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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.8 by elmex, Mon Mar 20 02:41:18 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
1020 </attribute> 1255 </attribute>
1021 <attribute arch="slaying" editor="key string" type="string"> 1256 <attribute arch="slaying" editor="key string" type="string">
1022 This is the key string of the book. The key string is checked by an inventory checker. 1257 This is the key string of the book. The key string is checked by an inventory checker.
1023 (This is used eg. for the gate/port passes in scorn) 1258 (This is used eg. for the gate/port passes in scorn)
1024 </attribute> 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>
1025</type> 1264</type>
1026 1265
1027<!--####################################################################--> 1266<!--####################################################################-->
1028<type number="99" name="Boots"> 1267<type number="99" name="Boots">
1029 <import_type name="Amulet" /> 1268 <import_type name="Amulet" />
1030 <description><![CDATA[ 1269 <description><![CDATA[
1031 Wearing boots, the object's stats will directly be inherited to 1270 Wearing boots, the object's stats will directly be inherited to
1032 the player. Usually enhancing his speed, or granting some minor 1271 the player. Usually enhancing his speed, or granting some minor
1033 protection bonus. ]]> 1272 protection bonus.]]>
1034 </description> 1273 </description>
1035 <use><![CDATA[ 1274 <use><![CDATA[
1036 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
1037 important that you keep your artifact in balance with existing maps. ]]> 1276 important that you keep your artifact in balance with existing maps.]]>
1038 </use> 1277 </use>
1039 <attribute arch="exp" editor="speed bonus" type="int"> 1278 <attribute arch="exp" editor="speed bonus" type="int">
1040 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
1041 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-
1042 and medium level. High level players usually have fastest possible 1281 and medium level. High level players usually have fastest possible
1058<type number="104" name="Bracers"> 1297<type number="104" name="Bracers">
1059 <import_type name="Amulet" /> 1298 <import_type name="Amulet" />
1060 <description><![CDATA[ 1299 <description><![CDATA[
1061 Bracers are armour-plates worn around the wrists. 1300 Bracers are armour-plates worn around the wrists.
1062 Wearing bracer, the object's stats will directly be inherited to 1301 Wearing bracer, the object's stats will directly be inherited to
1063 the player. Usually enhancing his defense. ]]> 1302 the player. Usually enhancing his defense.]]>
1064 </description> 1303 </description>
1065 <use><![CDATA[ 1304 <use><![CDATA[
1066 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
1067 important that you keep your artifact in balance with existing maps. ]]> 1306 important that you keep your artifact in balance with existing maps.]]>
1068 </use> 1307 </use>
1069 <attribute arch="magic" editor="magic bonus" type="int"> 1308 <attribute arch="magic" editor="magic bonus" type="int">
1070 &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
1071 "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
1072 than direct armour-class bonus on the bracers. 1311 than direct armour-class bonus on the bracers.
1076<!--####################################################################--> 1315<!--####################################################################-->
1077<type number="16" name="Brestplate Armour"> 1316<type number="16" name="Brestplate Armour">
1078 <import_type name="Amulet" /> 1317 <import_type name="Amulet" />
1079 <description><![CDATA[ 1318 <description><![CDATA[
1080 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
1081 the player. Usually enhancing his defense. ]]> 1320 the player. Usually enhancing his defense.]]>
1082 </description> 1321 </description>
1083 <use><![CDATA[ 1322 <use><![CDATA[
1084 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
1085 important that you keep your artifact in balance with existing maps. ]]> 1324 important that you keep your artifact in balance with existing maps.]]>
1086 </use> 1325 </use>
1087 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1326 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1088 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.
1089 The bigger the spellpoint penalty, the worse. 1328 The bigger the spellpoint penalty, the worse.
1090 </attribute> 1329 </attribute>
1106 </ignore> 1345 </ignore>
1107 <description><![CDATA[ 1346 <description><![CDATA[
1108 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
1109 &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
1110 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
1111 &lt;connection&gt; value get's triggered a second time. ]]> 1350 &lt;connection&gt; value get's triggered a second time.]]>
1112 </description> 1351 </description>
1113 <attribute arch="walk_on" value="1" type="fixed" /> 1352 &move_on;
1114 <attribute arch="walk_off" value="1" type="fixed" /> 1353 &move_off;
1115 <attribute arch="no_pick" value="1" type="fixed" /> 1354 <attribute arch="no_pick" value="1" type="fixed" />
1116 <attribute arch="weight" editor="press weight" type="int"> 1355 <attribute arch="weight" editor="press weight" type="int">
1117 The button is pressed (triggered), as soon as 1356 The button is pressed (triggered), as soon as
1118 &lt;press weigh&gt; gram are placed ontop of it. 1357 &lt;press weigh&gt; gram are placed ontop of it.
1119 </attribute> 1358 </attribute>
1120 <attribute arch="connected" editor="connection" type="int"> 1359 <attribute arch="connected" editor="connection" type="string">
1121 Every time the button is pressed or released, all objects 1360 Every time the button is pressed or released, all objects
1122 with the same &lt;connection&gt; value are activated. 1361 with the same &lt;connection&gt; value are activated.
1123 </attribute> 1362 </attribute>
1124 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1363 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1125 This text may describe the item. You can use this 1364 This text may describe the item. You can use this
1134 <ignore_list name="non_pickable" /> 1373 <ignore_list name="non_pickable" />
1135 </ignore> 1374 </ignore>
1136 <description><![CDATA[ 1375 <description><![CDATA[
1137 Handle buttons are buttons which reset after a short period 1376 Handle buttons are buttons which reset after a short period
1138 of time. Every time it is either applied or reset, the 1377 of time. Every time it is either applied or reset, the
1139 &lt;connection&gt; value is triggered. ]]> 1378 &lt;connection&gt; value is triggered.]]>
1140 </description> 1379 </description>
1141</type> 1380</type>
1142 1381
1143<!--####################################################################--> 1382<!--####################################################################-->
1144<type number="37" name="Class Changer"> 1383<type number="37" name="Class Changer">
1145 <ignore> 1384 <ignore>
1146 <ignore_list name="non_pickable" /> 1385 <ignore_list name="non_pickable" />
1147 </ignore> 1386 </ignore>
1148 <description><![CDATA[ 1387 <description><![CDATA[
1149 Class changer are used while creating a character. ]]> 1388 Class changer are used while creating a character.]]>
1150 </description> 1389 </description>
1151 <attribute arch="randomitems" editor="class items" type="treasurelist"> 1390 <attribute arch="randomitems" editor="class items" type="treasurelist">
1152 This entry determines which initial items the character receives. 1391 This entry determines which initial items the character receives.
1153 </attribute> 1392 </attribute>
1154<section name="stats"> 1393<section name="stats">
1187<type number="87" name="Cloak"> 1426<type number="87" name="Cloak">
1188 <import_type name="Amulet" /> 1427 <import_type name="Amulet" />
1189 <description><![CDATA[ 1428 <description><![CDATA[
1190 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
1191 the player. Cloaks usually add minor &lt;armour class&gt; and 1430 the player. Cloaks usually add minor &lt;armour class&gt; and
1192 sometimes a bit of resistance. ]]> 1431 sometimes a bit of resistance.]]>
1193 </description> 1432 </description>
1194 <use><![CDATA[ 1433 <use><![CDATA[
1195 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
1196 important that you keep your artifact in balance with existing maps. ]]> 1435 important that you keep your artifact in balance with existing maps.]]>
1197 </use> 1436 </use>
1198 <attribute arch="magic" editor="magic bonus" type="int"> 1437 <attribute arch="magic" editor="magic bonus" type="int">
1199 &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
1200 "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
1201 than direct armour-class bonus on the cloak. 1440 than direct armour-class bonus on the cloak.
1206</type> 1445</type>
1207 1446
1208<!--####################################################################--> 1447<!--####################################################################-->
1209<type number="9" name="Clock"> 1448<type number="9" name="Clock">
1210 <description><![CDATA[ 1449 <description><![CDATA[
1211 Applying a clock, the time is displayed to the player. ]]> 1450 Applying a clock, the time is displayed to the player.]]>
1212 </description> 1451 </description>
1213 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1452 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1214 This text may describe the item 1453 This text may describe the item
1215 </attribute> 1454 </attribute>
1216</type> 1455</type>
1221 A player can put (certain kinds of) items in the container. 1460 A player can put (certain kinds of) items in the container.
1222 The overall weight of items is reduced when put inside a 1461 The overall weight of items is reduced when put inside a
1223 container, depending on the settings. 1462 container, depending on the settings.
1224 <br><br> 1463 <br><br>
1225 A special feature of containers is the "cauldron", 1464 A special feature of containers is the "cauldron",
1226 capable of mixing alchemical receipes. ]]> 1465 capable of mixing alchemical receipes.]]>
1227 </description> 1466 </description>
1228 <use><![CDATA[ 1467 <use><![CDATA[
1229 Note on chests - There are two types of chests: 1468 Note on chests - There are two types of chests:
1230 <UL> 1469 <UL>
1231 <LI> First the random treasure chests - Those are NOT containers 1470 <LI> First the random treasure chests - Those are NOT containers
1232 (but object type Treasure), they create random treasures when 1471 (but object type Treasure), they create random treasures when
1233 applied. Archetype name is "chest". 1472 applied. Archetype name is "chest".
1234 <LI> Second there are the permanent chests - Those are containers, 1473 <LI> Second there are the permanent chests - Those are containers,
1235 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".
1236 </UL> ]]> 1475 </UL>]]>
1237 </use> 1476 </use>
1238 <attribute arch="race" editor="container class" type="string"> 1477 <attribute arch="race" editor="container class" type="string">
1239 If set, the container will hold only certain types of objects. 1478 If set, the container will hold only certain types of objects.
1240 Possible choices for &lt;container class&gt; are: "gold and jewels", 1479 Possible choices for &lt;container class&gt; are: "gold and jewels",
1241 "arrows" and "keys". 1480 "arrows" and "keys".
1296 <attribute arch="title" /> 1535 <attribute arch="title" />
1297 </ignore> 1536 </ignore>
1298 <description><![CDATA[ 1537 <description><![CDATA[
1299 Converters are like "exchange tables". When the player drops a 1538 Converters are like "exchange tables". When the player drops a
1300 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
1301 predefined exchange-ratio. ]]> 1540 predefined exchange-ratio.]]>
1302 </description> 1541 </description>
1303 <use><![CDATA[ 1542 <use><![CDATA[
1304 Converters are better than shopping with doormats, because the 1543 Converters are better than shopping with doormats, because the
1305 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
1306 those "exchange tables" are really nice, while for the more important 1545 those "exchange tables" are really nice, while for the more important
1308 <br><br> 1547 <br><br>
1309 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop 1548 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1310 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
1311 value than before! (Except if you are using "rare" items like 1550 value than before! (Except if you are using "rare" items like
1312 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
1313 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.]]>
1314 </use> 1553 </use>
1315 <attribute arch="no_pick" value="1" type="fixed" /> 1554 <attribute arch="no_pick" value="1" type="fixed" />
1316 <attribute arch="slaying" editor="cost arch" type="string"> 1555 <attribute arch="slaying" editor="cost arch" type="string">
1317 &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
1318 put on the converter, as payment. 1557 put on the converter, as payment.
1334 of &lt;receive arch&gt;. 1573 of &lt;receive arch&gt;.
1335 </attribute> 1574 </attribute>
1336 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1337 This text may contain a description of the converter. 1576 This text may contain a description of the converter.
1338 </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>
1339</type> 1584</type>
1340 1585
1341<!--####################################################################--> 1586<!--####################################################################-->
1342<type number="42" name="Creator"> 1587<type number="42" name="Creator">
1343 <ignore> 1588 <ignore>
1344 <ignore_list name="system_object" /> 1589 <ignore_list name="system_object" />
1345 </ignore> 1590 </ignore>
1346 <description><![CDATA[ 1591 <description><![CDATA[
1347 A creator is an object which creates another object when it 1592 A creator is an object which creates another object when it
1348 is triggered. The child object can be anything. Creators are 1593 is triggered. The child object can be anything. Creators are
1349 VERY useful for all kinds of map-mechanisms. ]]> 1594 VERY useful for all kinds of map-mechanisms. They can even
1595 periodically create things.]]>
1350 </description> 1596 </description>
1351 <use><![CDATA[ 1597 <use><![CDATA[
1352 Don't hesitate to hide your creators under the floor. 1598 Don't hesitate to hide your creators under the floor.
1353 The created items will still always appear ontop of the floor. ]]> 1599 The created items will still always appear ontop of the floor.]]>
1354 </use> 1600 </use>
1355 <attribute arch="no_pick" value="1" type="fixed" /> 1601 <attribute arch="no_pick" value="1" type="fixed" />
1356 <attribute arch="other_arch" editor="create arch" type="string"> 1602 <attribute arch="other_arch" editor="create arch" type="string">
1357 This string defines the object that will be created. 1603 This string defines the object that will be created.
1358 You can choose any of the existing arches. 1604 You can choose any of the existing arches.
1359 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
1360 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
1361 chosen from all items present. 1607 chosen from all items present.
1362 </attribute> 1608 </attribute>
1363 <attribute arch="connected" editor="connection" type="int"> 1609 <attribute arch="connected" editor="connection" type="string">
1364 Whenever the connection value is activated, 1610 Whenever the connection value is activated,
1365 the creator gets triggered. 1611 the creator gets triggered.
1366 </attribute> 1612 </attribute>
1613 &activate_on;
1367 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1614 <attribute arch="lifesave" editor="infinit uses" type="bool">
1368 If &lt;infinit uses&gt; is set, the creator will work 1615 If &lt;infinit uses&gt; is set, the creator will work
1369 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.
1370 </attribute> 1622 </attribute>
1371 <attribute arch="hp" editor="number of uses" type="int"> 1623 <attribute arch="hp" editor="number of uses" type="int">
1372 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
1373 creating that many objects, before it dissappears. 1625 creating that many objects, before it dissappears.
1374 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).
1394 finds a specific object, it toggles its connected value. 1646 finds a specific object, it toggles its connected value.
1395 <br><br> 1647 <br><br>
1396 What is "unique" about them, compared to inv. checkers/ pedestals? 1648 What is "unique" about them, compared to inv. checkers/ pedestals?
1397 - First, detectors check their square for a match periodically, not 1649 - First, detectors check their square for a match periodically, not
1398 instantly. Second, detectors check directly for object names. Third, 1650 instantly. Second, detectors check directly for object names. Third,
1399 detectors do not check the inventory of players/monsters. ]]> 1651 detectors do not check the inventory of players/monsters.]]>
1400 </description> 1652 </description>
1401 <use><![CDATA[ 1653 <use><![CDATA[
1402 There is one major speciality about detectors: You can detect spells 1654 There is one major speciality about detectors: You can detect spells
1403 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
1404 "slaying ligthing" and "speed 1.0". In combination with spellcasting 1656 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1405 walls, this can be very useful for map-mechanisms. ]]> 1657 walls, this can be very useful for map-mechanisms.]]>
1406 </use> 1658 </use>
1407 <attribute arch="no_pick" value="1" type="fixed" /> 1659 <attribute arch="no_pick" value="1" type="fixed" />
1408 <attribute arch="slaying" editor="match name" type="string"> 1660 <attribute arch="slaying" editor="match name" type="string">
1409 &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.
1410 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,
1411 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.
1412 </attribute> 1664 </attribute>
1413 <attribute arch="connected" editor="connection" type="int"> 1665 <attribute arch="connected" editor="connection" type="string">
1414 When the detector is triggered, all objects with the same 1666 When the detector is triggered, all objects with the same
1415 connection value get activated. 1667 connection value get activated.
1416 </attribute> 1668 </attribute>
1417 <attribute arch="speed" editor="detection speed" type="float"> 1669 <attribute arch="speed" editor="detection speed" type="float">
1418 This value defines the time between two detector-checks. 1670 This value defines the time between two detector-checks.
1419 If you want the detector to behave almost like pedestals/buttons, 1671 If you want the detector to behave almost like pedestals/buttons,
1420 set speed rather high, like &lt;detection speed&gt; 1.0. 1672 set speed rather high, like &lt;detection speed&gt; 1.0.
1421 </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>
1422</type> 1705</type>
1423 1706
1424<!--####################################################################--> 1707<!--####################################################################-->
1425<type number="112" name="Director"> 1708<type number="112" name="Director">
1426 <ignore> 1709 <ignore>
1429 <description><![CDATA[ 1712 <description><![CDATA[
1430 Directors change the direction of spell objects and other projectiles 1713 Directors change the direction of spell objects and other projectiles
1431 that fly past. Unlike spinners, directors always move objects in the 1714 that fly past. Unlike spinners, directors always move objects in the
1432 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
1433 shoot into it.<br> 1716 shoot into it.<br>
1434 Directors are visible per default. ]]> 1717 Directors are visible per default.]]>
1435 </description> 1718 </description>
1436 <use><![CDATA[ 1719 <use><![CDATA[
1437 Directors are rarely used in maps. Sometimes they are placed to 1720 Directors are rarely used in maps. Sometimes they are placed to
1438 change the direction of spells coming out of magic walls, 1721 change the direction of spells coming out of magic walls,
1439 "channeling" spell-projectiles in some direction. When doing this, 1722 "channeling" spell-projectiles in some direction. When doing this,
1441 into them!</B> The spell-projectiles bouncing between the directors 1724 into them!</B> The spell-projectiles bouncing between the directors
1442 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
1443 server by eating memory- and CPU-time. 1726 server by eating memory- and CPU-time.
1444 <br><br> 1727 <br><br>
1445 You'd better not place directors in monster vs. player combat 1728 You'd better not place directors in monster vs. player combat
1446 areas too much, because that freaks out wizard-type players. ]]> 1729 areas too much, because that freaks out wizard-type players.]]>
1447 </use> 1730 </use>
1448 <attribute arch="sp" editor="direction" type="list_direction"> 1731 <attribute arch="sp" editor="direction" type="list_direction">
1449 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;.
1450 A director with direction &lt;none&gt; simply stops projectiles. 1733 A director with direction &lt;none&gt; simply stops projectiles.
1451 (The latter works out a bit strange for some spells). 1734 (The latter works out a bit strange for some spells).
1452 </attribute> 1735 </attribute>
1453 <attribute arch="walk_on" value="1" type="fixed" /> 1736 &move_on;
1454 <attribute arch="fly_on" value="1" type="fixed" />
1455</type> 1737</type>
1456 1738
1457<!--####################################################################--> 1739<!--####################################################################-->
1458<type number="158" name="Disease"> 1740<type number="158" name="Disease">
1459 <ignore> 1741 <ignore>
1460 <ignore_list name="system_object" /> 1742 <ignore_list name="system_object" />
1461 </ignore> 1743 </ignore>
1462 <description><![CDATA[ 1744 <description><![CDATA[
1463 Diseases are an intersting form of spellcraft in Crossfire. 1745 Diseases are an intersting form of spellcraft in Deliantra.
1464 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
1465 area. Being infected can have various effects, from amusing farts 1747 area. Being infected can have various effects, from amusing farts
1466 to horrible damage - almost everything is possible. ]]> 1748 to horrible damage - almost everything is possible.]]>
1467 </description> 1749 </description>
1468 <use><![CDATA[ 1750 <use><![CDATA[
1469 Diseases are extremely flexible and usable in a many ways. 1751 Diseases are extremely flexible and usable in a many ways.
1470 So far they are mostly used for causing bad, unwanted effects. 1752 So far they are mostly used for causing bad, unwanted effects.
1471 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
1472 (recharging mana for example). 1754 (recharging mana for example).
1473 Infection with a "positive disease" could even be a quest reward. ]]> 1755 Infection with a "positive disease" could even be a quest reward.]]>
1474 </use> 1756 </use>
1475 <attribute arch="invisible" value="1" type="fixed" /> 1757 <attribute arch="invisible" value="1" type="fixed" />
1476 <attribute arch="level" editor="plaque level" type="int"> 1758 <attribute arch="level" editor="plaque level" type="int">
1477 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.
1478 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
1527 </attribute> 1809 </attribute>
1528 <attribute arch="speed" editor="moving speed" type="float"> 1810 <attribute arch="speed" editor="moving speed" type="float">
1529 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
1530 "move", thus how fast the symptoms strike the host. 1812 "move", thus how fast the symptoms strike the host.
1531 </attribute> 1813 </attribute>
1814 &speed_left;
1532</section> 1815</section>
1533<section name="symptoms"> 1816<section name="symptoms">
1534 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1817 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1535 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;.
1536 Godpower attacktype is commonly used for "unresistable" diseases. 1819 Godpower attacktype is commonly used for "unresistable" diseases.
1622 </ignore> 1905 </ignore>
1623 <description><![CDATA[ 1906 <description><![CDATA[
1624 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
1625 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
1626 defeated, horizontally and vertically adjacent doors are automatically 1909 defeated, horizontally and vertically adjacent doors are automatically
1627 removed. ]]> 1910 removed.]]>
1628 </description> 1911 </description>
1629 <attribute arch="no_pick" value="1" type="fixed" /> 1912 <attribute arch="no_pick" value="1" type="fixed" />
1630 <attribute arch="alive" value="1" type="fixed" /> 1913 <attribute arch="alive" value="1" type="fixed" />
1631 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1914 &movement_types_terrain;
1632 If set, a player must defeat the door to enter.
1633 </attribute>
1634 <attribute arch="hp" editor="hitpoints" type="int"> 1915 <attribute arch="hp" editor="hitpoints" type="int">
1635 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.
1636 </attribute> 1917 </attribute>
1637 <attribute arch="ac" editor="armour class" type="int"> 1918 <attribute arch="ac" editor="armour class" type="int">
1638 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.
1643 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
1644 defeated. 1925 defeated.
1645 </attribute> 1926 </attribute>
1646 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1927 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1647 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.
1648 </attribute> 1933 </attribute>
1649</type> 1934</type>
1650 1935
1651<!--####################################################################--> 1936<!--####################################################################-->
1652<type number="83" name="Duplicator"> 1937<type number="83" name="Duplicator">
1657 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
1658 objects which lies somewhere on top of the duplicator. 1943 objects which lies somewhere on top of the duplicator.
1659 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;,
1660 and only objects of this archetype can be affected.<br> 1945 and only objects of this archetype can be affected.<br>
1661 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;.
1662 If the latter is set to zero, it will destroy objects. ]]> 1947 If the latter is set to zero, it will destroy objects.]]>
1663 </description> 1948 </description>
1664 <use><![CDATA[ 1949 <use><![CDATA[
1665 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
1666 anywhere with &lt;multiply factor&gt; greater than one. 1951 anywhere with &lt;multiply factor&gt; greater than one.
1667 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).
1668 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
1669 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
1670 loose the input matches the chance to earn winnings.<br> 1955 loose the input matches the chance to earn winnings.<br>
1671 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
1672 loosing rate of 2/3 = 67%. ]]> 1957 loosing rate of 2/3 = 67%.]]>
1673 </use> 1958 </use>
1674 <attribute arch="other_arch" editor="target arch" type="string"> 1959 <attribute arch="other_arch" editor="target arch" type="string">
1675 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
1676 dublicated, multiplied or removed. All other objects will be ignored. 1961 duplicated, multiplied or removed. All other objects will be ignored.
1677 </attribute> 1962 </attribute>
1678 <attribute arch="level" editor="multiply factor" type="int"> 1963 <attribute arch="level" editor="multiply factor" type="int">
1679 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
1680 &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
1681 will be destroyed. 1966 will be destroyed.
1682 </attribute> 1967 </attribute>
1683 <attribute arch="connected" editor="connection" type="int"> 1968 <attribute arch="connected" editor="connection" type="string">
1684 An activator (lever, altar, button, etc) with matching connection value 1969 An activator (lever, altar, button, etc) with matching connection value
1685 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
1686 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!
1687 </attribute> 1972 </attribute>
1973 &activate_on;
1688</type> 1974</type>
1689 1975
1690<!--####################################################################--> 1976<!--####################################################################-->
1691<type number="66" name="Exit"> 1977<type number="66" name="Exit">
1692 <ignore> 1978 <ignore>
1694 </ignore> 1980 </ignore>
1695 <description><![CDATA[ 1981 <description><![CDATA[
1696 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.
1697 (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
1698 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
1699 the exit. ]]> 1985 the exit. ]]>
1700 </description> 1986 </description>
1701 <use><![CDATA[ 1987 <use><![CDATA[
1702 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
1703 &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
1704 detected with the show_invisible spell. 1990 detected with the show_invisible spell.
1705 <br><br> 1991 <br><br>
1706 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").
1707 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.]]>
1708 </use> 1994 </use>
1709 <attribute arch="slaying" editor="exit path" type="string"> 1995 <attribute arch="slaying" editor="exit path" type="string">
1710 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.
1711 You can enter an absolute path, beginning with '/' (for example 1997 You can enter an absolute path, beginning with '/' (for example
1712 "/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
1732 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
1733 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-
1734 properties as "Enter X/Y". Though, please DO NOT use that. 2020 properties as "Enter X/Y". Though, please DO NOT use that.
1735 It turned out to be a source for numerous map-bugs. 2021 It turned out to be a source for numerous map-bugs.
1736 </attribute> 2022 </attribute>
1737 <attribute arch="walk_on" editor="apply by walking" type="bool"> 2023 &move_on;
1738 If set, the player will apply the exit by just walking into it. This must
1739 be set for the invisible exits for example. If unset, the player has
1740 to step onto the exit and press 'a' to get transferred.
1741 </attribute>
1742 <attribute arch="fly_on" editor="apply by flying" type="bool">
1743 If set, the player will apply the exit by "flying into it". Flying means
1744 the player is levitating. E.g. wearing levitation boots.
1745 </attribute>
1746 <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">
1747 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.
1748 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
1749 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
1750 is poor, but you get the point. =) 2028 is poor, but you get the point. =)
1751 </attribute> 2029 </attribute>
1752 <attribute arch="unique" editor="unique destination" type="bool"> 2030 <attribute arch="damned" editor="set savebed" type="bool">
1753 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
1754 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.
1755 This feature is used for the permanent apartments
1756 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1757 than apartments, since Crossfire is a *multi*player game. In such a permanent
1758 apartment don't forget to set the unique-flag for all floor tiles too
1759 (see floors).
1760 An exit pointing outside of a personal unique map must have the
1761 "unique destination"-flag unset.
1762 </attribute> 2033 </attribute>
1763</type> 2034</type>
1764 2035
1765<!--####################################################################--> 2036<!--####################################################################-->
1766<type number="72" name="Flesh"> 2037<type number="72" name="Flesh">
1767 <description><![CDATA[ 2038 <description><![CDATA[
1768 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
1769 little health by eating flesh-objects. <br> 2040 little health by eating flesh-objects. <br>
1770 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
1771 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
1772 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;.
1773 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
1774 according to map/monster difficulty. ]]> 2045 according to map/monster difficulty.]]>
1775 </description> 2046 </description>
1776 <use><![CDATA[ 2047 <use><![CDATA[
1777 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
1778 standard monsters carry flesh items from their &lt;treasurelist&gt;. 2049 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1779 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.
1781 not the case - so you have to set it manually. 2052 not the case - so you have to set it manually.
1782 <br><br> 2053 <br><br>
1783 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
1784 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
1785 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
1786 out on the reward completely. ]]> 2057 out on the reward completely.]]>
1787 </use> 2058 </use>
1788 <attribute arch="food" editor="foodpoints" type="int"> 2059 <attribute arch="food" editor="foodpoints" type="int">
1789 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.
1790 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.
1791 </attribute> 2062 </attribute>
1798 </attribute> 2069 </attribute>
1799 <attribute arch="startequip" editor="godgiven item" type="bool"> 2070 <attribute arch="startequip" editor="godgiven item" type="bool">
1800 A godgiven item vanishes as soon as the player 2071 A godgiven item vanishes as soon as the player
1801 drops it to the ground. 2072 drops it to the ground.
1802 </attribute> 2073 </attribute>
1803<section name="resistance"> 2074 &resistances_flesh_section;
1804 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1805 Resistances on flesh items make them more durable against spellcraft
1806 of the appropriate kind. It also allows dragon players to eventually gain
1807 resistance by eating it. Usually resistance should only be set for flesh
1808 items in a monster's inventory.
1809 </attribute>
1810 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1811 Resistances on flesh items make them more durable against spellcraft
1812 of the appropriate kind. It also allows dragon players to eventually gain
1813 resistance by eating it. Usually resistance should only be set for flesh
1814 items in a monster's inventory.
1815 </attribute>
1816 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1817 Resistances on flesh items make them more durable against spellcraft
1818 of the appropriate kind. It also allows dragon players to eventually gain
1819 resistance by eating it. Usually resistance should only be set for flesh
1820 items in a monster's inventory.
1821 </attribute>
1822 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1823 Resistances on flesh items make them more durable against spellcraft
1824 of the appropriate kind. It also allows dragon players to eventually gain
1825 resistance by eating it. Usually resistance should only be set for flesh
1826 items in a monster's inventory.
1827 </attribute>
1828 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1829 Resistances on flesh items make them more durable against spellcraft
1830 of the appropriate kind. It also allows dragon players to eventually gain
1831 resistance by eating it. Usually resistance should only be set for flesh
1832 items in a monster's inventory.
1833 </attribute>
1834 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1835 Resistances on flesh items make them more durable against spellcraft
1836 of the appropriate kind. It also allows dragon players to eventually gain
1837 resistance by eating it. Usually resistance should only be set for flesh
1838 items in a monster's inventory.
1839 </attribute>
1840 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1841 Resistances on flesh items make them more durable against spellcraft
1842 of the appropriate kind. It also allows dragon players to eventually gain
1843 resistance by eating it. Usually resistance should only be set for flesh
1844 items in a monster's inventory.
1845 </attribute>
1846 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1847 Resistances on flesh items make them more durable against spellcraft
1848 of the appropriate kind. It also allows dragon players to eventually gain
1849 resistance by eating it. Usually resistance should only be set for flesh
1850 items in a monster's inventory.
1851 </attribute>
1852 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1853 Resistances on flesh items make them more durable against spellcraft
1854 of the appropriate kind. It also allows dragon players to eventually gain
1855 resistance by eating it. Usually resistance should only be set for flesh
1856 items in a monster's inventory.
1857 </attribute>
1858 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1859 Resistances on flesh items make them more durable against spellcraft
1860 of the appropriate kind. It also allows dragon players to eventually gain
1861 resistance by eating it. Usually resistance should only be set for flesh
1862 items in a monster's inventory.
1863 </attribute>
1864 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1865 Resistances on flesh items make them more durable against spellcraft
1866 of the appropriate kind. It also allows dragon players to eventually gain
1867 resistance by eating it. Usually resistance should only be set for flesh
1868 items in a monster's inventory.
1869 </attribute>
1870 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1871 Resistances on flesh items make them more durable against spellcraft
1872 of the appropriate kind. It also allows dragon players to eventually gain
1873 resistance by eating it. Usually resistance should only be set for flesh
1874 items in a monster's inventory.
1875 </attribute>
1876 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1877 Resistances on flesh items make them more durable against spellcraft
1878 of the appropriate kind. It also allows dragon players to eventually gain
1879 resistance by eating it. Usually resistance should only be set for flesh
1880 items in a monster's inventory.
1881 </attribute>
1882 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1883 Resistances on flesh items make them more durable against spellcraft
1884 of the appropriate kind. It also allows dragon players to eventually gain
1885 resistance by eating it. Usually resistance should only be set for flesh
1886 items in a monster's inventory.
1887 </attribute>
1888 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1889 Resistances on flesh items make them more durable against spellcraft
1890 of the appropriate kind. It also allows dragon players to eventually gain
1891 resistance by eating it. Usually resistance should only be set for flesh
1892 items in a monster's inventory.
1893 </attribute>
1894 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1895 RResistances on flesh items make them more durable against spellcraft
1896 of the appropriate kind. It also allows dragon players to eventually gain
1897 resistance by eating it. Usually resistance should only be set for flesh
1898 items in a monster's inventory.
1899 </attribute>
1900 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1901 Resistances on flesh items make them more durable against spellcraft
1902 of the appropriate kind. It also allows dragon players to eventually gain
1903 resistance by eating it. Usually resistance should only be set for flesh
1904 items in a monster's inventory.
1905 </attribute>
1906 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1907 Resistances on flesh items make them more durable against spellcraft
1908 of the appropriate kind. It also allows dragon players to eventually gain
1909 resistance by eating it. Usually resistance should only be set for flesh
1910 items in a monster's inventory.
1911 </attribute>
1912</section>
1913 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2075 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1914 This text may describe the item. 2076 This text may describe the item.
1915 </attribute> 2077 </attribute>
1916</type> 2078</type>
1917 2079
1924 <ignore> 2086 <ignore>
1925 <ignore_list name="non_pickable" /> 2087 <ignore_list name="non_pickable" />
1926 </ignore> 2088 </ignore>
1927 <description><![CDATA[ 2089 <description><![CDATA[
1928 Floor is a very basic thing whithout too much 2090 Floor is a very basic thing whithout too much
1929 functionality. It's a floor - you stand on it. ]]> 2091 functionality. It's a floor - you stand on it.]]>
1930 </description> 2092 </description>
1931 <attribute arch="is_floor" value="1" type="fixed" /> 2093 <attribute arch="is_floor" value="1" type="fixed" />
1932 <attribute arch="no_pick" value="1" type="fixed" /> 2094 <attribute arch="no_pick" value="1" type="fixed" />
1933 <attribute arch="no_pass" editor="blocking passage" type="bool">
1934 If set, the object cannot be passed by players nor monsters.
1935 </attribute>
1936<section name="terrain"> 2095<section name="terrain">
1937 <attribute arch="slow_move" editor="slow movement" type="int"> 2096 &movement_types_terrain;
1938 If &lt;slow movement&gt; is set to a value greater zero, all
1939 creatures moving over this spot will be slower than normal.
1940
1941 &lt;slow movement&gt; 1 - rough terrain
1942 &lt;slow movement&gt; 2 - very rough terrain
1943 ...
1944 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1945 </attribute>
1946 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2097 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1947 This flag indicates this spot contains wood or high grass. 2098 This flag indicates this spot contains wood or high grass.
1948 Players with activated woodsman skill can move faster here. 2099 Players with activated woodsman skill can move faster here.
1949 </attribute> 2100 </attribute>
1950 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2101 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 Encounter-Floor is pretty much the same as normal floor. 2130 Encounter-Floor is pretty much the same as normal floor.
1980 Most outdoor floor/ground-arches are set to be "encounters". 2131 Most outdoor floor/ground-arches are set to be "encounters".
1981 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
1982 encounter-floor, players sometimes got beamed to little maps 2133 encounter-floor, players sometimes got beamed to little maps
1983 with monsters on them. Nowadays this feature is disabled - 2134 with monsters on them. Nowadays this feature is disabled -
1984 Hence encounter floor is not different from normal floor. ]]> 2135 Hence encounter floor is not different from normal floor.]]>
1985 </description> 2136 </description>
1986 <attribute arch="is_floor" value="1" type="fixed" /> 2137 <attribute arch="is_floor" value="1" type="fixed" />
1987 <attribute arch="no_pick" value="1" type="fixed" /> 2138 <attribute arch="no_pick" value="1" type="fixed" />
1988 <attribute arch="no_pass" editor="blocking passage" type="bool">
1989 If set, the object cannot be passed by players nor monsters.
1990 </attribute>
1991<section name="terrain"> 2139<section name="terrain">
1992 <attribute arch="slow_move" editor="slow movement" type="int"> 2140 &movement_types_terrain;
1993 If &lt;slow movement&gt; is set to a value greater zero, all
1994 creatures moving over this spot will be slower than normal.
1995
1996 &lt;slow movement&gt; 1 - rough terrain
1997 &lt;slow movement&gt; 2 - very rough terrain
1998 ...
1999 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2000 </attribute>
2001 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2141 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2002 This flag indicates this spot contains wood or high grass. 2142 This flag indicates this spot contains wood or high grass.
2003 Players with activated woodsman skill can move faster here. 2143 Players with activated woodsman skill can move faster here.
2004 </attribute> 2144 </attribute>
2005 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2145 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2027 2167
2028<!--####################################################################--> 2168<!--####################################################################-->
2029<type number="6" name="Food"> 2169<type number="6" name="Food">
2030 <description><![CDATA[ 2170 <description><![CDATA[
2031 By eating/drinking food-objects, the player can fill his 2171 By eating/drinking food-objects, the player can fill his
2032 stomache and gain a little health. ]]> 2172 stomache and gain a little health.]]>
2033 </description> 2173 </description>
2034 <attribute arch="food" editor="foodpoints" type="int"> 2174 <attribute arch="food" editor="foodpoints" type="int">
2035 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.
2036 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.
2037 </attribute> 2177 </attribute>
2045<type number="91" name="Gate"> 2185<type number="91" name="Gate">
2046 <ignore> 2186 <ignore>
2047 <ignore_list name="non_pickable" /> 2187 <ignore_list name="non_pickable" />
2048 </ignore> 2188 </ignore>
2049 <description><![CDATA[ 2189 <description><![CDATA[
2050 Gates play an important role in Crossfire. Gates can be opened 2190 Gates play an important role in Deliantra. Gates can be opened
2051 by activating a button/trigger, by speaking passwords (-> magic_ear) 2191 by activating a button/trigger, by speaking passwords (-> magic_ear)
2052 or carrying special key-objects (-> inventory checker). 2192 or carrying special key-objects (-> inventory checker).
2053 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
2054 passed, which makes them more practical in many cases. ]]> 2194 passed, which makes them more practical in many cases.]]>
2055 </description> 2195 </description>
2056 <use><![CDATA[ 2196 <use><![CDATA[
2057 Use gates to divide your maps into seperated areas. After solving 2197 Use gates to divide your maps into seperated areas. After solving
2058 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
2059 maps more complex than "one-way". ]]> 2199 maps more complex than "one-way".]]>
2060 </use> 2200 </use>
2061 <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>
2062 <attribute arch="connected" editor="connection" type="int"> 2205 <attribute arch="connected" editor="connection" type="string">
2063 Whenever the inventory checker is triggered, all objects with identical 2206 Whenever the inventory checker is triggered, all objects with identical
2064 &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
2065 &lt;blocking passage&gt; disabled. 2208 &lt;blocking passage&gt; disabled.
2066 </attribute> 2209 </attribute>
2067 <attribute arch="wc" editor="position state" type="int"> 2210 <attribute arch="wc" editor="position state" type="int">
2068 The &lt;position state&gt; defines the position of the gate: 2211 The &lt;position state&gt; defines the position of the gate:
2069 Zero means completely open/down, the "number of animation-steps" (usually 2212 Zero means completely open/down, the "number of animation-steps" (usually
2070 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
2071 mess with this value - Leave the default in place. 2214 mess with this value - Leave the default in place.
2072 </attribute> 2215 </attribute>
2073 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2216 &movement_types_terrain;
2074 For open gates, &lt;blocking passage&gt; should be unset.
2075 For closed gates it must be set.
2076 </attribute>
2077 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2217 <attribute arch="no_magic" editor="restrict spells" type="bool">
2078 Restricting the use of spells to pass this gate. This has 2218 Restricting the use of spells to pass this gate. This has
2079 an effect only if &lt;block view&gt; is disabled. 2219 an effect only if &lt;block view&gt; is disabled.
2080 </attribute> 2220 </attribute>
2081 <attribute arch="damned" editor="restrict prayers" type="bool"> 2221 <attribute arch="damned" editor="restrict prayers" type="bool">
2088<type number="113" name="Girdle"> 2228<type number="113" name="Girdle">
2089 <import_type name="Amulet" /> 2229 <import_type name="Amulet" />
2090 <description><![CDATA[ 2230 <description><![CDATA[
2091 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
2092 the player. Girdles usually provide stats- or damage bonuses and no 2232 the player. Girdles usually provide stats- or damage bonuses and no
2093 defense. ]]> 2233 defense.]]>
2094 </description> 2234 </description>
2095 <use><![CDATA[ 2235 <use><![CDATA[
2096 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
2097 important that you keep your artifact in balance with existing maps. ]]> 2237 important that you keep your artifact in balance with existing maps.]]>
2098 </use> 2238 </use>
2099 <attribute arch="magic" editor="magic bonus" type="int"> 2239 <attribute arch="magic" editor="magic bonus" type="int">
2100 &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
2101 "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
2102 than direct armour-class bonus on the helmet. 2242 than direct armour-class bonus on the helmet.
2110<!--####################################################################--> 2250<!--####################################################################-->
2111<type number="100" name="Gloves"> 2251<type number="100" name="Gloves">
2112 <import_type name="Amulet" /> 2252 <import_type name="Amulet" />
2113 <description><![CDATA[ 2253 <description><![CDATA[
2114 Wearing gloves, the object's stats will directly be inherited to 2254 Wearing gloves, the object's stats will directly be inherited to
2115 the player. Gloves can add defense or damage bonuses. ]]> 2255 the player. Gloves can add defense or damage bonuses.]]>
2116 </description> 2256 </description>
2117 <use><![CDATA[ 2257 <use><![CDATA[
2118 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
2119 important that you keep your artifact in balance with existing maps. ]]> 2259 important that you keep your artifact in balance with existing maps.]]>
2120 </use> 2260 </use>
2121 <attribute arch="magic" editor="magic bonus" type="int"> 2261 <attribute arch="magic" editor="magic bonus" type="int">
2122 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.
2123 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;
2124 will increase that. 2264 will increase that.
2130 <ignore> 2270 <ignore>
2131 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2132 </ignore> 2272 </ignore>
2133 <description><![CDATA[ 2273 <description><![CDATA[
2134 A handle can be applied by players and (certain) monsters. 2274 A handle can be applied by players and (certain) monsters.
2135 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.]]>
2136 </description> 2276 </description>
2137 <use><![CDATA[ 2277 <use><![CDATA[
2138 Handles are commonly used to move gates. When placing your lever, 2278 Handles are commonly used to move gates. When placing your lever,
2139 don't forget that some monsters are able to apply it. 2279 don't forget that some monsters are able to apply it.
2140 The ability to apply levers is rare among monsters - 2280 The ability to apply levers is rare among monsters -
2141 but vampires can do it for example. ]]> 2281 but vampires can do it for example.]]>
2142 </use> 2282 </use>
2143 <attribute arch="no_pick" value="1" type="fixed" /> 2283 <attribute arch="no_pick" value="1" type="fixed" />
2144 <attribute arch="connected" editor="connection" type="int"> 2284 <attribute arch="connected" editor="connection" type="string">
2145 Every time the handle is applied, all objects 2285 Every time the handle is applied, all objects
2146 with the same &lt;connection&gt; value are activated. 2286 with the same &lt;connection&gt; value are activated.
2147 </attribute> 2287 </attribute>
2148 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2149 This text may describe the item. You can use this 2289 This text may describe the item. You can use this
2158 <ignore_list name="non_pickable" /> 2298 <ignore_list name="non_pickable" />
2159 </ignore> 2299 </ignore>
2160 <description><![CDATA[ 2300 <description><![CDATA[
2161 Handle triggers are handles which reset after a short period 2301 Handle triggers are handles which reset after a short period
2162 of time. Every time it is either applied or reset, the 2302 of time. Every time it is either applied or reset, the
2163 &lt;connection&gt; value is triggered. ]]> 2303 &lt;connection&gt; value is triggered.]]>
2164 </description> 2304 </description>
2165 <use><![CDATA[ 2305 <use><![CDATA[
2166 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
2167 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,
2168 connecting it to a handle trigger is an easy solution. ]]> 2308 connecting it to a handle trigger is an easy solution. ]]>
2169 </use> 2309 </use>
2170</type> 2310</type>
2171 2311
2172<!--####################################################################--> 2312<!--####################################################################-->
2173<type number="88" name="Hazard Floor"> 2313<type number="88" name="Hazard Floor">
2178 <ignore_list name="non_pickable" /> 2318 <ignore_list name="non_pickable" />
2179 </ignore> 2319 </ignore>
2180 <description><![CDATA[ 2320 <description><![CDATA[
2181 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
2182 floor, but damages all creatures standing on it. 2322 floor, but damages all creatures standing on it.
2183 Damage is taken in regular time intervals. ]]> 2323 Damage is taken in regular time intervals.]]>
2184 </description> 2324 </description>
2185 <use><![CDATA[ 2325 <use><![CDATA[
2186 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
2187 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>
2188 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.
2189 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
2190 to have something different. ]]> 2330 to have something different.]]>
2191 </use> 2331 </use>
2192 <attribute arch="is_floor" value="1" type="fixed" /> 2332 <attribute arch="is_floor" value="1" type="fixed" />
2193 <attribute arch="lifesave" value="1" type="fixed" /> 2333 <attribute arch="lifesave" value="1" type="fixed" />
2194 <attribute arch="walk_on" value="1" type="fixed" /> 2334 &move_on;
2195 <attribute arch="no_pick" value="1" type="fixed" /> 2335 <attribute arch="no_pick" value="1" type="fixed" />
2196 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2336 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2197 This attribute specifys the attacktypes that this floor uses to 2337 This attribute specifys the attacktypes that this floor uses to
2198 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2338 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2199 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.
2214 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.
2215 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
2216 value to be on the safe side. 2356 value to be on the safe side.
2217 </attribute> 2357 </attribute>
2218<section name="terrain"> 2358<section name="terrain">
2219 <attribute arch="slow_move" editor="slow movement" type="int"> 2359 &movement_types_terrain;
2220 If &lt;slow movement&gt; is set to a value greater zero, all
2221 creatures moving over this spot will be slower than normal.
2222
2223 &lt;slow movement&gt; 1 - rough terrain
2224 &lt;slow movement&gt; 2 - very rough terrain
2225 ...
2226 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2227 </attribute>
2228 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2360 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2229 This flag indicates this spot contains wood or high grass. 2361 This flag indicates this spot contains wood or high grass.
2230 Players with activated woodsman skill can move faster here. 2362 Players with activated woodsman skill can move faster here.
2231 </attribute> 2363 </attribute>
2232 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2364 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2254 <import_type name="Amulet" /> 2386 <import_type name="Amulet" />
2255 <description><![CDATA[ 2387 <description><![CDATA[
2256 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
2257 the player. Normal helmets usually increase defense, while crowns 2389 the player. Normal helmets usually increase defense, while crowns
2258 add more special bonuses like stats/resistances paired with 2390 add more special bonuses like stats/resistances paired with
2259 low defense. ]]> 2391 low defense.]]>
2260 </description> 2392 </description>
2261 <use><![CDATA[ 2393 <use><![CDATA[
2262 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
2263 important that you keep your artifact in balance with existing maps. ]]> 2395 important that you keep your artifact in balance with existing maps.]]>
2264 </use> 2396 </use>
2265 <attribute arch="magic" editor="magic bonus" type="int"> 2397 <attribute arch="magic" editor="magic bonus" type="int">
2266 &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
2267 "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
2268 than direct armour-class bonus on the helmet. 2400 than direct armour-class bonus on the helmet.
2279 <ignore_list name="non_pickable" /> 2411 <ignore_list name="non_pickable" />
2280 </ignore> 2412 </ignore>
2281 <description><![CDATA[ 2413 <description><![CDATA[
2282 Holy_altars are altars for the various religions. Praying 2414 Holy_altars are altars for the various religions. Praying
2283 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
2284 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.]]>
2285 </description> 2417 </description>
2286 <attribute arch="no_pick" value="1" type="fixed" /> 2418 <attribute arch="no_pick" value="1" type="fixed" />
2287 <attribute arch="other_arch" editor="god name" type="string"> 2419 <attribute arch="other_arch" editor="god name" type="string">
2288 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
2289 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2421 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2295 <attribute arch="level" editor="reconsecrate level" type="int"> 2427 <attribute arch="level" editor="reconsecrate level" type="int">
2296 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
2297 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
2298 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.
2299 2431
2300 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.
2301 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
2302 see them re-consecrated to another cult. 2434 see them re-consecrated to another cult.
2303 </attribute> 2435 </attribute>
2304</type> 2436</type>
2305 2437
2312 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
2313 spellpoints faster and thus are more valuable than rods. 2445 spellpoints faster and thus are more valuable than rods.
2314 <br><br> 2446 <br><br>
2315 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
2316 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be 2448 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2317 used endlessly. ]]> 2449 used endlessly.]]>
2318 </description> 2450 </description>
2319 <use><![CDATA[ 2451 <use><![CDATA[
2320 Horns are powerful due to their fast recharge rate. They should 2452 Horns are powerful due to their fast recharge rate. They should
2321 never contain high level attacking spells. Even curing/healing spells 2453 never contain high level attacking spells. Even curing/healing spells
2322 are almost too good on a horn. ]]> 2454 are almost too good on a horn.]]>
2323 </use> 2455 </use>
2324 <attribute arch="sp" editor="spell" type="spell"> 2456 <attribute arch="sp" editor="spell" type="spell">
2325 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
2326 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!
2327 Horns with heal/ restoration/ protection spells, IF available, MUST be 2459 Horns with heal/ restoration/ protection spells, IF available, MUST be
2353<!--####################################################################--> 2485<!--####################################################################-->
2354<type number="73" name="Inorganic"> 2486<type number="73" name="Inorganic">
2355 <description><![CDATA[ 2487 <description><![CDATA[
2356 Inorganic materials are generally used as ingredients for 2488 Inorganic materials are generally used as ingredients for
2357 alchemical receipes. By themselves, they have no special 2489 alchemical receipes. By themselves, they have no special
2358 functionalities. ]]> 2490 functionalities.]]>
2359 </description> 2491 </description>
2360 <attribute arch="is_dust" editor="is dust" type="bool"> 2492 <attribute arch="is_dust" editor="is dust" type="bool">
2361 </attribute> 2493 </attribute>
2362<section name="resistance"> 2494 &resistances_basic;
2363 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2382 </attribute>
2383 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2384 </attribute>
2385 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2386 </attribute>
2387</section>
2388</type> 2495</type>
2389 2496
2390<!--####################################################################--> 2497<!--####################################################################-->
2391<type number="64" name="Inventory Checker"> 2498<type number="64" name="Inventory Checker">
2392 <ignore> 2499 <ignore>
2398 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
2399 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
2400 matching object (usually not recommended, see "last_heal"). 2507 matching object (usually not recommended, see "last_heal").
2401 <br><br> 2508 <br><br>
2402 Alternatively, you can set your inv. checker to block all players 2509 Alternatively, you can set your inv. checker to block all players
2403 that do/don't carry the matching object (-&gt; "no_pass"). 2510 that do/don't carry the matching object.
2404 <br><br> 2511 <br><br>
2405 As you can see, inv. checkers are quite powerful, holding a 2512 As you can see, inv. checkers are quite powerful, holding a
2406 great variety of possibilities. ]]> 2513 great variety of possibilities.]]>
2407 </description> 2514 </description>
2408 <use><![CDATA[ 2515 <use><![CDATA[
2409 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
2410 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.
2411 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
2412 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
2413 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
2414 can be found in nearly every RPG - simple but effective. ]]> 2521 can be found in nearly every RPG - simple but effective.]]>
2415 </use> 2522 </use>
2416 <attribute arch="no_pick" value="1" type="fixed" /> 2523 <attribute arch="no_pick" value="1" type="fixed" />
2417 <attribute arch="slaying" editor="match key string" type="string"> 2524 <attribute arch="slaying" editor="match key string" type="string">
2418 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
2419 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
2435 </attribute> 2542 </attribute>
2436 <attribute arch="last_sp" editor="match = having" type="bool"> 2543 <attribute arch="last_sp" editor="match = having" type="bool">
2437 Enabled means having that object is a match. 2544 Enabled means having that object is a match.
2438 Disabled means not having that object is a match. 2545 Disabled means not having that object is a match.
2439 </attribute> 2546 </attribute>
2440 <attribute arch="connected" editor="connection" type="int"> 2547 <attribute arch="connected" editor="connection" type="string">
2441 Whenever the inventory checker is triggered, all objects with identical 2548 Whenever the inventory checker is triggered, all objects with identical
2442 &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
2443 &lt;blocking passage&gt; disabled. 2550 &lt;blocking passage&gt; disabled.
2444 </attribute> 2551 </attribute>
2445 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2552 &movement_types_terrain;
2446 If set, only players meeting the match criteria can pass
2447 through that space. If unset (default), the inventory
2448 checker acts like a trigger/button.
2449 </attribute>
2450 <attribute arch="last_heal" editor="remove match" type="bool"> 2553 <attribute arch="last_heal" editor="remove match" type="bool">
2451 &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
2452 recommended because inv. checkers are in general invisible. So, unlike 2555 recommended because inv. checkers are in general invisible. So, unlike
2453 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
2454 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.
2499<!--####################################################################--> 2602<!--####################################################################-->
2500<type number="60" name="Jewel"> 2603<type number="60" name="Jewel">
2501 <description><![CDATA[ 2604 <description><![CDATA[
2502 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.
2503 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
2504 prices differ only marginally. ]]> 2607 prices differ only marginally.]]>
2505 </description> 2608 </description>
2506 <attribute arch="race" value="gold and jewels" type="fixed" /> 2609 <attribute arch="race" value="gold and jewels" type="fixed" />
2507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2610 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2508 This text may describe the object. 2611 This text may describe the object.
2509 </attribute> 2612 </attribute>
2511 2614
2512<!--####################################################################--> 2615<!--####################################################################-->
2513<type number="24" name="Key"> 2616<type number="24" name="Key">
2514 <description><![CDATA[ 2617 <description><![CDATA[
2515 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
2516 disappear. ]]> 2619 disappear.]]>
2517 </description> 2620 </description>
2518 <attribute arch="startequip" editor="godgiven item" type="bool"> 2621 <attribute arch="startequip" editor="godgiven item" type="bool">
2519 A godgiven item vanishes as soon as the player 2622 A godgiven item vanishes as soon as the player
2520 drops it to the ground. 2623 drops it to the ground.
2521 </attribute> 2624 </attribute>
2526 <ignore> 2629 <ignore>
2527 <ignore_list name="non_pickable" /> 2630 <ignore_list name="non_pickable" />
2528 </ignore> 2631 </ignore>
2529 <description><![CDATA[ 2632 <description><![CDATA[
2530 A locked door can be opened only when carrying 2633 A locked door can be opened only when carrying
2531 the appropriate special key. ]]> 2634 the appropriate special key.]]>
2532 </description> 2635 </description>
2533 <use><![CDATA[ 2636 <use><![CDATA[
2534 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),
2535 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
2536 and only a fool would create a key matching that string. 2639 and only a fool would create a key matching that string.
2538 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
2539 are used with all kinds of faces/names, especially often as 2642 are used with all kinds of faces/names, especially often as
2540 "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".
2541 There you have magic forces (door objects) put under certain artifact 2644 There you have magic forces (door objects) put under certain artifact
2542 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
2543 appropriate quest items (key objects). ]]> 2646 appropriate quest items (key objects).]]>
2544 </use> 2647 </use>
2545 <attribute arch="no_pass" value="1" type="fixed" /> 2648 <attribute arch="move_type" value="0" type="fixed" />
2546 <attribute arch="no_pick" value="1" type="fixed" /> 2649 <attribute arch="no_pick" value="1" type="fixed" />
2547 <attribute arch="slaying" editor="key string" type="string"> 2650 <attribute arch="slaying" editor="key string" type="string">
2548 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
2549 &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.
2550 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
2551 is unique among the CF mapset. 2654 is unique among the Deliantra mapset.
2552 2655
2553 DONT EVER USE the default string "set_individual_value". 2656 DONT EVER USE the default string "set_individual_value".
2554 </attribute> 2657 </attribute>
2555 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2658 <attribute arch="no_magic" editor="restrict spells" type="bool">
2556 Restricting the use of spells to pass this door. 2659 Restricting the use of spells to pass this door.
2575 <ignore> 2678 <ignore>
2576 <ignore_list name="system_object" /> 2679 <ignore_list name="system_object" />
2577 </ignore> 2680 </ignore>
2578 <description><![CDATA[ 2681 <description><![CDATA[
2579 Magic_ears trigger a connected value 2682 Magic_ears trigger a connected value
2580 when the player speaks a specific keyword. ]]> 2683 when the player speaks a specific keyword.]]>
2581 </description> 2684 </description>
2582 <use><![CDATA[ 2685 <use><![CDATA[
2583 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
2584 CLEAR and RELYABLE hints about the keywords somewhere. Don't make 2687 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2585 something like a gate that is opened by speaking "open" or 2688 something like a gate that is opened by speaking "open" or
2587 <br><br> 2690 <br><br>
2588 Magic_ears are typically used for interaction with NPCs. You 2691 Magic_ears are typically used for interaction with NPCs. You
2589 can create the impression that the NPC actually *does* something 2692 can create the impression that the NPC actually *does* something
2590 according to his conversation with a player. Mostly this means 2693 according to his conversation with a player. Mostly this means
2591 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
2592 creative here. ]]> 2695 creative here.]]>
2593 </use> 2696 </use>
2594 <attribute arch="no_pick" value="1" type="fixed" /> 2697 <attribute arch="no_pick" value="1" type="fixed" />
2595 <attribute arch="connected" editor="connection" type="int"> 2698 <attribute arch="connected" editor="connection" type="string">
2596 The Magic_ear will trigger all objects with the 2699 The Magic_ear will trigger all objects with the
2597 same connection value, every time it is activated. 2700 same connection value, every time it is activated.
2598 </attribute> 2701 </attribute>
2599 <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">
2600 This textfield contains the keyword-matching-syntax. The text should 2703 This textfield contains the keyword-matching-syntax. The text should
2619 Magic walls can contain any spell. However, some spells do not 2722 Magic walls can contain any spell. However, some spells do not
2620 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
2621 the spell you want to use with a wall. 2724 the spell you want to use with a wall.
2622 <br><br> 2725 <br><br>
2623 Several types of magical walls are predefined for you in the 2726 Several types of magical walls are predefined for you in the
2624 archetypes, and can be found on the "connected" Pickmap. ]]> 2727 archetypes, and can be found on the "connected" Pickmap.]]>
2625 </description> 2728 </description>
2626 <use><![CDATA[ 2729 <use><![CDATA[
2627 Spellcasting walls pose an interesting alternative to monsters. 2730 Spellcasting walls pose an interesting alternative to monsters.
2628 Usually they are set to be undestroyable. Thus, while monsters 2731 Usually they are set to be undestroyable. Thus, while monsters
2629 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
2640 walls' spell(s). 2743 walls' spell(s).
2641 <br><br> 2744 <br><br>
2642 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
2643 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
2644 can find a working example on the map 2747 can find a working example on the map
2645 "/pup_land/castle_eureca/castle_eureca8". ]]> 2748 "/pup_land/castle_eureca/castle_eureca8".]]>
2646 </use> 2749 </use>
2647 <attribute arch="dam" editor="spell" type="spell"> 2750 <attribute arch="dam" editor="spell" type="spell">
2648 The magic wall will cast this &lt;spell&gt;. 2751 The magic wall will cast this &lt;spell&gt;.
2649 </attribute> 2752 </attribute>
2650 <attribute arch="level" editor="spell level" type="int"> 2753 <attribute arch="level" editor="spell level" type="int">
2651 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"
2652 walls cast spells at minimal strength. "level 100" walls cast deadly 2755 walls cast spells at minimal strength. "level 100" walls cast deadly
2653 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
2654 to meet the overall difficulty of your map. 2757 to meet the overall difficulty of your map.
2655 </attribute> 2758 </attribute>
2656 <attribute arch="connected" editor="connection" type="int"> 2759 <attribute arch="connected" editor="connection" type="string">
2657 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
2658 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
2659 have much visible effect. 2762 have much visible effect.
2660 </attribute> 2763 </attribute>
2764 &activate_on;
2661 <attribute arch="speed" editor="casting speed" type="float"> 2765 <attribute arch="speed" editor="casting speed" type="float">
2662 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.
2663 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
2664 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
2665 trigger) via connected lever/button/etc, you must set "speed 0". 2769 trigger) via connected lever/button/etc, you must set "speed 0".
2666 </attribute> 2770 </attribute>
2771 &speed_left;
2667 <attribute arch="sp" editor="direction" type="list_direction"> 2772 <attribute arch="sp" editor="direction" type="list_direction">
2668 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
2669 &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
2670 always fire in a random direction. 2775 always fire in a random direction.
2671 </attribute> 2776 </attribute>
2672 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2777 &movement_types_terrain;
2673 If set, the object cannot be passed by players nor monsters.
2674 </attribute>
2675<section name="destroyable"> 2778<section name="destroyable">
2676 <attribute arch="alive" editor="is destroyable" type="bool"> 2779 <attribute arch="alive" editor="is destroyable" type="bool">
2677 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)
2678 destroyed by the player. If disabled, all other attributes on 2781 destroyed by the player. If disabled, all other attributes on
2679 this tab, as well as resistances, are meaningless. 2782 this tab, as well as resistances, are meaningless.
2690 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
2691 an opponent. &lt;armour class&gt; can be considered the "counterpiece" 2794 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2692 to &lt;weapon class&gt;. 2795 to &lt;weapon class&gt;.
2693 </attribute> 2796 </attribute>
2694</section> 2797</section>
2695<section name="resistance"> 2798&resistances_basic;
2696 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2737 </attribute>
2738</section>
2739</type> 2799</type>
2740 2800
2741<!--####################################################################--> 2801<!--####################################################################-->
2742<type number="55" name="Marker"> 2802<type number="55" name="Marker">
2743 <ignore> 2803 <ignore>
2748 player stepping on it. This force does nothing except containing a 2808 player stepping on it. This force does nothing except containing a
2749 &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
2750 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.
2751 <br><br> 2811 <br><br>
2752 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,
2753 except by the effect that they cause on the maps. ]]> 2813 except by the effect that they cause on the maps.]]>
2754 </description> 2814 </description>
2755 <use><![CDATA[ 2815 <use><![CDATA[
2756 Markers hold real cool possibilities for map-making. I encourage 2816 Markers hold real cool possibilities for map-making. I encourage
2757 you to use them frequently. However there is one negative point 2817 you to use them frequently. However there is one negative point
2758 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
2759 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
2760 informed and never confused. 2820 informed and never confused.
2761 <br><br> 2821 <br><br>
2762 Please avoid infinite markers when they aren't needed. They're 2822 Please avoid infinite markers when they aren't needed. They're
2763 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
2764 is no real purpose, set an expire time. ]]> 2824 is no real purpose, set an expire time.]]>
2765 </use> 2825 </use>
2766 <attribute arch="no_pick" value="1" type="fixed" /> 2826 <attribute arch="no_pick" value="1" type="fixed" />
2767 <attribute arch="slaying" editor="key string" type="string"> 2827 <attribute arch="slaying" editor="key string" type="string">
2768 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.
2769 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;,
2770 there won't be inserted a second one. 2830 there won't be inserted a second one.
2771 </attribute> 2831 </attribute>
2772 <attribute arch="connected" editor="connection" type="int"> 2832 <attribute arch="connected" editor="connection" type="string">
2773 When the detector is triggered, all objects with the same 2833 When the detector is triggered, all objects with the same
2774 connection value get activated. 2834 connection value get activated.
2775 </attribute> 2835 </attribute>
2776 <attribute arch="speed" editor="marking speed" type="float"> 2836 <attribute arch="speed" editor="marking speed" type="float">
2777 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
2778 standing on the marker. Set this value rather high to make 2838 standing on the marker. Set this value rather high to make
2779 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
2780 should do fine. 2840 should do fine.
2781 </attribute> 2841 </attribute>
2842 &speed_left;
2782 <attribute arch="food" editor="mark duration" type="int"> 2843 <attribute arch="food" editor="mark duration" type="int">
2783 This value defines the duration of the force it inserts. 2844 This value defines the duration of the force it inserts.
2784 If nonzero, the duration of the player's mark is finite: 2845 If nonzero, the duration of the player's mark is finite:
2785 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
2786 means the mark will stay on the player forever. 2847 means the mark will stay on the player forever.
2814 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
2815 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
2816 subtracted from the player's money. 2877 subtracted from the player's money.
2817 <br><br> 2878 <br><br>
2818 For money, always use the default arches. 2879 For money, always use the default arches.
2819 Don't modify them. ]]> 2880 Don't modify them.]]>
2820 </description> 2881 </description>
2821 <attribute arch="race" value="gold and jewels" type="fixed" /> 2882 <attribute arch="race" value="gold and jewels" type="fixed" />
2822</type> 2883</type>
2823 2884
2824<!--####################################################################--> 2885<!--####################################################################-->
2839 Monsters can behave in various kinds of ways. 2900 Monsters can behave in various kinds of ways.
2840 They can be aggressive, attacking the player. Or peaceful, 2901 They can be aggressive, attacking the player. Or peaceful,
2841 helping the player - maybe joining him as pet. 2902 helping the player - maybe joining him as pet.
2842 The unagressive creatures who communicate with players are 2903 The unagressive creatures who communicate with players are
2843 usually called "NPCs" (Non Player Character), a well-known 2904 usually called "NPCs" (Non Player Character), a well-known
2844 term in role-play environments. ]]> 2905 term in role-play environments.]]>
2845 </description> 2906 </description>
2846 <use><![CDATA[ 2907 <use><![CDATA[
2847 Monsters play a central role in most maps. Choosing the right 2908 Monsters play a central role in most maps. Choosing the right
2848 combination of monsters for your map is vital: 2909 combination of monsters for your map is vital:
2849 <UL> 2910 <UL>
2874 can use. 2935 can use.
2875 </UL> 2936 </UL>
2876 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
2877 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.
2878 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
2879 receive some. :-) ]]> 2940 receive some. :-)]]>
2880 </use> 2941 </use>
2881 <attribute arch="alive" value="1" type="fixed" /> 2942 <attribute arch="alive" value="1" type="fixed" />
2882 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2943 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2883 When the monster is killed, items from the treasurelist will 2944 When the monster is killed, items from the treasurelist will
2884 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
2886 2947
2887 Note that you can always put items into the monster's 2948 Note that you can always put items into the monster's
2888 inventory. Those will drop-at-kill just like the stuff 2949 inventory. Those will drop-at-kill just like the stuff
2889 from the &lt;treasurelist&gt;. 2950 from the &lt;treasurelist&gt;.
2890 </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>
2891 <attribute arch="level" editor="level" type="int"> 2956 <attribute arch="level" editor="level" type="int">
2892 A monster's &lt;level&gt; is the most important attribute. 2957 A monster's &lt;level&gt; is the most important attribute.
2893 &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.
2894 </attribute> 2959 </attribute>
2895 <attribute arch="race" editor="race" type="string"> 2960 <attribute arch="race" editor="race" type="string">
2896 Every monster should have a race set to cathegorize it. 2961 Every monster should have a race set to categorize it.
2897 The monster's &lt;race&gt; can have different effects: 2962 The monster's &lt;race&gt; can have different effects:
2898 Slaying weapons inflict tripple damage against enemy races 2963 Slaying weapons inflict tripple damage against enemy races
2899 and holy word kills only enemy races of the god. 2964 and holy word kills only enemy races of the god.
2900 </attribute> 2965 </attribute>
2901 <attribute arch="exp" editor="experience" type="int"> 2966 <attribute arch="exp" editor="experience" type="int">
2902 When a player kills this monster, he will get exactly this 2967 When a player kills this monster, he will get exactly this
2903 amount of &lt;experience&gt;. The experience will flow into 2968 amount of &lt;experience&gt;. The experience will flow into
2904 the skill-cathegory the player used for the kill. 2969 the skill-category the player used for the kill.
2905 2970
2906 If you create special monsters of tweaked strenght/abilities, 2971 If you create special monsters of tweaked strenght/abilities,
2907 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
2908 reasonable value. Compare with existing arches to get a feeling 2973 reasonable value. Compare with existing arches to get a feeling
2909 what reasonable means. Keep in mind that spellcasting monsters 2974 what reasonable means. Keep in mind that spellcasting monsters
2911 </attribute> 2976 </attribute>
2912 <attribute arch="speed" editor="speed" type="float"> 2977 <attribute arch="speed" editor="speed" type="float">
2913 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
2914 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2979 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2915 </attribute> 2980 </attribute>
2981 &speed_left;
2916 <attribute arch="other_arch" editor="breed monster" type="string"> 2982 <attribute arch="other_arch" editor="breed monster" type="string">
2917 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
2918 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;
2919 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
2920 should not be used. 2986 should not be used.
2931 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.
2932 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
2933 a randomly chosen item from the inventory. When generator is destroyed, 2999 a randomly chosen item from the inventory. When generator is destroyed,
2934 inventory is destroyed. 3000 inventory is destroyed.
2935 </attribute> 3001 </attribute>
2936 <attribute arch="flying" editor="flying" type="bool"> 3002 &move_type;
2937 Flying monsters won't get slowed down in rough terrain
2938 and they won't be affected by movers.
2939 </attribute>
2940 <attribute arch="undead" editor="undead" type="bool"> 3003 <attribute arch="undead" editor="undead" type="bool">
2941 Several spells only affect undead monsters: 3004 Several spells only affect undead monsters:
2942 turn undead, banish undead, holy word, etc. 3005 turn undead, banish undead, holy word, etc.
2943 </attribute> 3006 </attribute>
2944 <attribute arch="carrying" editor="carries weight" type="int"> 3007 <attribute arch="carrying" editor="carries weight" type="int">
2945 If a monster has something in the inventory, this 3008 If a monster has something in the inventory, this
2946 value can be set to reflect the slowdown due to 3009 value can be set to reflect the slowdown due to
2947 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.
2948 </attribute> 3017 </attribute>
2949 3018
2950<section name="melee"> 3019<section name="melee">
2951 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3020 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2952 This number is a bitmask, specifying the monster's attacktypes 3021 This number is a bitmask, specifying the monster's attacktypes
3124 <attribute arch="stand_still" editor="stand still" type="bool"> 3193 <attribute arch="stand_still" editor="stand still" type="bool">
3125 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.
3126 When agressive, they will attack all enemies who get close to 3195 When agressive, they will attack all enemies who get close to
3127 them. This behaviour is commonly known from castle guards. 3196 them. This behaviour is commonly known from castle guards.
3128 3197
3129 In older versions of Crossfire it was possible to eventually 3198 In older versions of Deliantra it was possible to eventually
3130 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.
3131 I believe this is no longer possible. Neverthless, you should 3200 I believe this is no longer possible. Neverthless, you should
3132 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
3133 to "defend" something: Such monsters are rather easy to kill. 3202 to "defend" something: Such monsters are rather easy to kill.
3134 It's good for low level maps, but not much more. 3203 It's good for low level maps, but not much more.
3156 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.
3157 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
3158 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
3159 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.
3160 </attribute> 3229 </attribute>
3161 <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.
3162 </attribute> 3236 </attribute>
3163 <attribute arch="run_away" editor="run at % health" type="int"> 3237 <attribute arch="run_away" editor="run at % health" type="int">
3164 This is a percentage value in the range 0-100. 3238 This is a percentage value in the range 0-100.
3165 When the monster's health points drop below this percentage 3239 When the monster's health points drop below this percentage
3166 (relative to max health), it attempts to run away from the 3240 (relative to max health), it attempts to run away from the
3167 attacker. 3241 attacker.
3168 </attribute> 3242 </attribute>
3169</section> 3243</section>
3170 3244 &resistances_basic;
3171<section name="resistance">
3172 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3209 </attribute>
3210 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3213 </attribute>
3214</section>
3215 <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">
3216 </attribute> 3246 </attribute>
3217</type> 3247</type>
3218 3248
3219<!--####################################################################--> 3249<!--####################################################################-->
3224 <attribute arch="name_pl" /> 3254 <attribute arch="name_pl" />
3225 <attribute arch="nrof" /> 3255 <attribute arch="nrof" />
3226 <attribute arch="value" /> 3256 <attribute arch="value" />
3227 <attribute arch="unpaid" /> 3257 <attribute arch="unpaid" />
3228 </ignore> 3258 </ignore>
3229 <description><![CDATA[ 3259 <description>
3230 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
3231 draining attacks. ]]> <!-- XXX: is this ok? --> 3261 draining attacks.
3232 </description> 3262 </description>
3233<section name="grimreaper"> 3263<section name="grimreaper">
3234 <attribute arch="value" editor="attacks" type="int"> 3264 <attribute arch="value" editor="attacks" type="int">
3235 The object vanishes after this number of draining attacks. 3265 The object vanishes after this number of draining attacks.
3236 </attribute> 3266 </attribute>
3244 </ignore> 3274 </ignore>
3245 <description><![CDATA[ 3275 <description><![CDATA[
3246 As the name implies, mood floors can change the "mood" of 3276 As the name implies, mood floors can change the "mood" of
3247 a monsters/NPC. For example, an unagressive monster could be 3277 a monsters/NPC. For example, an unagressive monster could be
3248 turned mad to start attacking. Similar, an agressive monster 3278 turned mad to start attacking. Similar, an agressive monster
3249 could be calmed. ]]> 3279 could be calmed.]]>
3250 </description> 3280 </description>
3251 <use><![CDATA[ 3281 <use><![CDATA[
3252 Mood floors are absolutely cool for NPC interaction. To make an 3282 Mood floors are absolutely cool for NPC interaction. To make an
3253 unaggressive monster/NPC attack, put a creator with "other_arch 3283 unaggressive monster/NPC attack, put a creator with "other_arch
3254 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
3258 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
3259 "help me" - and the NPC joins him as pet. 3289 "help me" - and the NPC joins him as pet.
3260 <br><br> 3290 <br><br>
3261 (Of course you must always give clear hints about keywords! 3291 (Of course you must always give clear hints about keywords!
3262 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
3263 etc. instead of a magic_ear.) ]]> 3293 etc. instead of a magic_ear.)]]>
3264 </use> 3294 </use>
3265 <attribute arch="no_pick" value="1" type="fixed" /> 3295 <attribute arch="no_pick" value="1" type="fixed" />
3266 <attribute arch="last_sp" editor="mood" type="list_mood"> 3296 <attribute arch="last_sp" editor="mood" type="list_mood">
3267 &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
3268 monster when affected by the mood floor: 3298 monster when affected by the mood floor:
3278 &lt;mood&gt; 'charm': Turns monster into a pet of person 3308 &lt;mood&gt; 'charm': Turns monster into a pet of person
3279 who triggers the square. This setting is not 3309 who triggers the square. This setting is not
3280 enabled for continous operation, you need to 3310 enabled for continous operation, you need to
3281 insert a &lt;connection&gt; value! 3311 insert a &lt;connection&gt; value!
3282 </attribute> 3312 </attribute>
3283 <attribute arch="connected" editor="connection" type="int"> 3313 <attribute arch="connected" editor="connection" type="string">
3284 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.
3285 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
3286 step on it. But charming (monster -&gt; pet) is too powerful, 3316 step on it. But charming (monster -&gt; pet) is too powerful,
3287 so it needs to be activated. 3317 so it needs to be activated.
3288 3318
3312 can monsters. Motion is involuntary. Additionally, players or 3342 can monsters. Motion is involuntary. Additionally, players or
3313 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
3314 move along a chain of them. 3344 move along a chain of them.
3315 <br><br> 3345 <br><br>
3316 Multisquare monsters can be moved as well, given 3346 Multisquare monsters can be moved as well, given
3317 enough space. Movers are usually invisible. ]]> 3347 enough space. Movers are usually invisible.]]>
3318 </description> 3348 </description>
3319 <use><![CDATA[ 3349 <use><![CDATA[
3320 NEVER EVER consider a mover being unpassable in the backwards 3350 NEVER EVER consider a mover being unpassable in the backwards
3321 direction. Setting "forced movement" makes it seemingly impossible 3351 direction. Setting "forced movement" makes it seemingly impossible
3322 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
3329 cannot be discovered with the show_invisible spell. 3359 cannot be discovered with the show_invisible spell.
3330 <br><br> 3360 <br><br>
3331 Note that Movers and Directors are seperate objects, even though 3361 Note that Movers and Directors are seperate objects, even though
3332 they look and act similar. Directors only do spells/missiles, 3362 they look and act similar. Directors only do spells/missiles,
3333 while movers only do living creatures (depending on how it 3363 while movers only do living creatures (depending on how it
3334 is set: monsters and players). ]]> 3364 is set: monsters and players).]]>
3335 </use> 3365 </use>
3336 <attribute arch="attacktype" editor="forced movement" type="bool"> 3366 <attribute arch="attacktype" editor="forced movement" type="bool">
3337 If forced movement is enabled, the mover "freezes" anyone it 3367 If forced movement is enabled, the mover "freezes" anyone it
3338 moves (so they are forced to move along a chain). 3368 moves (so they are forced to move along a chain).
3339 For players there is no way to escape this forced movement, 3369 For players there is no way to escape this forced movement,
3347 </attribute> 3377 </attribute>
3348 <attribute arch="speed" editor="movement speed" type="float"> 3378 <attribute arch="speed" editor="movement speed" type="float">
3349 The movement speed value determines how fast a chain of 3379 The movement speed value determines how fast a chain of
3350 these movers will push a player along (default is -0.2). 3380 these movers will push a player along (default is -0.2).
3351 </attribute> 3381 </attribute>
3382 &speed_left;
3352 <attribute arch="sp" editor="direction" type="list_direction"> 3383 <attribute arch="sp" editor="direction" type="list_direction">
3353 The mover will push creatures in the specified &lt;direction&gt;. 3384 The mover will push creatures in the specified &lt;direction&gt;.
3354 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,
3355 thus pushing creatures in unpredictable directions. 3386 thus pushing creatures in unpredictable directions.
3356 </attribute> 3387 </attribute>
3376 activates creators, creating (per default: monster-only) movers 3407 activates creators, creating (per default: monster-only) movers
3377 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
3378 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,
3379 preventing the player to push the NPC off his trace. 3410 preventing the player to push the NPC off his trace.
3380 </attribute> 3411 </attribute>
3381 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3412 <attribute arch="move_on" editor="movement type" type="movement_type">
3382 This should always be set. 3413 Which movement types activate the mover.
3383 </attribute>
3384 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3385 Move flying creatures enabled means all flying (living)
3386 objects will get moved too. If disabled, only walking
3387 (non-flying) creatures will get moved.
3388 </attribute> 3414 </attribute>
3389</section> 3415</section>
3390</type> 3416</type>
3391 3417
3392<!--####################################################################--> 3418<!--####################################################################-->
3395 <ignore_list name="non_pickable" /> 3421 <ignore_list name="non_pickable" />
3396 </ignore> 3422 </ignore>
3397 <description><![CDATA[ 3423 <description><![CDATA[
3398 Pedestals are designed to detect certain types of living objects. 3424 Pedestals are designed to detect certain types of living objects.
3399 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
3400 connected value is triggered. ]]> 3426 connected value is triggered.]]>
3401 </description> 3427 </description>
3402 <use><![CDATA[ 3428 <use><![CDATA[
3403 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
3404 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
3405 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,
3406 because many other players could sneak in. If you put powerful 3432 because many other players could sneak in. If you put powerful
3407 artifacts into such places, generally set "startequip 1", so that 3433 artifacts into such places, generally set "startequip 1", so that
3408 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.]]>
3409 </use> 3435 </use>
3410 <attribute arch="no_pick" value="1" type="fixed" /> 3436 <attribute arch="no_pick" value="1" type="fixed" />
3411 <attribute arch="slaying" editor="match race" type="string"> 3437 <attribute arch="slaying" editor="match race" type="string">
3412 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;
3413 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.
3416 3442
3417 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
3418 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
3419 but not for monsters. 3445 but not for monsters.
3420 </attribute> 3446 </attribute>
3421 <attribute arch="connected" editor="connection" type="int"> 3447 <attribute arch="connected" editor="connection" type="string">
3422 When the pedestal is triggered, all objects with the same 3448 When the pedestal is triggered, all objects with the same
3423 connection value get activated. 3449 connection value get activated.
3424 </attribute> 3450 </attribute>
3425 <attribute arch="walk_on" value="1" type="fixed" /> 3451 &move_on;
3426 <attribute arch="walk_off" value="1" type="fixed" />
3427</type> 3452</type>
3428 3453
3429<!--####################################################################--> 3454<!--####################################################################-->
3430<type number="94" name="Pit"> 3455<type number="94" name="Pit">
3431 <ignore> 3456 <ignore>
3432 <ignore_list name="non_pickable" /> 3457 <ignore_list name="non_pickable" />
3433 </ignore> 3458 </ignore>
3434 <description><![CDATA[ 3459 <description><![CDATA[
3435 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.
3436 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
3437 the exact destination, but within a two-square radius of the destination 3462 the exact destination, but within a configurable radius of the destination
3438 (never on blocked squares).<br> 3463 (never on blocked squares).<br>
3439 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>
3440 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.
3441 Even multipart monsters can fall through them, given enough space. ]]> 3466 Even multipart monsters can fall through them, given enough space.]]>
3442 </description> 3467 </description>
3443 <use><![CDATA[ 3468 <use><![CDATA[
3444 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
3445 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
3446 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
3447 randomly interconnect maps like teleporters do. ]]> 3472 randomly interconnect maps like teleporters do.]]>
3448 </use> 3473 </use>
3449 <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>
3450 <attribute arch="connected" editor="connection" type="int"> 3478 <attribute arch="connected" editor="connection" type="string">
3451 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
3452 by activating the connection. 3480 by activating the connection.
3453 </attribute> 3481 </attribute>
3482 &activate_on;
3454 <attribute arch="hp" editor="destination X" type="int"> 3483 <attribute arch="hp" editor="destination X" type="int">
3455 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
3456 radius of the destination coordinates. 3485 radius of the destination coordinates.
3457 If the destination square becomes blocked, the pit will act like 3486 If the destination square becomes blocked, the pit will act like
3458 being filled up and not work anymore! 3487 being filled up and not work anymore!
3467 The &lt;position state&gt; defines the position of the gate: 3496 The &lt;position state&gt; defines the position of the gate:
3468 Zero means completely open/down, the "number of animation-steps" (usually 3497 Zero means completely open/down, the "number of animation-steps" (usually
3469 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
3470 mess with this value - Leave the default in place. 3499 mess with this value - Leave the default in place.
3471 </attribute> 3500 </attribute>
3472 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3501 &move_on;
3473 If set, all walking creatures will fall into the pit.
3474 This does NOT need to be set for closed pits!
3475 </attribute>
3476 <attribute arch="fly_on" editor="swallow flying" type="bool">
3477 If set, all flying creatures will fall into the pit as well.
3478 This is not the behaviour expected from a pit, and it should
3479 only be used for map-mechanisms (e.g. for transporting flying
3480 monsters).
3481 An interesting side-effect: If this flag is enabled, spell
3482 effects like fire/snow also make their way through the pit.
3483 </attribute>
3484</type> 3502</type>
3485 3503
3486<!--####################################################################--> 3504<!--####################################################################-->
3487<type number="7" name="Poison Food"> 3505<type number="7" name="Poison Food">
3488 <description><![CDATA[ 3506 <description><![CDATA[
3489 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.
3490 If his food drops to zero, the player might even die. ]]> 3508 If his food drops to zero, the player might even die.]]>
3491 </description> 3509 </description>
3492</type> 3510</type>
3493 3511
3494<!--####################################################################--> 3512<!--####################################################################-->
3495<type number="5" name="Potion"> 3513<type number="5" name="Potion">
3496 <description><![CDATA[ 3514 <description><![CDATA[
3497 The player can drink these and gain various kinds of benefits 3515 The player can drink these and gain various kinds of benefits
3498 (/penalties) by doing so. ]]> 3516 (/penalties) by doing so.]]>
3499 </description> 3517 </description>
3500 <use><![CDATA[ 3518 <use><![CDATA[
3501 One potion should never give multiple benefits at once. ]]> 3519 One potion should never give multiple benefits at once.]]>
3502 </use> 3520 </use>
3503 <attribute arch="level" editor="potion level" type="int"> 3521 <attribute arch="level" editor="potion level" type="int">
3504 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.
3505 For other potions it should be set at least to 1. 3523 For other potions it should be set at least to 1.
3506 </attribute> 3524 </attribute>
3524 </attribute> 3542 </attribute>
3525 <attribute arch="startequip" editor="godgiven item" type="bool"> 3543 <attribute arch="startequip" editor="godgiven item" type="bool">
3526 A godgiven item vanishes as soon as the player 3544 A godgiven item vanishes as soon as the player
3527 drops it to the ground. 3545 drops it to the ground.
3528 </attribute> 3546 </attribute>
3529<section name="stats"> 3547 &player_stat_resist_sections;
3530 <attribute arch="Str" editor="strength" type="int">
3531 The player's strentgh will rise/fall by the given value for permanent
3532 (of course there is an upper limit). Generally there shouldn't be stat
3533 potions granting more than one stat. Cursed potions will subtract the
3534 stats if positive.
3535 </attribute>
3536 <attribute arch="Dex" editor="dexterity" type="int">
3537 The player's dexterity will rise/fall by the given value for permanent
3538 (of course there is an upper limit). Generally there shouldn't be stat
3539 potions granting more than one stat. Cursed potions will subtract the
3540 stats if positive.
3541 </attribute>
3542 <attribute arch="Con" editor="constitution" type="int">
3543 The player's constitution will rise/fall by the given value for permanent
3544 (of course there is an upper limit). Generally there shouldn't be stat
3545 potions granting more than one stat. Cursed potions will subtract the
3546 stats if positive.
3547 </attribute>
3548 <attribute arch="Int" editor="intelligence" type="int">
3549 The player's intelligence will rise/fall by the given value for permanent
3550 (of course there is an upper limit). Generally there shouldn't be stat
3551 potions granting more than one stat. Cursed potions will subtract the
3552 stats if positive.
3553 </attribute>
3554 <attribute arch="Pow" editor="power" type="int">
3555 The player's power will rise/fall by the given value for permanent
3556 (of course there is an upper limit). Generally there shouldn't be stat
3557 potions granting more than one stat. Cursed potions will subtract the
3558 stats if positive.
3559 </attribute>
3560 <attribute arch="Wis" editor="wisdom" type="int">
3561 The player's wisdom will rise/fall by the given value for permanent
3562 (of course there is an upper limit). Generally there shouldn't be stat
3563 potions granting more than one stat. Cursed potions will subtract the
3564 stats if positive.
3565 </attribute>
3566 <attribute arch="Cha" editor="charisma" type="int">
3567 The player's charisma will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572</section>
3573<section name="resistance">
3574 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3575 The player's resistance to physical will rise by this value in percent
3576 (range -100 till +100). The effect is only temporare, and it does NOT
3577 add on the values from the player's equipment.
3578 Cursed potions will make negative resistance.. very nasty in combat!
3579 </attribute>
3580 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3581 The player's resistance to magic will rise by this value in percent
3582 (range -100 till +100). The effect is only temporare, and it does NOT
3583 add on the values from the player's equipment.
3584 Cursed potions will make negative resistance.. very nasty in combat!
3585 </attribute>
3586 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3587 The player's resistance to fire will rise by this value in percent
3588 (range -100 till +100). The effect is only temporare, and it does NOT
3589 add on the values from the player's equipment.
3590 Cursed potions will make negative resistance.. very nasty in combat!
3591 </attribute>
3592 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3593 The player's resistance to electricity will rise by this value in percent
3594 (range -100 till +100). The effect is only temporare, and it does NOT
3595 add on the values from the player's equipment.
3596 Cursed potions will make negative resistance.. very nasty in combat!
3597 </attribute>
3598 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3599 The player's resistance to cold will rise by this value in percent
3600 (range -100 till +100). The effect is only temporare, and it does NOT
3601 add on the values from the player's equipment.
3602 Cursed potions will make negative resistance.. very nasty in combat!
3603 </attribute>
3604 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3605 The player's resistance to acid will rise by this value in percent
3606 (range -100 till +100). The effect is only temporare, and it does NOT
3607 add on the values from the player's equipment.
3608 Cursed potions will make negative resistance.. very nasty in combat!
3609 </attribute>
3610 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3611 The player's resistance to confusion will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3617 The player's resistance to weaponmagic will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3623 The player's resistance to paralyze will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3629 The player's resistance to draining will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3635 The player's resistance to depletion will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3641 The player's resistance to poison will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646</section>
3647</type> 3548</type>
3648 3549
3649<!--####################################################################--> 3550<!--####################################################################-->
3650<type number="156" name="Power Crystal"> 3551<type number="156" name="Power Crystal">
3651 <description><![CDATA[ 3552 <description><![CDATA[
3652 Power crystals can store a player's mana: 3553 Power crystals can store a player's mana:
3653 When the player applies the crystal with full mana, half of 3554 When the player applies the crystal with full mana, half of
3654 it flows into the crystal. When the player applies it with 3555 it flows into the crystal. When the player applies it with
3655 lacking mana, the crystal replenishes the player's mana. ]]> 3556 lacking mana, the crystal replenishes the player's mana.]]>
3656 </description> 3557 </description>
3657 <attribute arch="sp" editor="initial mana" type="int"> 3558 <attribute arch="sp" editor="initial mana" type="int">
3658 &lt;initial mana&gt; is the amount of spellpoints that the 3559 &lt;initial mana&gt; is the amount of spellpoints that the
3659 crystal holds when the map is loaded. 3560 crystal holds when the map is loaded.
3660 </attribute> 3561 </attribute>
3672 Projectiles like arrows/crossbow bolts are used as ammunition 3573 Projectiles like arrows/crossbow bolts are used as ammunition
3673 for shooting weapons. 3574 for shooting weapons.
3674 <br><br> 3575 <br><br>
3675 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.
3676 Just set matching &lt;ammunition class&gt; both for shooting 3577 Just set matching &lt;ammunition class&gt; both for shooting
3677 weapon and projectile. ]]> 3578 weapon and projectile.]]>
3678 </description> 3579 </description>
3679 <use><![CDATA[ 3580 <use><![CDATA[
3680 If you want to create new kinds of projectiles, you could 3581 If you want to create new kinds of projectiles, you could
3681 add an alchemical receipe to create these. 3582 add an alchemical receipe to create these.
3682 3583
3683 Don't create new pairs of weapons &amp; projectiles unless 3584 Don't create new pairs of weapons &amp; projectiles unless
3684 they really fullfill a useful purpose. In fact, even bows 3585 they really fullfill a useful purpose. In fact, even bows
3685 and crossbows are rarely ever used. ]]> 3586 and crossbows are rarely ever used.]]>
3686 </use> 3587 </use>
3687 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3588 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3688 This number is a bitmask, specifying the projectile's attacktypes. 3589 This number is a bitmask, specifying the projectile's attacktypes.
3689 Attacktypes are: physical, magical, fire, cold.. etc. 3590 Attacktypes are: physical, magical, fire, cold.. etc.
3690 This works identical to melee weapons. Note that shooting 3591 This works identical to melee weapons. Note that shooting
3752<type number="70" name="Ring"> 3653<type number="70" name="Ring">
3753 <import_type name="Amulet" /> 3654 <import_type name="Amulet" />
3754 <description><![CDATA[ 3655 <description><![CDATA[
3755 Rings are worn on the hands - one ring each. 3656 Rings are worn on the hands - one ring each.
3756 Wearing rings, the object's stats will directly be inherited to 3657 Wearing rings, the object's stats will directly be inherited to
3757 the player. Usually enhancing his spellcasting potential. ]]> 3658 the player. Usually enhancing his spellcasting potential.]]>
3758 </description> 3659 </description>
3759 <use><![CDATA[ 3660 <use><![CDATA[
3760 When you create an artifact ring, never forget that players can 3661 When you create an artifact ring, never forget that players can
3761 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
3762 keep rings in balance with the game. 3663 keep rings in balance with the game.
3763 <br><br> 3664 <br><br>
3764 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.
3765 They should primarily grant bonuses to spellcasting abilities 3666 They should primarily grant bonuses to spellcasting abilities
3766 and non-physical resistances. ]]> 3667 and non-physical resistances.]]>
3767 </use> 3668 </use>
3768</type> 3669</type>
3769 3670
3770<!--####################################################################--> 3671<!--####################################################################-->
3771<type number="3" name="Rod"> 3672<type number="3" name="Rod">
3774 </ignore> 3675 </ignore>
3775 <description><![CDATA[ 3676 <description><![CDATA[
3776 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
3777 fireing the rod. Rods need time to regenerate their "internal" spellpoints, 3678 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3778 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
3779 used endlessly. ]]> 3680 used endlessly.]]>
3780 </description> 3681 </description>
3781 <use><![CDATA[ 3682 <use><![CDATA[
3782 Rods with healing/curing spells are extremely powerful. Usually, potions have 3683 Rods with healing/curing spells are extremely powerful. Usually, potions have
3783 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
3784 one-time-use.<br> ]]> 3685 one-time-use.<br>]]>
3785 </use> 3686 </use>
3786 <attribute arch="sp" editor="spell" type="spell"> 3687 <attribute arch="sp" editor="spell" type="spell">
3787 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
3788 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!
3789 Rods with heal/ restoration/ protection spells, IF available, MUST be 3690 Rods with heal/ restoration/ protection spells, IF available, MUST be
3829 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
3830 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3731 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3831 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
3832 "summoning rune", summoning predefined monsters of any kind, at detonation. 3733 "summoning rune", summoning predefined monsters of any kind, at detonation.
3833 <br><br> 3734 <br><br>
3834 Many runes are already defined in the archetypes. ]]> 3735 Many runes are already defined in the archetypes.]]>
3835 </description> 3736 </description>
3836 <use><![CDATA[ 3737 <use><![CDATA[
3837 Avoid monsters stepping on your runes. For example, summoning runes 3738 Avoid monsters stepping on your runes. For example, summoning runes
3838 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3739 together with spellcasting- and attack-runes is usually a bad idea.]]>
3839 </use> 3740 </use>
3840 <attribute arch="no_pick" value="1" type="fixed" /> 3741 <attribute arch="no_pick" value="1" type="fixed" />
3841 <attribute arch="walk_on" value="1" type="fixed" /> 3742 &move_on;
3842 <attribute arch="level" editor="rune level" type="int"> 3743 <attribute arch="level" editor="rune level" type="int">
3843 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,
3844 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.
3845 (&lt;rune level&gt; 0 runes won't detonate at all!) 3746 (&lt;rune level&gt; 0 runes won't detonate at all!)
3846 3747
3911 <ignore_list name="non_pickable" /> 3812 <ignore_list name="non_pickable" />
3912 </ignore> 3813 </ignore>
3913 <description><![CDATA[ 3814 <description><![CDATA[
3914 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
3915 respawn-after-death and his word-of-recall positions are pointing 3816 respawn-after-death and his word-of-recall positions are pointing
3916 to the last-applied savebed. ]]> 3817 to the last-applied savebed.]]>
3917 </description> 3818 </description>
3918 <use><![CDATA[ 3819 <use><![CDATA[
3919 Put savebed locations in towns, do not put them into dungeons. 3820 Put savebed locations in towns, do not put them into dungeons.
3920 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.
3921 That means: 3822 That means:
3922 <UL> 3823 <UL>
3923 <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!
3924 <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.
3925 <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
3926 players get trapped in a savebed location. 3827 players get trapped in a savebed location.
3927 <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
3928 arch called "dungeon_magic" everywhere). This is not required, 3829 arch called "dungeon_magic" everywhere). This is not required,
3929 but it makes the place much more safe. 3830 but it makes the place much more safe.
3930 </UL> ]]> 3831 </UL>]]>
3931 </use> 3832 </use>
3932 <attribute arch="no_pick" value="1" type="fixed" /> 3833 <attribute arch="no_pick" value="1" type="fixed" />
3933 <attribute arch="no_magic" value="1" type="fixed" /> 3834 <attribute arch="no_magic" value="1" type="fixed" />
3934 <attribute arch="damned" value="1" type="fixed" /> 3835 <attribute arch="damned" value="1" type="fixed" />
3935</type> 3836</type>
3942 <description><![CDATA[ 3843 <description><![CDATA[
3943 Scrolls contain spells (similar to spell-potions). Unlike potions, 3844 Scrolls contain spells (similar to spell-potions). Unlike potions,
3944 scrolls require a certain literacy skill to read successfully. 3845 scrolls require a certain literacy skill to read successfully.
3945 Accordingly, for a successful reading, a small amount of 3846 Accordingly, for a successful reading, a small amount of
3946 experience is gained. Scrolls allow only one time usage, but 3847 experience is gained. Scrolls allow only one time usage, but
3947 usually they are sold in bulks. ]]> 3848 usually they are sold in bulks.]]>
3948 </description> 3849 </description>
3949 <use><![CDATA[ 3850 <use><![CDATA[
3950 For low level quests, scrolls of healing/curing-spells 3851 For low level quests, scrolls of healing/curing-spells
3951 can be a nice reward. At higher levels, scrolls become less 3852 can be a nice reward. At higher levels, scrolls become less
3952 and less useful. ]]> 3853 and less useful.]]>
3953 </use> 3854 </use>
3954 <attribute arch="level" editor="casting level" type="int"> 3855 <attribute arch="level" editor="casting level" type="int">
3955 The spell of the scroll will be casted at this level. 3856 The spell of the scroll will be casted at this level.
3956 This value should always be set, at least to 1. 3857 This value should always be set, at least to 1.
3957 </attribute> 3858 </attribute>
3969<type number="33" name="Shield"> 3870<type number="33" name="Shield">
3970 <import_type name="Amulet" /> 3871 <import_type name="Amulet" />
3971 <description><![CDATA[ 3872 <description><![CDATA[
3972 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
3973 the player. Shields usually provide good defense, only surpassed 3874 the player. Shields usually provide good defense, only surpassed
3974 by brestplate armour. Resistances on shields aren't uncommon either. ]]> 3875 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3975 </description> 3876 </description>
3976 <use><![CDATA[ 3877 <use><![CDATA[
3977 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
3978 important that you keep your artifact in balance with existing maps. ]]> 3879 important that you keep your artifact in balance with existing maps.]]>
3979 </use> 3880 </use>
3980 <attribute arch="magic" editor="magic bonus" type="int"> 3881 <attribute arch="magic" editor="magic bonus" type="int">
3981 &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
3982 "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
3983 than direct armour-class bonus on the shield. 3884 than direct armour-class bonus on the shield.
3985</type> 3886</type>
3986 3887
3987<!--####################################################################--> 3888<!--####################################################################-->
3988<type number="14" name="Shooting Weapon"> 3889<type number="14" name="Shooting Weapon">
3989 <description><![CDATA[ 3890 <description><![CDATA[
3990 Schooting weapons like bows/crossbows are used to shoot projectiles 3891 Shooting weapons like bows/crossbows are used to shoot projectiles
3991 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3892 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3992 wielded both at the same time. Like with any other equipment, 3893 wielded both at the same time. Like with any other equipment,
3993 stats/bonuses from shooting weapons are directly inherited to the player. 3894 stats/bonuses from shooting weapons are directly inherited to the player.
3994 <br><br> 3895 <br><br>
3995 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.
3996 Just set matching &lt;ammunition class&gt; both for shooting 3897 Just set matching &lt;ammunition class&gt; both for shooting
3997 weapon and projectile. ]]> 3898 weapon and projectile.]]>
3998 </description> 3899 </description>
3999 <use><![CDATA[ 3900 <use><![CDATA[
4000 Shooting weapons should not add bonuses in general. There's already 3901 Shooting weapons should not add bonuses in general. There's already
4001 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 3902 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4002 Schooting weapons should especially not add bonuses to the player 3903 Shooting weapons should especially not add bonuses to the player
4003 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
4004 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
4005 - still crap. ]]> 3906 - still crap.]]>
4006 </use> 3907 </use>
4007 <attribute arch="race" editor="ammunition class" type="string"> 3908 <attribute arch="race" editor="ammunition class" type="string">
4008 Only projectiles with matching &lt;ammunition class&gt; can be fired 3909 Only projectiles with matching &lt;ammunition class&gt; can be fired
4009 with this weapon. For normal bows set "arrows", for normal 3910 with this weapon. For normal bows set "arrows", for normal
4010 crossbows set "crossbow bolts". 3911 crossbows set "crossbow bolts".
4039 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
4040 only way to prevent low level players to wear "undeserved" equipment 3941 only way to prevent low level players to wear "undeserved" equipment
4041 (like gifts from other players or cheated items). 3942 (like gifts from other players or cheated items).
4042 3943
4043 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
4044 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
4045 calculate a provisional value at runtime, but this is never 3946 calculate a provisional value at runtime, but this is never
4046 going to be an accurate measurement of &lt;item power&gt;. 3947 going to be an accurate measurement of &lt;item power&gt;.
4047 </attribute> 3948 </attribute>
4048 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3949 <attribute arch="no_strength" editor="ignore strength" type="bool">
4049 Usually the player's strentgh takes effect on the damage 3950 Usually the player's strentgh takes effect on the damage
4131 These items are all flagged as unpaid. 4032 These items are all flagged as unpaid.
4132 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
4133 unpaid and the player receives payment according to the item's 4034 unpaid and the player receives payment according to the item's
4134 selling-value. 4035 selling-value.
4135 Shopfloor always prevents magic (To hinder players from burning 4036 Shopfloor always prevents magic (To hinder players from burning
4136 or freezing the goods). ]]> 4037 or freezing the goods).]]>
4137 </description> 4038 </description>
4138 <use><![CDATA[ 4039 <use><![CDATA[
4139 Tile your whole shop-interior space which shop floor. 4040 Tile your whole shop-interior space which shop floor.
4140 (That assures players receive payment for dropping items). 4041 (That assures players receive payment for dropping items).
4141 Place shop mats to enter/leave the shop, and make sure 4042 Place shop mats to enter/leave the shop, and make sure
4142 there is no other exit than the shop mat. ]]> 4043 there is no other exit than the shop mat.]]>
4143 </use> 4044 </use>
4144 <attribute arch="is_floor" value="1" type="fixed" /> 4045 <attribute arch="is_floor" value="1" type="fixed" />
4145 <attribute arch="no_pick" value="1" type="fixed" /> 4046 <attribute arch="no_pick" value="1" type="fixed" />
4146 <attribute arch="no_magic" value="1" type="fixed" /> 4047 <attribute arch="no_magic" value="1" type="fixed" />
4147 <attribute arch="auto_apply" editor="generate goods" type="bool"> 4048 <attribute arch="auto_apply" editor="generate goods" type="bool">
4181 "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/
4182 or -destinations. When stepping onto a shopmat the player gets beamed 4083 or -destinations. When stepping onto a shopmat the player gets beamed
4183 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
4184 inventory, the price gets charged from his coins automatically. 4085 inventory, the price gets charged from his coins automatically.
4185 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
4186 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).]]>
4187 </description> 4088 </description>
4188 <use><![CDATA[ 4089 <use><![CDATA[
4189 As stated above, always place TWO shop mats into your shop. 4090 As stated above, always place TWO shop mats into your shop.
4190 Not more and not less than that. ]]> 4091 Not more and not less than that.]]>
4191 </use> 4092 </use>
4192 <attribute arch="no_pick" value="1" type="fixed" /> 4093 <attribute arch="no_pick" value="1" type="fixed" />
4193 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4094 &move_on;
4194 If set, the player can enter/leave the
4195 shop by just walking into the shop mat.
4196 </attribute>
4197 <attribute arch="fly_on" editor="apply by flying" type="bool">
4198 If set, the player can enter/leave the
4199 shop by "flying" into the shop mat.
4200 </attribute>
4201</type> 4095</type>
4202 4096
4203<!--####################################################################--> 4097<!--####################################################################-->
4204<type number="98" name="Sign &amp; MagicMouth"> 4098<type number="98" name="Sign &amp; MagicMouth">
4205 <ignore> 4099 <ignore>
4207 </ignore> 4101 </ignore>
4208 <description><![CDATA[ 4102 <description><![CDATA[
4209 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
4210 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:
4211 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
4212 (-&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).]]>
4213 </description> 4107 </description>
4214 <use><![CDATA[ 4108 <use><![CDATA[
4215 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
4216 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
4217 hints about hidden secrets/dangers. Place signs to provide the player 4111 hints about hidden secrets/dangers. Place signs to provide the player
4218 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.]]>
4219 </use> 4113 </use>
4220 <attribute arch="connected" editor="connection" type="int"> 4114 <attribute arch="connected" editor="connection" type="string">
4221 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
4222 the connection is triggered. This should be used in combination with 4116 the connection is triggered. This should be used in combination with
4223 &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.
4224 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
4225 printed to one player, but all players on the current map. 4119 printed to one player, but all players on the current map.
4226 </attribute> 4120 </attribute>
4227 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4121 &activate_on;
4228 If set, the player gets the message when walking ontop of the object. 4122 &move_on;
4229 "invisible 1" should be set in this case. This is the typical configuration
4230 for a "magic_mouth": The player walks through a dungeon and suddenly he
4231 gets a message. Use this to create some roleplay atmosphere, and to inform
4232 the player about possible dangers or secrets.
4233 </attribute>
4234 <attribute arch="fly_on" editor="activate by flying" type="bool">
4235 If set, the player gets the message when flying (=levitating) ontop
4236 of the object. Usually this should be set together with walk_on.
4237 </attribute>
4238 <attribute arch="food" editor="counter" type="int"> 4123 <attribute arch="food" editor="counter" type="int">
4239 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
4240 (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
4241 be used, while for magic_mouths it is extremely helpful. 4126 be used, while for magic_mouths it is extremely helpful.
4242 Monsters walking over the magic_mouth do not decrease the counter. 4127 Monsters walking over the magic_mouth do not decrease the counter.
4251 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4136 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4252 This text will be displayed to the player. 4137 This text will be displayed to the player.
4253 </attribute> 4138 </attribute>
4254</type> 4139</type>
4255 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
4256<!--####################################################################--> 4155<!--####################################################################-->
4257<type number="43" name="Skill"> 4156<type number="43" name="Skill">
4258 <ignore> 4157 <ignore>
4259 <ignore_list name="system_object" /> 4158 <ignore_list name="system_object" />
4260 </ignore> 4159 </ignore>
4261 <description><![CDATA[ 4160 <description><![CDATA[
4262 Skills are objects which exist in the player/monster inventory. 4161 Skills are objects which exist in the player/monster inventory.
4263 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
4264 are enabled for monster use however. ]]> 4163 are enabled for monster use however.]]>
4265 </description> 4164 </description>
4266 <use><![CDATA[ 4165 <use><![CDATA[
4267 For mapmaking, Skill objects serve two purposes: 4166 For mapmaking, Skill objects serve two purposes:
4268 <p>First, the predefined skill archtypes (in the 'skills' directory) 4167 <p>First, the predefined skill archtypes (in the 'skills' directory)
4269 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
4274 </p><p> 4173 </p><p>
4275 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
4276 copy default skill archtypes into the monsters' inventories. 4175 copy default skill archtypes into the monsters' inventories.
4277 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
4278 recommended however, to use skills in your maps which are totally 4177 recommended however, to use skills in your maps which are totally
4279 unrelated to any predefined skill archtype.</p> ]]> 4178 unrelated to any predefined skill archtype.</p>]]>
4280 </use> 4179 </use>
4281 <attribute arch="invisible" value="1" type="fixed" /> 4180 <attribute arch="invisible" value="1" type="fixed" />
4282 <attribute arch="no_drop" value="1" type="fixed" /> 4181 <attribute arch="no_drop" value="1" type="fixed" />
4283 <attribute arch="skill" editor="skill name" type="string"> 4182 <attribute arch="skill" editor="skill name" type="string">
4284 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
4294 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
4295 500 to their total. 4194 500 to their total.
4296 </attribute> 4195 </attribute>
4297 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4196 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4298 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.
4299 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
4300 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.
4301 </attribute> 4200 </attribute>
4302 <attribute arch="level" editor="level" type="int"> 4201 <attribute arch="level" editor="level" type="int">
4303 </attribute> 4202 </attribute>
4304 <attribute arch="exp" editor="experience" type="int"> 4203 <attribute arch="exp" editor="experience" type="int">
4313 4212
4314<!--####################################################################--> 4213<!--####################################################################-->
4315<type number="130" name="Skill Scroll"> 4214<type number="130" name="Skill Scroll">
4316 <description><![CDATA[ 4215 <description><![CDATA[
4317 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
4318 contained skill. ]]> 4217 contained skill.]]>
4319 </description> 4218 </description>
4320 <use><![CDATA[ 4219 <use><![CDATA[
4321 Skill scrolls are very much sought for by players. Currently, 4220 Skill scrolls are very much sought for by players. Currently,
4322 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
4323 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
4324 skill scrolls rewarded at the end. ]]> 4223 skill scrolls rewarded at the end.]]>
4325 </use> 4224 </use>
4326 <attribute arch="race" value="scrolls" type="fixed" /> 4225 <attribute arch="race" value="scrolls" type="fixed" />
4327 <attribute arch="skill" editor="skill name" type="string"> 4226 <attribute arch="skill" editor="skill name" type="string">
4328 The &lt;skill name&gt; matches the skill object that can 4227 The &lt;skill name&gt; matches the skill object that can
4329 be learned from this scroll. 4228 be learned from this scroll.
4339 When carrying the appropriate special key, a locked door can 4238 When carrying the appropriate special key, a locked door can
4340 be opened. The key will dissapear. 4239 be opened. The key will dissapear.
4341 <br><br> 4240 <br><br>
4342 This object-type can also be used for "passport"-like items: 4241 This object-type can also be used for "passport"-like items:
4343 When walking onto an invetory checker, a gate for example might 4242 When walking onto an invetory checker, a gate for example might
4344 get opened. The "passport" will stay in the player's inventory. ]]> 4243 get opened. The "passport" will stay in the player's inventory.]]>
4345 </description> 4244 </description>
4346 <use><![CDATA[ 4245 <use><![CDATA[
4347 How to make a "passport": You take the special key arch 4246 How to make a "passport": You take the special key arch
4348 (archetype name is "key2"), set the face to something like 4247 (archetype name is "key2"), set the face to something like
4349 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;
4350 certainly must match with the appropiate inventory checker. 4249 certainly must match with the appropiate inventory checker.
4351 <br><br> 4250 <br><br>
4352 Of course you can be creative with names and faces of 4251 Of course you can be creative with names and faces of
4353 key-objects. A "mysterious crystal" or a "big dragon claw" 4252 key-objects. A "mysterious crystal" or a "big dragon claw"
4354 (with appropriate faces) appear more interesting than just 4253 (with appropriate faces) appear more interesting than just
4355 a "strange key", or "passport". ]]> 4254 a "strange key", or "passport".]]>
4356 </use> 4255 </use>
4357 <attribute arch="slaying" editor="key string" type="string"> 4256 <attribute arch="slaying" editor="key string" type="string">
4358 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
4359 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
4360 to trigger inventory checkers. 4259 to trigger inventory checkers.
4395 players can learn it by reading the book. Once learned, players 4294 players can learn it by reading the book. Once learned, players
4396 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
4397 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>
4398 Monsters can use spells which are put in their inventory (provided 4297 Monsters can use spells which are put in their inventory (provided
4399 that certain "enabling" settings are correct). The monster's 4298 that certain "enabling" settings are correct). The monster's
4400 &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.]]>
4401 </description> 4300 </description>
4402 <use><![CDATA[ 4301 <use><![CDATA[
4403 A lot of the spells' settings can be tuned and customized. 4302 A lot of the spells' settings can be tuned and customized.
4404 When creating new spells which are accessible to players, it is 4303 When creating new spells which are accessible to players, it is
4405 important to think about balance. A single spell which is too 4304 important to think about balance. A single spell which is too
4406 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
4407 and magic school system out of whack. Testing new spells is 4306 and magic school system out of whack. Testing new spells is
4408 quite important therefore. ]]> 4307 quite important therefore.]]>
4409 </use> 4308 </use>
4410 <attribute arch="no_drop" value="1" type="fixed" /> 4309 <attribute arch="no_drop" value="1" type="fixed" />
4411 <attribute arch="invisible" value="1" type="fixed" /> 4310 <attribute arch="invisible" value="1" type="fixed" />
4412 <attribute arch="skill" editor="skill name" type="string"> 4311 <attribute arch="skill" editor="skill name" type="string">
4413 The &lt;skill name&gt; matches the skill which is needed 4312 The &lt;skill name&gt; matches the skill which is needed
4445 to read.<br><br> 4344 to read.<br><br>
4446 You can create widely customized spells only by adjusting the 4345 You can create widely customized spells only by adjusting the
4447 spell object in the spellbooks inventory. Refer to the description 4346 spell object in the spellbooks inventory. Refer to the description
4448 of spell objects for detailed information how to customize spells.<br> 4347 of spell objects for detailed information how to customize spells.<br>
4449 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;
4450 with a compilation of spells that the book may contain. ]]> 4349 with a compilation of spells that the book may contain.]]>
4451 </description> 4350 </description>
4452 <use><![CDATA[ 4351 <use><![CDATA[
4453 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
4454 reserved for the followers of the appropriate cults. Handing them 4353 reserved for the followers of the appropriate cults. Handing them
4455 out in a spellbook would violate the balance between different religions. 4354 out in a spellbook would violate the balance between different religions.
4456 <br><br> 4355 <br><br>
4457 Note that there is no fundamental difference between the spellbooks 4356 Note that there is no fundamental difference between the spellbooks
4458 of varying schools (pyromancy, sorcery, evocation, summoning, and 4357 of varying schools (pyromancy, sorcery, evocation, summoning, and
4459 even praying). The difference lies only in the spells they contain. 4358 even praying). The difference lies only in the spells they contain.
4460 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
4461 for your spells. ]]> 4360 for your spells.]]>
4462 </use> 4361 </use>
4463 <attribute arch="skill" value="literacy" type="fixed" /> 4362 <attribute arch="skill" value="literacy" type="fixed" />
4464 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4363 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4465 There are two ways to put spells into a spellbook: 4364 There are two ways to put spells into a spellbook:
4466 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,
4485 </ignore> 4384 </ignore>
4486 <description><![CDATA[ 4385 <description><![CDATA[
4487 Spinners change the direction of spell objects and other projectiles 4386 Spinners change the direction of spell objects and other projectiles
4488 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
4489 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
4490 is always changed by a certain degree. ]]> 4389 is always changed by a certain degree.]]>
4491 </description> 4390 </description>
4492 <use><![CDATA[ 4391 <use><![CDATA[
4493 Spinners are very rarely used. I believe they are quite 4392 Spinners are very rarely used. I believe they are quite
4494 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
4495 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
4496 otherwise couldn't. 4395 otherwise couldn't.
4497 4396
4498 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-
4499 projectiles from magic walls don't get to fly in loops. ]]> 4398 projectiles from magic walls don't get to fly in loops.]]>
4500 </use> 4399 </use>
4501 <attribute arch="sp" editor="direction number" type="int"> 4400 <attribute arch="sp" editor="direction number" type="int">
4502 The spinner will change the direction of flying objects by 4401 The spinner will change the direction of flying objects by
4503 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4402 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4504 positive values counter clockwise. 4403 positive values counter clockwise.
4505 4404
4506 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4405 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4507 </attribute> 4406 </attribute>
4508 <attribute arch="walk_on" value="1" type="fixed" /> 4407 &move_on;
4509 <attribute arch="fly_on" value="1" type="fixed" />
4510</type> 4408</type>
4511 4409
4512<!--####################################################################--> 4410<!--####################################################################-->
4513<type number="138" name="Swamp"> 4411<type number="138" name="Swamp">
4514 <ignore> 4412 <ignore>
4518 Swamp areas show a special behaviour: 4416 Swamp areas show a special behaviour:
4519 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,
4520 he will start to sink in and eventually drown and die. 4418 he will start to sink in and eventually drown and die.
4521 Items dropped on the swamp sink in and dissapear. 4419 Items dropped on the swamp sink in and dissapear.
4522 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
4523 to die in the swamp. ]]> 4421 to die in the swamp.]]>
4524 </description> 4422 </description>
4525 <attribute arch="walk_on" value="1" type="fixed" />
4526 <attribute arch="is_floor" value="1" type="fixed" /> 4423 <attribute arch="is_floor" value="1" type="fixed" />
4527 <attribute arch="is_wooded" value="1" type="fixed" /> 4424 <attribute arch="is_wooded" value="1" type="fixed" />
4528 <attribute arch="speed" editor="drowning speed" type="float"> 4425 <attribute arch="speed" editor="drowning speed" type="float">
4529 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
4530 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
4531 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.
4532 </attribute> 4429 </attribute>
4533 <attribute arch="slow_move" editor="slow movement" type="int"> 4430 &speed_left;
4534 If &lt;slow movement&gt; is set to a value greater zero, all 4431 &move_on;
4535 creatures moving over this spot will be slower than normal. 4432 &movement_types_terrain;
4536
4537 &lt;slow movement&gt; 1 - rough terrain
4538 &lt;slow movement&gt; 2 - very rough terrain
4539 ...
4540 &lt;slow movement&gt; 5 - default for deep swamp
4541 </attribute>
4542 <attribute arch="no_magic" editor="no spells" type="bool"> 4433 <attribute arch="no_magic" editor="no spells" type="bool">
4543 If enabled, it is impossible for players to use (wizard-) 4434 If enabled, it is impossible for players to use (wizard-)
4544 spells on that spot. 4435 spells on that spot.
4545 </attribute> 4436 </attribute>
4546 <attribute arch="damned" editor="no prayers" type="bool"> 4437 <attribute arch="damned" editor="no prayers" type="bool">
4559 different location. The main difference to the object-type exit 4450 different location. The main difference to the object-type exit
4560 is the possibility to have teleporters connected to levers/buttons/etc. 4451 is the possibility to have teleporters connected to levers/buttons/etc.
4561 Sometimes teleporters are activated even against the players will. 4452 Sometimes teleporters are activated even against the players will.
4562 <br><br> 4453 <br><br>
4563 Unlike exits, teleporters can also transfer items and 4454 Unlike exits, teleporters can also transfer items and
4564 monsters to different locations on the same map. ]]> 4455 monsters to different locations on the same map.]]>
4565 </description> 4456 </description>
4566 <use><![CDATA[ 4457 <use><![CDATA[
4567 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
4568 an invisible teleporter. If using "invisible 1", the teleporter 4459 an invisible teleporter. If using "invisible 1", the teleporter
4569 can still be discovered with the show_invisible spell. And in 4460 can still be discovered with the show_invisible spell. And in
4570 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.
4571 <br><br> 4462 <br><br>
4572 Fortunately, there is a cool trick to make a perfectly invisible 4463 Fortunately, there is a cool trick to make a perfectly invisible
4573 teleporter: You simply add teleporter functionality to the floor 4464 teleporter: You simply add teleporter functionality to the floor
4574 itself. That means: You take the floor arch (e.g. "flagstone"), 4465 itself. That means: You take the floor arch (e.g. "flagstone"),
4575 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.]]>
4576 </use> 4467 </use>
4577 <attribute arch="slaying" editor="exit path" type="string"> 4468 <attribute arch="slaying" editor="exit path" type="string">
4578 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.
4579 &lt;exit path&gt; can be an absolute path, beginning with '/' 4470 &lt;exit path&gt; can be an absolute path, beginning with '/'
4580 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4471 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4616 be transferred to the "default enter location" of the destined map. 4507 be transferred to the "default enter location" of the destined map.
4617 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,
4618 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
4619 map-bugs. 4510 map-bugs.
4620 </attribute> 4511 </attribute>
4621 <attribute arch="connected" editor="connection" type="int"> 4512 <attribute arch="connected" editor="connection" type="string">
4622 If a connection value is set, the teleporter will be activated 4513 If a connection value is set, the teleporter will be activated
4623 whenever the connection is triggered. To use this properly, 4514 whenever the connection is triggered. To use this properly,
4624 &lt;activation speed&gt; must be zero. 4515 &lt;activation speed&gt; must be zero.
4625 </attribute> 4516 </attribute>
4517 &activate_on;
4626 <attribute arch="speed" editor="activation speed" type="float"> 4518 <attribute arch="speed" editor="activation speed" type="float">
4627 If the &lt;activation speed&gt; is nonzero, the teleporter will 4519 If the &lt;activation speed&gt; is nonzero, the teleporter will
4628 automatically be activated in regular time-intervals. Hence, the 4520 automatically be activated in regular time-intervals. Hence, the
4629 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.
4630 The duration between two activates depends on the given value. 4522 The duration between two activates depends on the given value.
4631 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.
4632 4524
4633 VERY IMPORTANT: If you want to have your teleporter activated via 4525 VERY IMPORTANT: If you want to have your teleporter activated via
4634 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!
4635 </attribute> 4527 </attribute>
4528 &speed_left;
4636</type> 4529</type>
4637 4530
4638<!--####################################################################--> 4531<!--####################################################################-->
4639<type number="26" name="Timed Gate"> 4532<type number="26" name="Timed Gate">
4640 <ignore> 4533 <ignore>
4641 <ignore_list name="non_pickable" /> 4534 <ignore_list name="non_pickable" />
4642 </ignore> 4535 </ignore>
4643 <description><![CDATA[ 4536 <description><![CDATA[
4644 Gates play an important role in Crossfire. Gates can be opened 4537 Gates play an important role in Deliantra. Gates can be opened
4645 by activating a button/trigger, by speaking passwords (-> magic_ear) 4538 by activating a button/trigger, by speaking passwords (-> magic_ear)
4646 or carrying special key-objects (-> inventory checker). 4539 or carrying special key-objects (-> inventory checker).
4647 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
4648 passed, which makes them more practical in many cases. Unlike normal 4541 passed, which makes them more practical in many cases. Unlike normal
4649 gates, timed gates open when triggered but automatically close again 4542 gates, timed gates open when triggered but automatically close again
4650 after some time.]]> 4543 after some time.]]>
4651 </description> 4544 </description>
4652 <use><![CDATA[ 4545 <use><![CDATA[
4653 Use gates to divide your maps into separated areas. After solving 4546 Use gates to divide your maps into separated areas. After solving
4654 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
4655 maps more complex than "one-way". ]]> 4548 maps more complex than "one-way".]]>
4656 </use> 4549 </use>
4657 <attribute arch="no_pick" value="1" type="fixed" /> 4550 <attribute arch="no_pick" value="1" type="fixed" />
4658 <attribute arch="connected" editor="connection" type="int"> 4551 <attribute arch="connected" editor="connection" type="string">
4659 Whenever the inventory checker is triggered, all objects with identical 4552 Whenever the inventory checker is triggered, all objects with identical
4660 &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
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4554 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4555 after some time.
4663 </attribute> 4556 </attribute>
4557 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4558 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4559 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4560 Zero means completely open/down, the "number of animation-steps" (usually
4667 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
4668 mess with this value - Leave the default in place. 4562 mess with this value - Leave the default in place.
4669 </attribute> 4563 </attribute>
4670 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4564 &movement_types_terrain;
4671 For open gates, &lt;blocking passage&gt; should be unset.
4672 For closed gates it must be set.
4673 </attribute>
4674 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4565 <attribute arch="no_magic" editor="restrict spells" type="bool">
4675 Restricting the use of spells to pass this gate. This has 4566 Restricting the use of spells to pass this gate. This has
4676 an effect only if &lt;block view&gt; is disabled. 4567 an effect only if &lt;block view&gt; is disabled.
4677 </attribute> 4568 </attribute>
4678 <attribute arch="damned" editor="restrict prayers" type="bool"> 4569 <attribute arch="damned" editor="restrict prayers" type="bool">
4702 and generally have either a physical attack or trigger a reaction. 4593 and generally have either a physical attack or trigger a reaction.
4703 <br><br> 4594 <br><br>
4704 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
4705 'attacktype' attacktype and/or trigger a reaction. 4596 'attacktype' attacktype and/or trigger a reaction.
4706 <br><br> 4597 <br><br>
4707 Many traps are already defined in the archetypes. ]]> 4598 Many traps are already defined in the archetypes.]]>
4708 </description> 4599 </description>
4709 <use><![CDATA[ 4600 <use><![CDATA[
4710 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
4711off your lightning wall and pit trap is usually a bad idea. ]]> 4602 off your lightning wall and pit trap is usually a bad idea.]]>
4712 </use> 4603 </use>
4713 <attribute arch="no_pick" value="1" type="fixed" /> 4604 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="walk_on" value="1" type="fixed" /> 4605 &move_on;
4715 <attribute arch="level" editor="trap level" type="int"> 4606 <attribute arch="level" editor="trap level" type="int">
4716 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
4717 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
4718 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
4719 tough, or keep the level low. 4610 tough, or keep the level low.
4732 </attribute> 4623 </attribute>
4733 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4734 This attribute defines what attacktype to use for direct damage when 4625 This attribute defines what attacktype to use for direct damage when
4735 the trap detonates. 4626 the trap detonates.
4736 </attribute> 4627 </attribute>
4737 <attribute arch="connected" editor="connection" type="int"> 4628 <attribute arch="connected" editor="connection" type="string">
4738 When the trap is detonated, all objects with the same 4629 When the trap is detonated, all objects with the same
4739 connection value get activated. 4630 connection value get activated.
4740 </attribute> 4631 </attribute>
4741 <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">
4742 When the trap detonates, this text is displayed to the 4633 When the trap detonates, this text is displayed to the
4754 Trapdoors are very similar to pits. The difference is that they 4645 Trapdoors are very similar to pits. The difference is that they
4755 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
4756 trapdoor determines weither it slams the trapdoor open and falls through 4647 trapdoor determines weither it slams the trapdoor open and falls through
4757 or not.<br> 4648 or not.<br>
4758 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
4759 weight,) it remains open, acting like an opened pit. ]]> 4650 weight,) it remains open, acting like an opened pit.]]>
4760 </description> 4651 </description>
4761 <use><![CDATA[ 4652 <use><![CDATA[
4762 Trapdoors should be used in the same fashion as pits: 4653 Trapdoors should be used in the same fashion as pits:
4763 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
4764 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.]]>
4765 </use> 4656 </use>
4766 <attribute arch="no_pick" value="1" type="fixed" /> 4657 <attribute arch="no_pick" value="1" type="fixed" />
4767 <attribute arch="walk_on" value="1" type="fixed" /> 4658 &move_on;
4768 <attribute arch="weight" editor="hold weight" type="int"> 4659 <attribute arch="weight" editor="hold weight" type="int">
4769 This value defines how much weight the trapdoor can hold. 4660 This value defines how much weight the trapdoor can hold.
4770 Once items or creatures are gathered on the trapdoor, with 4661 Once items or creatures are gathered on the trapdoor, with
4771 a total weight surpassing this value, then the trapdoor will 4662 a total weight surpassing this value, then the trapdoor will
4772 open and things start falling through. 4663 open and things start falling through.
4795 <attribute arch="value" /> 4686 <attribute arch="value" />
4796 <attribute arch="material" /> 4687 <attribute arch="material" />
4797 </ignore> 4688 </ignore>
4798 <description><![CDATA[ 4689 <description><![CDATA[
4799 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
4800 into the game. ]]> 4691 into the game.]]>
4801 </description> 4692 </description>
4802 <use><![CDATA[ 4693 <use><![CDATA[
4803 About usage of the "random-artifact" treasurelist: 4694 About usage of the "random-artifact" treasurelist:
4804 This will generate powerful stuff like girdles, xray helmets, special 4695 This will generate powerful stuff like girdles, xray helmets, special
4805 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
4806 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
4807 number of different artifacts! Besides, players will always seek the place 4698 number of different artifacts! Besides, players will always seek the place
4808 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.
4809 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
4810 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> 4701 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4811 </use> 4702 </use>
4812 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 4703 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4813 This entry determines what kind of treasure will appear. Look into 4704 This entry determines what kind of treasure will appear. Look into
4814 /crossfire/share/crossfire/treasures for details about existing 4705 /crossfire/share/crossfire/treasures for details about existing
4815 treasurelists. 4706 treasurelists.
4846 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
4847 &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
4848 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.
4849 <br><br> 4740 <br><br>
4850 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,
4851 except by the effect that they cause on the maps. ]]> 4742 except by the effect that they cause on the maps.]]>
4852 </description> 4743 </description>
4853 <use><![CDATA[ 4744 <use><![CDATA[
4854 Markers hold real cool possibilities for map-making. I encourage 4745 Markers hold real cool possibilities for map-making. I encourage
4855 you to use them frequently. However there is one negative point 4746 you to use them frequently. However there is one negative point
4856 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
4857 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
4858 informed and never confused. 4749 informed and never confused.
4859 <br><br> 4750 <br><br>
4860 Please avoid infinite markers when they aren't needed. They're 4751 Please avoid infinite markers when they aren't needed. They're
4861 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
4862 is no real purpose, set an expire time. ]]> 4753 is no real purpose, set an expire time.]]>
4863 </use> 4754 </use>
4864 <attribute arch="no_pick" value="1" type="fixed" /> 4755 <attribute arch="no_pick" value="1" type="fixed" />
4865 <attribute arch="slaying" editor="key string" type="string"> 4756 <attribute arch="slaying" editor="key string" type="string">
4866 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.
4867 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;,
4868 there won't be inserted a second one. 4759 there won't be inserted a second one.
4869 </attribute> 4760 </attribute>
4870 <attribute arch="connected" editor="connection" type="int"> 4761 <attribute arch="connected" editor="connection" type="string">
4871 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.
4872 </attribute> 4763 </attribute>
4873 <attribute arch="food" editor="mark duration" type="int"> 4764 <attribute arch="food" editor="mark duration" type="int">
4874 This value defines the duration of the force it inserts. 4765 This value defines the duration of the force it inserts.
4875 If nonzero, the duration of the player's mark is finite: 4766 If nonzero, the duration of the player's mark is finite:
4906 <attribute arch="name_pl" /> 4797 <attribute arch="name_pl" />
4907 <attribute arch="value" /> 4798 <attribute arch="value" />
4908 <attribute arch="unpaid" /> 4799 <attribute arch="unpaid" />
4909 </ignore> 4800 </ignore>
4910 <description><![CDATA[ 4801 <description><![CDATA[
4911 Walls usually block passage and sight. ]]> 4802 Walls usually block passage and sight.]]>
4912 </description> 4803 </description>
4913 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4804 &movement_types_terrain;
4914 If set, the object cannot be passed by players nor monsters.
4915 </attribute>
4916 <attribute arch="can_roll" editor="moveable" type="bool"> 4805 <attribute arch="can_roll" editor="moveable" type="bool">
4917 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.
4918 This setting is used for boulders and barrels. 4807 This setting is used for boulders and barrels.
4919 </attribute> 4808 </attribute>
4920 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4809 <attribute arch="no_magic" editor="restrict spells" type="bool">
4931<type number="109" name="Wand &amp; Staff"> 4820<type number="109" name="Wand &amp; Staff">
4932 <description><![CDATA[ 4821 <description><![CDATA[
4933 Wands contain a certain spell. The player can apply (ready) and 4822 Wands contain a certain spell. The player can apply (ready) and
4934 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
4935 "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
4936 charging, but usually that isn't worth the cost. ]]> 4825 charging, but usually that isn't worth the cost.]]>
4937 </description> 4826 </description>
4938 <use><![CDATA[ 4827 <use><![CDATA[
4939 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
4940 generally not cost-efficient. Handing out high-level wands with 4829 generally not cost-efficient. Handing out high-level wands with
4941 powerful special spells isn't a good idea either, because of 4830 powerful special spells isn't a good idea either, because of
4942 the recharge ability. 4831 the recharge ability.
4943 <br><br> 4832 <br><br>
4944 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
4945 quite desirable though. Ideal rewards for low level quests. ]]> 4834 quite desirable though. Ideal rewards for low level quests.]]>
4946 </use> 4835 </use>
4947 <attribute arch="sp" editor="spell" type="spell"> 4836 <attribute arch="sp" editor="spell" type="spell">
4948 The &lt;spell&gt; specifies the contained spell. 4837 The &lt;spell&gt; specifies the contained spell.
4949 </attribute> 4838 </attribute>
4950 <attribute arch="level" editor="casting level" type="int"> 4839 <attribute arch="level" editor="casting level" type="int">
4975 <ignore_list name="non_pickable" /> 4864 <ignore_list name="non_pickable" />
4976 </ignore> 4865 </ignore>
4977 <description><![CDATA[ 4866 <description><![CDATA[
4978 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
4979 these weak walls look similar to their solid "relatives" except 4868 these weak walls look similar to their solid "relatives" except
4980 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.]]>
4981 </description> 4870 </description>
4982 <use><![CDATA[ 4871 <use><![CDATA[
4983 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
4984 better than completely indiscernible passages in a wall.<br> 4873 better than completely indiscernible passages in a wall.<br>
4985 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
4986 them: Rising their defensive stats, weak walls can become a 4875 them: Rising their defensive stats, weak walls can become a
4987 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
4988 attack for example. A granite wall for instance might be very 4877 attack for example. A granite wall for instance might be very
4989 hard to destroy. ]]> 4878 hard to destroy.]]>
4990 </use> 4879 </use>
4991 <attribute arch="alive" value="1" type="fixed" /> 4880 <attribute arch="alive" value="1" type="fixed" />
4992 <attribute arch="no_pick" value="1" type="fixed" /> 4881 <attribute arch="no_pick" value="1" type="fixed" />
4993 <attribute arch="tear_down" value="1" type="fixed" /> 4882 <attribute arch="tear_down" value="1" type="fixed" />
4994 <attribute arch="race" editor="race" type="string"> 4883 <attribute arch="race" editor="race" type="string">
5015 </attribute> 4904 </attribute>
5016 <attribute arch="ac" editor="armour class" type="int"> 4905 <attribute arch="ac" editor="armour class" type="int">
5017 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.
5018 &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;.
5019 </attribute> 4908 </attribute>
5020<section name="resistance"> 4909 &resistances_basic;
5021 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5062 </attribute>
5063</section>
5064</type> 4910</type>
5065 4911
5066<!--####################################################################--> 4912<!--####################################################################-->
5067<type number="15" name="Weapon"> 4913<type number="15" name="Weapon">
5068 <description><![CDATA[ 4914 <description><![CDATA[
5069 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
5070 player. Usually enhancing his fighting-abilities. Non-magical weapons can 4916 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5071 be improved with scrolls. ]]> 4917 be improved with scrolls.]]>
5072 </description> 4918 </description>
5073 <use><![CDATA[ 4919 <use><![CDATA[
5074 If you create artifacts (equipment) with stats- or resistance-bonus: 4920 If you create artifacts (equipment) with stats- or resistance-bonus:
5075 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
5076 fighting AND questing. ]]> 4922 fighting AND questing.]]>
5077 </use> 4923 </use>
5078 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5079 This number is a bitmask, specifying the weapon's attacktypes. 4925 This number is a bitmask, specifying the weapon's attacktypes.
5080 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 4926 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5081 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
5136 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
5137 only way to prevent low level players to wear "undeserved" equipment 4983 only way to prevent low level players to wear "undeserved" equipment
5138 (like gifts from other players or cheated items). 4984 (like gifts from other players or cheated items).
5139 4985
5140 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
5141 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
5142 calculate a provisional value at runtime, but this is never 4988 calculate a provisional value at runtime, but this is never
5143 going to be an accurate measurement of &lt;item power&gt;. 4989 going to be an accurate measurement of &lt;item power&gt;.
5144 </attribute> 4990 </attribute>
5145 <attribute arch="damned" editor="damnation" type="bool"> 4991 <attribute arch="damned" editor="damnation" type="bool">
5146 A damned weapon cannot be unwielded unless 4992 A damned weapon cannot be unwielded unless
5166 </attribute> 5012 </attribute>
5167 <attribute arch="startequip" editor="godgiven item" type="bool"> 5013 <attribute arch="startequip" editor="godgiven item" type="bool">
5168 A godgiven item vanishes as soon as the player 5014 A godgiven item vanishes as soon as the player
5169 drops it to the ground. 5015 drops it to the ground.
5170 </attribute> 5016 </attribute>
5171<section name="resistance"> 5017 &player_stat_resist_sections;
5172 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5173 This adds physical resistance to the weapon (= armour value). The number is
5174 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5175 and what they require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5178 This adds magic resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5183 This adds fire resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5188 This adds electricity resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5193 This adds fire resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5198 This adds confusion resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Confusion resistance is not very effective
5200 unless the value comes close to 100 (= perfect immunity).
5201 </attribute>
5202 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5203 This adds acid resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Treat this with CARE. Look at other maps and what they
5205 require to do for getting this-and-that artifact.
5206 </attribute>
5207 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5208 This adds draining resistance to the weapon. The number is a percent-value
5209 in the range 0-100. Draining resistance is little effective
5210 unless the value is 100 (= perfect immunity).
5211 </attribute>
5212 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5213 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Weaponmagic resistance generally should not exist on
5215 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5216 are not meant to be easily resisted.
5217 </attribute>
5218 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5219 This adds ghosthit resistance to the weapon. The number is a percent-value
5220 in the range 0-100. Treat this with CARE. Look at other maps and what they
5221 require to do for getting this-and-that artifact.
5222 </attribute>
5223 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5224 This adds poison resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Treat this with CARE. Look at other maps and what they
5226 require to do for getting this-and-that artifact.
5227 </attribute>
5228 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5229 This adds fear resistance to the weapon. The number is a percent-value in
5230 the range 0-100. Resistance to fear is pretty useless.
5231 </attribute>
5232 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5233 This adds paralyze resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Paralyze resistance is little effective
5235 unless the value is 100 (= perfect immunity).
5236 </attribute>
5237 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5238 This adds fear resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Resistance to fear is pretty useless.
5240 </attribute>
5241 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5242 This adds depletion resistance to the weapon. The number is a percent-value
5243 in the range 0-100. Depletion resistance is little effective
5244 unless the value is 100 (= perfect immunity).
5245 </attribute>
5246 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5247 This adds death-attack resistance to the weapon. The number is a
5248 percent-value in the range 0-100. Death-attack resistance is little
5249 effective unless the value is 100 (= perfect immunity).
5250 Generally, resistance to death-attack is not supposed to be
5251 available to players!
5252 </attribute>
5253 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5254 This adds chaos resistance to the weapon. The number is a percent-value in
5255 the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5258 combination of other attacktypes.
5259 </attribute>
5260 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5261 This adds blinding resistance to the weapon. The number is a percent-value
5262 in the range 0-100. Treat this with CARE. Look at other maps and what they
5263 require to do for getting this-and-that artifact.
5264 </attribute>
5265 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5266 This adds holy power resistance to the weapon. The number is a percent-value
5267 in the range 0-100. Holy power is the attacktype that holyword-type spells
5268 use to hurt undead creatures. This kind of resistance is only reasonable
5269 for undead players (wraith or devourer cult).
5270 Generally, resistance to holy word should not be available for players.
5271 </attribute>
5272</section>
5273<section name="stats">
5274 <attribute arch="Str" editor="strength" type="int">
5275 The player's strentgh will rise/fall by the given value
5276 while wearing this weapon.
5277 </attribute>
5278 <attribute arch="Dex" editor="dexterity" type="int">
5279 The player's dexterity will rise/fall by the given value
5280 while wearing this weapon.
5281 </attribute>
5282 <attribute arch="Con" editor="constitution" type="int">
5283 The player's constitution will rise/fall by the given value
5284 while wearing this weapon.
5285 </attribute>
5286 <attribute arch="Int" editor="intelligence" type="int">
5287 The player's intelligence will rise/fall by the given value
5288 while wearing this weapon.
5289 </attribute>
5290 <attribute arch="Pow" editor="power" type="int">
5291 The player's power will rise/fall by the given value
5292 while wearing this weapon.
5293 </attribute>
5294 <attribute arch="Wis" editor="wisdom" type="int">
5295 The player's wisdom will rise/fall by the given value while
5296 wearing this weapon.
5297 </attribute>
5298 <attribute arch="Cha" editor="charisma" type="int">
5299 The player's charisma will rise/fall by the given value
5300 while wearing this weapon.
5301 </attribute>
5302</section>
5303<section name="misc"> 5018<section name="misc">
5304 <attribute arch="luck" editor="luck bonus" type="int"> 5019 <attribute arch="luck" editor="luck bonus" type="int">
5305 With positive luck bonus, the player is more likely to 5020 With positive luck bonus, the player is more likely to
5306 succeed in all sorts of things (spellcasting, praying,...). 5021 succeed in all sorts of things (spellcasting, praying,...).
5307 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
5386</type> 5101</type>
5387 5102
5388<type number="116" name="Event Connector"> 5103<type number="116" name="Event Connector">
5389 <description><![CDATA[ 5104 <description><![CDATA[
5390 Event connectors link specific events that happen to objects to 5105 Event connectors link specific events that happen to objects to
5391 a crossfire plug-in. ]]> 5106 a crossfire plug-in. They are not used at all in Deliantra.]]>
5392 </description> 5107 </description>
5393 <attribute arch="subtype" editor="event type" type="list_event_type">
5394 The type of event that triggers a notify to the plug-in.
5395 </attribute>
5396 <attribute arch="title" editor="plug-in" type="string">
5397 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5398 for python and "perl" for the Crossfire-Perl plug-in.
5399 </attribute>
5400 <attribute arch="slaying" editor="extension" type="string">
5401 The name of the extension to invoke (for python, this is the path to a script,
5402 for perl this is the name of a extension package without the ".ext" extension.
5403 </attribute>
5404 <attribute arch="name" editor="options" type="string">
5405 A string that is passed unaltered to the extension above. Often used to pass
5406 options to the extension that alter its behaviour.
5407 </attribute>
5408</type> 5108</type>
5409 5109
5410</types> 5110</types>

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