. 3663 keep rings in balance with the game.
3759 <br><br> 3664 <br><br>
3760 Also keep in mind that rings are generally the wizard's tools. 3665 Also keep in mind that rings are generally the wizard's tools.
3761 They should primarily grant bonuses to spellcasting abilities 3666 They should primarily grant bonuses to spellcasting abilities
3762 and non-physical resistances. ]]> 3667 and non-physical resistances.]]>
3763 </use> 3668 </use>
3764</type> 3669</type>
3765 3670
3766<!--####################################################################--> 3671<!--####################################################################-->
3767<type number="3" name="Rod"> 3672<type number="3" name="Rod">
3770 </ignore> 3675 </ignore>
3771 <description><![CDATA[ 3676 <description><![CDATA[
3772 A rod contains a spell. The player can use this spell by applying and 3677 A rod contains a spell. The player can use this spell by applying and
3773 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3678 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3774 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be 3679 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3775 used endlessly. ]]> 3680 used endlessly.]]>
3776 </description> 3681 </description>
3777 <use><![CDATA[ 3682 <use><![CDATA[
3778 Rods with healing/curing spells are extremely powerful. Usually, potions have 3683 Rods with healing/curing spells are extremely powerful. Usually, potions have
3779 to be used for that purpose. Though, potions are expensive and only good for 3684 to be used for that purpose. Though, potions are expensive and only good for
3780 one-time-use.<br> ]]> 3685 one-time-use.<br>]]>
3781 </use> 3686 </use>
3782 <attribute arch="sp" editor="spell" type="spell"> 3687 <attribute arch="sp" editor="spell" type="spell">
3783 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special 3688 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3784 rods to players, since they can be used endlessly without any mana cost! 3689 rods to players, since they can be used endlessly without any mana cost!
3785 Rods with heal/ restoration/ protection spells, IF available, MUST be 3690 Rods with heal/ restoration/ protection spells, IF available, MUST be
3825 Runes hit any monster or person who steps on them for 'dam' damage in 3730 Runes hit any monster or person who steps on them for 'dam' damage in
3826 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3731 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3827 and will cast this spell when it detonates. Yet another kind is the 3732 and will cast this spell when it detonates. Yet another kind is the
3828 "summoning rune", summoning predefined monsters of any kind, at detonation. 3733 "summoning rune", summoning predefined monsters of any kind, at detonation.
3829 <br><br> 3734 <br><br>
3830 Many runes are already defined in the archetypes. ]]> 3735 Many runes are already defined in the archetypes.]]>
3831 </description> 3736 </description>
3832 <use><![CDATA[ 3737 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes 3738 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3739 together with spellcasting- and attack-runes is usually a bad idea.]]>
3835 </use> 3740 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" /> 3741 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" /> 3742 &move_on;
3838 <attribute arch="level" editor="rune level" type="int"> 3743 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at, 3744 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. 3745 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!) 3746 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842 3747
3907 <ignore_list name="non_pickable" /> 3812 <ignore_list name="non_pickable" />
3908 </ignore> 3813 </ignore>
3909 <description><![CDATA[ 3814 <description><![CDATA[
3910 When the player applies a savebed, he is not only saved. Both his 3815 When the player applies a savebed, he is not only saved. Both his
3911 respawn-after-death and his word-of-recall positions are pointing 3816 respawn-after-death and his word-of-recall positions are pointing
3912 to the last-applied savebed. ]]> 3817 to the last-applied savebed.]]>
3913 </description> 3818 </description>
3914 <use><![CDATA[ 3819 <use><![CDATA[
3915 Put savebed locations in towns, do not put them into dungeons. 3820 Put savebed locations in towns, do not put them into dungeons.
3916 It is absolutely neccessary that a place with savebeds is 100% secure. 3821 It is absolutely neccessary that a place with savebeds is 100% secure.
3917 That means: 3822 That means:
3918 <UL> 3823 <UL>
3919 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3824 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3920 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3825 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3921 <LI> Insert a relyable exit! Make sure there is no possibility that 3826 <LI> Insert a reliable exit! Make sure there is no possibility that
3922 players get trapped in a savebed location. 3827 players get trapped in a savebed location.
3923 <LI> If possible, mark the whole site as no-spell area (Insert this 3828 <LI> If possible, mark the whole site as no-spell area (Insert this
3924 arch called "dungeon_magic" everywhere). This is not required, 3829 arch called "dungeon_magic" everywhere). This is not required,
3925 but it makes the place much more safe. 3830 but it makes the place much more safe.
3926 </UL> ]]> 3831 </UL>]]>
3927 </use> 3832 </use>
3928 <attribute arch="no_pick" value="1" type="fixed" /> 3833 <attribute arch="no_pick" value="1" type="fixed" />
3929 <attribute arch="no_magic" value="1" type="fixed" /> 3834 <attribute arch="no_magic" value="1" type="fixed" />
3930 <attribute arch="damned" value="1" type="fixed" /> 3835 <attribute arch="damned" value="1" type="fixed" />
3931</type> 3836</type>
3938 <description><![CDATA[ 3843 <description><![CDATA[
3939 Scrolls contain spells (similar to spell-potions). Unlike potions, 3844 Scrolls contain spells (similar to spell-potions). Unlike potions,
3940 scrolls require a certain literacy skill to read successfully. 3845 scrolls require a certain literacy skill to read successfully.
3941 Accordingly, for a successful reading, a small amount of 3846 Accordingly, for a successful reading, a small amount of
3942 experience is gained. Scrolls allow only one time usage, but 3847 experience is gained. Scrolls allow only one time usage, but
3943 usually they are sold in bulks. ]]> 3848 usually they are sold in bulks.]]>
3944 </description> 3849 </description>
3945 <use><![CDATA[ 3850 <use><![CDATA[
3946 For low level quests, scrolls of healing/curing-spells 3851 For low level quests, scrolls of healing/curing-spells
3947 can be a nice reward. At higher levels, scrolls become less 3852 can be a nice reward. At higher levels, scrolls become less
3948 and less useful. ]]> 3853 and less useful.]]>
3949 </use> 3854 </use>
3950 <attribute arch="level" editor="casting level" type="int"> 3855 <attribute arch="level" editor="casting level" type="int">
3951 The spell of the scroll will be casted at this level. 3856 The spell of the scroll will be casted at this level.
3952 This value should always be set, at least to 1. 3857 This value should always be set, at least to 1.
3953 </attribute> 3858 </attribute>
3965<type number="33" name="Shield"> 3870<type number="33" name="Shield">
3966 <import_type name="Amulet" /> 3871 <import_type name="Amulet" />
3967 <description><![CDATA[ 3872 <description><![CDATA[
3968 Wearing a shield, the object's stats will directly be inherited to 3873 Wearing a shield, the object's stats will directly be inherited to
3969 the player. Shields usually provide good defense, only surpassed 3874 the player. Shields usually provide good defense, only surpassed
3970 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3875 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3971 </description> 3876 </description>
3972 <use><![CDATA[ 3877 <use><![CDATA[
3973 Feel free to create your own special artifacts. However, it is very 3878 Feel free to create your own special artifacts. However, it is very
3974 important that you keep your artifact in balance with existing maps. ]]> 3879 important that you keep your artifact in balance with existing maps.]]>
3975 </use> 3880 </use>
3976 <attribute arch="magic" editor="magic bonus" type="int"> 3881 <attribute arch="magic" editor="magic bonus" type="int">
3977 &lt;magic bonus&gt; works just like ac, except that it can be improved by 3882 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3978 "scrolls of Enchant Armour" or reduced by acid. It is less useful 3883 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3979 than direct armour-class bonus on the shield. 3884 than direct armour-class bonus on the shield.
3981</type> 3886</type>
3982 3887
3983<!--####################################################################--> 3888<!--####################################################################-->
3984<type number="14" name="Shooting Weapon"> 3889<type number="14" name="Shooting Weapon">
3985 <description><![CDATA[ 3890 <description><![CDATA[
3986 Schooting weapons like bows/crossbows are used to shoot projectiles 3891 Shooting weapons like bows/crossbows are used to shoot projectiles
3987 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3892 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3988 wielded both at the same time. Like with any other equipment, 3893 wielded both at the same time. Like with any other equipment,
3989 stats/bonuses from shooting weapons are directly inherited to the player. 3894 stats/bonuses from shooting weapons are directly inherited to the player.
3990 <br><br> 3895 <br><br>
3991 It's very easy to add new pairs of weapons &amp; projectiles. 3896 It's very easy to add new pairs of weapons &amp; projectiles.
3992 Just set matching &lt;ammunition class&gt; both for shooting 3897 Just set matching &lt;ammunition class&gt; both for shooting
3993 weapon and projectile. ]]> 3898 weapon and projectile.]]>
3994 </description> 3899 </description>
3995 <use><![CDATA[ 3900 <use><![CDATA[
3996 Shooting weapons should not add bonuses in general. There's already 3901 Shooting weapons should not add bonuses in general. There's already
3997 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3902 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3998 Schooting weapons should especially not add bonuses to the player 3903 Shooting weapons should especially not add bonuses to the player
3999 that have nothing to do with schooting. A Wisdom bonus on a bow 3904 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 3905 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4001 - still crap. ]]> 3906 - still crap.]]>
4002 </use> 3907 </use>
4003 <attribute arch="race" editor="ammunition class" type="string"> 3908 <attribute arch="race" editor="ammunition class" type="string">
4004 Only projectiles with matching &lt;ammunition class&gt; can be fired 3909 Only projectiles with matching &lt;ammunition class&gt; can be fired
4005 with this weapon. For normal bows set "arrows", for normal 3910 with this weapon. For normal bows set "arrows", for normal
4006 crossbows set "crossbow bolts". 3911 crossbows set "crossbow bolts".
4035 amount of &lt;item power&gt;, depending on their own level. This is the 3940 amount of &lt;item power&gt;, depending on their own level. This is the
4036 only way to prevent low level players to wear "undeserved" equipment 3941 only way to prevent low level players to wear "undeserved" equipment
4037 (like gifts from other players or cheated items). 3942 (like gifts from other players or cheated items).
4038 3943
4039 It is very important to adjust the &lt;item power&gt; value carefully 3944 It is very important to adjust the &lt;item power&gt; value carefully
4040 for every artifact you create! If zero/unset, the CF server will 3945 for every artifact you create! If zero/unset, the Deliantra server will
4041 calculate a provisional value at runtime, but this is never 3946 calculate a provisional value at runtime, but this is never
4042 going to be an accurate measurement of &lt;item power&gt;. 3947 going to be an accurate measurement of &lt;item power&gt;.
4043 </attribute> 3948 </attribute>
4044 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3949 <attribute arch="no_strength" editor="ignore strength" type="bool">
4045 Usually the player's strentgh takes effect on the damage 3950 Usually the player's strentgh takes effect on the damage
4127 These items are all flagged as unpaid. 4032 These items are all flagged as unpaid.
4128 When a player drops an item onto shop floor, the item becomes 4033 When a player drops an item onto shop floor, the item becomes
4129 unpaid and the player receives payment according to the item's 4034 unpaid and the player receives payment according to the item's
4130 selling-value. 4035 selling-value.
4131 Shopfloor always prevents magic (To hinder players from burning 4036 Shopfloor always prevents magic (To hinder players from burning
4132 or freezing the goods). ]]> 4037 or freezing the goods).]]>
4133 </description> 4038 </description>
4134 <use><![CDATA[ 4039 <use><![CDATA[
4135 Tile your whole shop-interior space which shop floor. 4040 Tile your whole shop-interior space which shop floor.
4136 (That assures players receive payment for dropping items). 4041 (That assures players receive payment for dropping items).
4137 Place shop mats to enter/leave the shop, and make sure 4042 Place shop mats to enter/leave the shop, and make sure
4138 there is no other exit than the shop mat. ]]> 4043 there is no other exit than the shop mat.]]>
4139 </use> 4044 </use>
4140 <attribute arch="is_floor" value="1" type="fixed" /> 4045 <attribute arch="is_floor" value="1" type="fixed" />
4141 <attribute arch="no_pick" value="1" type="fixed" /> 4046 <attribute arch="no_pick" value="1" type="fixed" />
4142 <attribute arch="no_magic" value="1" type="fixed" /> 4047 <attribute arch="no_magic" value="1" type="fixed" />
4143 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4048 <attribute arch="auto_apply" editor="generate goods" type="bool">
4177 "shopping-area" and one outside. Shop mats don't use exit paths/ 4082 "shopping-area" and one outside. Shop mats don't use exit paths/
4178 or -destinations. When stepping onto a shopmat the player gets beamed 4083 or -destinations. When stepping onto a shopmat the player gets beamed
4179 to the nearest other mat. If the player has unpaid items in his 4084 to the nearest other mat. If the player has unpaid items in his
4180 inventory, the price gets charged from his coins automatically. 4085 inventory, the price gets charged from his coins automatically.
4181 If the player has insufficient coins to buy his unpaid items, he 4086 If the player has insufficient coins to buy his unpaid items, he
4182 is unable to pass any shopmat (So he has to drop unpaid items). ]]> 4087 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4183 </description> 4088 </description>
4184 <use><![CDATA[ 4089 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop. 4090 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]> 4091 Not more and not less than that.]]>
4187 </use> 4092 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" /> 4093 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4094 &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> 4095</type>
4198 4096
4199<!--####################################################################--> 4097<!--####################################################################-->
4200<type number="98" name="Sign &amp; MagicMouth"> 4098<type number="98" name="Sign &amp; MagicMouth">
4201 <ignore> 4099 <ignore>
4203 </ignore> 4101 </ignore>
4204 <description><![CDATA[ 4102 <description><![CDATA[
4205 The purpose of a sign or magic_mouth is to display a certain message to 4103 The purpose of a sign or magic_mouth is to display a certain message to
4206 the player. There are three ways to have the player get this message: 4104 the player. There are three ways to have the player get this message:
4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4105 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]> 4106 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4209 </description> 4107 </description>
4210 <use><![CDATA[ 4108 <use><![CDATA[
4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4109 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212 some true roleplay feeling to your maps, support your storyline or give 4110 some true roleplay feeling to your maps, support your storyline or give
4213 hints about hidden secrets/dangers. Place signs to provide the player 4111 hints about hidden secrets/dangers. Place signs to provide the player
4214 with all kinds of useful information for getting along in your maps. ]]> 4112 with all kinds of useful information for getting along in your maps.]]>
4215 </use> 4113 </use>
4216 <attribute arch="connected" editor="connection" type="int"> 4114 <attribute arch="connected" editor="connection" type="string">
4217 When a connection value is set, the message will be printed whenever 4115 When a connection value is set, the message will be printed whenever
4218 the connection is triggered. This should be used in combination with 4116 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4117 &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 4118 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. 4119 printed to one player, but all players on the current map.
4222 </attribute> 4120 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4121 &activate_on;
4224 If set, the player gets the message when walking ontop of the object. 4122 &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"> 4123 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4124 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 4125 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful. 4126 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter. 4127 Monsters walking over the magic_mouth do not decrease the counter.
4247 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4136 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4248 This text will be displayed to the player. 4137 This text will be displayed to the player.
4249 </attribute> 4138 </attribute>
4250</type> 4139</type>
4251 4140
4141<type number="150" name="Shop Inventory">
4142 <ignore>
4143 <ignore_list name="non_pickable" />
4144 </ignore>
4145 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4146 </description>
4147 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4148 </use>
4149 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4150 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4151 the map that will be searched for unpaid items.
4152 </attribute>
4153</type>
4154
4252<!--####################################################################--> 4155<!--####################################################################-->
4253<type number="43" name="Skill"> 4156<type number="43" name="Skill">
4254 <ignore> 4157 <ignore>
4255 <ignore_list name="system_object" /> 4158 <ignore_list name="system_object" />
4256 </ignore> 4159 </ignore>
4257 <description><![CDATA[ 4160 <description><![CDATA[
4258 Skills are objects which exist in the player/monster inventory. 4161 Skills are objects which exist in the player/monster inventory.
4259 Both NPC/monsters and players use the same skill archetypes. Not all skills 4162 Both NPC/monsters and players use the same skill archetypes. Not all skills
4260 are enabled for monster use however. ]]> 4163 are enabled for monster use however.]]>
4261 </description> 4164 </description>
4262 <use><![CDATA[ 4165 <use><![CDATA[
4263 For mapmaking, Skill objects serve two purposes: 4166 For mapmaking, Skill objects serve two purposes:
4264 <p>First, the predefined skill archtypes (in the 'skills' directory) 4167 <p>First, the predefined skill archtypes (in the 'skills' directory)
4265 can be seen as the global skill definitions. A skill which doesn't 4168 can be seen as the global skill definitions. A skill which doesn't
4270 </p><p> 4173 </p><p>
4271 Secondly, in order to enable monsters to use skills, you will need to 4174 Secondly, in order to enable monsters to use skills, you will need to
4272 copy default skill archtypes into the monsters' inventories. 4175 copy default skill archtypes into the monsters' inventories.
4273 You can even customize the skills by changing stats. It is not 4176 You can even customize the skills by changing stats. It is not
4274 recommended however, to use skills in your maps which are totally 4177 recommended however, to use skills in your maps which are totally
4275 unrelated to any predefined skill archtype.</p> ]]> 4178 unrelated to any predefined skill archtype.</p>]]>
4276 </use> 4179 </use>
4277 <attribute arch="invisible" value="1" type="fixed" /> 4180 <attribute arch="invisible" value="1" type="fixed" />
4278 <attribute arch="no_drop" value="1" type="fixed" /> 4181 <attribute arch="no_drop" value="1" type="fixed" />
4279 <attribute arch="skill" editor="skill name" type="string"> 4182 <attribute arch="skill" editor="skill name" type="string">
4280 The &lt;skill name&gt; is used for matchings. When a usable 4183 The &lt;skill name&gt; is used for matchings. When a usable
4290 expmul is 1, the player will get 500 added to that skill as well as 4193 expmul is 1, the player will get 500 added to that skill as well as
4291 500 to their total. 4194 500 to their total.
4292 </attribute> 4195 </attribute>
4293 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4196 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4294 The &lt;skill type&gt; defines the base functionality of the skill. 4197 The &lt;skill type&gt; defines the base functionality of the skill.
4295 Skill types are hardcoded in the Crossfire server. It isn't hard to 4198 Skill types are hardcoded in the Deliantra server. It isn't hard to
4296 create new skill types, but it requires a bit of server-coding. 4199 create new skill types, but it requires a bit of server-coding.
4297 </attribute> 4200 </attribute>
4298 <attribute arch="level" editor="level" type="int"> 4201 <attribute arch="level" editor="level" type="int">
4299 </attribute> 4202 </attribute>
4300 <attribute arch="exp" editor="experience" type="int"> 4203 <attribute arch="exp" editor="experience" type="int">
4309 4212
4310<!--####################################################################--> 4213<!--####################################################################-->
4311<type number="130" name="Skill Scroll"> 4214<type number="130" name="Skill Scroll">
4312 <description><![CDATA[ 4215 <description><![CDATA[
4313 By reading a skill scroll, a player has a chance to learn the 4216 By reading a skill scroll, a player has a chance to learn the
4314 contained skill. ]]> 4217 contained skill.]]>
4315 </description> 4218 </description>
4316 <use><![CDATA[ 4219 <use><![CDATA[
4317 Skill scrolls are very much sought for by players. Currently, 4220 Skill scrolls are very much sought for by players. Currently,
4318 all skill scrolls are sold in shops randomly, which is in fact not 4221 all skill scrolls are sold in shops randomly, which is in fact not
4319 a good system. It would be nice to have some cool quests with 4222 a good system. It would be nice to have some cool quests with
4320 skill scrolls rewarded at the end. ]]> 4223 skill scrolls rewarded at the end.]]>
4321 </use> 4224 </use>
4322 <attribute arch="race" value="scrolls" type="fixed" /> 4225 <attribute arch="race" value="scrolls" type="fixed" />
4323 <attribute arch="skill" editor="skill name" type="string"> 4226 <attribute arch="skill" editor="skill name" type="string">
4324 The &lt;skill name&gt; matches the skill object that can 4227 The &lt;skill name&gt; matches the skill object that can
4325 be learned from this scroll. 4228 be learned from this scroll.
4335 When carrying the appropriate special key, a locked door can 4238 When carrying the appropriate special key, a locked door can
4336 be opened. The key will dissapear. 4239 be opened. The key will dissapear.
4337 <br><br> 4240 <br><br>
4338 This object-type can also be used for "passport"-like items: 4241 This object-type can also be used for "passport"-like items:
4339 When walking onto an invetory checker, a gate for example might 4242 When walking onto an invetory checker, a gate for example might
4340 get opened. The "passport" will stay in the player's inventory. ]]> 4243 get opened. The "passport" will stay in the player's inventory.]]>
4341 </description> 4244 </description>
4342 <use><![CDATA[ 4245 <use><![CDATA[
4343 How to make a "passport": You take the special key arch 4246 How to make a "passport": You take the special key arch
4344 (archetype name is "key2"), set the face to something like 4247 (archetype name is "key2"), set the face to something like
4345 card.111 and the name to "passport" - that's all. The &lt;key string&gt; 4248 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4346 certainly must match with the appropiate inventory checker. 4249 certainly must match with the appropiate inventory checker.
4347 <br><br> 4250 <br><br>
4348 Of course you can be creative with names and faces of 4251 Of course you can be creative with names and faces of
4349 key-objects. A "mysterious crystal" or a "big dragon claw" 4252 key-objects. A "mysterious crystal" or a "big dragon claw"
4350 (with appropriate faces) appear more interesting than just 4253 (with appropriate faces) appear more interesting than just
4351 a "strange key", or "passport". ]]> 4254 a "strange key", or "passport".]]>
4352 </use> 4255 </use>
4353 <attribute arch="slaying" editor="key string" type="string"> 4256 <attribute arch="slaying" editor="key string" type="string">
4354 This string must be identical with the &lt;key string&gt; in the 4257 This string must be identical with the &lt;key string&gt; in the
4355 locked door, then it can be unlocked. It can also be used 4258 locked door, then it can be unlocked. It can also be used
4356 to trigger inventory checkers. 4259 to trigger inventory checkers.
4391 players can learn it by reading the book. Once learned, players 4294 players can learn it by reading the book. Once learned, players
4392 can use the spell as often as they like. With increasing skill level 4295 can use the spell as often as they like. With increasing skill level
4393 of the player, spells may gain power but also increase cost.<br> 4296 of the player, spells may gain power but also increase cost.<br>
4394 Monsters can use spells which are put in their inventory (provided 4297 Monsters can use spells which are put in their inventory (provided
4395 that certain "enabling" settings are correct). The monster's 4298 that certain "enabling" settings are correct). The monster's
4396 &lt;treasurelist&gt; can also be used to provide it with spells. ]]> 4299 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4397 </description> 4300 </description>
4398 <use><![CDATA[ 4301 <use><![CDATA[
4399 A lot of the spells' settings can be tuned and customized. 4302 A lot of the spells' settings can be tuned and customized.
4400 When creating new spells which are accessible to players, it is 4303 When creating new spells which are accessible to players, it is
4401 important to think about balance. A single spell which is too 4304 important to think about balance. A single spell which is too
4402 powerful and/or too easy to use can eventually toss the whole skill 4305 powerful and/or too easy to use can eventually toss the whole skill
4403 and magic school system out of whack. Testing new spells is 4306 and magic school system out of whack. Testing new spells is
4404 quite important therefore. ]]> 4307 quite important therefore.]]>
4405 </use> 4308 </use>
4406 <attribute arch="no_drop" value="1" type="fixed" /> 4309 <attribute arch="no_drop" value="1" type="fixed" />
4407 <attribute arch="invisible" value="1" type="fixed" /> 4310 <attribute arch="invisible" value="1" type="fixed" />
4408 <attribute arch="skill" editor="skill name" type="string"> 4311 <attribute arch="skill" editor="skill name" type="string">
4409 The &lt;skill name&gt; matches the skill which is needed 4312 The &lt;skill name&gt; matches the skill which is needed
4441 to read.<br><br> 4344 to read.<br><br>
4442 You can create widely customized spells only by adjusting the 4345 You can create widely customized spells only by adjusting the
4443 spell object in the spellbooks inventory. Refer to the description 4346 spell object in the spellbooks inventory. Refer to the description
4444 of spell objects for detailed information how to customize spells.<br> 4347 of spell objects for detailed information how to customize spells.<br>
4445 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; 4348 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4446 with a compilation of spells that the book may contain. ]]> 4349 with a compilation of spells that the book may contain.]]>
4447 </description> 4350 </description>
4448 <use><![CDATA[ 4351 <use><![CDATA[
4449 Don't put any of the godgiven spells into a spellbook! These are 4352 Don't put any of the godgiven spells into a spellbook! These are
4450 reserved for the followers of the appropriate cults. Handing them 4353 reserved for the followers of the appropriate cults. Handing them
4451 out in a spellbook would violate the balance between different religions. 4354 out in a spellbook would violate the balance between different religions.
4452 <br><br> 4355 <br><br>
4453 Note that there is no fundamental difference between the spellbooks 4356 Note that there is no fundamental difference between the spellbooks
4454 of varying schools (pyromancy, sorcery, evocation, summoning, and 4357 of varying schools (pyromancy, sorcery, evocation, summoning, and
4455 even praying). The difference lies only in the spells they contain. 4358 even praying). The difference lies only in the spells they contain.
4456 It is up to you, the mapmaker, to pick the right type of book 4359 It is up to you, the mapmaker, to pick the right type of book
4457 for your spells. ]]> 4360 for your spells.]]>
4458 </use> 4361 </use>
4459 <attribute arch="skill" value="literacy" type="fixed" /> 4362 <attribute arch="skill" value="literacy" type="fixed" />
4460 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4363 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4461 There are two ways to put spells into a spellbook: 4364 There are two ways to put spells into a spellbook:
4462 1. Put a spell object in the books inventory. In this case, 4365 1. Put a spell object in the books inventory. In this case,
4481 </ignore> 4384 </ignore>
4482 <description><![CDATA[ 4385 <description><![CDATA[
4483 Spinners change the direction of spell objects and other projectiles 4386 Spinners change the direction of spell objects and other projectiles
4484 that fly past. Unlike directors, it does make a difference from what 4387 that fly past. Unlike directors, it does make a difference from what
4485 angle you shoot into the spinner. The direction of objects flying past 4388 angle you shoot into the spinner. The direction of objects flying past
4486 is always changed by a certain degree. ]]> 4389 is always changed by a certain degree.]]>
4487 </description> 4390 </description>
4488 <use><![CDATA[ 4391 <use><![CDATA[
4489 Spinners are very rarely used. I believe they are quite 4392 Spinners are very rarely used. I believe they are quite
4490 confusing and pointless. The only use I can think of is building 4393 confusing and pointless. The only use I can think of is building
4491 some puzzle about where to shoot into spinners to shoot somewhere you 4394 some puzzle about where to shoot into spinners to shoot somewhere you
4492 otherwise couldn't. 4395 otherwise couldn't.
4493 4396
4494 When placing spinners on a map with magic walls, make sure the spell- 4397 When placing spinners on a map with magic walls, make sure the spell-
4495 projectiles from magic walls don't get to fly in loops. ]]> 4398 projectiles from magic walls don't get to fly in loops.]]>
4496 </use> 4399 </use>
4497 <attribute arch="sp" editor="direction number" type="int"> 4400 <attribute arch="sp" editor="direction number" type="int">
4498 The spinner will change the direction of flying objects by 4401 The spinner will change the direction of flying objects by
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4402 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise. 4403 positive values counter clockwise.
4501 4404
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4405 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute> 4406 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" /> 4407 &move_on;
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506</type> 4408</type>
4507 4409
4508<!--####################################################################--> 4410<!--####################################################################-->
4509<type number="138" name="Swamp"> 4411<type number="138" name="Swamp">
4510 <ignore> 4412 <ignore>
4514 Swamp areas show a special behaviour: 4416 Swamp areas show a special behaviour:
4515 When a player stands still on a swamp-square for too long, 4417 When a player stands still on a swamp-square for too long,
4516 he will start to sink in and eventually drown and die. 4418 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear. 4419 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely 4420 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]> 4421 to die in the swamp.]]>
4520 </description> 4422 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" /> 4423 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" /> 4424 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float"> 4425 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items 4426 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 4427 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. 4428 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute> 4429 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int"> 4430 &speed_left;
4530 If &lt;slow movement&gt; is set to a value greater zero, all 4431 &move_on;
4531 creatures moving over this spot will be slower than normal. 4432 &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"> 4433 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-) 4434 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot. 4435 spells on that spot.
4541 </attribute> 4436 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool"> 4437 <attribute arch="damned" editor="no prayers" type="bool">
4555 different location. The main difference to the object-type exit 4450 different location. The main difference to the object-type exit
4556 is the possibility to have teleporters connected to levers/buttons/etc. 4451 is the possibility to have teleporters connected to levers/buttons/etc.
4557 Sometimes teleporters are activated even against the players will. 4452 Sometimes teleporters are activated even against the players will.
4558 <br><br> 4453 <br><br>
4559 Unlike exits, teleporters can also transfer items and 4454 Unlike exits, teleporters can also transfer items and
4560 monsters to different locations on the same map. ]]> 4455 monsters to different locations on the same map.]]>
4561 </description> 4456 </description>
4562 <use><![CDATA[ 4457 <use><![CDATA[
4563 When creating maps, I guess sooner or later you'll want to have 4458 When creating maps, I guess sooner or later you'll want to have
4564 an invisible teleporter. If using "invisible 1", the teleporter 4459 an invisible teleporter. If using "invisible 1", the teleporter
4565 can still be discovered with the show_invisible spell. And in 4460 can still be discovered with the show_invisible spell. And in
4566 some cases you can't place it under the floor to prevent this. 4461 some cases you can't place it under the floor to prevent this.
4567 <br><br> 4462 <br><br>
4568 Fortunately, there is a cool trick to make a perfectly invisible 4463 Fortunately, there is a cool trick to make a perfectly invisible
4569 teleporter: You simply add teleporter functionality to the floor 4464 teleporter: You simply add teleporter functionality to the floor
4570 itself. That means: You take the floor arch (e.g. "flagstone"), 4465 itself. That means: You take the floor arch (e.g. "flagstone"),
4571 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> 4466 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4572 </use> 4467 </use>
4573 <attribute arch="slaying" editor="exit path" type="string"> 4468 <attribute arch="slaying" editor="exit path" type="string">
4574 The exit path specifies the map that the player is transferred to. 4469 The exit path specifies the map that the player is transferred to.
4575 &lt;exit path&gt; can be an absolute path, beginning with '/' 4470 &lt;exit path&gt; can be an absolute path, beginning with '/'
4576 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4471 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4612 be transferred to the "default enter location" of the destined map. 4507 be transferred to the "default enter location" of the destined map.
4613 The latter can be set in the map-properties as "Enter X/Y". Though, 4508 The latter can be set in the map-properties as "Enter X/Y". Though,
4614 please DO NOT use that. It turned out to be a source for numerous 4509 please DO NOT use that. It turned out to be a source for numerous
4615 map-bugs. 4510 map-bugs.
4616 </attribute> 4511 </attribute>
4617 <attribute arch="connected" editor="connection" type="int"> 4512 <attribute arch="connected" editor="connection" type="string">
4618 If a connection value is set, the teleporter will be activated 4513 If a connection value is set, the teleporter will be activated
4619 whenever the connection is triggered. To use this properly, 4514 whenever the connection is triggered. To use this properly,
4620 &lt;activation speed&gt; must be zero. 4515 &lt;activation speed&gt; must be zero.
4621 </attribute> 4516 </attribute>
4517 &activate_on;
4622 <attribute arch="speed" editor="activation speed" type="float"> 4518 <attribute arch="speed" editor="activation speed" type="float">
4623 If the &lt;activation speed&gt; is nonzero, the teleporter will 4519 If the &lt;activation speed&gt; is nonzero, the teleporter will
4624 automatically be activated in regular time-intervals. Hence, the 4520 automatically be activated in regular time-intervals. Hence, the
4625 player can just step on it and gets teleported sooner or later. 4521 player can just step on it and gets teleported sooner or later.
4626 The duration between two activates depends on the given value. 4522 The duration between two activates depends on the given value.
4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4523 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628 4524
4629 VERY IMPORTANT: If you want to have your teleporter activated via 4525 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! 4526 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute> 4527 </attribute>
4528 &speed_left;
4632</type> 4529</type>
4633 4530
4634<!--####################################################################--> 4531<!--####################################################################-->
4635<type number="26" name="Timed Gate"> 4532<type number="26" name="Timed Gate">
4636 <ignore> 4533 <ignore>
4637 <ignore_list name="non_pickable" /> 4534 <ignore_list name="non_pickable" />
4638 </ignore> 4535 </ignore>
4639 <description><![CDATA[ 4536 <description><![CDATA[
4640 Gates play an important role in Crossfire. Gates can be opened 4537 Gates play an important role in Deliantra. Gates can be opened
4641 by activating a button/trigger, by speaking passwords (-> magic_ear) 4538 by activating a button/trigger, by speaking passwords (-> magic_ear)
4642 or carrying special key-objects (-> inventory checker). 4539 or carrying special key-objects (-> inventory checker).
4643 Unlike locked doors, gates can get shut again after a player has 4540 Unlike locked doors, gates can get shut again after a player has
4644 passed, which makes them more practical in many cases. Unlike normal 4541 passed, which makes them more practical in many cases. Unlike normal
4645 gates, timed gates open when triggered but automatically close again 4542 gates, timed gates open when triggered but automatically close again
4646 after some time.]]> 4543 after some time.]]>
4647 </description> 4544 </description>
4648 <use><![CDATA[ 4545 <use><![CDATA[
4649 Use gates to divide your maps into separated areas. After solving 4546 Use gates to divide your maps into separated areas. After solving
4650 area A, the player gains access to area B, and so on. Make your 4547 area A, the player gains access to area B, and so on. Make your
4651 maps more complex than "one-way". ]]> 4548 maps more complex than "one-way".]]>
4652 </use> 4549 </use>
4653 <attribute arch="no_pick" value="1" type="fixed" /> 4550 <attribute arch="no_pick" value="1" type="fixed" />
4654 <attribute arch="connected" editor="connection" type="int"> 4551 <attribute arch="connected" editor="connection" type="string">
4655 Whenever the inventory checker is triggered, all objects with identical 4552 Whenever the inventory checker is triggered, all objects with identical
4656 &lt;connection&gt; value get activated. This only makes sense together with 4553 &lt;connection&gt; value get activated. This only makes sense together with
4657 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4554 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4658 after some time. 4555 after some time.
4659 </attribute> 4556 </attribute>
4557 &activate_on;
4660 <attribute arch="wc" editor="position state" type="int"> 4558 <attribute arch="wc" editor="position state" type="int">
4661 The &lt;position state&gt; defines the position of the gate: 4559 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually 4560 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 4561 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place. 4562 mess with this value - Leave the default in place.
4665 </attribute> 4563 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4564 &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"> 4565 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has 4566 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled. 4567 an effect only if &lt;block view&gt; is disabled.
4673 </attribute> 4568 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool"> 4569 <attribute arch="damned" editor="restrict prayers" type="bool">
4698 and generally have either a physical attack or trigger a reaction. 4593 and generally have either a physical attack or trigger a reaction.
4699 <br><br> 4594 <br><br>
4700 Traps hit any monster or person who steps on them for 'dam' damage in 4595 Traps hit any monster or person who steps on them for 'dam' damage in
4701 'attacktype' attacktype and/or trigger a reaction. 4596 'attacktype' attacktype and/or trigger a reaction.
4702 <br><br> 4597 <br><br>
4703 Many traps are already defined in the archetypes. ]]> 4598 Many traps are already defined in the archetypes.]]>
4704 </description> 4599 </description>
4705 <use><![CDATA[ 4600 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting 4601 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. ]]> 4602 off your lightning wall and pit trap is usually a bad idea.]]>
4708 </use> 4603 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" /> 4604 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" /> 4605 &move_on;
4711 <attribute arch="level" editor="trap level" type="int"> 4606 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and 4607 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 4608 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 4609 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low. 4610 tough, or keep the level low.
4728 </attribute> 4623 </attribute>
4729 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4730 This attribute defines what attacktype to use for direct damage when 4625 This attribute defines what attacktype to use for direct damage when
4731 the trap detonates. 4626 the trap detonates.
4732 </attribute> 4627 </attribute>
4733 <attribute arch="connected" editor="connection" type="int"> 4628 <attribute arch="connected" editor="connection" type="string">
4734 When the trap is detonated, all objects with the same 4629 When the trap is detonated, all objects with the same
4735 connection value get activated. 4630 connection value get activated.
4736 </attribute> 4631 </attribute>
4737 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4632 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4738 When the trap detonates, this text is displayed to the 4633 When the trap detonates, this text is displayed to the
4750 Trapdoors are very similar to pits. The difference is that they 4645 Trapdoors are very similar to pits. The difference is that they
4751 can not be closed. Instead, the weight of the object on the 4646 can not be closed. Instead, the weight of the object on the
4752 trapdoor determines weither it slams the trapdoor open and falls through 4647 trapdoor determines weither it slams the trapdoor open and falls through
4753 or not.<br> 4648 or not.<br>
4754 Once a trapdoor has been opened (by a creature or items of sufficient 4649 Once a trapdoor has been opened (by a creature or items of sufficient
4755 weight,) it remains open, acting like an opened pit. ]]> 4650 weight,) it remains open, acting like an opened pit.]]>
4756 </description> 4651 </description>
4757 <use><![CDATA[ 4652 <use><![CDATA[
4758 Trapdoors should be used in the same fashion as pits: 4653 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They 4654 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. ]]> 4655 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4761 </use> 4656 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" /> 4657 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" /> 4658 &move_on;
4764 <attribute arch="weight" editor="hold weight" type="int"> 4659 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold. 4660 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with 4661 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will 4662 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through. 4663 open and things start falling through.
4791 <attribute arch="value" /> 4686 <attribute arch="value" />
4792 <attribute arch="material" /> 4687 <attribute arch="material" />
4793 </ignore> 4688 </ignore>
4794 <description><![CDATA[ 4689 <description><![CDATA[
4795 A treasure-object turns into certain randomitems when the map is loaded 4690 A treasure-object turns into certain randomitems when the map is loaded
4796 into the game. ]]> 4691 into the game.]]>
4797 </description> 4692 </description>
4798 <use><![CDATA[ 4693 <use><![CDATA[
4799 About usage of the "random-artifact" treasurelist: 4694 About usage of the "random-artifact" treasurelist:
4800 This will generate powerful stuff like girdles, xray helmets, special 4695 This will generate powerful stuff like girdles, xray helmets, special
4801 swords etc. If you put this as reward to your quest, players might be 4696 swords etc. If you put this as reward to your quest, players might be
4802 motivated to do it more than once. BUT, by doing so they will get a huge 4697 motivated to do it more than once. BUT, by doing so they will get a huge
4803 number of different artifacts! Besides, players will always seek the place 4698 number of different artifacts! Besides, players will always seek the place
4804 with the most easy-to-get random artifact and ignore all others. 4699 with the most easy-to-get random artifact and ignore all others.
4805 My advice: Don't use it! Attract players with good fighting experience 4700 My advice: Don't use it! Attract players with good fighting experience
4806 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4701 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4807 </use> 4702 </use>
4808 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4703 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4809 This entry determines what kind of treasure will appear. Look into 4704 This entry determines what kind of treasure will appear. Look into
4810 /crossfire/share/crossfire/treasures for details about existing 4705 /crossfire/share/crossfire/treasures for details about existing
4811 treasurelists. 4706 treasurelists.
4842 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4737 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4843 &lt;key string&gt; which can be discovered by detectors or inventory 4738 &lt;key string&gt; which can be discovered by detectors or inventory
4844 checkers. It is also possible to use markers for removing marks again. 4739 checkers. It is also possible to use markers for removing marks again.
4845 <br><br> 4740 <br><br>
4846 Note that the player has no possibility to "see" his own marks, 4741 Note that the player has no possibility to "see" his own marks,
4847 except by the effect that they cause on the maps. ]]> 4742 except by the effect that they cause on the maps.]]>
4848 </description> 4743 </description>
4849 <use><![CDATA[ 4744 <use><![CDATA[
4850 Markers hold real cool possibilities for map-making. I encourage 4745 Markers hold real cool possibilities for map-making. I encourage
4851 you to use them frequently. However there is one negative point 4746 you to use them frequently. However there is one negative point
4852 about markers: Players don't "see" what's going on with them. It is 4747 about markers: Players don't "see" what's going on with them. It is
4853 your task, as map-creator, to make sure the player is always well 4748 your task, as map-creator, to make sure the player is always well
4854 informed and never confused. 4749 informed and never confused.
4855 <br><br> 4750 <br><br>
4856 Please avoid infinite markers when they aren't needed. They're 4751 Please avoid infinite markers when they aren't needed. They're
4857 using a little space in the player file after all, so if there 4752 using a little space in the player file after all, so if there
4858 is no real purpose, set an expire time. ]]> 4753 is no real purpose, set an expire time.]]>
4859 </use> 4754 </use>
4860 <attribute arch="no_pick" value="1" type="fixed" /> 4755 <attribute arch="no_pick" value="1" type="fixed" />
4861 <attribute arch="slaying" editor="key string" type="string"> 4756 <attribute arch="slaying" editor="key string" type="string">
4862 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4757 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4863 If the player already has a force with that &lt;key string&gt;, 4758 If the player already has a force with that &lt;key string&gt;,
4864 there won't be inserted a second one. 4759 there won't be inserted a second one.
4865 </attribute> 4760 </attribute>
4866 <attribute arch="connected" editor="connection" type="int"> 4761 <attribute arch="connected" editor="connection" type="string">
4867 Unlike a regular marker this is the connection that triggers this marker to activate. 4762 Unlike a regular marker this is the connection that triggers this marker to activate.
4868 </attribute> 4763 </attribute>
4869 <attribute arch="food" editor="mark duration" type="int"> 4764 <attribute arch="food" editor="mark duration" type="int">
4870 This value defines the duration of the force it inserts. 4765 This value defines the duration of the force it inserts.
4871 If nonzero, the duration of the player's mark is finite: 4766 If nonzero, the duration of the player's mark is finite:
4902 <attribute arch="name_pl" /> 4797 <attribute arch="name_pl" />
4903 <attribute arch="value" /> 4798 <attribute arch="value" />
4904 <attribute arch="unpaid" /> 4799 <attribute arch="unpaid" />
4905 </ignore> 4800 </ignore>
4906 <description><![CDATA[ 4801 <description><![CDATA[
4907 Walls usually block passage and sight. ]]> 4802 Walls usually block passage and sight.]]>
4908 </description> 4803 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4804 &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"> 4805 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around. 4806 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels. 4807 This setting is used for boulders and barrels.
4915 </attribute> 4808 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4809 <attribute arch="no_magic" editor="restrict spells" type="bool">
4927<type number="109" name="Wand &amp; Staff"> 4820<type number="109" name="Wand &amp; Staff">
4928 <description><![CDATA[ 4821 <description><![CDATA[
4929 Wands contain a certain spell. The player can apply (ready) and 4822 Wands contain a certain spell. The player can apply (ready) and
4930 fire the wand. After a defined number of casts, the wand is 4823 fire the wand. After a defined number of casts, the wand is
4931 "used up". It is possible to recharge a wand with scrolls of 4824 "used up". It is possible to recharge a wand with scrolls of
4932 charging, but usually that isn't worth the cost. ]]> 4825 charging, but usually that isn't worth the cost.]]>
4933 </description> 4826 </description>
4934 <use><![CDATA[ 4827 <use><![CDATA[
4935 Wands are quite seldomly used. The reason prolly is that they're 4828 Wands are quite seldomly used. The reason prolly is that they're
4936 generally not cost-efficient. Handing out high-level wands with 4829 generally not cost-efficient. Handing out high-level wands with
4937 powerful special spells isn't a good idea either, because of 4830 powerful special spells isn't a good idea either, because of
4938 the recharge ability. 4831 the recharge ability.
4939 <br><br> 4832 <br><br>
4940 For low levels, staffs of healing/cure and word of recall are 4833 For low levels, staffs of healing/cure and word of recall are
4941 quite desirable though. Ideal rewards for low level quests. ]]> 4834 quite desirable though. Ideal rewards for low level quests.]]>
4942 </use> 4835 </use>
4943 <attribute arch="sp" editor="spell" type="spell"> 4836 <attribute arch="sp" editor="spell" type="spell">
4944 The &lt;spell&gt; specifies the contained spell. 4837 The &lt;spell&gt; specifies the contained spell.
4945 </attribute> 4838 </attribute>
4946 <attribute arch="level" editor="casting level" type="int"> 4839 <attribute arch="level" editor="casting level" type="int">
4971 <ignore_list name="non_pickable" /> 4864 <ignore_list name="non_pickable" />
4972 </ignore> 4865 </ignore>
4973 <description><![CDATA[ 4866 <description><![CDATA[
4974 A weak wall is a breakable spot amidsts a solid wall. Typically 4867 A weak wall is a breakable spot amidsts a solid wall. Typically
4975 these weak walls look similar to their solid "relatives" except 4868 these weak walls look similar to their solid "relatives" except
4976 for a small crack or little chunks of wall on the ground. ]]> 4869 for a small crack or little chunks of wall on the ground.]]>
4977 </description> 4870 </description>
4978 <use><![CDATA[ 4871 <use><![CDATA[
4979 If you want to create hidden rooms, using weak walls is alot 4872 If you want to create hidden rooms, using weak walls is alot
4980 better than completely indiscernible passages in a wall.<br> 4873 better than completely indiscernible passages in a wall.<br>
4981 Anyways, there can be a lot more to weak walls than just finding 4874 Anyways, there can be a lot more to weak walls than just finding
4982 them: Rising their defensive stats, weak walls can become a 4875 them: Rising their defensive stats, weak walls can become a
4983 serious obstacle. An ice wall might only be torn down by a fire 4876 serious obstacle. An ice wall might only be torn down by a fire
4984 attack for example. A granite wall for instance might be very 4877 attack for example. A granite wall for instance might be very
4985 hard to destroy. ]]> 4878 hard to destroy.]]>
4986 </use> 4879 </use>
4987 <attribute arch="alive" value="1" type="fixed" /> 4880 <attribute arch="alive" value="1" type="fixed" />
4988 <attribute arch="no_pick" value="1" type="fixed" /> 4881 <attribute arch="no_pick" value="1" type="fixed" />
4989 <attribute arch="tear_down" value="1" type="fixed" /> 4882 <attribute arch="tear_down" value="1" type="fixed" />
4990 <attribute arch="race" editor="race" type="string"> 4883 <attribute arch="race" editor="race" type="string">
5011 </attribute> 4904 </attribute>
5012 <attribute arch="ac" editor="armour class" type="int"> 4905 <attribute arch="ac" editor="armour class" type="int">
5013 Weak walls of high &lt;armour class&gt; are less likely to get hit. 4906 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;. 4907 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5015 </attribute> 4908 </attribute>
5016<section name="resistance"> 4909 &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> 4910</type>
5061 4911
5062<!--####################################################################--> 4912<!--####################################################################-->
5063<type number="15" name="Weapon"> 4913<type number="15" name="Weapon">
5064 <description><![CDATA[ 4914 <description><![CDATA[
5065 Wielding a weapon, the object's stats will directly be inherited to the 4915 Wielding a weapon, the object's stats will directly be inherited to the
5066 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4916 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5067 be improved with scrolls. ]]> 4917 be improved with scrolls.]]>
5068 </description> 4918 </description>
5069 <use><![CDATA[ 4919 <use><![CDATA[
5070 If you create artifacts (equipment) with stats- or resistance-bonus: 4920 If you create artifacts (equipment) with stats- or resistance-bonus:
5071 Keep playbalance in mind! Such items mustn't be reachable without hard 4921 Keep playbalance in mind! Such items mustn't be reachable without hard
5072 fighting AND questing. ]]> 4922 fighting AND questing.]]>
5073 </use> 4923 </use>
5074 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5075 This number is a bitmask, specifying the weapon's attacktypes. 4925 This number is a bitmask, specifying the weapon's attacktypes.
5076 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4926 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5077 have no more than one or two attacktypes. Keep in mind that all weapons 4927 have no more than one or two attacktypes. Keep in mind that all weapons
5132 amount of &lt;item power&gt;, depending on their own level. This is the 4982 amount of &lt;item power&gt;, depending on their own level. This is the
5133 only way to prevent low level players to wear "undeserved" equipment 4983 only way to prevent low level players to wear "undeserved" equipment
5134 (like gifts from other players or cheated items). 4984 (like gifts from other players or cheated items).
5135 4985
5136 It is very important to adjust the &lt;item power&gt; value carefully 4986 It is very important to adjust the &lt;item power&gt; value carefully
5137 for every artifact you create! If zero/unset, the CF server will 4987 for every artifact you create! If zero/unset, the Deliantra server will
5138 calculate a provisional value at runtime, but this is never 4988 calculate a provisional value at runtime, but this is never
5139 going to be an accurate measurement of &lt;item power&gt;. 4989 going to be an accurate measurement of &lt;item power&gt;.
5140 </attribute> 4990 </attribute>
5141 <attribute arch="damned" editor="damnation" type="bool"> 4991 <attribute arch="damned" editor="damnation" type="bool">
5142 A damned weapon cannot be unwielded unless 4992 A damned weapon cannot be unwielded unless
5162 </attribute> 5012 </attribute>
5163 <attribute arch="startequip" editor="godgiven item" type="bool"> 5013 <attribute arch="startequip" editor="godgiven item" type="bool">
5164 A godgiven item vanishes as soon as the player 5014 A godgiven item vanishes as soon as the player
5165 drops it to the ground. 5015 drops it to the ground.
5166 </attribute> 5016 </attribute>
5167<section name="resistance"> 5017 &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"> 5018<section name="misc">
5300 <attribute arch="luck" editor="luck bonus" type="int"> 5019 <attribute arch="luck" editor="luck bonus" type="int">
5301 With positive luck bonus, the player is more likely to 5020 With positive luck bonus, the player is more likely to
5302 succeed in all sorts of things (spellcasting, praying,...). 5021 succeed in all sorts of things (spellcasting, praying,...).
5303 Unless the &lt;luck bonus&gt; is very high, the effect will be 5022 Unless the &lt;luck bonus&gt; is very high, the effect will be
5382</type> 5101</type>
5383 5102
5384<type number="116" name="Event Connector"> 5103<type number="116" name="Event Connector">
5385 <description><![CDATA[ 5104 <description><![CDATA[
5386 Event connectors link specific events that happen to objects to 5105 Event connectors link specific events that happen to objects to
5387 a crossfire plug-in. ]]> 5106 a crossfire plug-in. They are not used at all in Deliantra.]]>
5388 </description> 5107 </description>
5389 <attribute arch="subtype" editor="event type" type="list_event_type">
5390 The type of event that triggers a notify to the plug-in.
5391 </attribute>
5392 <attribute arch="title" editor="plug-in" type="string">
5393 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5394 for python and "perl" for the Crossfire-Perl plug-in.
5395 </attribute>
5396 <attribute arch="slaying" editor="extension" type="string">
5397 The name of the extension to invoke (for python, this is the path to a script,
5398 for perl this is the name of a extension package without the ".ext" extension.
5399 </attribute>
5400 <attribute arch="name" editor="options" type="string">
5401 A string that is passed unaltered to the extension above. Often used to pass
5402 options to the extension that alter its behaviour.
5403 </attribute>
5404</type> 5108</type>
5405 5109
5406</types> 5110</types>

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