ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.32
Committed: Wed Dec 26 18:26:15 2007 UTC (16 years, 5 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.31: +13 -38 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type. ]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type. ]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true 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
354 ]>
355
356 <types>
357
358 <!--###################### bitmask definitions ######################-->
359
360 <bitmask name="attacktype">
361 <entry bit="0" name="Physical" />
362 <entry bit="1" name="Magical" />
363 <entry bit="2" name="Fire" />
364 <entry bit="3" name="Electricity" />
365 <entry bit="4" name="Cold" />
366 <entry bit="5" name="Confusion" />
367 <entry bit="6" name="Acid" />
368 <entry bit="7" name="Drain" />
369 <entry bit="8" name="Weaponmagic" />
370 <entry bit="9" name="Ghosthit" />
371 <entry bit="10" name="Poison" />
372 <entry bit="11" name="Slow" />
373 <entry bit="12" name="Paralyze" />
374 <entry bit="13" name="Turn Undead" />
375 <entry bit="14" name="Fear" />
376 <entry bit="15" name="Cancellation" />
377 <entry bit="16" name="Depletion" />
378 <entry bit="17" name="Death" />
379 <entry bit="18" name="Chaos" />
380 <entry bit="19" name="Counterspell" />
381 <entry bit="20" name="God Power" />
382 <entry bit="21" name="Holy Power" />
383 <entry bit="22" name="Blinding" />
384 </bitmask>
385
386 <bitmask name="material">
387 <entry bit="0" name="Paper" />
388 <entry bit="1" name="Iron" />
389 <entry bit="2" name="Glass" />
390 <entry bit="3" name="Leather" />
391 <entry bit="4" name="Wood" />
392 <entry bit="5" name="Organics" />
393 <entry bit="6" name="Stone" />
394 <entry bit="7" name="Cloth" />
395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
402 </bitmask>
403
404 <bitmask name="spellpath">
405 <entry bit="0" name="Protection" />
406 <entry bit="1" name="Fire" />
407 <entry bit="2" name="Frost" />
408 <entry bit="3" name="Electricity" />
409 <entry bit="4" name="Missiles" />
410 <entry bit="5" name="Self" />
411 <entry bit="6" name="Summoning" />
412 <entry bit="7" name="Abjuration" />
413 <entry bit="8" name="Restoration" />
414 <entry bit="9" name="Detonation" />
415 <entry bit="10" name="Mind" />
416 <entry bit="11" name="Creation" />
417 <entry bit="12" name="Teleportation" />
418 <entry bit="13" name="Information" />
419 <entry bit="14" name="Transmutation" />
420 <entry bit="15" name="Transferrence" />
421 <entry bit="16" name="Turning" />
422 <entry bit="17" name="Wounding" />
423 <entry bit="18" name="Death" />
424 <entry bit="19" name="Light" />
425 </bitmask>
426
427 <bitmask name="will_apply">
428 <entry bit="0" name="Apply Handles" />
429 <entry bit="1" name="Open Chests" />
430 <entry bit="2" name="Break Walls" />
431 <entry bit="3" name="Open Doors" />
432 </bitmask>
433
434 <bitmask name="pick_up">
435 <entry bit="0" name="Nothing" />
436 <entry bit="1" name="Wealth" />
437 <entry bit="2" name="Food" />
438 <entry bit="3" name="Weapons" />
439 <entry bit="4" name="Armour" />
440 <entry bit="5" name="Inverse" />
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" />
451 </bitmask>
452
453 <!--###################### list definitions ######################-->
454
455 <list name="direction">
456 <entry value="0" name="&lt;none&gt;" />
457 <entry value="1" name="north" />
458 <entry value="2" name="northeast" />
459 <entry value="3" name="east" />
460 <entry value="4" name="southeast" />
461 <entry value="5" name="south" />
462 <entry value="6" name="southwest" />
463 <entry value="7" name="west" />
464 <entry value="8" name="northwest" />
465 </list>
466
467 <list name="mood">
468 <entry value="0" name="furious" />
469 <entry value="1" name="angry" />
470 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" />
473 </list>
474
475 <list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" />
478 <entry value="1048576" name="improvement" />
479 </list>
480
481 <list name="weapon_type">
482 <entry value="0" name="&lt;unknown&gt;" />
483 <entry value="1" name="sword" />
484 <entry value="2" name="arrows" />
485 <entry value="3" name="axe" />
486 <entry value="4" name="katana" />
487 <entry value="5" name="knife, dagger" />
488 <entry value="6" name="whip, chain" />
489 <entry value="7" name="hammer, flail" />
490 <entry value="8" name="club, stick" />
491 </list>
492
493 <list name="skill_type">
494 <entry value="1" name="lockpicking" />
495 <entry value="2" name="hiding" />
496 <entry value="3" name="smithery" />
497 <entry value="4" name="bowyer" />
498 <entry value="5" name="jeweler" />
499 <entry value="6" name="alchemy" />
500 <entry value="7" name="stealing" />
501 <entry value="8" name="literacy" />
502 <entry value="9" name="bargaining" />
503 <entry value="10" name="jumping" />
504 <entry value="11" name="detect magic" />
505 <entry value="12" name="oratory" />
506 <entry value="13" name="singing" />
507 <entry value="14" name="detect curse" />
508 <entry value="15" name="find traps" />
509 <entry value="16" name="mediatation" />
510 <entry value="17" name="punching" />
511 <entry value="18" name="flame touch" />
512 <entry value="19" name="karate" />
513 <entry value="20" name="climbing" />
514 <entry value="21" name="woodsman" />
515 <entry value="22" name="inscription" />
516 <entry value="23" name="one handed weapons" />
517 <entry value="24" name="missile weapons" />
518 <entry value="25" name="throwing" />
519 <entry value="26" name="use magic item" />
520 <entry value="27" name="disarm traps" />
521 <entry value="28" name="set traps" />
522 <entry value="29" name="thaumaturgy" />
523 <entry value="30" name="praying" />
524 <entry value="31" name="clawing" />
525 <entry value="32" name="levitation" />
526 <entry value="33" name="summoning" />
527 <entry value="34" name="pyromancy" />
528 <entry value="35" name="evocation" />
529 <entry value="36" name="sorcery" />
530 <entry value="37" name="two handed weapons" />
531 </list>
532
533 <list name="spell_type">
534 <entry value="1" name="raise dead" />
535 <entry value="2" name="rune" />
536 <entry value="3" name="make mark" />
537 <entry value="4" name="bolt" />
538 <entry value="5" name="bullet" />
539 <entry value="6" name="explosion" />
540 <entry value="7" name="cone" />
541 <entry value="8" name="bomb" />
542 <entry value="9" name="wonder" />
543 <entry value="10" name="smite" />
544 <entry value="11" name="magic missile" />
545 <entry value="12" name="summon golem" />
546 <entry value="13" name="dimension door" />
547 <entry value="14" name="magic mapping" />
548 <entry value="15" name="magic wall" />
549 <entry value="16" name="destruction" />
550 <entry value="17" name="perceive self" />
551 <entry value="18" name="word of recall" />
552 <entry value="19" name="invisible" />
553 <entry value="20" name="probe" />
554 <entry value="21" name="healing" />
555 <entry value="22" name="create food" />
556 <entry value="23" name="earth to dust" />
557 <entry value="24" name="change ability" />
558 <entry value="25" name="bless" />
559 <entry value="26" name="curse" />
560 <entry value="27" name="summon monster" />
561 <entry value="28" name="recharge" />
562 <entry value="29" name="polymorph" />
563 <entry value="30" name="alchemy" />
564 <entry value="31" name="remove curse" />
565 <entry value="32" name="identify" />
566 <entry value="33" name="detection" />
567 <entry value="34" name="mood change" />
568 <entry value="35" name="moving ball" />
569 <entry value="36" name="swarm" />
570 <entry value="37" name="charge mana" />
571 <entry value="38" name="dispel rune" />
572 <entry value="39" name="create missile" />
573 <entry value="40" name="consecrate" />
574 <entry value="41" name="animate weapon" />
575 <entry value="42" name="light" />
576 <entry value="43" name="change map light" />
577 <entry value="44" name="faery fire" />
578 <entry value="45" name="disease" />
579 <entry value="46" name="aura" />
580 <entry value="47" name="town portal" />
581 </list>
582
583 <list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
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" />
624 </list>
625
626 <!--###################### default attributes ######################-->
627
628 <!--
629 The attributes of the default_type get added to all other types by default.
630 Every type can have an 'ignore' element however, which is used to specify
631 default attributes *not* to inherit.
632 -->
633 <default_type>
634 <attribute arch="name" editor="name" type="string">
635 This is the name of the object, displayed to the player.
636 </attribute>
637 <attribute arch="name_pl" editor="plural name" type="string">
638 This is the plural name of the object. A plural name must be set for
639 all items that can be picked up and collected by the player.
640 </attribute>
641 <attribute arch="title" editor="title" type="string">
642 This is the object's title. Once an object is identified the title is
643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 </attribute>
645 <attribute arch="face" editor="image" type="string">
646 The image-name defines what image is displayed for this object in-game.
647 </attribute>
648 <attribute arch="tag" editor="tag" type="string">
649 You can tag objects with an identifier. Tagged objects can be found quickly
650 from their tag, which makes them useful to tag exits and refer to those by
651 their name.
652 </attribute>
653 <attribute arch="nrof" editor="number" type="int">
654 This value determines the number of objects in one stack (for example:
655 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
656 any pickable object - otherwise it won't be mergeable into a stack.
657 </attribute>
658 <attribute arch="weight" editor="weight" type="int">
659 This value defines the object's weight in grams (1000g is 1kg). Objects with
660 zero weight are not pickable for players. Still, set the "non-pickable"-flag
661 for explicitly non-pickable objects (hey, this is opensource.. you
662 never know ;) ).
663 </attribute>
664 <attribute arch="value" editor="value" type="int">
665 Determines the value of the object, in units of silver coins (one
666 platinum coin == 50 silver coins). Value for buying/selling will be
667 further modified by various factors. Hence, testing values in-game is
668 usually inevitable.
669 </attribute>
670 <attribute arch="glow_radius" editor="glow radius" type="int">
671 If &lt;glow radius&gt; is set to a value greater zero, the object
672 appears lit up on dark maps. &lt;glow radius&gt; can be a value
673 between 0 and 4, the higher, the more light does the object emit.
674 </attribute>
675 <attribute arch="material" editor="material" type="bitmask_material">
676 This bitmask-value informs the player of which material(s) the
677 object consists. Material does also affect how likely the object
678 can be destroyed by hazardous spell-effects.
679 </attribute>
680 <attribute arch="no_pick" editor="non-pickable" type="bool">
681 If set, the object cannot be picked up (Neither by players nor monsters).
682 </attribute>
683 <attribute arch="invisible" editor="invisible" type="bool">
684 Generally makes the object invisible. Depending on the object-type,
685 some can be made visible by the show_invisible spell. If in doubt, test it.
686 Putting an invisible object under the floor always prevents it from being
687 shown.
688 </attribute>
689 <attribute arch="blocksview" editor="block view" type="bool">
690 If an item is set to block view, players (and monsters) cannot
691 see byond it unless they cross it or manage to stand ontop.
692 </attribute>
693 <attribute arch="identified" editor="identified" type="bool">
694 If an item is identified, the player has full knowledge about it.
695 </attribute>
696 <attribute arch="unpaid" editor="unpaid" type="bool">
697 An &lt;unpaid&gt; item cannot be used unless a player carried it over
698 a shop mat, paying the demanded price. Setting this flag makes sense
699 only for pickable items inside shops.
700 </attribute>
701 <attribute arch="sound" editor="sound" type="string">
702 The sound this objects makes on a map. Enter either a sound alias from
703 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
704 field it will point to sound/&lt;path&gt;.ext
705 </attribute>
706 <attribute arch="sound_destroy" editor="destroy sound" type="string">
707 The sound this objects makes when it is destroyed. Enter either a sound alias from
708 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
709 field it will point to sound/&lt;path&gt;.ext
710 </attribute>
711 </default_type>
712
713 <!-- This ignorelist is for all system objects which are non pickable
714 and invisible. They don't interact with players at all. -->
715 <ignore_list name="system_object">
716 <attribute arch="value" />
717 <attribute arch="nrof" />
718 <attribute arch="weight" />
719 <attribute arch="name_pl" />
720 <attribute arch="material" />
721 <attribute arch="no_pick" />
722 <attribute arch="unpaid" />
723 <attribute arch="title" />
724 <attribute arch="glow_radius" />
725 <attribute arch="identified" />
726 <attribute arch="blocksview" />
727 <attribute arch="invisible" />
728 </ignore_list>
729
730 <!-- This ignorelist is for non-pickable objects. They can be seen by
731 the player, but don't have values like material or weight. -->
732 <ignore_list name="non_pickable">
733 <attribute arch="value" />
734 <attribute arch="nrof" />
735 <attribute arch="weight" />
736 <attribute arch="name_pl" />
737 <attribute arch="material" />
738 <attribute arch="no_pick" />
739 <attribute arch="unpaid" />
740 <attribute arch="title" />
741 <attribute arch="identified" />
742 </ignore_list>
743
744 <!--####################################################################-->
745 <type number="0" name="Misc">
746 <required>
747 <!-- this is a special case: The "misc" type with type number 0 is
748 the fallback for all types which don't match any other defined types.
749 The required attribute "misc x" prevents that it gets confused with
750 other types like "monster & npc" which also have type number 0. -->
751 <attribute arch="misc" value="x" />
752 </required>
753 &movement_types_terrain;
754 <attribute arch="cursed" editor="cursed" type="bool">
755 Curses can have various effects: On equipment and food,
756 they generally harm the player in some way.
757 </attribute>
758 <attribute arch="damned" editor="damned" type="bool">
759 A damned item/floor on the ground makes it impossible for players
760 to use prayers on that spot. It also prevents players from saving.
761 Damnation on equipment works similar to a curse.
762 </attribute>
763 <attribute arch="unique" editor="unique item" type="bool">
764 Unique items exist only one time on a server. If the item
765 is taken, lost or destroyed - it's gone for good.
766 </attribute>
767 <attribute arch="startequip" editor="godgiven item" type="bool">
768 A godgiven item vanishes as soon as the player
769 drops it to the ground.
770 </attribute>
771 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
772 This text may describe the object.
773 </attribute>
774 </type>
775
776 <!--####################################################################-->
777 <type number="110" name="Ability">
778 <ignore>
779 <ignore_list name="system_object" />
780 </ignore>
781 <description><![CDATA[
782 Abilities are to be put in a monster's inventory. They grant monsters the
783 knowledge to cast spells. Spells from abilities are usually magical in
784 nature, thus adding magic attacktype to the spell-damage they produce.
785 <br><br>
786 A particularly nice feature of abilities is that they can hold two
787 spells: One for short range- and one for long range use.
788 \n\n
789 You should know that spellcasting monsters receive abilities via
790 &lt;treasurelist&gt;. ]]>
791 </description>
792 <use><![CDATA[
793 If you want to create "customized" spellcasting monsters, you
794 should use abilities (rather than spellbooks/wands or something).
795 The long/short-range spell feature can make boss-monsters more
796 interesting and challenging.
797 <br><br>
798 You should keep in mind that magic abilities allow players
799 to get better resistance. You can turn off the magic part to
800 make the spells more dangerous. However, this really shouldn't
801 be neccessary unless you work on very high level maps.
802 And what fun is a magic resistance cloak when it has no effect? ]]>
803 </use>
804 <attribute arch="invisible" value="1" type="fixed" />
805 <attribute arch="no_drop" value="1" type="fixed" />
806 <attribute arch="sp" editor="short range spell" type="spell">
807 The monster will use the specified &lt;short range spell&gt;
808 when the player is within 6-square radius (of the
809 monster's head).
810 </attribute>
811 <attribute arch="hp" editor="long range spell" type="nz_spell">
812 The monster will use the specified &lt;long range spell&gt;
813 when the player is at least 6 squares away (from the
814 monster's head).
815
816 Setting a &lt;long range spell&gt; is optional. If unset, the
817 &lt;short range spell&gt; gets used all the time.
818 </attribute>
819 <attribute arch="maxsp" editor="importance" type="int">
820 Sometimes you'll want a monster to use one ability more than others.
821 To achieve this, set the &lt;importance&gt; to a value greater than
822 one. Abilities with this value zero/unset are counted to be of
823 &lt;importance&gt; one.
824
825 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
826 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
827 times the "small fireball".
828 </attribute>
829 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
830 This flag specifies whether the ability &lt;is magical&gt; in nature.
831 If enabled, all spells produced by this ability will have magic
832 attacktype added to the usual attacktypes.
833
834 This should always be set for spell-like abilities. "Natural"
835 abilities like a dragon's firebreath are an exception.
836 Note that non-magical abilities are more dangerous because
837 magic resistance does not protect from those.</attribute>
838 </type>
839
840 <!--####################################################################-->
841 <type number="18" name="Altar">
842 <ignore>
843 <ignore_list name="non_pickable" />
844 </ignore>
845 <description><![CDATA[
846 When a player puts a defined number of certain items on the altar,
847 then either a spell is casted (on the player) or a connector is
848 triggered. If the latter is the case, the altar works only once.
849 Either way, the sacrificed item disappears. ]]>
850 </description>
851 <attribute arch="no_pick" value="1" type="fixed" />
852 &move_on;
853 <attribute arch="slaying" editor="match item name" type="string">
854 This string specifies the item that must be put on the altar to
855 activate it. It can either be the name of an archetype, or directly
856 the name of an object. Yet, titles are not recognized by altars.
857 Remember to put a note somewhere, telling the player what he is
858 expected to drop on the altar. (Often this is put in the altar's
859 name: E.g. "drop 100 platinums")
860 </attribute>
861 <attribute arch="food" editor="drop amount" type="int">
862 The drop amount specifies the amount of items (specified
863 in &lt;match item name&gt;) that must be dropped to activate the altar.
864
865 If &lt;match item name&gt; is set to "money", then the value of the
866 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
867 200 silver, 20 gold, or 4 platinum will all work.)
868
869 Note that the maximum possible for &lt;drop amount&gt; is 32767.
870 </attribute>
871 <attribute arch="connected" editor="connection" type="int">
872 If a connection value is set, the altar will trigger all objects
873 with the same value, when activated. This will only work once.
874 </attribute>
875 <attribute arch="sp" editor="spell" type="spell">
876 When activated, the selected &lt;spell&gt; will be casted (once, on the
877 player). This should work for any given spell. The altar will work
878 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
879 one altar.
880 </attribute>
881 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
882 This text will be displayed to the player
883 in the exact moment when the altar is activated.
884 </attribute>
885 </type>
886
887 <!--####################################################################-->
888 <type number="31" name="Altar Trigger">
889 <ignore>
890 <ignore_list name="non_pickable" />
891 </ignore>
892 <description><![CDATA[
893 Altar_triggers work pretty much like normal altars
894 (drop sacrifice -> connection activated), except for the fact that
895 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
896 </description>
897 <use><![CDATA[
898 Altar_triggers are very useful if you want to charge a price for...
899 <UL>
900 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
901 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
902 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
903 </UL>
904 The big advantage over normal altars is the infinite usability
905 of altar_triggers! If there are ten players on one server, they're
906 quite grateful if things work more than once. =) ]]>
907 </use>
908 <attribute arch="no_pick" value="1" type="fixed" />
909 <attribute arch="slaying" editor="match item name" type="string">
910 This string specifies the item that must be put on the altar to
911 activate it. It can either be the name of an archetype, or directly
912 the name of an object. Yet, titles are not recognized by altars.
913 Remember to put a note somewhere, telling the player what he is
914 expected to drop on the altar. (Often this is put in the altar's
915 name: E.g. "drop 100 platinums")
916 </attribute>
917 <attribute arch="food" editor="drop amount" type="int">
918 The drop amount specifies the amount of items (specified
919 in &lt;match item name&gt;) that must be dropped to activate the altar.
920
921 If &lt;match item name&gt; is set to "money", then the value of the
922 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
923 200 silver, 20 gold, or 4 platinum will all work.)
924
925 Note that the maximum possible for &lt;drop amount&gt; is 32767.
926 </attribute>
927 <attribute arch="connected" editor="connection" type="int">
928 If a connection value is set, the altar will trigger all objects
929 with the same value, when activated. This will only work once.
930 </attribute>
931 <attribute arch="sp" editor="spell" type="spell">
932 When activated, this &lt;spell&gt; will be casted (once, on the player).
933 This should work for any given spell. The altar will work infinitely
934 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
935 </attribute>
936 <attribute arch="exp" editor="reset time" type="int">
937 Being activated, the altar will reset after &lt;reset time&gt; ticks.
938 After reset, the altar is ready to be activated once again.
939 The default &lt;reset time&gt; is 30.
940 </attribute>
941 <attribute arch="last_sp" editor="ignore reset" type="bool">
942 If this attribute is enabled, the altar_trigger won't push the
943 connected value by altar reset. Only ONCE by dropping the sacrifice.
944 This is typically used when the altar is connected to a creator,
945 e.g. for selling tickets.
946
947 If this attribute is disabled (default), the altar_trigger
948 will push the connected value TWICE per sacrifice: First by
949 dropping sacrifice, second by reset. This mode is typically
950 used for altars being connected to gates, resulting in the
951 gate being opened and closed again.
952 </attribute>
953 &move_on;
954 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
955 This text will be displayed to the player
956 in the exact moment when the altar is activated.
957 </attribute>
958 </type>
959
960 <!--####################################################################-->
961 <type number="74" name="Skill Tool">
962 <description><![CDATA[
963 Wearing a skill tool will give the player the ability to use a skill.
964 ]]>
965 </description>
966 <use><![CDATA[
967 Feel free to assign resistancies and stats to a skill tools or change
968 the skill that is given.
969 ]]>
970 </use>
971 <attribute arch="skill" editor="skill name" type="string">
972 This field describes which skill the player will be able to use wearing this item.
973 </attribute>
974 &player_stat_resist_sections;
975 </type>
976 <!--####################################################################-->
977 <type number="39" name="Amulet">
978 <description><![CDATA[
979 Wearing an amulet, the object's stats will directly be inherited to
980 the player. Amulets are usually meant for protection and defense. ]]>
981 </description>
982 <use><![CDATA[
983 Feel free to create your own special artifacts. However, it is very
984 important that you keep your artifact in balance with existing maps. ]]>
985 </use>
986 <attribute arch="ac" editor="armour class" type="int">
987 This value defines the amount of armour-class bonus for wearing
988 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
989 values are better. It should usually be set only for armour-like equipment.
990 </attribute>
991 <attribute arch="wc" editor="weapon class" type="int">
992 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
993 melee attacks. Weapon class improves the chance of hitting the opponent.
994 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
995 be set only for weapon-like items. Lower values are better.
996 </attribute>
997 <attribute arch="item_power" editor="item power" type="int">
998 The &lt;item power&gt; value measures how "powerful" an artifact is.
999 Players will only be able to wear equipment with a certain total
1000 amount of &lt;item power&gt;, depending on their own level. This is the
1001 only way to prevent low level players to wear "undeserved" equipment
1002 (like gifts from other players or cheated items).
1003
1004 It is very important to adjust the &lt;item power&gt; value carefully
1005 for every artifact you create! If zero/unset, the Deliantra server will
1006 calculate a provisional value at runtime, but this is never
1007 going to be an accurate measurement of &lt;item power&gt;.
1008 </attribute>
1009 <attribute arch="damned" editor="damnation" type="bool">
1010 A damned piece of equipment cannot be unwielded unless the curse
1011 is removed. Removing damnations is a tick harder than removing curses.
1012 </attribute>
1013 <attribute arch="cursed" editor="curse" type="bool">
1014 A cursed piece of equipment cannot be unwielded
1015 unless the curse is removed.
1016 </attribute>
1017 <attribute arch="lifesave" editor="save life" type="bool">
1018 An item with this flag enabled will save the players life
1019 for one time: When the player is wearing this item and his
1020 health points reach zero, the item disappears, replenishing
1021 half of the player's health.
1022
1023 An item with &lt;save life&gt; should not have
1024 any decent additional bonuses!
1025 </attribute>
1026 <attribute arch="unique" editor="unique item" type="bool">
1027 Unique items exist only one time on a server. If the item
1028 is taken, lost or destroyed - it's gone for good.
1029 </attribute>
1030 <attribute arch="startequip" editor="godgiven item" type="bool">
1031 A godgiven item vanishes as soon as the player
1032 drops it to the ground.
1033 </attribute>
1034 <attribute arch="applied" editor="is applied" type="bool">
1035 If you put this item into the inventory of a monster, and
1036 you want the monster to use/wear the item - you must set
1037 &lt;is applied&gt;.
1038 Enabling this flag doesn't make any sense if the item
1039 is NOT in a monster's inventory.
1040 </attribute>
1041 &player_stat_resist_sections;
1042 <section name="misc">
1043 <attribute arch="luck" editor="luck bonus" type="int">
1044 With positive luck bonus, the player is more likely to
1045 succeed in all sorts of things (spellcasting, praying,...).
1046 Unless the &lt;luck bonus&gt; is very high, the effect will be
1047 barely visible in-game. Luck bonus on one piece of equipment
1048 should never exceed 3, and such bonus should not be too
1049 frequently available.
1050 </attribute>
1051 <attribute arch="hp" editor="health regen." type="int">
1052 Positive &lt;health regen.&gt; bonus speeds up the
1053 player's healing process. Negative values slow it down.
1054 </attribute>
1055 <attribute arch="sp" editor="mana regen." type="int">
1056 Positive &lt;mana regen.&gt; bonus speeds up the
1057 player's mana regeneration. Negative values slow it down.
1058 </attribute>
1059 <attribute arch="grace" editor="grace regen." type="int">
1060 Positive &lt;grace regen.&gt; bonus speeds up the
1061 player's grace regeneration. Negative values slow it down.
1062 Since grace can be regenerated rather easy with praying,
1063 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1064 </attribute>
1065 <attribute arch="food" editor="food bonus" type="int">
1066 Positive &lt;food bonus&gt; slows down the player's digestion,
1067 thus he consumes less food. Negative values speed it up.
1068
1069 Note that food is consumed not only for "being alive", but
1070 also for healing and mana-regeneration.
1071 &lt;food bonus&gt; only affects the amount of food consumed
1072 for "being alive". Hence, even with high &lt;food bonus&gt;,
1073 during a fight a player can run out of food quickly.
1074 </attribute>
1075 <attribute arch="xrays" editor="xray vision" type="bool">
1076 Xray vision allows the player to see through obstacles
1077 in a two-square-wide radius. This is extremely helpful and
1078 desirable, so don't give it away for cheap on equipment.
1079 </attribute>
1080 <attribute arch="stealth" editor="stealth" type="bool">
1081 Stealth allows the player to move silently.
1082 This comes to effect if a player turns himself
1083 invisible and tries to sneak around monsters.
1084 (At least that was the idea behind it)
1085 </attribute>
1086 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1087 If a player is wearing any piece of equipment with
1088 the ability to &lt;reflect spells&gt;, all kinds of
1089 spell-bullets and -beams will bounce off him.
1090 This works only about 90% of all times, to
1091 avoid players being completely immune to certain
1092 types of attacks.
1093
1094 This is a very powerful ability and it
1095 shouldn't be handed out cheap!
1096 </attribute>
1097 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1098 If a player is wearing any piece of equipment with
1099 the ability to &lt;reflect missiles&gt;, all kinds of
1100 projectiles (e.g. arrows, bolts, boulders) will
1101 bounce off him. This works only about 90% of all
1102 times, to avoid players being completely immune to
1103 certain types of attacks.
1104 </attribute>
1105 &move_type;
1106 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1107 Click on the &lt;attuned paths&gt; button to select spellpaths.
1108 The player will get attuned to the specified spellpaths
1109 while wearing this item.
1110 </attribute>
1111 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1112 Click on the &lt;repelled paths&gt; button to select spellpaths.
1113 The player will get repelled to the specified spellpaths
1114 while wearing this item.
1115 </attribute>
1116 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1117 Click on the &lt;denied paths&gt; button to select spellpaths.
1118 The specified spellpaths will be denied to the player
1119 while wearing this item.
1120 </attribute>
1121 </section>
1122 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1123 This text describes the item's "story". Every decent artifact
1124 should have such a description.
1125 </attribute>
1126 </type>
1127
1128 <!--####################################################################-->
1129 <type number="58" name="Battleground">
1130 <ignore>
1131 <ignore_list name="non_pickable" />
1132 </ignore>
1133 <description><![CDATA[
1134 Battleground is very special: In short, players can die on battleground
1135 without any death penalties. They don't loose or gain experience
1136 while on battleground. Acid, draining and depletion effects don't
1137 work either.
1138 When a player dies on battleground, he gets teleported to an exit
1139 location which is defined in the battleground object. ]]>
1140 </description>
1141 <use><![CDATA[
1142 Battleground is only meant for player vs. player duels. You can
1143 design combat arenas similiar to the one in scorn.<br>
1144 What should NEVER be done is placing battleground tiles in
1145 open dungeons or other free kinds of land.
1146 It must not be possible to gain significant treasure for fighting
1147 on battleground, because it bears no risk.<br><br>
1148 (Battleground will cease to work when the image or name is changed,
1149 or when it is placed beneath another floor tile.
1150 This is not a bug, it is there to prevent any attempts of placing
1151 "hidden" battleground tiles anywhere.) ]]>
1152 </use>
1153 <attribute arch="no_pick" value="1" type="fixed" />
1154 <attribute arch="is_floor" value="1" type="fixed" />
1155 <attribute arch="hp" editor="destination X" type="int">
1156 The exit destinations define the (x, y)-coordinates where players
1157 get teleported after they died on this battleground.
1158 </attribute>
1159 <attribute arch="sp" editor="destination Y" type="int">
1160 The exit destinations define the (x, y)-coordinates where players
1161 get teleported after they died on this battleground.
1162 </attribute>
1163 </type>
1164
1165 <!--####################################################################-->
1166 <type number="165" name="Safe ground">
1167 <ignore>
1168 <ignore_list name="non_pickable" />
1169 </ignore>
1170 <description><![CDATA[
1171 Safe ground is a special object that prevents any effects that might
1172 be harmful for the map, other players or items on the map.
1173 It blocks all magic and prayers, usage of alchemy, prevents potions
1174 from being used and blocks bombs from exploding. Note that altars that
1175 do cast spells still work.
1176 ]]>
1177 </description>
1178 <use><![CDATA[
1179 Safe ground can be used to prevents any means of burning
1180 or destroying the items in a shop. Put this object below all floor tiles
1181 in your map and your shop will be safe. It's generally useful for making
1182 areas where really no kind of spell should be invoked by a player.
1183 ]]>
1184 </use>
1185 &movement_types_terrain;
1186 <attribute arch="no_pick" value="1" type="fixed" />
1187 </type>
1188
1189 <!--####################################################################-->
1190 <type number="8" name="Book">
1191 <description><![CDATA[
1192 Applying a book, the containing message is displayed to the player. ]]>
1193 </description>
1194 <attribute arch="level" editor="literacy level" type="int">
1195 If this value is set to be greater than zero, the player needs a
1196 certain literacy level to succeed reading the book. The book can be
1197 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1198 book can be a nice idea, personally I like it when a player needs
1199 more than his fighting skills to solve a quest. However, keep the
1200 booklevel at least below 15 because it is quite hard to gain high
1201 mental levels.
1202 </attribute>
1203 <attribute arch="startequip" editor="godgiven item" type="bool">
1204 A godgiven item vanishes as soon as the player
1205 drops it to the ground.
1206 </attribute>
1207 <attribute arch="unique" editor="unique item" type="bool">
1208 Unique items exist only one time on a server. If the item
1209 is taken, lost or destroyed - it's gone for good.
1210 </attribute>
1211 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1212 This is the text that appears "written" in the book.
1213 </attribute>
1214 <attribute arch="slaying" editor="key string" type="string">
1215 This is the key string of the book. The key string is checked by an inventory checker.
1216 (This is used eg. for the gate/port passes in scorn)
1217 </attribute>
1218 </type>
1219
1220 <!--####################################################################-->
1221 <type number="99" name="Boots">
1222 <import_type name="Amulet" />
1223 <description><![CDATA[
1224 Wearing boots, the object's stats will directly be inherited to
1225 the player. Usually enhancing his speed, or granting some minor
1226 protection bonus. ]]>
1227 </description>
1228 <use><![CDATA[
1229 Feel free to create your own special artifacts. However, it is very
1230 important that you keep your artifact in balance with existing maps. ]]>
1231 </use>
1232 <attribute arch="exp" editor="speed bonus" type="int">
1233 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1234 while worn. This kind of bonus is quite desirable for players of low-
1235 and medium level. High level players usually have fastest possible
1236 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1237 Still, this bonus is good for nice artifacts - not everything has
1238 to be for highest level.
1239 </attribute>
1240 <attribute arch="magic" editor="magic bonus" type="int">
1241 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1242 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1243 than direct armour-class bonus on the boots.
1244
1245 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1246 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1247 </attribute>
1248 </type>
1249
1250 <!--####################################################################-->
1251 <type number="104" name="Bracers">
1252 <import_type name="Amulet" />
1253 <description><![CDATA[
1254 Bracers are armour-plates worn around the wrists.
1255 Wearing bracer, the object's stats will directly be inherited to
1256 the player. Usually enhancing his defense. ]]>
1257 </description>
1258 <use><![CDATA[
1259 Feel free to create your own special artifacts. However, it is very
1260 important that you keep your artifact in balance with existing maps. ]]>
1261 </use>
1262 <attribute arch="magic" editor="magic bonus" type="int">
1263 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1264 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1265 than direct armour-class bonus on the bracers.
1266 </attribute>
1267 </type>
1268
1269 <!--####################################################################-->
1270 <type number="16" name="Brestplate Armour">
1271 <import_type name="Amulet" />
1272 <description><![CDATA[
1273 Wearing an armour, the object's stats will directly be inherited to
1274 the player. Usually enhancing his defense. ]]>
1275 </description>
1276 <use><![CDATA[
1277 Feel free to create your own special artifacts. However, it is very
1278 important that you keep your artifact in balance with existing maps. ]]>
1279 </use>
1280 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1281 This poses a penalty to spell regeneration speed, for wearing the armour.
1282 The bigger the spellpoint penalty, the worse.
1283 </attribute>
1284 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1285 Slowdown penalty reduces the player's walking speed when wearing the
1286 armour. Bigger values are worse - zero is best.
1287 </attribute>
1288 <attribute arch="magic" editor="magic bonus" type="int">
1289 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1290 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1291 than direct armour-class bonus on the armour.
1292 </attribute>
1293 </type>
1294
1295 <!--####################################################################-->
1296 <type number="92" name="Button">
1297 <ignore>
1298 <ignore_list name="non_pickable" />
1299 </ignore>
1300 <description><![CDATA[
1301 When a predefined amount of weigh is placed on a button, the
1302 &lt;connection&gt; value is triggered. In most cases this happens when a
1303 player or monster steps on it. When the button is "released", the
1304 &lt;connection&gt; value get's triggered a second time. ]]>
1305 </description>
1306 &move_on;
1307 &move_off;
1308 <attribute arch="no_pick" value="1" type="fixed" />
1309 <attribute arch="weight" editor="press weight" type="int">
1310 The button is pressed (triggered), as soon as
1311 &lt;press weigh&gt; gram are placed ontop of it.
1312 </attribute>
1313 <attribute arch="connected" editor="connection" type="int">
1314 Every time the button is pressed or released, all objects
1315 with the same &lt;connection&gt; value are activated.
1316 </attribute>
1317 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1318 This text may describe the item. You can use this
1319 message to explain the button's purpose to the player.
1320 </attribute>
1321 </type>
1322
1323 <!--####################################################################-->
1324 <type number="30" name="Button Trigger">
1325 <import_type name="Button" />
1326 <ignore>
1327 <ignore_list name="non_pickable" />
1328 </ignore>
1329 <description><![CDATA[
1330 Handle buttons are buttons which reset after a short period
1331 of time. Every time it is either applied or reset, the
1332 &lt;connection&gt; value is triggered. ]]>
1333 </description>
1334 </type>
1335
1336 <!--####################################################################-->
1337 <type number="37" name="Class Changer">
1338 <ignore>
1339 <ignore_list name="non_pickable" />
1340 </ignore>
1341 <description><![CDATA[
1342 Class changer are used while creating a character. ]]>
1343 </description>
1344 <attribute arch="randomitems" editor="class items" type="treasurelist">
1345 This entry determines which initial items the character receives.
1346 </attribute>
1347 <section name="stats">
1348 <attribute arch="Str" editor="strength" type="int">
1349 The player's strength will rise by the given value if he chooses this
1350 class. (Negative values make strength fall)
1351 </attribute>
1352 <attribute arch="Dex" editor="dexterity" type="int">
1353 The player's dexterity will rise by the given value if he chooses this
1354 class. (Negative values make dexterity fall)
1355 </attribute>
1356 <attribute arch="Con" editor="constitution" type="int">
1357 The player's constitution will rise by the given value if he chooses this
1358 class. (Negative values make constitution fall)
1359 </attribute>
1360 <attribute arch="Int" editor="intelligence" type="int">
1361 The player's intelligence will rise by the given value if he chooses this
1362 class. (Negative values make intelligence fall)
1363 </attribute>
1364 <attribute arch="Pow" editor="power" type="int">
1365 The player's power will rise by the given value if he chooses this
1366 class. (Negative values make power fall)
1367 </attribute>
1368 <attribute arch="Wis" editor="wisdom" type="int">
1369 The player's wisdom will rise by the given value if he chooses this
1370 class. (Negative values make wisdom fall)
1371 </attribute>
1372 <attribute arch="Cha" editor="charisma" type="int">
1373 The player's charisma will rise by the given value if he chooses this
1374 class. (Negative values make charisma fall)
1375 </attribute>
1376 </section>
1377 </type>
1378
1379 <!--####################################################################-->
1380 <type number="87" name="Cloak">
1381 <import_type name="Amulet" />
1382 <description><![CDATA[
1383 Wearing a cloak, the object's stats will directly be inherited to
1384 the player. Cloaks usually add minor &lt;armour class&gt; and
1385 sometimes a bit of resistance. ]]>
1386 </description>
1387 <use><![CDATA[
1388 Feel free to create your own special artifacts. However, it is very
1389 important that you keep your artifact in balance with existing maps. ]]>
1390 </use>
1391 <attribute arch="magic" editor="magic bonus" type="int">
1392 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1393 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1394 than direct armour-class bonus on the cloak.
1395
1396 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1397 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1398 </attribute>
1399 </type>
1400
1401 <!--####################################################################-->
1402 <type number="9" name="Clock">
1403 <description><![CDATA[
1404 Applying a clock, the time is displayed to the player. ]]>
1405 </description>
1406 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1407 This text may describe the item
1408 </attribute>
1409 </type>
1410
1411 <!--####################################################################-->
1412 <type number="122" name="Container">
1413 <description><![CDATA[
1414 A player can put (certain kinds of) items in the container.
1415 The overall weight of items is reduced when put inside a
1416 container, depending on the settings.
1417 <br><br>
1418 A special feature of containers is the "cauldron",
1419 capable of mixing alchemical receipes. ]]>
1420 </description>
1421 <use><![CDATA[
1422 Note on chests - There are two types of chests:
1423 <UL>
1424 <LI> First the random treasure chests - Those are NOT containers
1425 (but object type Treasure), they create random treasures when
1426 applied. Archetype name is "chest".
1427 <LI> Second there are the permanent chests - Those are containers,
1428 they can be opened and closed again. Archetype name is "chest_2".
1429 </UL> ]]>
1430 </use>
1431 <attribute arch="race" editor="container class" type="string">
1432 If set, the container will hold only certain types of objects.
1433 Possible choices for &lt;container class&gt; are: "gold and jewels",
1434 "arrows" and "keys".
1435
1436 Unfortunately it is not easy to create new container
1437 classes, because items need a matching counterpiece-attribute
1438 to the &lt;container class&gt; before they can be put inside a
1439 container. This attribute ("race") is set only for the existing
1440 container classes.
1441 </attribute>
1442 <attribute arch="slaying" editor="key string" type="string">
1443 If &lt;key string&gt; is set, only players with a special key
1444 of matching &lt;key string&gt; are able to open the container.
1445 </attribute>
1446 <attribute arch="container" editor="maximum weight" type="int">
1447 The container can hold a maximum total weight of the given value
1448 in gram. Note that this weight limit is calculated *after* the
1449 weight reduction (&lt;reduce weight&gt;) has been applied.
1450 </attribute>
1451 <attribute arch="Str" editor="reduce weight %" type="int">
1452 This value determines how much the weight of items is reduced in
1453 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1454 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1455 Most default values are in the range of ten.
1456 </attribute>
1457 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1458 If set, the container can be used as alchemy-cauldron.
1459 The player can put ingredients inside, close it, cast alchemy
1460 and if his formulae is true, he'll get what he longed for.
1461 </attribute>
1462 <attribute arch="unique" editor="unique item" type="bool">
1463 Unique items exist only one time on a server. If the item
1464 is taken, lost or destroyed - it's gone for good.
1465 All contents of a unique container are unique as well.
1466 </attribute>
1467 <attribute arch="startequip" editor="godgiven item" type="bool">
1468 A godgiven item vanishes as soon as the player
1469 drops it to the ground.
1470 </attribute>
1471 <attribute arch="other_arch" editor="animation arch" type="string">
1472 This is used for a certain kind of... "animation" when
1473 opening the container. Stick to the default arches here
1474 and you won't get into trouble.
1475 </attribute>
1476 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1477 This text may contain a description of the container.
1478 </attribute>
1479 </type>
1480
1481 <!--####################################################################-->
1482 <type number="103" name="Converter">
1483 <ignore>
1484 <attribute arch="value" />
1485 <attribute arch="nrof" />
1486 <attribute arch="name_pl" />
1487 <attribute arch="no_pick" />
1488 <attribute arch="unpaid" />
1489 <attribute arch="title" />
1490 </ignore>
1491 <description><![CDATA[
1492 Converters are like "exchange tables". When the player drops a
1493 specific type of items, they get converted into other items, at a
1494 predefined exchange-ratio. ]]>
1495 </description>
1496 <use><![CDATA[
1497 Converters are better than shopping with doormats, because the
1498 converters never get sold out. For some items like food or jewels
1499 those "exchange tables" are really nice, while for the more important
1500 stuff like potions converters should not exist.
1501 <br><br>
1502 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1503 items on a converter, the stuff you get must be of equal or lesser
1504 value than before! (Except if you are using "rare" items like
1505 dragonscales for payment). The code will not check if your ratio is
1506 sane, so the player could gain infinite wealth by using your converter. ]]>
1507 </use>
1508 <attribute arch="no_pick" value="1" type="fixed" />
1509 <attribute arch="slaying" editor="cost arch" type="string">
1510 &lt;cost arch&gt; is the name of the archetype the player has to
1511 put on the converter, as payment.
1512 </attribute>
1513 <attribute arch="food" editor="cost number" type="int">
1514 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1515 on the converter, in order to get &lt;receive number&gt; items
1516 of &lt;receive arch&gt;.
1517 </attribute>
1518 <attribute arch="other_arch" editor="receive arch" type="string">
1519 &lt;receive arch&gt; is the name of the archetype to convert into.
1520 This field is ignored if the converter has items in inventory. In this
1521 case one of the inventory items is duplicated. The duplicated item is
1522 randomly chosen from all items present.
1523 </attribute>
1524 <attribute arch="sp" editor="receive number" type="int">
1525 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1526 on the converter, in order to get &lt;receive number&gt; items
1527 of &lt;receive arch&gt;.
1528 </attribute>
1529 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1530 This text may contain a description of the converter.
1531 </attribute>
1532 </type>
1533
1534 <!--####################################################################-->
1535 <type number="42" name="Creator">
1536 <ignore>
1537 <ignore_list name="system_object" />
1538 </ignore>
1539 <description><![CDATA[
1540 A creator is an object which creates another object when it
1541 is triggered. The child object can be anything. Creators are
1542 VERY useful for all kinds of map-mechanisms. They can even
1543 periodically create things. ]]>
1544 </description>
1545 <use><![CDATA[
1546 Don't hesitate to hide your creators under the floor.
1547 The created items will still always appear ontop of the floor. ]]>
1548 </use>
1549 <attribute arch="no_pick" value="1" type="fixed" />
1550 <attribute arch="other_arch" editor="create arch" type="string">
1551 This string defines the object that will be created.
1552 You can choose any of the existing arches.
1553 This field is ignored if the creator has items in inventory. In this case
1554 one of the inventory items is duplicated. The duplicated item is randomly
1555 chosen from all items present.
1556 </attribute>
1557 <attribute arch="connected" editor="connection" type="int">
1558 Whenever the connection value is activated,
1559 the creator gets triggered.
1560 </attribute>
1561 &activate_on;
1562 <attribute arch="lifesave" editor="infinit uses" type="bool">
1563 If &lt;infinit uses&gt; is set, the creator will work
1564 infinitely, regardless of the value in &lt;number of uses&gt;.
1565 </attribute>
1566 <attribute arch="speed" editor="speed" type="float">
1567 When this field is set the creator will periodically create stuff
1568 (and will still do so when the connection is triggered).
1569 A value of 1 means roughly 8 times a second.
1570 </attribute>
1571 <attribute arch="hp" editor="number of uses" type="int">
1572 The creator can be triggered &lt;number of uses&gt; times, thus
1573 creating that many objects, before it dissappears.
1574 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1575 </attribute>
1576 <attribute arch="slaying" editor="name of creation" type="string">
1577 The created object will bear the name and title specified in &lt;name of
1578 creation&gt;. If nothing is set, the standard name and title of the
1579 archetype is used.
1580 </attribute>
1581 <attribute arch="level" editor="level of creation" type="int">
1582 The created object will be of that level. If zero/unset,
1583 the standard level of the archetype is used.
1584 </attribute>
1585 </type>
1586
1587 <!--####################################################################-->
1588 <type number="51" name="Detector">
1589 <ignore>
1590 <ignore_list name="system_object" />
1591 </ignore>
1592 <description><![CDATA[
1593 Detectors work quite much like inv. checkers/pedestals: If the detector
1594 finds a specific object, it toggles its connected value.
1595 <br><br>
1596 What is "unique" about them, compared to inv. checkers/ pedestals?
1597 - First, detectors check their square for a match periodically, not
1598 instantly. Second, detectors check directly for object names. Third,
1599 detectors do not check the inventory of players/monsters. ]]>
1600 </description>
1601 <use><![CDATA[
1602 There is one major speciality about detectors: You can detect spells
1603 blown over a detector! To detect a lighting bolt for example, set
1604 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1605 walls, this can be very useful for map-mechanisms. ]]>
1606 </use>
1607 <attribute arch="no_pick" value="1" type="fixed" />
1608 <attribute arch="slaying" editor="match name" type="string">
1609 &lt;match name&gt; specifies the name of the object we are looking for.
1610 Actually it does also check for the &lt;key string&gt; in key-objects,
1611 but for this case inventory checkers are often more powerful to use.
1612 </attribute>
1613 <attribute arch="connected" editor="connection" type="int">
1614 When the detector is triggered, all objects with the same
1615 connection value get activated.
1616 </attribute>
1617 <attribute arch="speed" editor="detection speed" type="float">
1618 This value defines the time between two detector-checks.
1619 If you want the detector to behave almost like pedestals/buttons,
1620 set speed rather high, like &lt;detection speed&gt; 1.0.
1621 </attribute>
1622 &speed_left;
1623 <attribute arch="speed_left" editor="speed left" type="float">
1624 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1625 If it is larger than 0, the detector checks, and the speed is decremented
1626 by 1.
1627 </attribute>
1628 </type>
1629
1630 <!--####################################################################-->
1631 <type number="112" name="Director">
1632 <ignore>
1633 <ignore_list name="non_pickable" />
1634 </ignore>
1635 <description><![CDATA[
1636 Directors change the direction of spell objects and other projectiles
1637 that fly past. Unlike spinners, directors always move objects in the
1638 same direction. It does not make a difference from what angle you
1639 shoot into it.<br>
1640 Directors are visible per default. ]]>
1641 </description>
1642 <use><![CDATA[
1643 Directors are rarely used in maps. Sometimes they are placed to
1644 change the direction of spells coming out of magic walls,
1645 "channeling" spell-projectiles in some direction. When doing this,
1646 <B>never place directors facing each other with magic walls fireing
1647 into them!</B> The spell-projectiles bouncing between the directors
1648 would accumulate to huge numbers and at some point slow down the
1649 server by eating memory- and CPU-time.
1650 <br><br>
1651 You'd better not place directors in monster vs. player combat
1652 areas too much, because that freaks out wizard-type players. ]]>
1653 </use>
1654 <attribute arch="sp" editor="direction" type="list_direction">
1655 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1656 A director with direction &lt;none&gt; simply stops projectiles.
1657 (The latter works out a bit strange for some spells).
1658 </attribute>
1659 &move_on;
1660 </type>
1661
1662 <!--####################################################################-->
1663 <type number="158" name="Disease">
1664 <ignore>
1665 <ignore_list name="system_object" />
1666 </ignore>
1667 <description><![CDATA[
1668 Diseases are an intersting form of spellcraft in Deliantra.
1669 Once casted, they can spread out and infect creatures in a large
1670 area. Being infected can have various effects, from amusing farts
1671 to horrible damage - almost everything is possible. ]]>
1672 </description>
1673 <use><![CDATA[
1674 Diseases are extremely flexible and usable in a many ways.
1675 So far they are mostly used for causing bad, unwanted effects.
1676 You could just as well create a disease which helps the player
1677 (recharging mana for example).
1678 Infection with a "positive disease" could even be a quest reward. ]]>
1679 </use>
1680 <attribute arch="invisible" value="1" type="fixed" />
1681 <attribute arch="level" editor="plaque level" type="int">
1682 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1683 This mainly reflects in the &lt;damage&gt;. It has no effect on
1684 most other symptoms. Neverthless, it is a very important value for
1685 all damage-inflicting diseases.
1686 </attribute>
1687 <attribute arch="race" editor="infect race" type="string">
1688 The disease will only infect creatures of the specified &lt;race&gt;.
1689 "&lt;race&gt; *" means every creature can be infected.
1690 </attribute>
1691 <attribute arch="ac" editor="progressiveness" type="int">
1692 Every time the disease "moves" the severity of the symptoms are increased
1693 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1694 </attribute>
1695 <section name="spreading">
1696 <attribute arch="wc" editor="infectiosness" type="int">
1697 The &lt;infectiosness&gt; defines the chance of new creatures getting
1698 infected. If you set this too high, the disease is very likely to
1699 be too effective.
1700
1701 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1702 </attribute>
1703 <attribute arch="last_grace" editor="attenuation" type="int">
1704 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1705 everytime it infects someone new. This limits how many generations
1706 a disease can propagate.
1707 </attribute>
1708 <attribute arch="magic" editor="infection range" type="int">
1709 &lt;infection range&gt; sets the range at which infection may occur.
1710 If positive, the &lt;infection range&gt; is level dependant - If negative,
1711 it is not:
1712 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1713 six square range, and &lt;plaque level&gt; doesn't modify that.
1714 </attribute>
1715 <attribute arch="maxhp" editor="persistence" type="int">
1716 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1717 The disease can "move" &lt;persistence&gt; times outside a host before it
1718 vanishes. A negative value means the disease lasts for permanent
1719 (which is only recommended to use in maps without monsters).
1720 </attribute>
1721 <attribute arch="maxgrace" editor="curing duration" type="int">
1722 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1723 (Assuming the host survives and doesn't use a curing spell).
1724 After this period the disease is naturally cured, which provides the
1725 host with immunity from this particular disease of lower or equal level.
1726
1727 A negative value means the disease can never be cured naturally.
1728
1729 Note that this value can be further modulated by spell-parameters,
1730 if the disease is registered as spell in the code. Due to that,
1731 most default diseases take a lot longer to cure than it seems.
1732 </attribute>
1733 <attribute arch="speed" editor="moving speed" type="float">
1734 The &lt;speed&gt; of the disease determines how fast the disease will
1735 "move", thus how fast the symptoms strike the host.
1736 </attribute>
1737 &speed_left;
1738 </section>
1739 <section name="symptoms">
1740 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1741 The disease will attack the host with the given &lt;attacktype&gt;.
1742 Godpower attacktype is commonly used for "unresistable" diseases.
1743 </attribute>
1744 <attribute arch="dam" editor="damage" type="int">
1745 A disease with a positive &lt;damage&gt; value will strike the player for that
1746 amount of damage every time the symptoms occur.
1747 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1748 the player's health is reduced by 10% every time the symptoms strike.
1749
1750 Diseases with %-based damage can be dangerous - but not deadly -
1751 for players of all levels.
1752 </attribute>
1753 <attribute arch="other_arch" editor="create arch" type="string">
1754 If set, the specified arch is created and dropped every time the
1755 symptoms strike.
1756
1757 This can be various things: farts, body pieces, eggs ...
1758 Even monsters can be created that way. You could also make a
1759 disease where some exotic stuff like money/gems is created.
1760 </attribute>
1761 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1762 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1763 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1764 </attribute>
1765 <attribute arch="exp" editor="exp. for curing" type="int">
1766 When the player manages to cure this disease (with a curing spell),
1767 he is awarded with &lt;exp. for curing&gt; experience.
1768 </attribute>
1769 <attribute arch="maxsp" editor="mana depletion" type="int">
1770 Every time the disease "moves", the player's mana is
1771 reduced by the value of &lt;mana depletion&gt;.
1772 For negative values, a %-based amount is taken.
1773 </attribute>
1774 <attribute arch="last_eat" editor="food depletion" type="int">
1775 Every time the disease "moves", the player's food is
1776 reduced by the value of &lt;food depletion&gt;.
1777 For negative values, a %-based amount is taken.
1778 </attribute>
1779 <attribute arch="hp" editor="health regen." type="int">
1780 This value increases the player's healing rate.
1781 Negative values decrease it.
1782 </attribute>
1783 <attribute arch="sp" editor="mana regen." type="int">
1784 This value increases the player's rate of mana regeneration.
1785 Negative values decrease it.
1786 </attribute>
1787 </section>
1788 <section name="disability">
1789 <attribute arch="Str" editor="strength" type="int">
1790 The player's strength will rise by the given value
1791 while being infected. (Negative values make strength fall)
1792 </attribute>
1793 <attribute arch="Dex" editor="dexterity" type="int">
1794 The player's dexterity will rise by the given value
1795 while being infected. (Negative values make dexterity fall)
1796 </attribute>
1797 <attribute arch="Con" editor="constitution" type="int">
1798 The player's constitution will rise by the given value
1799 while being infected. (Negative values make constitution fall)
1800 </attribute>
1801 <attribute arch="Int" editor="intelligence" type="int">
1802 The player's intelligence will rise by the given value
1803 while being infected. (Negative values make intelligence fall)
1804 </attribute>
1805 <attribute arch="Pow" editor="power" type="int">
1806 The player's power will rise by the given value
1807 while being infected. (Negative values make power fall)
1808 </attribute>
1809 <attribute arch="Wis" editor="wisdom" type="int">
1810 The player's wisdom will rise by the given value
1811 while being infected. (Negative values make wisdom fall)
1812 </attribute>
1813 <attribute arch="Cha" editor="charisma" type="int">
1814 The player's charisma will rise by the given value
1815 while being infected. (Negative values make charisma fall)
1816 </attribute>
1817 </section>
1818 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1819 This text is displayed to the player every time the
1820 symptoms strike.
1821 </attribute>
1822 </type>
1823
1824 <!--####################################################################-->
1825 <type number="23" name="Door">
1826 <ignore>
1827 <ignore_list name="non_pickable" />
1828 </ignore>
1829 <description><![CDATA[
1830 A door can be opened with a normal key. It also can be broken by attacking
1831 it, and it can be defeated with the lockpicking skill. If a door is
1832 defeated, horizontally and vertically adjacent doors are automatically
1833 removed. ]]>
1834 </description>
1835 <attribute arch="no_pick" value="1" type="fixed" />
1836 <attribute arch="alive" value="1" type="fixed" />
1837 &movement_types_terrain;
1838 <attribute arch="hp" editor="hitpoints" type="int">
1839 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1840 </attribute>
1841 <attribute arch="ac" editor="armour class" type="int">
1842 Doors of high &lt;armour class&gt; are less likely to get hit.
1843 &lt;armour class&gt; can be considered the "counterpiece" to
1844 &lt;weapon class&gt;.
1845 </attribute>
1846 <attribute arch="other_arch" editor="drop arch" type="string">
1847 This string defines the object that will be created when the door was
1848 defeated.
1849 </attribute>
1850 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1851 This entry determines what kind of traps will appear in the door.
1852 </attribute>
1853 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1854 Set this flag to move treasure items created into the environment (map)
1855 instead of putting them into the object.
1856 </attribute>
1857 </type>
1858
1859 <!--####################################################################-->
1860 <type number="83" name="Duplicator">
1861 <ignore>
1862 <ignore_list name="system_object" />
1863 </ignore>
1864 <description><![CDATA[
1865 When activated, a duplicator can duplicate, multiply or destroy a pile of
1866 objects which lies somewhere on top of the duplicator.
1867 The duplicator has one arch name specified as &lt;target arch&gt;,
1868 and only objects of this archetype can be affected.<br>
1869 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1870 If the latter is set to zero, it will destroy objects. ]]>
1871 </description>
1872 <use><![CDATA[
1873 I hope it is clear that one must be very cautious when inserting a duplicator
1874 anywhere with &lt;multiply factor&gt; greater than one.
1875 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1876 It is <b>not acceptable</b> to allow duplication of anything other than
1877 coins, gold and jewels. Besides, it is very important that the chance to
1878 loose the input matches the chance to earn winnings.<br>
1879 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1880 loosing rate of 2/3 = 67%. ]]>
1881 </use>
1882 <attribute arch="other_arch" editor="target arch" type="string">
1883 Only objects of matching archtype, lying ontop of the duplicator will be
1884 duplicated, multiplied or removed. All other objects will be ignored.
1885 </attribute>
1886 <attribute arch="level" editor="multiply factor" type="int">
1887 The number of items in the target pile will be multiplied by the
1888 &lt;multiply factor&gt;. If it is set to zero, all target objects
1889 will be destroyed.
1890 </attribute>
1891 <attribute arch="connected" editor="connection" type="int">
1892 An activator (lever, altar, button, etc) with matching connection value
1893 is able to trigger this duplicator. Be very careful that players cannot
1894 abuse it to create endless amounts of money or other valuable stuff!
1895 </attribute>
1896 &activate_on;
1897 </type>
1898
1899 <!--####################################################################-->
1900 <type number="66" name="Exit">
1901 <ignore>
1902 <ignore_list name="non_pickable" />
1903 </ignore>
1904 <description><![CDATA[
1905 When the player applies an exit, he is transferred to a different location.
1906 (Monsters cannot use exits.) Depending on how it is set, the player applies
1907 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1908 the exit. ]]>
1909 </description>
1910 <use><![CDATA[
1911 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1912 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1913 detected with the show_invisible spell.
1914 <br><br>
1915 You can be quite creative with the outlook of secret exits (their "face").
1916 Don't forget to give the player relyable hints about them though. ]]>
1917 </use>
1918 <attribute arch="slaying" editor="exit path" type="string">
1919 The exit path defines the map that the player is transferred to.
1920 You can enter an absolute path, beginning with '/' (for example
1921 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1922 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1923 relative path "Fire1"). Use relative paths whenever possible! Note that
1924 upper/lower case must always be set correctly. However, please use lower
1925 case only.
1926 It is well possible to have an exit pointing to the same map that the exit
1927 is on. If slaying is not set in an exit, the player will see a message like
1928 "the exit is closed".
1929 </attribute>
1930 <attribute arch="hp" editor="destination X" type="int">
1931 The exit destinations define the (x, y)-coordinates where the exit
1932 leads to.
1933 If both are set to zero, the player will be transferred to the "default
1934 enter location" of the destined map. The latter can be set in the map-
1935 properties as "Enter X/Y". Though, please DO NOT use that.
1936 It turned out to be a source for numerous map-bugs.
1937 </attribute>
1938 <attribute arch="sp" editor="destination Y" type="int">
1939 The exit destinations define the (x, y)-coordinates where the exit
1940 leads to.
1941 If both are set to zero, the player will be transferred to the "default
1942 enter location" of the destined map. The latter can be set in the map-
1943 properties as "Enter X/Y". Though, please DO NOT use that.
1944 It turned out to be a source for numerous map-bugs.
1945 </attribute>
1946 &move_on;
1947 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1948 If set, this message will be displayed to the player when he applies the exit.
1949 This is quite useful to throw in some "role-play feeling": "As you enter the
1950 dark cave you hear the sound of rustling dragonscales...". Well, my english
1951 is poor, but you get the point. =)
1952 </attribute>
1953 <attribute arch="damned" editor="set savebed" type="bool">
1954 If set, then players using this exit will have their savebed position
1955 set to the destination of the exit when passing through.
1956 </attribute>
1957 </type>
1958
1959 <!--####################################################################-->
1960 <type number="72" name="Flesh">
1961 <description><![CDATA[
1962 Just like with food, the player can fill his stomache and gain a
1963 little health by eating flesh-objects. <br>
1964 For dragon players, flesh plays a very special role though: If the
1965 flesh has resistances set, a dragon player has a chance to gain resistance in
1966 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1967 Don't forget that flesh items with resistances have to be balanced
1968 according to map/monster difficulty. ]]>
1969 </description>
1970 <use><![CDATA[
1971 For dragon players, flesh items can be highly valuable. Note that many
1972 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1973 These flesh items "inherit" resistances and level from the monster they belong to.
1974 When you add special flesh items to the inventory of a monster, this is
1975 not the case - so you have to set it manually.
1976 <br><br>
1977 Generally adding special flesh-treaties for dragon players is a great thing
1978 to do. Always consider that dragon players might really not be interested
1979 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1980 out on the reward completely. ]]>
1981 </use>
1982 <attribute arch="food" editor="foodpoints" type="int">
1983 The player's stomache will get filled with this amount of foodpoints.
1984 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1985 </attribute>
1986 <attribute arch="level" editor="flesh level" type="int">
1987 The &lt;flesh level&gt; is not visible to the players and it affects only
1988 dragon players. Normally this value reflects the level of the monster
1989 from which the flesh item originates.
1990 Dragon players always search for flesh of highest level possible,
1991 because it bears the best chance to gain high resistances.
1992 </attribute>
1993 <attribute arch="startequip" editor="godgiven item" type="bool">
1994 A godgiven item vanishes as soon as the player
1995 drops it to the ground.
1996 </attribute>
1997 &resistances_flesh_section;
1998 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1999 This text may describe the item.
2000 </attribute>
2001 </type>
2002
2003 <!--####################################################################-->
2004 <type number="0" name="Floor">
2005 <required>
2006 <attribute arch="is_floor" value="1" />
2007 <attribute arch="alive" value="0" />
2008 </required>
2009 <ignore>
2010 <ignore_list name="non_pickable" />
2011 </ignore>
2012 <description><![CDATA[
2013 Floor is a very basic thing whithout too much
2014 functionality. It's a floor - you stand on it. ]]>
2015 </description>
2016 <attribute arch="is_floor" value="1" type="fixed" />
2017 <attribute arch="no_pick" value="1" type="fixed" />
2018 <section name="terrain">
2019 &movement_types_terrain;
2020 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2021 This flag indicates this spot contains wood or high grass.
2022 Players with activated woodsman skill can move faster here.
2023 </attribute>
2024 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2025 This flag indicates this spot contains hills or large rocks.
2026 Players with activated mountaineer skill can move faster here.
2027 </attribute>
2028 </section>
2029 <attribute arch="no_magic" editor="no spells" type="bool">
2030 If enabled, it is impossible for players to use (wizard-)
2031 spells on that spot.
2032 </attribute>
2033 <attribute arch="damned" editor="no prayers" type="bool">
2034 If enabled, it is impossible for players to use prayers
2035 on that spot. It also prevents players from saving.
2036 </attribute>
2037 <attribute arch="unique" editor="unique map" type="bool">
2038 Unique floor means that any items dropped on that spot
2039 will be saved byond map reset. For permanent apartments,
2040 all floor tiles must be set &lt;unique map&gt;.
2041 </attribute>
2042 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2043 This text may describe the object.
2044 </attribute>
2045 </type>
2046
2047 <!--####################################################################-->
2048 <type number="67" name="Floor (Encounter)">
2049 <ignore>
2050 <ignore_list name="non_pickable" />
2051 </ignore>
2052 <description><![CDATA[
2053 Encounter-Floor is pretty much the same as normal floor.
2054 Most outdoor floor/ground-arches are set to be "encounters".
2055 That is kind of a relict from former code: When walking over
2056 encounter-floor, players sometimes got beamed to little maps
2057 with monsters on them. Nowadays this feature is disabled -
2058 Hence encounter floor is not different from normal floor. ]]>
2059 </description>
2060 <attribute arch="is_floor" value="1" type="fixed" />
2061 <attribute arch="no_pick" value="1" type="fixed" />
2062 <section name="terrain">
2063 &movement_types_terrain;
2064 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2065 This flag indicates this spot contains wood or high grass.
2066 Players with activated woodsman skill can move faster here.
2067 </attribute>
2068 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2069 This flag indicates this spot contains hills or large rocks.
2070 Players with activated mountaineer skill can move faster here.
2071 </attribute>
2072 </section>
2073 <attribute arch="no_magic" editor="no spells" type="bool">
2074 If enabled, it is impossible for players to use (wizard-)
2075 spells on that spot.
2076 </attribute>
2077 <attribute arch="damned" editor="no prayers" type="bool">
2078 If enabled, it is impossible for players to use prayers
2079 on that spot. It also prevents players from saving.
2080 </attribute>
2081 <attribute arch="unique" editor="unique map" type="bool">
2082 Unique floor means that any items dropped on that spot
2083 will be saved byond map reset. For permanent apartments,
2084 all floor tiles must be set &lt;unique map&gt;.
2085 </attribute>
2086 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2087 This text may describe the object.
2088 </attribute>
2089 </type>
2090
2091 <!--####################################################################-->
2092 <type number="6" name="Food">
2093 <description><![CDATA[
2094 By eating/drinking food-objects, the player can fill his
2095 stomache and gain a little health. ]]>
2096 </description>
2097 <attribute arch="food" editor="foodpoints" type="int">
2098 The player's stomache will get filled with this amount of foodpoints.
2099 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2100 </attribute>
2101 <attribute arch="startequip" editor="godgiven item" type="bool">
2102 A godgiven item vanishes as soon as the player
2103 drops it to the ground.
2104 </attribute>
2105 </type>
2106
2107 <!--####################################################################-->
2108 <type number="91" name="Gate">
2109 <ignore>
2110 <ignore_list name="non_pickable" />
2111 </ignore>
2112 <description><![CDATA[
2113 Gates play an important role in Deliantra. Gates can be opened
2114 by activating a button/trigger, by speaking passwords (-> magic_ear)
2115 or carrying special key-objects (-> inventory checker).
2116 Unlike locked doors, gates can get shut again after a player has
2117 passed, which makes them more practical in many cases. ]]>
2118 </description>
2119 <use><![CDATA[
2120 Use gates to divide your maps into seperated areas. After solving
2121 area A, the player gains access to area B, and so on. Make your
2122 maps more complex than "one-way". ]]>
2123 </use>
2124 <attribute arch="no_pick" value="1" type="fixed" />
2125 <attribute arch="speed" value="1" type="float">
2126 The speed of the gate affects how fast it is closing/opening.
2127 </attribute>
2128 <attribute arch="connected" editor="connection" type="int">
2129 Whenever the inventory checker is triggered, all objects with identical
2130 &lt;connection&gt; value get activated. This only makes sense together with
2131 &lt;blocking passage&gt; disabled.
2132 </attribute>
2133 <attribute arch="wc" editor="position state" type="int">
2134 The &lt;position state&gt; defines the position of the gate:
2135 Zero means completely open/down, the "number of animation-steps" (usually
2136 about 6 or 7) means completely closed/up state. I suggest you don't
2137 mess with this value - Leave the default in place.
2138 </attribute>
2139 &movement_types_terrain;
2140 <attribute arch="no_magic" editor="restrict spells" type="bool">
2141 Restricting the use of spells to pass this gate. This has
2142 an effect only if &lt;block view&gt; is disabled.
2143 </attribute>
2144 <attribute arch="damned" editor="restrict prayers" type="bool">
2145 Restricting the use of prayers to pass this door. This has
2146 an effect only if &lt;block view&gt; is disabled.
2147 </attribute>
2148 </type>
2149
2150 <!--####################################################################-->
2151 <type number="113" name="Girdle">
2152 <import_type name="Amulet" />
2153 <description><![CDATA[
2154 Wearing a girdle, the object's stats will directly be inherited to
2155 the player. Girdles usually provide stats- or damage bonuses and no
2156 defense. ]]>
2157 </description>
2158 <use><![CDATA[
2159 Feel free to create your own special artifacts. However, it is very
2160 important that you keep your artifact in balance with existing maps. ]]>
2161 </use>
2162 <attribute arch="magic" editor="magic bonus" type="int">
2163 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2164 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2165 than direct armour-class bonus on the helmet.
2166
2167 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2168 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2169 &lt;magic bonus&gt; is pointless here.
2170 </attribute>
2171 </type>
2172
2173 <!--####################################################################-->
2174 <type number="100" name="Gloves">
2175 <import_type name="Amulet" />
2176 <description><![CDATA[
2177 Wearing gloves, the object's stats will directly be inherited to
2178 the player. Gloves can add defense or damage bonuses. ]]>
2179 </description>
2180 <use><![CDATA[
2181 Feel free to create your own special artifacts. However, it is very
2182 important that you keep your artifact in balance with existing maps. ]]>
2183 </use>
2184 <attribute arch="magic" editor="magic bonus" type="int">
2185 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2186 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2187 will increase that.
2188 </attribute>
2189 </type>
2190
2191 <!--####################################################################-->
2192 <type number="93" name="Handle">
2193 <ignore>
2194 <ignore_list name="non_pickable" />
2195 </ignore>
2196 <description><![CDATA[
2197 A handle can be applied by players and (certain) monsters.
2198 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2199 </description>
2200 <use><![CDATA[
2201 Handles are commonly used to move gates. When placing your lever,
2202 don't forget that some monsters are able to apply it.
2203 The ability to apply levers is rare among monsters -
2204 but vampires can do it for example. ]]>
2205 </use>
2206 <attribute arch="no_pick" value="1" type="fixed" />
2207 <attribute arch="connected" editor="connection" type="int">
2208 Every time the handle is applied, all objects
2209 with the same &lt;connection&gt; value are activated.
2210 </attribute>
2211 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2212 This text may describe the item. You can use this
2213 message to explain the handle's purpose to the player.
2214 </attribute>
2215 </type>
2216
2217 <!--####################################################################-->
2218 <type number="27" name="Handle Trigger">
2219 <import_type name="Handle" />
2220 <ignore>
2221 <ignore_list name="non_pickable" />
2222 </ignore>
2223 <description><![CDATA[
2224 Handle triggers are handles which reset after a short period
2225 of time. Every time it is either applied or reset, the
2226 &lt;connection&gt; value is triggered. ]]>
2227 </description>
2228 <use><![CDATA[
2229 When you connect an ordinary handle to a gate, the gate normally remains
2230 opened after the first player passed. If you want to keep the gate shut,
2231 connecting it to a handle trigger is an easy solution. ]]>
2232 </use>
2233 </type>
2234
2235 <!--####################################################################-->
2236 <type number="88" name="Hazard Floor">
2237 <required>
2238 <attribute arch="is_floor" value="1" />
2239 </required>
2240 <ignore>
2241 <ignore_list name="non_pickable" />
2242 </ignore>
2243 <description><![CDATA[
2244 The best example for Hazard Floor is lava. It works like standard
2245 floor, but damages all creatures standing on it.
2246 Damage is taken in regular time intervals. ]]>
2247 </description>
2248 <use><![CDATA[
2249 The default lava for example does minor damage. But you can turn
2250 it up so that your hazard floor poses a real threat.<br>
2251 Like magic walls, such floors add a permanent thrill to your map.
2252 You can use that to safely chase off too-weak players, or just
2253 to have something different. ]]>
2254 </use>
2255 <attribute arch="is_floor" value="1" type="fixed" />
2256 <attribute arch="lifesave" value="1" type="fixed" />
2257 &move_on;
2258 <attribute arch="no_pick" value="1" type="fixed" />
2259 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2260 This attribute specifys the attacktypes that this floor uses to
2261 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2262 If you want a real tough hazard floor, add more than just one attacktype.
2263 </attribute>
2264 <attribute arch="dam" editor="base damage" type="int">
2265 The &lt;base damage&gt; defines how much damage is inflicted to the
2266 victim per hit. The final damage is influenced by several other
2267 factors like the victim's resistance and level.
2268 </attribute>
2269 <attribute arch="wc" editor="weaponclass" type="int">
2270 &lt;weapon class&gt; improves the chance of hitting the victim.
2271 Lower values are better.
2272 Usually, hazard floors like lava are supposed to hit the
2273 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2274 to something like -30.
2275 </attribute>
2276 <attribute arch="level" editor="attack level" type="int">
2277 I guess this value is supposed to work similar to monster levels.
2278 But in fact, it does not seem to have an effect. Set any non-zero
2279 value to be on the safe side.
2280 </attribute>
2281 <section name="terrain">
2282 &movement_types_terrain;
2283 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2284 This flag indicates this spot contains wood or high grass.
2285 Players with activated woodsman skill can move faster here.
2286 </attribute>
2287 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2288 This flag indicates this spot contains hills or large rocks.
2289 Players with activated mountaineer skill can move faster here.
2290 </attribute>
2291 </section>
2292 <attribute arch="no_magic" editor="no spells" type="bool">
2293 If enabled, it is impossible for players to use (wizard-)
2294 spells on that spot.
2295 </attribute>
2296 <attribute arch="damned" editor="no prayers" type="bool">
2297 If enabled, it is impossible for players to use prayers
2298 on that spot. It also prevents players from saving.
2299 </attribute>
2300 <attribute arch="unique" editor="unique map" type="bool">
2301 Unique floor means that any items dropped on that spot
2302 will be saved byond map reset. For permanent apartments,
2303 all floor tiles must be set &lt;unique map&gt;.
2304 </attribute>
2305 </type>
2306
2307 <!--####################################################################-->
2308 <type number="34" name="Helmet">
2309 <import_type name="Amulet" />
2310 <description><![CDATA[
2311 Wearing a helmet, the object's stats will directly be inherited to
2312 the player. Normal helmets usually increase defense, while crowns
2313 add more special bonuses like stats/resistances paired with
2314 low defense. ]]>
2315 </description>
2316 <use><![CDATA[
2317 Feel free to create your own special artifacts. However, it is very
2318 important that you keep your artifact in balance with existing maps. ]]>
2319 </use>
2320 <attribute arch="magic" editor="magic bonus" type="int">
2321 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2322 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2323 than direct armour-class bonus on the helmet.
2324
2325 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2326 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2327 Crowns for instance typically provide no &lt;amour class&gt;.
2328 </attribute>
2329 </type>
2330
2331 <!--####################################################################-->
2332 <type number="56" name="Holy Altar">
2333 <ignore>
2334 <ignore_list name="non_pickable" />
2335 </ignore>
2336 <description><![CDATA[
2337 Holy_altars are altars for the various religions. Praying
2338 at a Holy_altar will make you a follower of that god, and
2339 if you already follow that god, you may get some extra bonus. ]]>
2340 </description>
2341 <attribute arch="no_pick" value="1" type="fixed" />
2342 <attribute arch="other_arch" editor="god name" type="string">
2343 The altar belongs to the god of the given name. Possible options for
2344 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2345 Gorokh, Valriel and Sorig.
2346
2347 If you want to have an unconsecrated altar, set
2348 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2349 </attribute>
2350 <attribute arch="level" editor="reconsecrate level" type="int">
2351 To re-consecrate an altar, the player's wisdom level must be as
2352 high or higher than this value. In that way, some altars can not
2353 be re-consecrated, while other altars, like those in dungeons, could be.
2354
2355 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2356 Some characters might need those altars, they would be very unhappy to
2357 see them re-consecrated to another cult.
2358 </attribute>
2359 </type>
2360
2361 <!--####################################################################-->
2362 <type number="35" name="Horn">
2363 <ignore>
2364 <attribute arch="title" />
2365 </ignore>
2366 <description><![CDATA[
2367 Horns are very similar to rods. The difference is that horns regenerate
2368 spellpoints faster and thus are more valuable than rods.
2369 <br><br>
2370 A horn contains a spell. The player can use this spell by applying and
2371 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2372 used endlessly. ]]>
2373 </description>
2374 <use><![CDATA[
2375 Horns are powerful due to their fast recharge rate. They should
2376 never contain high level attacking spells. Even curing/healing spells
2377 are almost too good on a horn. ]]>
2378 </use>
2379 <attribute arch="sp" editor="spell" type="spell">
2380 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2381 horns to players, since they can be used endlessly without any mana cost!
2382 Horns with heal/ restoration/ protection spells, IF available, MUST be
2383 very very VERY hard to get!
2384 </attribute>
2385 <attribute arch="level" editor="casting level" type="int">
2386 The casting level of the &lt;spell&gt; determines it's power.
2387 For attack spells, level should not be set too high.
2388 </attribute>
2389 <attribute arch="hp" editor="initial spellpoints" type="int">
2390 This value represents the initial amount of spellpoints in the horn.
2391 Naturally, this is quite unimportant.
2392 </attribute>
2393 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2394 When the horn is fully charged up, it will hold this maximum amount of
2395 spellpoints. Make sure it is enough to cast the contained spell at least
2396 once. But don't set the value too high, as that might make the horn way
2397 too effective.
2398 </attribute>
2399 <attribute arch="startequip" editor="godgiven item" type="bool">
2400 A godgiven item vanishes as soon as the player
2401 drops it to the ground.
2402 </attribute>
2403 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2404 This text may contain a description of the horn.
2405 </attribute>
2406 </type>
2407
2408 <!--####################################################################-->
2409 <type number="73" name="Inorganic">
2410 <description><![CDATA[
2411 Inorganic materials are generally used as ingredients for
2412 alchemical receipes. By themselves, they have no special
2413 functionalities. ]]>
2414 </description>
2415 <attribute arch="is_dust" editor="is dust" type="bool">
2416 </attribute>
2417 &resistances_basic;
2418 </type>
2419
2420 <!--####################################################################-->
2421 <type number="64" name="Inventory Checker">
2422 <ignore>
2423 <ignore_list name="system_object" />
2424 </ignore>
2425 <description><![CDATA[
2426 Inventory checkers passively check the players inventory for a
2427 specific object. You can set a connected value that is triggered
2428 either if that object is present or missing (-&gt; "last_sp") when a
2429 player walks over the inv. checker. A valid option is to remove the
2430 matching object (usually not recommended, see "last_heal").
2431 <br><br>
2432 Alternatively, you can set your inv. checker to block all players
2433 that do/don't carry the matching object.
2434 <br><br>
2435 As you can see, inv. checkers are quite powerful, holding a
2436 great variety of possibilities. ]]>
2437 </description>
2438 <use><![CDATA[
2439 Putting a check_inventory space in front of a gate (one below) and
2440 one on the opposite side works reasonably well as a control mechanism.
2441 Unlike the key/door-combo, this one works infinite since it is
2442 independant from map reset. Use it to put a "structure" into your
2443 maps: Player must solve area A to gain access to area B. This concept
2444 can be found in nearly every RPG - simple but effective. ]]>
2445 </use>
2446 <attribute arch="no_pick" value="1" type="fixed" />
2447 <attribute arch="slaying" editor="match key string" type="string">
2448 This string specifies the object we are looking for: We have a match
2449 if the player does/don't carry a key object or a mark with identical
2450 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2451 this context. A typical example is the city gate mechanism of scorn.
2452 </attribute>
2453 <attribute arch="race" editor="match arch name" type="string">
2454 This string specifies the object we are looking for: We have a match
2455 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2456 </attribute>
2457 <attribute arch="hp" editor="match type" type="int">
2458 This value specifies the object we are looking for: We have a match
2459 if the player does/don't carry an object that is of type &lt;match type&gt;.
2460
2461 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2462 enabled. Now you have an inv. checker blocking all players that carry any
2463 kind of melee weapon. To pass, a player is forced to leave behind all
2464 his weaponry... bad news for a warrior. ;)
2465 </attribute>
2466 <attribute arch="last_sp" editor="match = having" type="bool">
2467 Enabled means having that object is a match.
2468 Disabled means not having that object is a match.
2469 </attribute>
2470 <attribute arch="connected" editor="connection" type="int">
2471 Whenever the inventory checker is triggered, all objects with identical
2472 &lt;connection&gt; value get activated. This only makes sense together with
2473 &lt;blocking passage&gt; disabled.
2474 </attribute>
2475 &movement_types_terrain;
2476 <attribute arch="last_heal" editor="remove match" type="bool">
2477 &lt;remove match&gt; means remove object if found. Setting this is usually not
2478 recommended because inv. checkers are in general invisible. So, unlike
2479 for altars/ locked doors, the player won't expect to lose an object when
2480 walking over that square. And he doesn't even get a message either.
2481
2482 So, *if* you enable &lt;remove match&gt;, make sure
2483 to inform the player what's going on!
2484 </attribute>
2485 </type>
2486
2487 <!--####################################################################-->
2488 <type number="163" name="Item Transformer">
2489 <description><![CDATA[
2490 An item transformer is simply applied, after having marked a 'victim'
2491 item. If the victim is suitable, it will be transformed into something
2492 else.]]>
2493 </description>
2494 <use><![CDATA[
2495 To make an item transformable, you just have to fill the 'slaying' field.
2496 The syntax is:
2497 <br>
2498 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2499 <br>
2500 with [] denoting optional part, and * any number of preceding [].
2501 'new_item' must be the name of an existing archetype.
2502 <br><br>
2503 Example, for object apple: slaying knife:2 half_apple
2504 <br><br>
2505 This means that, when applying a knife (should be an Item Transformer),
2506 one 'apple' will be transformed into 2 'half_apple'.]]>
2507 </use>
2508 <attribute arch="food" editor="number of uses" type="int">
2509 &lt;number of uses&gt; controls how many times the item transformer can
2510 be used. The value 0 means "unlimited"
2511 </attribute>
2512 <attribute arch="slaying" editor="verb" type="string">
2513 Contains the verb that is used to construct a message to the player
2514 applying the item transformer.
2515 </attribute>
2516 <attribute arch="startequip" editor="godgiven item" type="bool">
2517 A godgiven item vanishes as soon as the player
2518 drops it to the ground.
2519 </attribute>
2520 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2521 This text may contain a description of the item transformer.
2522 </attribute>
2523 </type>
2524
2525 <!--####################################################################-->
2526 <type number="60" name="Jewel">
2527 <description><![CDATA[
2528 Items of the type Gold &amp; Jewels are handled like a currency.
2529 Unlike for any other type of item, in shops, the buy- and selling
2530 prices differ only marginally. ]]>
2531 </description>
2532 <attribute arch="race" value="gold and jewels" type="fixed" />
2533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2534 This text may describe the object.
2535 </attribute>
2536 </type>
2537
2538 <!--####################################################################-->
2539 <type number="24" name="Key">
2540 <description><![CDATA[
2541 When carrying a key, a normal door can be opened. The key will
2542 disappear. ]]>
2543 </description>
2544 <attribute arch="startequip" editor="godgiven item" type="bool">
2545 A godgiven item vanishes as soon as the player
2546 drops it to the ground.
2547 </attribute>
2548 </type>
2549
2550 <!--####################################################################-->
2551 <type number="20" name="Locked Door">
2552 <ignore>
2553 <ignore_list name="non_pickable" />
2554 </ignore>
2555 <description><![CDATA[
2556 A locked door can be opened only when carrying
2557 the appropriate special key. ]]>
2558 </description>
2559 <use><![CDATA[
2560 If you want to create a locked door that cannot be opened (no key),
2561 set a &lt;key string&gt; like "no_key_available". This will clearify things
2562 and only a fool would create a key matching that string.
2563
2564 Door-objects can not only be used for "doors". In many maps these
2565 are used with all kinds of faces/names, especially often as
2566 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2567 There you have magic forces (door objects) put under certain artifact
2568 items. To get your hands on the artifacts, you need to bring up the
2569 appropriate quest items (key objects). ]]>
2570 </use>
2571 <attribute arch="move_type" value="0" type="fixed" />
2572 <attribute arch="no_pick" value="1" type="fixed" />
2573 <attribute arch="slaying" editor="key string" type="string">
2574 The &lt;key string&gt; in the door must be identical with the
2575 &lt;key string&gt; in the special key, then the door is unlocked.
2576 It is VERY important to set the &lt;key string&gt; to something that
2577 is unique among the Deliantra mapset.
2578
2579 DONT EVER USE the default string "set_individual_value".
2580 </attribute>
2581 <attribute arch="no_magic" editor="restrict spells" type="bool">
2582 Restricting the use of spells to pass this door.
2583 This should be set in most cases.
2584 (Don't forget that the spell "dimension door" is easily
2585 available at about wisdom level 10).
2586 </attribute>
2587 <attribute arch="damned" editor="restrict prayers" type="bool">
2588 Restricting the use of prayers to pass this door.
2589 This should be set in most cases.
2590 </attribute>
2591 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2592 When a player is trying to open the door without carrying the
2593 appropriate key, this text is displayed to the player. This is
2594 a good opportunity to place hints about the special key needed
2595 to unlock the door.
2596 </attribute>
2597 </type>
2598
2599 <!--####################################################################-->
2600 <type number="29" name="Magic Ear">
2601 <ignore>
2602 <ignore_list name="system_object" />
2603 </ignore>
2604 <description><![CDATA[
2605 Magic_ears trigger a connected value
2606 when the player speaks a specific keyword. ]]>
2607 </description>
2608 <use><![CDATA[
2609 Whenever you put magic_ears on your maps, make sure there are
2610 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2611 something like a gate that is opened by speaking "open" or
2612 "sesame", expecting the player to figure this out all by himself.
2613 <br><br>
2614 Magic_ears are typically used for interaction with NPCs. You
2615 can create the impression that the NPC actually *does* something
2616 according to his conversation with a player. Mostly this means
2617 opening a gate or handing out some item, but you could be quite
2618 creative here. ]]>
2619 </use>
2620 <attribute arch="no_pick" value="1" type="fixed" />
2621 <attribute arch="connected" editor="connection" type="int">
2622 The Magic_ear will trigger all objects with the
2623 same connection value, every time it is activated.
2624 </attribute>
2625 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2626 This textfield contains the keyword-matching-syntax. The text should
2627 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2628 Any number of keywords from one to infinite is allowed. Make sure
2629 they are seperated by a '|'.
2630
2631 Examples: "@match yes", "@match gold|treasure". The connected
2632 value will be triggerd when the player speaks any of the given
2633 keywords within a two-square radius. IMPORTANT: Upper/lower case
2634 does not make a difference!
2635 </attribute>
2636 </type>
2637
2638 <!--####################################################################-->
2639 <type number="62" name="Magic Wall">
2640 <ignore>
2641 <ignore_list name="non_pickable" />
2642 </ignore>
2643 <description><![CDATA[
2644 Magic walls fire spells in a given direction, in regular intervals.
2645 Magic walls can contain any spell. However, some spells do not
2646 operate very successfully in them. The only way to know is to test
2647 the spell you want to use with a wall.
2648 <br><br>
2649 Several types of magical walls are predefined for you in the
2650 archetypes, and can be found on the "connected" Pickmap. ]]>
2651 </description>
2652 <use><![CDATA[
2653 Spellcasting walls pose an interesting alternative to monsters.
2654 Usually they are set to be undestroyable. Thus, while monsters
2655 in a map can be cleared out, the magic walls remain. Low level
2656 characters for example will not be able to pass through their
2657 spell-area, hence they cannot loot a map that a high level character
2658 might have cleared out.
2659 <br><br>
2660 Another point of magic walls is that if the player dies, he has to face
2661 them all again. Magic walls can add a kind of "permanent thrill" to
2662 your maps.
2663 <br><br>
2664 Be careful that your magic walls don't kill the monsters on a map. If
2665 placing monsters, eventually take ones that are immune to the
2666 walls' spell(s).
2667 <br><br>
2668 It is possible to make walls rotate when triggered. But that is so
2669 confusing (and useless IMHO) that I did not mention it above. You
2670 can find a working example on the map
2671 "/pup_land/castle_eureca/castle_eureca8". ]]>
2672 </use>
2673 <attribute arch="dam" editor="spell" type="spell">
2674 The magic wall will cast this &lt;spell&gt;.
2675 </attribute>
2676 <attribute arch="level" editor="spell level" type="int">
2677 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2678 walls cast spells at minimal strength. "level 100" walls cast deadly
2679 spells. Arch default is level 1 - you should always set this value
2680 to meet the overall difficulty of your map.
2681 </attribute>
2682 <attribute arch="connected" editor="connection" type="int">
2683 Every time the &lt;connection&gt; value is triggered, the wall will cast
2684 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2685 have much visible effect.
2686 </attribute>
2687 &activate_on;
2688 <attribute arch="speed" editor="casting speed" type="float">
2689 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2690 You can fine-tune how long the duration between two casts shall
2691 be. If you want to create a wall that can be activated (cast per
2692 trigger) via connected lever/button/etc, you must set "speed 0".
2693 </attribute>
2694 &speed_left;
2695 <attribute arch="sp" editor="direction" type="list_direction">
2696 The magic wall will cast it's spells always in the specified
2697 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2698 always fire in a random direction.
2699 </attribute>
2700 &movement_types_terrain;
2701 <section name="destroyable">
2702 <attribute arch="alive" editor="is destroyable" type="bool">
2703 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2704 destroyed by the player. If disabled, all other attributes on
2705 this tab, as well as resistances, are meaningless.
2706 </attribute>
2707 <attribute arch="hp" editor="hitpoints" type="int">
2708 The more &lt;hitpoints&gt; the wall has, the longer
2709 it takes to be destroyed.
2710 </attribute>
2711 <attribute arch="maxhp" editor="max hitpoints" type="int">
2712 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2713 can have. This only makes sense if the wall can regain health.
2714 </attribute>
2715 <attribute arch="ac" editor="armour class" type="int">
2716 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2717 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2718 to &lt;weapon class&gt;.
2719 </attribute>
2720 </section>
2721 &resistances_basic;
2722 </type>
2723
2724 <!--####################################################################-->
2725 <type number="55" name="Marker">
2726 <ignore>
2727 <ignore_list name="system_object" />
2728 </ignore>
2729 <description><![CDATA[
2730 A marker is an object that inserts an invisible force (a mark) into a
2731 player stepping on it. This force does nothing except containing a
2732 &lt;key string&gt; which can be discovered by detectors or inventory
2733 checkers. It is also possible to use markers for removing marks again.
2734 <br><br>
2735 Note that the player has no possibility to "see" his own marks,
2736 except by the effect that they cause on the maps. ]]>
2737 </description>
2738 <use><![CDATA[
2739 Markers hold real cool possibilities for map-making. I encourage
2740 you to use them frequently. However there is one negative point
2741 about markers: Players don't "see" what's going on with them. It is
2742 your task, as map-creator, to make sure the player is always well
2743 informed and never confused.
2744 <br><br>
2745 Please avoid infinite markers when they aren't needed. They're
2746 using a little space in the player file after all, so if there
2747 is no real purpose, set an expire time. ]]>
2748 </use>
2749 <attribute arch="no_pick" value="1" type="fixed" />
2750 <attribute arch="slaying" editor="key string" type="string">
2751 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2752 If the player already has a force with that &lt;key string&gt;,
2753 there won't be inserted a second one.
2754 </attribute>
2755 <attribute arch="connected" editor="connection" type="int">
2756 When the detector is triggered, all objects with the same
2757 connection value get activated.
2758 </attribute>
2759 <attribute arch="speed" editor="marking speed" type="float">
2760 The &lt;marking speed&gt; defines how quickly it will mark something
2761 standing on the marker. Set this value rather high to make
2762 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2763 should do fine.
2764 </attribute>
2765 &speed_left;
2766 <attribute arch="food" editor="mark duration" type="int">
2767 This value defines the duration of the force it inserts.
2768 If nonzero, the duration of the player's mark is finite:
2769 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2770 means the mark will stay on the player forever.
2771 </attribute>
2772 <attribute arch="name" editor="delete mark" type="string">
2773 When the player steps onto the marker, all existing forces in
2774 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2775 will be removed. If you don't want to remove any marks, leave
2776 this textfield empty.
2777
2778 Note that the string &lt;delete mark&gt; is set as the name of
2779 this marker. So don't be confused, and remember changing the
2780 name will take effect on the marker's functionality.
2781 </attribute>
2782 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2783 In the moment when the player gets marked, this text is displayed
2784 to him. You should really set a message in any marker you create,
2785 because it's the only way for the player to notice what's going on.
2786 </attribute>
2787 </type>
2788
2789 <!--####################################################################-->
2790 <type number="36" name="Money">
2791 <ignore>
2792 <attribute arch="unpaid" />
2793 </ignore>
2794 <description><![CDATA[
2795 Items of the type Money are handled as currency.
2796 Money cannot be sold/bought in shops. When money is dropped
2797 in a shop, it stays the same.<br>
2798 When a player picks an item from a shop and attempts to
2799 walk over the shop mat, the item's selling-price is automatically
2800 subtracted from the player's money.
2801 <br><br>
2802 For money, always use the default arches.
2803 Don't modify them. ]]>
2804 </description>
2805 <attribute arch="race" value="gold and jewels" type="fixed" />
2806 </type>
2807
2808 <!--####################################################################-->
2809 <type number="0" name="Monster &amp; NPC">
2810 <required>
2811 <attribute arch="is_floor" value="0" />
2812 <attribute arch="alive" value="1" />
2813 <attribute arch="tear_down" value="0" />
2814 </required>
2815 <ignore>
2816 <attribute arch="material" />
2817 <attribute arch="name_pl" />
2818 <attribute arch="nrof" />
2819 <attribute arch="value" />
2820 <attribute arch="unpaid" />
2821 </ignore>
2822 <description><![CDATA[
2823 Monsters can behave in various kinds of ways.
2824 They can be aggressive, attacking the player. Or peaceful,
2825 helping the player - maybe joining him as pet.
2826 The unagressive creatures who communicate with players are
2827 usually called "NPCs" (Non Player Character), a well-known
2828 term in role-play environments. ]]>
2829 </description>
2830 <use><![CDATA[
2831 Monsters play a central role in most maps. Choosing the right
2832 combination of monsters for your map is vital:
2833 <UL>
2834 <LI> Place only monsters of slightly varying (increasing) strength.
2835 It's no fun to play for two hours just to find out the last
2836 monster is unbeatable. Similar, it's not exciting to fight orcs
2837 after passing a room of dragons.<br>
2838 This rule applies only for linear maps (one room after the other),
2839 with treasure at the end. You can sprinkle the treasure around,
2840 or make non-linear maps - That is often more entertaining.
2841 <LI> Places with high level monsters must not be easy to reach.
2842 Balrogs, Dragonmen and the likes should be at the end of a quest,
2843 not at the beginning.
2844 <LI> Don't stick monsters together that tend to kill each other.
2845 Fire- and cold dragons in one room for example is a bad idea.
2846 By weakening and killing each other they are easy prey for players,
2847 not worth the experience they hold.
2848 <LI> Create your own monsters, especially for "boss"-type monsters.
2849 Having stage-bosses guarding treasure is a lot of fun when done right.
2850 Avoid to create monsters with completely non-intuitive abilities:
2851 Don't give ice-spells to firedragons or vice versa. Don't add
2852 draining attack to trolls, etc. Additionally, you should inform the
2853 player before he bumps right into some very special/unusual monster.
2854 <LI> Last but not least: Always keep an eye on the experience your monsters
2855 hold. Design your maps in a way that high experience
2856 is always well-defended. Don't make large rooms full with only one kind
2857 of monster. Keep in mind the different abilities/techniques players
2858 can use.
2859 </UL>
2860 I know it's impossible to make the perfectly balanced map. There's always
2861 some part which is found too easy or too hard for a certain kind of player.
2862 Just give it your best shot. And listen to feedback from players if you
2863 receive some. :-) ]]>
2864 </use>
2865 <attribute arch="alive" value="1" type="fixed" />
2866 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2867 When the monster is killed, items from the treasurelist will
2868 drop to the ground. This is a common way to reward players
2869 for killing (masses of) monsters.
2870
2871 Note that you can always put items into the monster's
2872 inventory. Those will drop-at-kill just like the stuff
2873 from the &lt;treasurelist&gt;.
2874 </attribute>
2875 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2876 Set this flag to move treasure items created into the environment (map)
2877 instead of putting them into the object.
2878 </attribute>
2879 <attribute arch="level" editor="level" type="int">
2880 A monster's &lt;level&gt; is the most important attribute.
2881 &lt;level&gt; affects the power of a monster in various ways.
2882 </attribute>
2883 <attribute arch="race" editor="race" type="string">
2884 Every monster should have a race set to categorize it.
2885 The monster's &lt;race&gt; can have different effects:
2886 Slaying weapons inflict tripple damage against enemy races
2887 and holy word kills only enemy races of the god.
2888 </attribute>
2889 <attribute arch="exp" editor="experience" type="int">
2890 When a player kills this monster, he will get exactly this
2891 amount of &lt;experience&gt;. The experience will flow into
2892 the skill-category the player used for the kill.
2893
2894 If you create special monsters of tweaked strenght/abilities,
2895 always make sure that the &lt;experience&gt; is set to a
2896 reasonable value. Compare with existing arches to get a feeling
2897 what reasonable means. Keep in mind that spellcasting monsters
2898 are a lot harder to kill than non-spellcasters!
2899 </attribute>
2900 <attribute arch="speed" editor="speed" type="float">
2901 The &lt;speed&gt; determines how fast a monster will both move
2902 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2903 </attribute>
2904 &speed_left;
2905 <attribute arch="other_arch" editor="breed monster" type="string">
2906 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2907 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2908 can be set to any valid arch-name of a monster. Multipart monster
2909 should not be used.
2910 </attribute>
2911 <attribute arch="generator" editor="multiply" type="bool">
2912 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2913 every once in a while. Mice are a good example for this effect.
2914 If enabled, you must also set &lt;breed monster&gt; or check
2915 &lt;template generation&gt; and put other monsters in the inventory.
2916 </attribute>
2917 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2918 This only takes effect if &lt;multiply&gt; is enabled. The monster
2919 will create a new monster every once in a while by duplicating it's inventory.
2920 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2921 Each time the monster need to generate an object, it will be
2922 a randomly chosen item from the inventory. When generator is destroyed,
2923 inventory is destroyed.
2924 </attribute>
2925 &move_type;
2926 <attribute arch="undead" editor="undead" type="bool">
2927 Several spells only affect undead monsters:
2928 turn undead, banish undead, holy word, etc.
2929 </attribute>
2930 <attribute arch="carrying" editor="carries weight" type="int">
2931 If a monster has something in the inventory, this
2932 value can be set to reflect the slowdown due to
2933 the carried weight.
2934 </attribute>
2935 <attribute arch="precious" editor="precious" type="bool">
2936 Set this flag to indicate that this monster is precious, i.e.
2937 it should not be lightly destroyed. This is most useful on pets and
2938 keeps the server from destroying them on destroy_pets/monster floors
2939 and will try to save them when the player logs out.
2940 </attribute>
2941
2942 <section name="melee">
2943 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2944 This number is a bitmask, specifying the monster's attacktypes
2945 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2946 Strong monsters often have more than just physical attacktype.
2947
2948 When a monster with multiple attacktypes hits aan oponent, it will do
2949 as much damage as the "best" of it's attacktypes does. So, the more
2950 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2951 somehow exceptions.
2952 </attribute>
2953 <attribute arch="dam" editor="damage" type="int">
2954 Among other parameters, &lt;damage&gt; affects how much melee damage
2955 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2956 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2957 take effect on the melee damage of a monster.
2958 </attribute>
2959 <attribute arch="wc" editor="weapon class" type="int">
2960 Monsters of high &lt;weapon class&gt; are more likely to really hit
2961 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2962 to &lt;armour class&gt;.
2963 </attribute>
2964 <attribute arch="hp" editor="health points" type="int">
2965 The &lt;health points&gt; of a monster define how long it takes to
2966 kill it. With every successful hit from an opponent, &lt;health points&gt;
2967 get drained - The monster dies by zero &lt;health points&gt;.
2968 </attribute>
2969 <attribute arch="maxhp" editor="max health" type="int">
2970 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2971 monster can have.
2972 </attribute>
2973 <attribute arch="ac" editor="armour class" type="int">
2974 Monsters of low &lt;armour class&gt; are less likely to get hit from
2975 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2976 to &lt;weapon class&gt;.
2977 Values typically range between +20 (very bad) to -20 (quite good).
2978 </attribute>
2979 <attribute arch="Con" editor="healing rate" type="int">
2980 Monsters regenerate this many health points each 4 ticks. Hence, the
2981 healing rate is independent of &lt;speed&gt;.
2982 </attribute>
2983 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2984 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2985 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2986 bounce off.
2987 </attribute>
2988 <attribute arch="hitback" editor="hitback" type="bool">
2989 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2990 to the amount of damage the *attacker* inflicted. This damage
2991 is additional to the regular melee damage of the monster.
2992 As far as I know, hitback uses acid attacktype, and it only takes
2993 effect if the monster actually has acid attacktype at it's disposal.
2994 Acid spheres for example use this feature.
2995 </attribute>
2996 <attribute arch="one_hit" editor="one hit only" type="bool">
2997 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2998 to a player.
2999 </attribute>
3000 </section>
3001
3002 <section name="spellcraft">
3003 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3004 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3005 Only wands/rods/etc can be used, given the appropriate abilities.
3006 </attribute>
3007 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3008 A monster with this flag has the ability to &lt;reflect spells&gt;,
3009 all kinds of spell-bullets and -beams will bounce off.
3010
3011 Generally this flag should not be set because it puts
3012 wizard-type players at an unfair disadvantage.
3013 </attribute>
3014 <attribute arch="sp" editor="spellpoints" type="int">
3015 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3016 them for both wizard- and prayer-spells. However, this value defines
3017 only the amount of *initial* spellpoints the monster starts with.
3018 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3019 and &lt;spellpoint regen.&gt; are more important than just initial
3020 &lt;spellpoints&gt;.
3021 </attribute>
3022 <attribute arch="maxsp" editor="max spellpoints" type="int">
3023 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3024 can hold. Setting this to high values has little effect unless
3025 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3026 "regenerate mana" at it's disposal.
3027 </attribute>
3028 <attribute arch="Pow" editor="spellpoint regen." type="int">
3029 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3030 spellpoint regeneration rate is independent of &lt;speed&gt;.
3031
3032 To make a real tough spellcasting monster, the rate of spellpoint
3033 regeneration is most important. If your monster is still not casting
3034 fast enough, give it the spell-ability of "regenerate mana".
3035 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3036 </attribute>
3037 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3038 Click on the &lt;attuned paths&gt; button to select spellpaths.
3039 The creature will get attuned to the specified spellpaths.
3040 </attribute>
3041 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3042 Click on the &lt;repelled paths&gt; button to select spellpaths.
3043 The creature will get repelled to the specified spellpaths.
3044 </attribute>
3045 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3046 Click on the &lt;denied paths&gt; button to select spellpaths.
3047 The creature won't be able to cast spells of the specified paths.
3048 </attribute>
3049 </section>
3050
3051 <section name="ability">
3052 <attribute arch="Int" editor="detect hidden" type="int">
3053 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3054 hidden/invisible creatures. Higher values make for better
3055 detection-skills. Enabling &lt;see invisible&gt; makes this value
3056 obsolete.
3057 </attribute>
3058 <attribute arch="see_invisible" editor="see invisible" type="bool">
3059 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3060 with by invisible or hiding players. This flag is a must-have
3061 for high-level monsters. When a monster is unable to detect
3062 invisible players, it can be killed without fighting back.
3063 </attribute>
3064 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3065 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3066 by spells of darkness or dark maps. This flag is a "should-have"
3067 for high-level monsters. When a monster is unable to see in
3068 darkness, players can cast darkness and sneak around it safely.
3069 </attribute>
3070 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3071 Monster is able to wield weapon type objects.
3072 </attribute>
3073 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3074 Monster is able to use missile-weapon type objects.
3075 </attribute>
3076 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3077 Monster is able to wear protective equipment like brestplate
3078 armour, shields, helmets etc.
3079 </attribute>
3080 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3081 Monster is able to wear rings.
3082 </attribute>
3083 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3084 Monster is able to use wands and staves.
3085 </attribute>
3086 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3087 Monster is able to use rods.
3088 </attribute>
3089 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3090 Monster is able to read scrolls.
3091 </attribute>
3092 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3093 Monster is able to use skills from it's inventory.
3094 For example, you can put a throwing skill object and some
3095 boulders into the monster's object and set &lt;can use skills&gt;.
3096 </attribute>
3097 </section>
3098
3099 <section name="behave">
3100 <attribute arch="monster" editor="monster behaviour" type="bool">
3101 When &lt;monster behaviour&gt; is enabled, this object will behave
3102 like a monster: It can move and attack enemies (which are
3103 typically players).
3104 This flag should be set for all monsters as-such.
3105 Monsters which don't move, like guards, should also have
3106 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3107 It should *not* be set for things like immobile generators.
3108 </attribute>
3109 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3110 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3111 </attribute>
3112 <attribute arch="friendly" editor="friendly" type="bool">
3113 &lt;friendly&gt; monsters help the player, attacking any
3114 non-friendly monsters in range.
3115 </attribute>
3116 <attribute arch="stand_still" editor="stand still" type="bool">
3117 Monsters which &lt;stand still&gt; won't move to leave their position.
3118 When agressive, they will attack all enemies who get close to
3119 them. This behaviour is commonly known from castle guards.
3120
3121 In older versions of Deliantra it was possible to eventually
3122 push a &lt;stand still&gt;-monster out of position by force.
3123 I believe this is no longer possible. Neverthless, you should
3124 still be cautious when lining up &lt;stand still&gt;-monster in order
3125 to "defend" something: Such monsters are rather easy to kill.
3126 It's good for low level maps, but not much more.
3127 </attribute>
3128 <attribute arch="sleep" editor="asleep" type="bool">
3129 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3130 &lt;sensing range&gt; of the monster. Usually the sensing range is
3131 larger than the players line of sight. Due to that, in most cases
3132 the player won't ever notice weither a monster was asleep or not.
3133 </attribute>
3134 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3135 This entry defines which kinds of environment actions the
3136 creature is able to perform.
3137 </attribute>
3138 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3139 Click on the &lt;pick up&gt; button and select which types of objects
3140 the creature should try to pick up.
3141
3142 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3143 etc are set, then the creature will pick up the matching items even
3144 if this is not set here.
3145 </attribute>
3146 <attribute arch="Wis" editor="sensing range" type="int">
3147 &lt;sensing range&gt; determines how close a player needs to be before
3148 the creature wakes up. This is done as a square, for reasons of speed.
3149 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3150 11x11 square of the monster will wake the monster up. If the player
3151 has stealth, the size of this square is reduced in half plus 1.
3152 </attribute>
3153 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3154 If this is set to default, the standard mode of movement will be used.
3155 </attribute>
3156 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3157 This movement is not in effect when the monster has an enemy and should
3158 only be used for non agressive monsters.
3159 </attribute>
3160 <attribute arch="run_away" editor="run at % health" type="int">
3161 This is a percentage value in the range 0-100.
3162 When the monster's health points drop below this percentage
3163 (relative to max health), it attempts to run away from the
3164 attacker.
3165 </attribute>
3166 </section>
3167 &resistances_basic;
3168 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3169 </attribute>
3170 </type>
3171
3172 <!--####################################################################-->
3173 <type number="28" name="Monster (Grimreaper)">
3174 <import_type name="Monster &amp; NPC" />
3175 <ignore>
3176 <attribute arch="material" />
3177 <attribute arch="name_pl" />
3178 <attribute arch="nrof" />
3179 <attribute arch="value" />
3180 <attribute arch="unpaid" />
3181 </ignore>
3182 <description>
3183 A grimreaper is a monster that vanishes after it did some number of
3184 draining attacks.
3185 </description>
3186 <section name="grimreaper">
3187 <attribute arch="value" editor="attacks" type="int">
3188 The object vanishes after this number of draining attacks.
3189 </attribute>
3190 </section>
3191 </type>
3192
3193 <!--####################################################################-->
3194 <type number="65" name="Mood Floor">
3195 <ignore>
3196 <ignore_list name="system_object" />
3197 </ignore>
3198 <description><![CDATA[
3199 As the name implies, mood floors can change the "mood" of
3200 a monsters/NPC. For example, an unagressive monster could be
3201 turned mad to start attacking. Similar, an agressive monster
3202 could be calmed. ]]>
3203 </description>
3204 <use><![CDATA[
3205 Mood floors are absolutely cool for NPC interaction. To make an
3206 unaggressive monster/NPC attack, put a creator with "other_arch
3207 furious_floor" under it. Connect the creator to a magic_ear, so the
3208 player speaks a keyword like "stupid sucker" - and the monster attacks.
3209 <br><br>
3210 To turn an NPC into a pet, put a charm_floor under it and connect
3211 it directly to a magic_ear. Then the player speaks a keyword like
3212 "help me" - and the NPC joins him as pet.
3213 <br><br>
3214 (Of course you must always give clear hints about keywords!
3215 And there is no reason why you couldn't use a button/lever/pedestal
3216 etc. instead of a magic_ear.) ]]>
3217 </use>
3218 <attribute arch="no_pick" value="1" type="fixed" />
3219 <attribute arch="last_sp" editor="mood" type="list_mood">
3220 &lt;mood&gt; is used to determine what will happen to the
3221 monster when affected by the mood floor:
3222
3223 &lt;mood&gt; 'furious': Makes all monsters aggressive
3224
3225 &lt;mood&gt; 'angry': As above but pets are unaffected
3226
3227 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3228
3229 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3230
3231 &lt;mood&gt; 'charm': Turns monster into a pet of person
3232 who triggers the square. This setting is not
3233 enabled for continous operation, you need to
3234 insert a &lt;connection&gt; value!
3235 </attribute>
3236 <attribute arch="connected" editor="connection" type="int">
3237 This should only be set in combination with &lt;mood number&gt; 4.
3238 Normally, monsters are affected by the mood floor as soon as they
3239 step on it. But charming (monster -&gt; pet) is too powerful,
3240 so it needs to be activated.
3241
3242 Typically it is connected to an altar, for buying a "hireling".
3243 But a powerful pet could as well be the reward for solving a
3244 quest. Or even better: It could be *part* of a quest!
3245 </attribute>
3246 <attribute arch="no_magic" editor="no spells" type="bool">
3247 If enabled, it is impossible for players to use (wizard-)
3248 spells on that spot.
3249 </attribute>
3250 <attribute arch="damned" editor="no prayers" type="bool">
3251 If enabled, it is impossible for players to use prayers
3252 on that spot. It also prevents players from saving.
3253 </attribute>
3254 </type>
3255
3256 <!--####################################################################-->
3257 <type number="40" name="Mover">
3258 <ignore>
3259 <ignore_list name="non_pickable" />
3260 </ignore>
3261 <description><![CDATA[
3262 Movers move the objects above them. However, only living objects
3263 are affected (monsters/NPCs always, players optional). Movers have
3264 a direction, so players can be made to move in a pattern, and so
3265 can monsters. Motion is involuntary. Additionally, players or
3266 monsters can be "frozen" while ontop of movers so that they MUST
3267 move along a chain of them.
3268 <br><br>
3269 Multisquare monsters can be moved as well, given
3270 enough space. Movers are usually invisible. ]]>
3271 </description>
3272 <use><![CDATA[
3273 NEVER EVER consider a mover being unpassable in the backwards
3274 direction. Setting "forced movement" makes it seemingly impossible
3275 but there is still a trick: One player can push a second player
3276 past the mover, in opposite to the mover's direction! The more
3277 movers, the more players needed. Hence, don't make a treasure
3278 room that is surrounded by movers instead of solid walls/gates.
3279 <br><br>
3280 Btw, it does not make a difference putting movers above or
3281 below the floor. Moreover, movers that are set to be invisible
3282 cannot be discovered with the show_invisible spell.
3283 <br><br>
3284 Note that Movers and Directors are seperate objects, even though
3285 they look and act similar. Directors only do spells/missiles,
3286 while movers only do living creatures (depending on how it
3287 is set: monsters and players). ]]>
3288 </use>
3289 <attribute arch="attacktype" editor="forced movement" type="bool">
3290 If forced movement is enabled, the mover "freezes" anyone it
3291 moves (so they are forced to move along a chain).
3292 For players there is no way to escape this forced movement,
3293 except being pushed by a second player.
3294 </attribute>
3295 <attribute arch="maxsp" editor="freeze duration" type="int">
3296 The player will be "frozen" for that many moves.
3297 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3298 enabled, then &lt;freeze duration&gt; gets assigned the
3299 "default value" 2 automatically.
3300 </attribute>
3301 <attribute arch="speed" editor="movement speed" type="float">
3302 The movement speed value determines how fast a chain of
3303 these movers will push a player along (default is -0.2).
3304 </attribute>
3305 &speed_left;
3306 <attribute arch="sp" editor="direction" type="list_direction">
3307 The mover will push creatures in the specified &lt;direction&gt;.
3308 A mover with direction set to &lt;none&gt; will spin clockwise,
3309 thus pushing creatures in unpredictable directions.
3310 </attribute>
3311 <attribute arch="lifesave" editor="gets used up" type="bool">
3312 If enabled, the mover gets "used up" after a certain number of moves
3313 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3314 </attribute>
3315 <attribute arch="hp" editor="number of uses" type="int">
3316 This value has only a meaning if &lt;gets used up&gt; is set:
3317 &lt;number of uses&gt; is the number of times minus one, that it
3318 will move a creature before disappearing. (It will move
3319 someone &lt;number of uses&gt;+1 times, then vanish).
3320 </attribute>
3321 <section name="targets">
3322 <attribute arch="level" editor="move players" type="bool">
3323 If &lt;move players&gt; is enabled, both players and monsters will be
3324 moved. In the arches' default it is disabled - thus ONLY monsters
3325 get moved. Remember that "monsters" includes NPCs!
3326
3327 This feature provides you with the possibility to make NPCs
3328 literally "come to life". Example: The player is talking with an
3329 NPC, speaking a certain keyword. This triggers a magic_ear and
3330 activates creators, creating (per default: monster-only) movers
3331 under the NPC's feet. The NPC starts "walking" on a predefined
3332 route! Note that it's useful to set this NPC immune to everything,
3333 preventing the player to push the NPC off his trace.
3334 </attribute>
3335 <attribute arch="move_on" editor="movement type" type="movement_type">
3336 Which movement types activate the mover.
3337 </attribute>
3338 </section>
3339 </type>
3340
3341 <!--####################################################################-->
3342 <type number="17" name="Pedestal">
3343 <ignore>
3344 <ignore_list name="non_pickable" />
3345 </ignore>
3346 <description><![CDATA[
3347 Pedestals are designed to detect certain types of living objects.
3348 When a predefined type of living creature steps on the pedestal, the
3349 connected value is triggered. ]]>
3350 </description>
3351 <use><![CDATA[
3352 If you want to create a place where only players of a certain race
3353 can enter, put a teleporter over your pedestal. So the teleporter is
3354 only activated for players of the matching race. Do not use gates,
3355 because many other players could sneak in. If you put powerful
3356 artifacts into such places, generally set "startequip 1", so that
3357 they are preserved for that one race and can't be traded to others. ]]>
3358 </use>
3359 <attribute arch="no_pick" value="1" type="fixed" />
3360 <attribute arch="slaying" editor="match race" type="string">
3361 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3362 matches the monster's or the player's race, we have a match.
3363 Yes, pedestals can detect a player's race! E.g. you could create a
3364 place where only fireborns can enter, by setting "slaying unnatural".
3365
3366 If it is set to "player", any player stepping on the pedestal
3367 is a match. Very useful if you want to open a gate for players
3368 but not for monsters.
3369 </attribute>
3370 <attribute arch="connected" editor="connection" type="int">
3371 When the pedestal is triggered, all objects with the same
3372 connection value get activated.
3373 </attribute>
3374 &move_on;
3375 </type>
3376
3377 <!--####################################################################-->
3378 <type number="94" name="Pit">
3379 <ignore>
3380 <ignore_list name="non_pickable" />
3381 </ignore>
3382 <description><![CDATA[
3383 Pits are holes, transporting the player when he walks (and falls) into them.
3384 A speciality about pits is that they don't transport the player to
3385 the exact destination, but within a two-square radius of the destination
3386 (never on blocked squares).<br>
3387 Optionally, pits can get closed and opened, similar to gates.<br><br>
3388 Monsters and items are affected by pits just as well as players.
3389 Even multipart monsters can fall through them, given enough space. ]]>
3390 </description>
3391 <use><![CDATA[
3392 Pits can add interesting effects to your map. When using them, make
3393 sure to use them in a "logical way": Pits should always drop the
3394 player to some kind of lower level. They should not be used to
3395 randomly interconnect maps like teleporters do. ]]>
3396 </use>
3397 <attribute arch="no_pick" value="1" type="fixed" />
3398 <attribute arch="connected" editor="connection" type="int">
3399 When a &lt;connection&gt; value is set, the pit can be opened/closed
3400 by activating the connection.
3401 </attribute>
3402 &activate_on;
3403 <attribute arch="hp" editor="destination X" type="int">
3404 The pit will transport creatures (and items) randomly into a two-square
3405 radius of the destination coordinates.
3406 If the destination square becomes blocked, the pit will act like
3407 being filled up and not work anymore!
3408 </attribute>
3409 <attribute arch="sp" editor="destination Y" type="int">
3410 The pit will transport creatures (and items) randomly into a two-square
3411 radius of the destination coordinates.
3412 If the destination square becomes blocked, the pit will act like
3413 being filled up and not work anymore!
3414 </attribute>
3415 <attribute arch="wc" editor="position state" type="int">
3416 The &lt;position state&gt; defines the position of the gate:
3417 Zero means completely open/down, the "number of animation-steps" (usually
3418 about 6 or 7) means completely closed/up state. I suggest you don't
3419 mess with this value - Leave the default in place.
3420 </attribute>
3421 &move_on;
3422 </type>
3423
3424 <!--####################################################################-->
3425 <type number="7" name="Poison Food">
3426 <description><![CDATA[
3427 When eating, the player's stomache is drained by 1/4 of food.
3428 If his food drops to zero, the player might even die. ]]>
3429 </description>
3430 </type>
3431
3432 <!--####################################################################-->
3433 <type number="5" name="Potion">
3434 <description><![CDATA[
3435 The player can drink these and gain various kinds of benefits
3436 (/penalties) by doing so. ]]>
3437 </description>
3438 <use><![CDATA[
3439 One potion should never give multiple benefits at once. ]]>
3440 </use>
3441 <attribute arch="level" editor="potion level" type="int">
3442 If the potion contains a spell, the spell is cast at this level.
3443 For other potions it should be set at least to 1.
3444 </attribute>
3445 <attribute arch="sp" editor="spell" type="spell">
3446 When a player drinks this potion, the selected spell
3447 will be casted (once). This should work for any given spell.
3448 E.g. heal is "sp 35", magic power is "sp 67".
3449 </attribute>
3450 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3451 There are two types of special effects for potions:
3452 'life restoration' - restore the player's stats lost by death or draining
3453 (this has nothing in common with the restoration spell!)
3454 'improvement' - increase the player's maximum health/mana/grace
3455 by a very small amount.
3456 </attribute>
3457 <attribute arch="cursed" editor="cursed" type="bool">
3458 If a potion is cursed, benefits generally turn into penalties.
3459 Note that potions can be "uncursed" by praying over an altar,
3460 with relative ease. *But* the potion must be identified to notice
3461 that it is cursed &gt;:)
3462 </attribute>
3463 <attribute arch="startequip" editor="godgiven item" type="bool">
3464 A godgiven item vanishes as soon as the player
3465 drops it to the ground.
3466 </attribute>
3467 &player_stat_resist_sections;
3468 </type>
3469
3470 <!--####################################################################-->
3471 <type number="156" name="Power Crystal">
3472 <description><![CDATA[
3473 Power crystals can store a player's mana:
3474 When the player applies the crystal with full mana, half of
3475 it flows into the crystal. When the player applies it with
3476 lacking mana, the crystal replenishes the player's mana. ]]>
3477 </description>
3478 <attribute arch="sp" editor="initial mana" type="int">
3479 &lt;initial mana&gt; is the amount of spellpoints that the
3480 crystal holds when the map is loaded.
3481 </attribute>
3482 <attribute arch="maxsp" editor="mana capacity" type="int">
3483 The &lt;mana capacity&gt; defines how much mana can be stored
3484 in the crystal. This is what makes the crystal interesting.
3485 Wizard-players will always seek for crystals with large
3486 capacities.
3487 </attribute>
3488 </type>
3489
3490 <!--####################################################################-->
3491 <type number="13" name="Projectile">
3492 <description><![CDATA[
3493 Projectiles like arrows/crossbow bolts are used as ammunition
3494 for shooting weapons.
3495 <br><br>
3496 It's very easy to add new pairs of weapons &amp; projectiles.
3497 Just set matching &lt;ammunition class&gt; both for shooting
3498 weapon and projectile. ]]>
3499 </description>
3500 <use><![CDATA[
3501 If you want to create new kinds of projectiles, you could
3502 add an alchemical receipe to create these.
3503
3504 Don't create new pairs of weapons &amp; projectiles unless
3505 they really fullfill a useful purpose. In fact, even bows
3506 and crossbows are rarely ever used. ]]>
3507 </use>
3508 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3509 This number is a bitmask, specifying the projectile's attacktypes.
3510 Attacktypes are: physical, magical, fire, cold.. etc.
3511 This works identical to melee weapons. Note that shooting
3512 weapons cannot have attacktypes.
3513 </attribute>
3514 <attribute arch="race" editor="ammunition class" type="string">
3515 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3516 these projectiles. For arrows set "arrows", for crossbow bolts
3517 set "crossbow bolts" (big surprise).
3518
3519 In certain cases, the ammunition class is displayed in the game.
3520 Hence, when you create a new ammunition class, choose an
3521 intuitive name like "missiles", "spirit bolts" - whatever.
3522
3523 You can also make special containers holding these projectiles
3524 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3525 </attribute>
3526 <attribute arch="slaying" editor="slaying race" type="string">
3527 Slaying means the weapon does tripple (3x) damage to monsters
3528 of the specified race. If &lt;slaying race&gt; matches an arch name,
3529 only monsters of that archtype receive tripple damage.
3530 Tripple damage is very effective.
3531 </attribute>
3532 <attribute arch="dam" editor="damage" type="int">
3533 The projectile &lt;damage&gt; significantly affects the damage
3534 done. Damage can be further increased by the shooting
3535 weapon's attributes.
3536 </attribute>
3537 <attribute arch="wc" editor="weaponclass" type="int">
3538 This value is supposed to be the base &lt;weaponclass&gt;,
3539 but it seems to have rather little effect.
3540 High values are good here, low values bad.
3541 </attribute>
3542 <attribute arch="food" editor="chance to break" type="int">
3543 The &lt;chance to break&gt; defines the breaking probability when this
3544 projectile hits an obstacle, e.g. wall or monster.
3545 The value is the %-chance to break, ranging from 0 (never breaking)
3546 to 100 (breaking at first shot).
3547 </attribute>
3548 <attribute arch="magic" editor="magic bonus" type="int">
3549 Magic bonus increases chance to hit and damage a little bit.
3550 </attribute>
3551 <attribute arch="unique" editor="unique item" type="bool">
3552 Unique items exist only one time on a server. If the item
3553 is taken, lost or destroyed - it's gone for good.
3554 </attribute>
3555 <attribute arch="startequip" editor="godgiven item" type="bool">
3556 A godgiven item vanishes as soon as the player
3557 drops it to the ground.
3558 </attribute>
3559 <attribute arch="no_drop" editor="don't drop" type="bool">
3560 When a monster carries a projectile with &lt;don't drop&gt;,
3561 this item will never drop to the ground but
3562 vanish instead. If this object is shot, it can still drop
3563 after hitting an obstacle. You can prevent this by
3564 setting &lt;chance to break&gt; 100.
3565 </attribute>
3566 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3567 This text may describe the projectile. This
3568 could be nice for very special ones.
3569 </attribute>
3570 </type>
3571
3572 <!--####################################################################-->
3573 <type number="70" name="Ring">
3574 <import_type name="Amulet" />
3575 <description><![CDATA[
3576 Rings are worn on the hands - one ring each.
3577 Wearing rings, the object's stats will directly be inherited to
3578 the player. Usually enhancing his spellcasting potential. ]]>
3579 </description>
3580 <use><![CDATA[
3581 When you create an artifact ring, never forget that players can
3582 wear <B>two</B> rings! Due to that it is extremely important to
3583 keep rings in balance with the game.
3584 <br><br>
3585 Also keep in mind that rings are generally the wizard's tools.
3586 They should primarily grant bonuses to spellcasting abilities
3587 and non-physical resistances. ]]>
3588 </use>
3589 </type>
3590
3591 <!--####################################################################-->
3592 <type number="3" name="Rod">
3593 <ignore>
3594 <attribute arch="title" />
3595 </ignore>
3596 <description><![CDATA[
3597 A rod contains a spell. The player can use this spell by applying and
3598 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3599 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3600 used endlessly. ]]>
3601 </description>
3602 <use><![CDATA[
3603 Rods with healing/curing spells are extremely powerful. Usually, potions have
3604 to be used for that purpose. Though, potions are expensive and only good for
3605 one-time-use.<br> ]]>
3606 </use>
3607 <attribute arch="sp" editor="spell" type="spell">
3608 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3609 rods to players, since they can be used endlessly without any mana cost!
3610 Rods with heal/ restoration/ protection spells, IF available, MUST be
3611 very very VERY hard to get!
3612 </attribute>
3613 <attribute arch="level" editor="casting level" type="int">
3614 The casting level of the &lt;spell&gt; determines it's power.
3615 For attack spells, level should be set to something reasonable.
3616 </attribute>
3617 <attribute arch="hp" editor="initial spellpoints" type="int">
3618 This value represents the initial amount of spellpoints in the rod.
3619 Naturally, this is quite unimportant.
3620 </attribute>
3621 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3622 When the rod is fully charged up, it will hold this maximum amount of
3623 spellpoints. Make sure it is enough to cast the contained spell at least
3624 once. But don't set the value too high, as that might make the rod
3625 too effective.
3626 </attribute>
3627 <attribute arch="startequip" editor="godgiven item" type="bool">
3628 A godgiven item vanishes as soon as the player
3629 drops it to the ground.
3630 </attribute>
3631 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3632 This text may contain a description of the rod.
3633 </attribute>
3634 </type>
3635
3636 <!--####################################################################-->
3637 <type number="154" name="Rune">
3638 <ignore>
3639 <attribute arch="no_pick" />
3640 <attribute arch="title" />
3641 <attribute arch="name_pl" />
3642 <attribute arch="weight" />
3643 <attribute arch="value" />
3644 <attribute arch="material" />
3645 <attribute arch="unpaid" />
3646 </ignore>
3647 <description><![CDATA[
3648 A rune is a magical enscription on the dungeon floor.
3649 <br><br>
3650 Runes hit any monster or person who steps on them for 'dam' damage in
3651 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3652 and will cast this spell when it detonates. Yet another kind is the
3653 "summoning rune", summoning predefined monsters of any kind, at detonation.
3654 <br><br>
3655 Many runes are already defined in the archetypes. ]]>
3656 </description>
3657 <use><![CDATA[
3658 Avoid monsters stepping on your runes. For example, summoning runes
3659 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3660 </use>
3661 <attribute arch="no_pick" value="1" type="fixed" />
3662 &move_on;
3663 <attribute arch="level" editor="rune level" type="int">
3664 This value sets the level the rune will cast the spell it contains at,
3665 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3666 (&lt;rune level&gt; 0 runes won't detonate at all!)
3667
3668 Level Also effects how easily a rune may be found and disarmed, and
3669 how much experience the player gets for doing so. Beware: High level
3670 runes can be quite a cheap source of experience! So either make them
3671 tough, or keep the level low.
3672 </attribute>
3673 <attribute arch="Cha" editor="visibility" type="int">
3674 This value determines what fraction of the time the rune is visible:
3675 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3676 how easily the rune may be found.
3677 </attribute>
3678 <attribute arch="hp" editor="number of charges" type="int">
3679 The rune will detonate &lt;number of charges&gt; times before disappearing.
3680 </attribute>
3681 <attribute arch="dam" editor="direct damage" type="int">
3682 &lt;direct damage&gt; specifies how much damage is done by the rune,
3683 if it doesn't contain a spell. This should be set in reasonable
3684 relation to the rune's level.
3685 </attribute>
3686 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3687 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3688 attribute defines what attacktype to use for direct damage when
3689 the rune detonates.
3690 </attribute>
3691 <section name="spellcraft">
3692 <attribute arch="sp" editor="spell" type="spell">
3693 The selected &lt;spell&gt; defines the spell in the rune, if any.
3694 (Many runes do direct damage).
3695 </attribute>
3696 <attribute arch="slaying" editor="spell name" type="string">
3697 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3698 but if present, overrides the &lt;spell&gt; setting.
3699 </attribute>
3700 <attribute arch="other_arch" editor="spell arch" type="string">
3701 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3702 is optional, but if present, overrides the &lt;spell&gt; setting.
3703 You can choose any of the existing arches.
3704 </attribute>
3705 <attribute arch="maxsp" editor="direction" type="list_direction">
3706 If set, the rune will cast it's containing spell (if any) in
3707 this &lt;direction&gt;.In most cases this appears useless because
3708 the spell directly hits the player.
3709 </attribute>
3710 <attribute arch="race" editor="summon monster" type="string">
3711 If this is set to the arch name of any monster, together with
3712 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3713 of those on detonation. (dam and attacktype will still be ignored
3714 in this case). Runes are even capable of summoning multi-square
3715 monsters, given enough space. You'd better test it though.
3716 </attribute>
3717 <attribute arch="maxhp" editor="summon amount" type="int">
3718 This should only be set to a summoning rune. It will then summon
3719 that many creatures of the kind &lt;summon monster&gt;.
3720 </attribute>
3721 </section>
3722 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3723 When the rune detonates, this text is displayed to the
3724 victim. For especially powerful runes, create an appropriate
3725 thrilling description. ;)
3726 </attribute>
3727 </type>
3728
3729 <!--####################################################################-->
3730 <type number="106" name="Savebed">
3731 <ignore>
3732 <ignore_list name="non_pickable" />
3733 </ignore>
3734 <description><![CDATA[
3735 When the player applies a savebed, he is not only saved. Both his
3736 respawn-after-death and his word-of-recall positions are pointing
3737 to the last-applied savebed. ]]>
3738 </description>
3739 <use><![CDATA[
3740 Put savebed locations in towns, do not put them into dungeons.
3741 It is absolutely neccessary that a place with savebeds is 100% secure.
3742 That means:
3743 <UL>
3744 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3745 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3746 <LI> Insert a reliable exit! Make sure there is no possibility that
3747 players get trapped in a savebed location.
3748 <LI> If possible, mark the whole site as no-spell area (Insert this
3749 arch called "dungeon_magic" everywhere). This is not required,
3750 but it makes the place much more safe.
3751 </UL> ]]>
3752 </use>
3753 <attribute arch="no_pick" value="1" type="fixed" />
3754 <attribute arch="no_magic" value="1" type="fixed" />
3755 <attribute arch="damned" value="1" type="fixed" />
3756 </type>
3757
3758 <!--####################################################################-->
3759 <type number="111" name="Scroll">
3760 <ignore>
3761 <attribute arch="title" />
3762 </ignore>
3763 <description><![CDATA[
3764 Scrolls contain spells (similar to spell-potions). Unlike potions,
3765 scrolls require a certain literacy skill to read successfully.
3766 Accordingly, for a successful reading, a small amount of
3767 experience is gained. Scrolls allow only one time usage, but
3768 usually they are sold in bulks. ]]>
3769 </description>
3770 <use><![CDATA[
3771 For low level quests, scrolls of healing/curing-spells
3772 can be a nice reward. At higher levels, scrolls become less
3773 and less useful. ]]>
3774 </use>
3775 <attribute arch="level" editor="casting level" type="int">
3776 The spell of the scroll will be casted at this level.
3777 This value should always be set, at least to 1.
3778 </attribute>
3779 <attribute arch="sp" editor="spell" type="spell">
3780 When a player/monster applies this scroll, the selected &lt;spell&gt;
3781 will be casted (once). This should work for any given spell.
3782 </attribute>
3783 <attribute arch="startequip" editor="godgiven item" type="bool">
3784 A godgiven item vanishes as soon as the player
3785 drops it to the ground.
3786 </attribute>
3787 </type>
3788
3789 <!--####################################################################-->
3790 <type number="33" name="Shield">
3791 <import_type name="Amulet" />
3792 <description><![CDATA[
3793 Wearing a shield, the object's stats will directly be inherited to
3794 the player. Shields usually provide good defense, only surpassed
3795 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3796 </description>
3797 <use><![CDATA[
3798 Feel free to create your own special artifacts. However, it is very
3799 important that you keep your artifact in balance with existing maps. ]]>
3800 </use>
3801 <attribute arch="magic" editor="magic bonus" type="int">
3802 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3803 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3804 than direct armour-class bonus on the shield.
3805 </attribute>
3806 </type>
3807
3808 <!--####################################################################-->
3809 <type number="14" name="Shooting Weapon">
3810 <description><![CDATA[
3811 Shooting weapons like bows/crossbows are used to shoot projectiles
3812 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3813 wielded both at the same time. Like with any other equipment,
3814 stats/bonuses from shooting weapons are directly inherited to the player.
3815 <br><br>
3816 It's very easy to add new pairs of weapons &amp; projectiles.
3817 Just set matching &lt;ammunition class&gt; both for shooting
3818 weapon and projectile. ]]>
3819 </description>
3820 <use><![CDATA[
3821 Shooting weapons should not add bonuses in general. There's already
3822 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3823 Shooting weapons should especially not add bonuses to the player
3824 that have nothing to do with schooting. A Wisdom bonus on a bow
3825 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3826 - still crap. ]]>
3827 </use>
3828 <attribute arch="race" editor="ammunition class" type="string">
3829 Only projectiles with matching &lt;ammunition class&gt; can be fired
3830 with this weapon. For normal bows set "arrows", for normal
3831 crossbows set "crossbow bolts".
3832
3833 In certain cases, the ammunition class is displayed in the game.
3834 Hence, when you create a new ammunition class, choose an
3835 intuitive name like "missiles", "spirit bolts" - whatever.
3836 </attribute>
3837 <attribute arch="sp" editor="shooting speed" type="int">
3838 After shooting a projectile, the player is frozen for a short
3839 period of time (to prevent shooting arrows machine-gun-like).
3840 The greater &lt;shooting speed&gt;, the shorter this period of time.
3841 1 is minimum (=worst) and 100 is maximum (=best) value.
3842
3843 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3844 SET IT TO ZERO! (That would freeze the player for eternety).
3845 </attribute>
3846 <attribute arch="dam" editor="base damage" type="int">
3847 The &lt;base damage&gt; significantly affects the damage done
3848 by using this weapon. This damage is added to the projectile
3849 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3850 according to the player's strength is added.
3851 </attribute>
3852 <attribute arch="wc" editor="weaponclass" type="int">
3853 This value is supposed to be the base &lt;weaponclass&gt;,
3854 but it seems to have rather little effect.
3855 High values are good here, low values bad.
3856 </attribute>
3857 <attribute arch="item_power" editor="item power" type="int">
3858 The &lt;item power&gt; value measures how "powerful" an artifact is.
3859 Players will only be able to wear equipment with a certain total
3860 amount of &lt;item power&gt;, depending on their own level. This is the
3861 only way to prevent low level players to wear "undeserved" equipment
3862 (like gifts from other players or cheated items).
3863
3864 It is very important to adjust the &lt;item power&gt; value carefully
3865 for every artifact you create! If zero/unset, the Deliantra server will
3866 calculate a provisional value at runtime, but this is never
3867 going to be an accurate measurement of &lt;item power&gt;.
3868 </attribute>
3869 <attribute arch="no_strength" editor="ignore strength" type="bool">
3870 Usually the player's strentgh takes effect on the damage
3871 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3872 the player's strength is ignored.
3873 </attribute>
3874 <attribute arch="damned" editor="damnation" type="bool">
3875 A damned shooting weapon cannot be unwielded unless
3876 the curse is removed. Removing damnations is
3877 a tick harder than removing curses.
3878 </attribute>
3879 <attribute arch="cursed" editor="curse" type="bool">
3880 A cursed shooting weapon cannot be unwielded unless
3881 the curse is removed.
3882 </attribute>
3883 <attribute arch="unique" editor="unique item" type="bool">
3884 Unique items exist only one time on a server. If the item
3885 is taken, lost or destroyed - it's gone for good.
3886 </attribute>
3887 <attribute arch="startequip" editor="godgiven item" type="bool">
3888 A godgiven item vanishes as soon as the player
3889 drops it to the ground.
3890 </attribute>
3891 <section name="stats">
3892 <attribute arch="Str" editor="strength" type="int">
3893 The player's strentgh will rise/fall by the given value
3894 while wearing this shooting weapon.
3895 </attribute>
3896 <attribute arch="Dex" editor="dexterity" type="int">
3897 The player's dexterity will rise/fall by the given value
3898 while wearing this shooting weapon.
3899 </attribute>
3900 <attribute arch="Con" editor="constitution" type="int">
3901 The player's constitution will rise/fall by the given value
3902 while wearing this shooting weapon.
3903 </attribute>
3904 <attribute arch="Int" editor="intelligence" type="int">
3905 The player's intelligence will rise/fall by the given value
3906 while wearing this shooting weapon.
3907 </attribute>
3908 <attribute arch="Pow" editor="power" type="int">
3909 The player's power will rise/fall by the given value
3910 while wearing this shooting weapon.
3911 </attribute>
3912 <attribute arch="Wis" editor="wisdom" type="int">
3913 The player's wisdom will rise/fall by the given value while
3914 wearing this shooting weapon.
3915 </attribute>
3916 <attribute arch="Cha" editor="charisma" type="int">
3917 The player's charisma will rise/fall by the given value
3918 while wearing this shooting weapon.
3919 </attribute>
3920 </section>
3921 <section name="bonus">
3922 <attribute arch="luck" editor="luck bonus" type="int">
3923 With positive luck bonus, the player is more likely to
3924 succeed in all sorts of things (spellcasting, praying,...).
3925 Unless the &lt;luck bonus&gt; is very high, the effect will be
3926 barely visible in-game. Luck bonus on one piece of equipment
3927 should never exceed 3, and such bonus should not be too
3928 frequently available.
3929 </attribute>
3930 <attribute arch="magic" editor="magic bonus" type="int">
3931 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3932 I'm not sure what exactly is increased - maybe weaponclass?
3933 However, &lt;magic bonus&gt; seems to have a little bit of positive
3934 influence on your chance to hit.
3935 </attribute>
3936 </section>
3937 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3938 This text describes the weapons's "story". Every decent artifact weapon
3939 should have such a description.
3940 </attribute>
3941 </type>
3942
3943 <!--####################################################################-->
3944 <type number="68" name="Shop Floor">
3945 <ignore>
3946 <ignore_list name="non_pickable" />
3947 </ignore>
3948 <description><![CDATA[
3949 Shop floor is used for shops. It acts like a combination of the
3950 common floor- and the treasure type: When the map is loaded,
3951 randomitems (depending on the setings) are generated on it.
3952 These items are all flagged as unpaid.
3953 When a player drops an item onto shop floor, the item becomes
3954 unpaid and the player receives payment according to the item's
3955 selling-value.
3956 Shopfloor always prevents magic (To hinder players from burning
3957 or freezing the goods). ]]>
3958 </description>
3959 <use><![CDATA[
3960 Tile your whole shop-interior space which shop floor.
3961 (That assures players receive payment for dropping items).
3962 Place shop mats to enter/leave the shop, and make sure
3963 there is no other exit than the shop mat. ]]>
3964 </use>
3965 <attribute arch="is_floor" value="1" type="fixed" />
3966 <attribute arch="no_pick" value="1" type="fixed" />
3967 <attribute arch="no_magic" value="1" type="fixed" />
3968 <attribute arch="auto_apply" editor="generate goods" type="bool">
3969 If enabled, items will appear on this square when the map is loaded.
3970 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3971 are generated. The items will be unpaid.
3972 </attribute>
3973 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3974 This entry determines what kind of treasure will appear, when
3975 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3976 for details about existing treasurelists.
3977 </attribute>
3978 <attribute arch="exp" editor="quality level" type="int">
3979 The &lt;quality level&gt; will be used for the quality of the generated
3980 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3981 doesn't need to be set, unless you want extraordinarily good/bad
3982 quality. If you want to make a shop with very high quality, meaybe
3983 charge an entrance fee, or make the shop hard-to-come-by.
3984 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3985 and appearance of artifact-items.
3986 </attribute>
3987 <attribute arch="damned" editor="no prayers" type="bool">
3988 If enabled, it is impossible for players to use prayers
3989 on that spot. It also prevents players from saving.
3990 (Remember that &lt;no magic&gt; is always set for shop floors.)
3991 </attribute>
3992 </type>
3993
3994 <!--####################################################################-->
3995 <type number="69" name="Shop Mat">
3996 <ignore>
3997 <ignore_list name="non_pickable" />
3998 </ignore>
3999 <description><![CDATA[
4000 Shop mats are used for entering/leaving shops. You should always
4001 have exactly TWO shop mats on your shop-map: One inside the
4002 "shopping-area" and one outside. Shop mats don't use exit paths/
4003 or -destinations. When stepping onto a shopmat the player gets beamed
4004 to the nearest other mat. If the player has unpaid items in his
4005 inventory, the price gets charged from his coins automatically.
4006 If the player has insufficient coins to buy his unpaid items, he
4007 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4008 </description>
4009 <use><![CDATA[
4010 As stated above, always place TWO shop mats into your shop.
4011 Not more and not less than that. ]]>
4012 </use>
4013 <attribute arch="no_pick" value="1" type="fixed" />
4014 &move_on;
4015 </type>
4016
4017 <!--####################################################################-->
4018 <type number="98" name="Sign &amp; MagicMouth">
4019 <ignore>
4020 <ignore_list name="non_pickable" />
4021 </ignore>
4022 <description><![CDATA[
4023 The purpose of a sign or magic_mouth is to display a certain message to
4024 the player. There are three ways to have the player get this message:
4025 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4026 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4027 </description>
4028 <use><![CDATA[
4029 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4030 some true roleplay feeling to your maps, support your storyline or give
4031 hints about hidden secrets/dangers. Place signs to provide the player
4032 with all kinds of useful information for getting along in your maps. ]]>
4033 </use>
4034 <attribute arch="connected" editor="connection" type="int">
4035 When a connection value is set, the message will be printed whenever
4036 the connection is triggered. This should be used in combination with
4037 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4038 If activating your magic_mouth this way, the message will not only be
4039 printed to one player, but all players on the current map.
4040 </attribute>
4041 &activate_on;
4042 &move_on;
4043 <attribute arch="food" editor="counter" type="int">
4044 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4045 (printing the message) only that many times. For signs this really shouldn't
4046 be used, while for magic_mouths it is extremely helpful.
4047 Monsters walking over the magic_mouth do not decrease the counter.
4048
4049 Often, you might want to have a message displayed only one time. For example:
4050 The player enters your map and you put a magic_mouth to tell him about the
4051 monsters and how dangerous they look and all. Later, when all the monsters
4052 are killed and the player leaves the map, displaying the same message a
4053 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4054 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4055 </attribute>
4056 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4057 This text will be displayed to the player.
4058 </attribute>
4059 </type>
4060
4061 <type number="150" name="Shop Inventory">
4062 <ignore>
4063 <ignore_list name="non_pickable" />
4064 </ignore>
4065 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4066 </description>
4067 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4068 </use>
4069 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4070 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4071 the map that will be searched for unpaid items.
4072 </attribute>
4073 </type>
4074
4075 <!--####################################################################-->
4076 <type number="43" name="Skill">
4077 <ignore>
4078 <ignore_list name="system_object" />
4079 </ignore>
4080 <description><![CDATA[
4081 Skills are objects which exist in the player/monster inventory.
4082 Both NPC/monsters and players use the same skill archetypes. Not all skills
4083 are enabled for monster use however. ]]>
4084 </description>
4085 <use><![CDATA[
4086 For mapmaking, Skill objects serve two purposes:
4087 <p>First, the predefined skill archtypes (in the 'skills' directory)
4088 can be seen as the global skill definitions. A skill which doesn't
4089 exists as an archtype cannot be learned or used by players. When you
4090 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4091 of defined skill archtypes, because those strings are used as a reference in
4092 many skill-related objects.
4093 </p><p>
4094 Secondly, in order to enable monsters to use skills, you will need to
4095 copy default skill archtypes into the monsters' inventories.
4096 You can even customize the skills by changing stats. It is not
4097 recommended however, to use skills in your maps which are totally
4098 unrelated to any predefined skill archtype.</p> ]]>
4099 </use>
4100 <attribute arch="invisible" value="1" type="fixed" />
4101 <attribute arch="no_drop" value="1" type="fixed" />
4102 <attribute arch="skill" editor="skill name" type="string">
4103 The &lt;skill name&gt; is used for matchings. When a usable
4104 object has an identical &lt;skill name&gt;, players
4105 (or monsters) will need this skill to apply/use the object.
4106 </attribute>
4107 <attribute arch="expmul" editor="exp multiplier" type="float">
4108 This is the ratio of experience the players total should increase by
4109 when this skill is used. If this is zero, then experience only goes to
4110 to the skill. Values higher than 1 are allowed. Note that experience
4111 rewarded to the players total is in addition to that given to the
4112 skill. Eg, if player should get 500 exp for using a skill, and
4113 expmul is 1, the player will get 500 added to that skill as well as
4114 500 to their total.
4115 </attribute>
4116 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4117 The &lt;skill type&gt; defines the base functionality of the skill.
4118 Skill types are hardcoded in the Deliantra server. It isn't hard to
4119 create new skill types, but it requires a bit of server-coding.
4120 </attribute>
4121 <attribute arch="level" editor="level" type="int">
4122 </attribute>
4123 <attribute arch="exp" editor="experience" type="int">
4124 </attribute>
4125 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4126 The &lt;is native skill&gt; flag has an effect only when this
4127 skill object is placed in the inventory of a monster (or player).
4128 If it is set, the monster or player knows the skill natively, which
4129 means he does not need a skill tool to use it.
4130 </attribute>
4131 </type>
4132
4133 <!--####################################################################-->
4134 <type number="130" name="Skill Scroll">
4135 <description><![CDATA[
4136 By reading a skill scroll, a player has a chance to learn the
4137 contained skill. ]]>
4138 </description>
4139 <use><![CDATA[
4140 Skill scrolls are very much sought for by players. Currently,
4141 all skill scrolls are sold in shops randomly, which is in fact not
4142 a good system. It would be nice to have some cool quests with
4143 skill scrolls rewarded at the end. ]]>
4144 </use>
4145 <attribute arch="race" value="scrolls" type="fixed" />
4146 <attribute arch="skill" editor="skill name" type="string">
4147 The &lt;skill name&gt; matches the skill object that can
4148 be learned from this scroll.
4149 </attribute>
4150 </type>
4151
4152 <!--####################################################################-->
4153 <type number="21" name="Special Key">
4154 <ignore>
4155 <attribute arch="material" />
4156 </ignore>
4157 <description><![CDATA[
4158 When carrying the appropriate special key, a locked door can
4159 be opened. The key will dissapear.
4160 <br><br>
4161 This object-type can also be used for "passport"-like items:
4162 When walking onto an invetory checker, a gate for example might
4163 get opened. The "passport" will stay in the player's inventory. ]]>
4164 </description>
4165 <use><![CDATA[
4166 How to make a "passport": You take the special key arch
4167 (archetype name is "key2"), set the face to something like
4168 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4169 certainly must match with the appropiate inventory checker.
4170 <br><br>
4171 Of course you can be creative with names and faces of
4172 key-objects. A "mysterious crystal" or a "big dragon claw"
4173 (with appropriate faces) appear more interesting than just
4174 a "strange key", or "passport". ]]>
4175 </use>
4176 <attribute arch="slaying" editor="key string" type="string">
4177 This string must be identical with the &lt;key string&gt; in the
4178 locked door, then it can be unlocked. It can also be used
4179 to trigger inventory checkers.
4180 </attribute>
4181 <attribute arch="material" editor="material" type="bitmask_material">
4182 For Special Keys, material should always be unset or set
4183 to Adamantite. This prevents the key from getting
4184 burned or otherwise destroyed.
4185 </attribute>
4186 <attribute arch="unique" editor="unique item" type="bool">
4187 Unique items exist only one time on a server. If the item
4188 is taken, lost or destroyed - it's gone for good.
4189
4190 This can be used if you want to sell apartments on your
4191 map: Simply sell a unique passport/key, and place
4192 an inventory checker at the entrance of your apartment.
4193 </attribute>
4194 <attribute arch="startequip" editor="godgiven item" type="bool">
4195 A godgiven item vanishes as soon as the player
4196 drops it to the ground.
4197 </attribute>
4198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4199 This will add a description to the object. The player can read
4200 this text by clicking on the item in his inventory. Use this
4201 message to describe what the key/passport is good for. A player
4202 might have 50 different keys on his key-ring. Don't expect
4203 players to recall their purpose just by their names.
4204 </attribute>
4205 </type>
4206
4207 <!--####################################################################-->
4208 <type number="101" name="Spell">
4209 <ignore>
4210 <ignore_list name="system_object" />
4211 </ignore>
4212 <description><![CDATA[
4213 Spell objects define a spell. When a spell is put in a spellbook,
4214 players can learn it by reading the book. Once learned, players
4215 can use the spell as often as they like. With increasing skill level
4216 of the player, spells may gain power but also increase cost.<br>
4217 Monsters can use spells which are put in their inventory (provided
4218 that certain "enabling" settings are correct). The monster's
4219 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4220 </description>
4221 <use><![CDATA[
4222 A lot of the spells' settings can be tuned and customized.
4223 When creating new spells which are accessible to players, it is
4224 important to think about balance. A single spell which is too
4225 powerful and/or too easy to use can eventually toss the whole skill
4226 and magic school system out of whack. Testing new spells is
4227 quite important therefore. ]]>
4228 </use>
4229 <attribute arch="no_drop" value="1" type="fixed" />
4230 <attribute arch="invisible" value="1" type="fixed" />
4231 <attribute arch="skill" editor="skill name" type="string">
4232 The &lt;skill name&gt; matches the skill which is needed
4233 to cast this spell. This should be one out of "sorcery",
4234 "pyromancy", "evocation", "summoning" or "praying".
4235 If you want to fiddle with these, please take care not
4236 to upset the concept and balance of the various skills.
4237 </attribute>
4238 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4239 The &lt;spell type&gt; defines the basic type of spell.
4240 Some of these types are of a more generic nature than others.
4241 </attribute>
4242 <attribute arch="level" editor="spell level" type="int">
4243 </attribute>
4244 <attribute arch="casting_time" editor="casting time" type="int">
4245 </attribute>
4246 <attribute arch="duration" editor="duration" type="int">
4247 </attribute>
4248 <attribute arch="other_arch" editor="create object" type="string">
4249 </attribute>
4250 <attribute arch="sp" editor="cost spellpoints" type="int">
4251 </attribute>
4252 <attribute arch="grace" editor="cost grace" type="int">
4253 </attribute>
4254 <attribute arch="maxsp" editor="double cost per level" type="int">
4255 </attribute>
4256 </type>
4257
4258 <!--####################################################################-->
4259 <type number="85" name="Spellbook">
4260 <description><![CDATA[
4261 By reading a spellbook, the player has a chance of learning the
4262 contained spell. Once learned from a book, the spell is available
4263 forever. Spellbooks with high level spells require some skill-level
4264 to read.<br><br>
4265 You can create widely customized spells only by adjusting the
4266 spell object in the spellbooks inventory. Refer to the description
4267 of spell objects for detailed information how to customize spells.<br>
4268 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4269 with a compilation of spells that the book may contain. ]]>
4270 </description>
4271 <use><![CDATA[
4272 Don't put any of the godgiven spells into a spellbook! These are
4273 reserved for the followers of the appropriate cults. Handing them
4274 out in a spellbook would violate the balance between different religions.
4275 <br><br>
4276 Note that there is no fundamental difference between the spellbooks
4277 of varying schools (pyromancy, sorcery, evocation, summoning, and
4278 even praying). The difference lies only in the spells they contain.
4279 It is up to you, the mapmaker, to pick the right type of book
4280 for your spells. ]]>
4281 </use>
4282 <attribute arch="skill" value="literacy" type="fixed" />
4283 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4284 There are two ways to put spells into a spellbook:
4285 1. Put a spell object in the books inventory. In this case,
4286 treasurelist must be set to &lt;none&gt;.
4287 2. Choose a treasurelist which contains spells.
4288 In that way, a spell will be chosen randomly from the list.
4289 </attribute>
4290 <attribute arch="startequip" editor="godgiven item" type="bool">
4291 A godgiven item vanishes as soon as the player
4292 drops it to the ground.
4293 </attribute>
4294 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4295 This text may contain a nice description
4296 of the spellbook's cover or something.
4297 </attribute>
4298 </type>
4299
4300 <!--####################################################################-->
4301 <type number="90" name="Spinner">
4302 <ignore>
4303 <ignore_list name="non_pickable" />
4304 </ignore>
4305 <description><![CDATA[
4306 Spinners change the direction of spell objects and other projectiles
4307 that fly past. Unlike directors, it does make a difference from what
4308 angle you shoot into the spinner. The direction of objects flying past
4309 is always changed by a certain degree. ]]>
4310 </description>
4311 <use><![CDATA[
4312 Spinners are very rarely used. I believe they are quite
4313 confusing and pointless. The only use I can think of is building
4314 some puzzle about where to shoot into spinners to shoot somewhere you
4315 otherwise couldn't.
4316
4317 When placing spinners on a map with magic walls, make sure the spell-
4318 projectiles from magic walls don't get to fly in loops. ]]>
4319 </use>
4320 <attribute arch="sp" editor="direction number" type="int">
4321 The spinner will change the direction of flying objects by
4322 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4323 positive values counter clockwise.
4324
4325 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4326 </attribute>
4327 &move_on;
4328 </type>
4329
4330 <!--####################################################################-->
4331 <type number="138" name="Swamp">
4332 <ignore>
4333 <ignore_list name="non_pickable" />
4334 </ignore>
4335 <description><![CDATA[
4336 Swamp areas show a special behaviour:
4337 When a player stands still on a swamp-square for too long,
4338 he will start to sink in and eventually drown and die.
4339 Items dropped on the swamp sink in and dissapear.
4340 Players with knowledge of the woodsman skill are a lot less likely
4341 to die in the swamp. ]]>
4342 </description>
4343 <attribute arch="is_floor" value="1" type="fixed" />
4344 <attribute arch="is_wooded" value="1" type="fixed" />
4345 <attribute arch="speed" editor="drowning speed" type="float">
4346 The higher the &lt;drowning speed&gt;, the faster will players and items
4347 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4348 and unexpected death-trap. Players should get a warning before such areas.
4349 </attribute>
4350 &speed_left;
4351 &move_on;
4352 &movement_types_terrain;
4353 <attribute arch="no_magic" editor="no spells" type="bool">
4354 If enabled, it is impossible for players to use (wizard-)
4355 spells on that spot.
4356 </attribute>
4357 <attribute arch="damned" editor="no prayers" type="bool">
4358 If enabled, it is impossible for players to use prayers
4359 on that spot. It also prevents players from saving.
4360 </attribute>
4361 </type>
4362
4363 <!--####################################################################-->
4364 <type number="41" name="Teleporter">
4365 <ignore>
4366 <ignore_list name="non_pickable" />
4367 </ignore>
4368 <description><![CDATA[
4369 When the player walks into a teleporter, he is transferred to a
4370 different location. The main difference to the object-type exit
4371 is the possibility to have teleporters connected to levers/buttons/etc.
4372 Sometimes teleporters are activated even against the players will.
4373 <br><br>
4374 Unlike exits, teleporters can also transfer items and
4375 monsters to different locations on the same map. ]]>
4376 </description>
4377 <use><![CDATA[
4378 When creating maps, I guess sooner or later you'll want to have
4379 an invisible teleporter. If using "invisible 1", the teleporter
4380 can still be discovered with the show_invisible spell. And in
4381 some cases you can't place it under the floor to prevent this.
4382 <br><br>
4383 Fortunately, there is a cool trick to make a perfectly invisible
4384 teleporter: You simply add teleporter functionality to the floor
4385 itself. That means: You take the floor arch (e.g. "flagstone"),
4386 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4387 </use>
4388 <attribute arch="slaying" editor="exit path" type="string">
4389 The exit path specifies the map that the player is transferred to.
4390 &lt;exit path&gt; can be an absolute path, beginning with '/'
4391 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4392 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4393 for example I could use the relative path "Fire1"). Use relative
4394 paths whenever possible! Note that upper/lower case must always be
4395 set correctly. However, please use lower case only.
4396
4397 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4398 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4399 monsters and items. In this case, the destined map is automatically
4400 the same map the teleporter is on.
4401 </attribute>
4402 <attribute arch="hp" editor="destination X" type="int">
4403 The exit destinations define the (x, y)-coordinates where the exit
4404 leads to.
4405
4406 If both are set to zero and &lt;exit path&gt; is empty, the player will
4407 get teleported to another, randomly chosen teleporter on the same
4408 map (Slightly confusing for the player though). Make sure there
4409 actually *is* a second one in that case.
4410
4411 If both are set to zero and &lt;exit path&gt; is set, the player will
4412 be transferred to the "default enter location" of the destined map.
4413 The latter can be set in the map-properties as "Enter X/Y". Though,
4414 please DO NOT use that. It turned out to be a source for numerous
4415 map-bugs.
4416 </attribute>
4417 <attribute arch="sp" editor="destination Y" type="int">
4418 The exit destinations define the (x, y)-coordinates where the exit
4419 leads to.
4420
4421 If both are set to zero and &lt;exit path&gt; is empty, the player will
4422 get teleported to another, randomly chosen teleporter on the same
4423 map (Slightly confusing for the player though). Make sure there
4424 actually *is* a second one in that case.
4425
4426 If both are set to zero and &lt;exit path&gt; is set, the player will
4427 be transferred to the "default enter location" of the destined map.
4428 The latter can be set in the map-properties as "Enter X/Y". Though,
4429 please DO NOT use that. It turned out to be a source for numerous
4430 map-bugs.
4431 </attribute>
4432 <attribute arch="connected" editor="connection" type="int">
4433 If a connection value is set, the teleporter will be activated
4434 whenever the connection is triggered. To use this properly,
4435 &lt;activation speed&gt; must be zero.
4436 </attribute>
4437 &activate_on;
4438 <attribute arch="speed" editor="activation speed" type="float">
4439 If the &lt;activation speed&gt; is nonzero, the teleporter will
4440 automatically be activated in regular time-intervals. Hence, the
4441 player can just step on it and gets teleported sooner or later.
4442 The duration between two activates depends on the given value.
4443 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4444
4445 VERY IMPORTANT: If you want to have your teleporter activated via
4446 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4447 </attribute>
4448 &speed_left;
4449 </type>
4450
4451 <!--####################################################################-->
4452 <type number="26" name="Timed Gate">
4453 <ignore>
4454 <ignore_list name="non_pickable" />
4455 </ignore>
4456 <description><![CDATA[
4457 Gates play an important role in Deliantra. Gates can be opened
4458 by activating a button/trigger, by speaking passwords (-> magic_ear)
4459 or carrying special key-objects (-> inventory checker).
4460 Unlike locked doors, gates can get shut again after a player has
4461 passed, which makes them more practical in many cases. Unlike normal
4462 gates, timed gates open when triggered but automatically close again
4463 after some time.]]>
4464 </description>
4465 <use><![CDATA[
4466 Use gates to divide your maps into separated areas. After solving
4467 area A, the player gains access to area B, and so on. Make your
4468 maps more complex than "one-way". ]]>
4469 </use>
4470 <attribute arch="no_pick" value="1" type="fixed" />
4471 <attribute arch="connected" editor="connection" type="int">
4472 Whenever the inventory checker is triggered, all objects with identical
4473 &lt;connection&gt; value get activated. This only makes sense together with
4474 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4475 after some time.
4476 </attribute>
4477 &activate_on;
4478 <attribute arch="wc" editor="position state" type="int">
4479 The &lt;position state&gt; defines the position of the gate:
4480 Zero means completely open/down, the "number of animation-steps" (usually
4481 about 6 or 7) means completely closed/up state. I suggest you don't
4482 mess with this value - Leave the default in place.
4483 </attribute>
4484 &movement_types_terrain;
4485 <attribute arch="no_magic" editor="restrict spells" type="bool">
4486 Restricting the use of spells to pass this gate. This has
4487 an effect only if &lt;block view&gt; is disabled.
4488 </attribute>
4489 <attribute arch="damned" editor="restrict prayers" type="bool">
4490 Restricting the use of prayers to pass this door. This has
4491 an effect only if &lt;block view&gt; is disabled.
4492 </attribute>
4493 <attribute arch="hp" editor="open duration" type="int">
4494 Defines the duration the gate remains closed. This only takes effect
4495 if the gate is not connected.
4496 </attribute>
4497 </type>
4498
4499 <!--####################################################################-->
4500 <type number="155" name="Trap">
4501 <ignore>
4502 <attribute arch="no_pick" />
4503 <attribute arch="title" />
4504 <attribute arch="name_pl" />
4505 <attribute arch="weight" />
4506 <attribute arch="value" />
4507 <attribute arch="material" />
4508 <attribute arch="unpaid" />
4509 </ignore>
4510 <description><![CDATA[
4511 A trap is a object that can either do damage or trigger another connected object
4512 when detonated. Traps are like runes except they are not magical in nature,
4513 and generally have either a physical attack or trigger a reaction.
4514 <br><br>
4515 Traps hit any monster or person who steps on them for 'dam' damage in
4516 'attacktype' attacktype and/or trigger a reaction.
4517 <br><br>
4518 Many traps are already defined in the archetypes.]]>
4519 </description>
4520 <use><![CDATA[
4521 Avoid monsters stepping on your traps. For example, a party of orcs setting
4522 off your lightning wall and pit trap is usually a bad idea.]]>
4523 </use>
4524 <attribute arch="no_pick" value="1" type="fixed" />
4525 &move_on;
4526 <attribute arch="level" editor="trap level" type="int">
4527 Level effects how easily a trap may be found and disarmed, and
4528 how much experience the player gets for doing so. Beware: High level
4529 traps can be quite a cheap source of experience! So either make them
4530 tough, or keep the level low.
4531 </attribute>
4532 <attribute arch="Cha" editor="visibility" type="int">
4533 This value determines what fraction of the time the trap is visible:
4534 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4535 how easily the trap may be found.
4536 </attribute>
4537 <attribute arch="hp" editor="number of charges" type="int">
4538 The trap will detonate &lt;number of charges&gt; times before disappearing.
4539 </attribute>
4540 <attribute arch="dam" editor="direct damage" type="int">
4541 &lt;direct damage&gt; specifies how much damage is done by the trap.
4542 This should be set in reasonable relation to the trap's level.
4543 </attribute>
4544 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4545 This attribute defines what attacktype to use for direct damage when
4546 the trap detonates.
4547 </attribute>
4548 <attribute arch="connected" editor="connection" type="int">
4549 When the trap is detonated, all objects with the same
4550 connection value get activated.
4551 </attribute>
4552 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4553 When the trap detonates, this text is displayed to the
4554 victim. For especially powerful or complex traps, create an appropriate
4555 and thrilling description. ;)
4556 </attribute>
4557 </type>
4558
4559 <!--####################################################################-->
4560 <type number="95" name="Trapdoor">
4561 <ignore>
4562 <ignore_list name="non_pickable" />
4563 </ignore>
4564 <description><![CDATA[
4565 Trapdoors are very similar to pits. The difference is that they
4566 can not be closed. Instead, the weight of the object on the
4567 trapdoor determines weither it slams the trapdoor open and falls through
4568 or not.<br>
4569 Once a trapdoor has been opened (by a creature or items of sufficient
4570 weight,) it remains open, acting like an opened pit. ]]>
4571 </description>
4572 <use><![CDATA[
4573 Trapdoors should be used in the same fashion as pits:
4574 They should always drop the victims to some kind of lower level. They
4575 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4576 </use>
4577 <attribute arch="no_pick" value="1" type="fixed" />
4578 &move_on;
4579 <attribute arch="weight" editor="hold weight" type="int">
4580 This value defines how much weight the trapdoor can hold.
4581 Once items or creatures are gathered on the trapdoor, with
4582 a total weight surpassing this value, then the trapdoor will
4583 open and things start falling through.
4584 </attribute>
4585 <attribute arch="hp" editor="destination X" type="int">
4586 The trapdoor will transport creatures (and items) randomly into
4587 a two-square radius of the destination coordinates.
4588 If the destination square becomes blocked, the trapdoor will act like
4589 being filled up and not work anymore!
4590 </attribute>
4591 <attribute arch="sp" editor="destination Y" type="int">
4592 The trapdoor will transport creatures (and items) randomly into
4593 a two-square radius of the destination coordinates.
4594 If the destination square becomes blocked, the trapdoor will act like
4595 being filled up and not work anymore!
4596 </attribute>
4597 </type>
4598
4599 <!--####################################################################-->
4600 <type number="4" name="Treasure">
4601 <ignore>
4602 <attribute arch="nrof" />
4603 <attribute arch="title" />
4604 <attribute arch="name_pl" />
4605 <attribute arch="weight" />
4606 <attribute arch="value" />
4607 <attribute arch="material" />
4608 </ignore>
4609 <description><![CDATA[
4610 A treasure-object turns into certain randomitems when the map is loaded
4611 into the game. ]]>
4612 </description>
4613 <use><![CDATA[
4614 About usage of the "random-artifact" treasurelist:
4615 This will generate powerful stuff like girdles, xray helmets, special
4616 swords etc. If you put this as reward to your quest, players might be
4617 motivated to do it more than once. BUT, by doing so they will get a huge
4618 number of different artifacts! Besides, players will always seek the place
4619 with the most easy-to-get random artifact and ignore all others.
4620 My advice: Don't use it! Attract players with good fighting experience
4621 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4622 </use>
4623 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4624 This entry determines what kind of treasure will appear. Look into
4625 /crossfire/share/crossfire/treasures for details about existing
4626 treasurelists.
4627 </attribute>
4628 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4629 "Auto-generate" must be set in order to have the treasure be created
4630 when the map is loaded.
4631 If you want to create a random treasure chest, you unset this flag.
4632 That way, the player has to apply the object (the chest), then the
4633 treasure is generated.
4634 </attribute>
4635 <attribute arch="hp" editor="create number" type="int">
4636 "Create number" specifies how many pieces of the given treasurelist
4637 will appear. Note that for every piece there is a chance that nothing is
4638 generated. Also, sometimes there can be stacks of items generated, like
4639 for gems/money.
4640 </attribute>
4641 <attribute arch="exp" editor="quality level" type="int">
4642 The &lt;quality level&gt; will be used for the quality of the generated
4643 treasure instead of the map difficulty (as was done with shops).
4644 If zero/unset, the map difficulty will instead be used.
4645 (Example for comparison: Shop floors generate treasure of
4646 &lt;quality level&gt; 5 per default).
4647 </attribute>
4648 </type>
4649
4650 <!--####################################################################-->
4651 <type number="52" name="Trigger Marker">
4652 <ignore>
4653 <ignore_list name="system_object" />
4654 </ignore>
4655 <description><![CDATA[
4656 A trigger marker is an object that inserts an invisible force (a mark) into a
4657 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4658 &lt;key string&gt; which can be discovered by detectors or inventory
4659 checkers. It is also possible to use markers for removing marks again.
4660 <br><br>
4661 Note that the player has no possibility to "see" his own marks,
4662 except by the effect that they cause on the maps. ]]>
4663 </description>
4664 <use><![CDATA[
4665 Markers hold real cool possibilities for map-making. I encourage
4666 you to use them frequently. However there is one negative point
4667 about markers: Players don't "see" what's going on with them. It is
4668 your task, as map-creator, to make sure the player is always well
4669 informed and never confused.
4670 <br><br>
4671 Please avoid infinite markers when they aren't needed. They're
4672 using a little space in the player file after all, so if there
4673 is no real purpose, set an expire time. ]]>
4674 </use>
4675 <attribute arch="no_pick" value="1" type="fixed" />
4676 <attribute arch="slaying" editor="key string" type="string">
4677 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4678 If the player already has a force with that &lt;key string&gt;,
4679 there won't be inserted a second one.
4680 </attribute>
4681 <attribute arch="connected" editor="connection" type="int">
4682 Unlike a regular marker this is the connection that triggers this marker to activate.
4683 </attribute>
4684 <attribute arch="food" editor="mark duration" type="int">
4685 This value defines the duration of the force it inserts.
4686 If nonzero, the duration of the player's mark is finite:
4687 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4688 means the mark will stay on the player forever.
4689 </attribute>
4690 <attribute arch="name" editor="delete mark" type="string">
4691 When the player steps onto the marker, all existing forces in
4692 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4693 will be removed. If you don't want to remove any marks, leave
4694 this textfield empty.
4695
4696 Note that the string &lt;delete mark&gt; is set as the name of
4697 this marker. So don't be confused, and remember changing the
4698 name will take effect on the marker's functionality.
4699 </attribute>
4700 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4701 In the moment when the player gets marked, this text is displayed
4702 to him. You should really set a message in any marker you create,
4703 because it's the only way for the player to notice what's going on.
4704 </attribute>
4705 </type>
4706
4707 <!--####################################################################-->
4708 <type number="0" name="Wall">
4709 <required>
4710 <attribute arch="is_floor" value="0" />
4711 <attribute arch="alive" value="0" />
4712 <attribute arch="no_pass" value="1" />
4713 </required>
4714 <ignore>
4715 <attribute arch="nrof" />
4716 <attribute arch="title" />
4717 <attribute arch="name_pl" />
4718 <attribute arch="value" />
4719 <attribute arch="unpaid" />
4720 </ignore>
4721 <description><![CDATA[
4722 Walls usually block passage and sight. ]]>
4723 </description>
4724 &movement_types_terrain;
4725 <attribute arch="can_roll" editor="moveable" type="bool">
4726 If set, the object is able to "roll", so it can be pushed around.
4727 This setting is used for boulders and barrels.
4728 </attribute>
4729 <attribute arch="no_magic" editor="restrict spells" type="bool">
4730 This takes effect only with &lt;blocksview&gt; disabled.
4731 Restricting the use of spells to pass this wall.
4732 </attribute>
4733 <attribute arch="damned" editor="restrict prayers" type="bool">
4734 This takes effect only with &lt;blocksview&gt; disabled.
4735 Restricting the use of spells to pass this wall.
4736 </attribute>
4737 </type>
4738
4739 <!--####################################################################-->
4740 <type number="109" name="Wand &amp; Staff">
4741 <description><![CDATA[
4742 Wands contain a certain spell. The player can apply (ready) and
4743 fire the wand. After a defined number of casts, the wand is
4744 "used up". It is possible to recharge a wand with scrolls of
4745 charging, but usually that isn't worth the cost. ]]>
4746 </description>
4747 <use><![CDATA[
4748 Wands are quite seldomly used. The reason prolly is that they're
4749 generally not cost-efficient. Handing out high-level wands with
4750 powerful special spells isn't a good idea either, because of
4751 the recharge ability.
4752 <br><br>
4753 For low levels, staffs of healing/cure and word of recall are
4754 quite desirable though. Ideal rewards for low level quests. ]]>
4755 </use>
4756 <attribute arch="sp" editor="spell" type="spell">
4757 The &lt;spell&gt; specifies the contained spell.
4758 </attribute>
4759 <attribute arch="level" editor="casting level" type="int">
4760 The &lt;casting level&gt; of the wand determines it's power.
4761 An average level for wands in shops is about 10.
4762 </attribute>
4763 <attribute arch="food" editor="number of charges" type="int">
4764 The wand can be used &lt;number of charges&gt; times before it is
4765 used up. It can be recharged with scrolls of charging.
4766 </attribute>
4767 <attribute arch="startequip" editor="godgiven item" type="bool">
4768 A godgiven item vanishes as soon as the player
4769 drops it to the ground.
4770 </attribute>
4771 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4772 This text may contain a description of the wand.
4773 </attribute>
4774 </type>
4775
4776 <!--####################################################################-->
4777 <type number="0" name="Weak Wall">
4778 <required>
4779 <attribute arch="is_floor" value="0" />
4780 <attribute arch="alive" value="1" />
4781 <attribute arch="tear_down" value="1" />
4782 </required>
4783 <ignore>
4784 <ignore_list name="non_pickable" />
4785 </ignore>
4786 <description><![CDATA[
4787 A weak wall is a breakable spot amidsts a solid wall. Typically
4788 these weak walls look similar to their solid "relatives" except
4789 for a small crack or little chunks of wall on the ground. ]]>
4790 </description>
4791 <use><![CDATA[
4792 If you want to create hidden rooms, using weak walls is alot
4793 better than completely indiscernible passages in a wall.<br>
4794 Anyways, there can be a lot more to weak walls than just finding
4795 them: Rising their defensive stats, weak walls can become a
4796 serious obstacle. An ice wall might only be torn down by a fire
4797 attack for example. A granite wall for instance might be very
4798 hard to destroy. ]]>
4799 </use>
4800 <attribute arch="alive" value="1" type="fixed" />
4801 <attribute arch="no_pick" value="1" type="fixed" />
4802 <attribute arch="tear_down" value="1" type="fixed" />
4803 <attribute arch="race" editor="race" type="string">
4804 For weak walls, &lt;race&gt; should always be set to "wall",
4805 unless you create something fancy like a building which
4806 is in fact meant to be a huge animal.
4807 Note that shovels slay walls, so they do tripple damage
4808 against weak walls.
4809 </attribute>
4810 <attribute arch="level" editor="level" type="int">
4811 The &lt;level&gt; of a weak wall works similar to monster levels.
4812 Due to the fact that weak walls cannot attack, the level
4813 is much less important though.
4814 </attribute>
4815 <attribute arch="hp" editor="health points" type="int">
4816 The &lt;health points&gt; of a weak wall define how long it takes to
4817 tear it down. With every successful hit from an opponent,
4818 &lt;health points&gt; get drained.
4819 </attribute>
4820 <attribute arch="maxhp" editor="max health" type="int">
4821 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4822 weak wall can have. Since walls generally don't heal, I doubt
4823 this has much real effect.
4824 </attribute>
4825 <attribute arch="ac" editor="armour class" type="int">
4826 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4827 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4828 </attribute>
4829 &resistances_basic;
4830 </type>
4831
4832 <!--####################################################################-->
4833 <type number="15" name="Weapon">
4834 <description><![CDATA[
4835 Wielding a weapon, the object's stats will directly be inherited to the
4836 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4837 be improved with scrolls. ]]>
4838 </description>
4839 <use><![CDATA[
4840 If you create artifacts (equipment) with stats- or resistance-bonus:
4841 Keep playbalance in mind! Such items mustn't be reachable without hard
4842 fighting AND questing. ]]>
4843 </use>
4844 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4845 This number is a bitmask, specifying the weapon's attacktypes.
4846 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4847 have no more than one or two attacktypes. Keep in mind that all weapons
4848 can be blessed by the player's diety, thus adding an additional attacktype.
4849
4850 When a player hits a monster with a weapon that has more than one attacktype,
4851 then he will do as much damage as the "best" of his attacktypes does. So,
4852 the more attacktypes you've got, the better your chance to take advantage
4853 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4854 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4855 </attribute>
4856 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4857 The &lt;weapontype&gt; characterizes the weapon's type of physical
4858 attack. It could best be considered a "subclassification"
4859 of the physical attacktype. For now, this is only used for
4860 attack messages!
4861
4862 You should always set this correctly when creating new
4863 weapons for your maps.
4864 </attribute>
4865 <attribute arch="skill" editor="skill name" type="string">
4866 Matching &lt;skill name&gt; of the skill that is required
4867 to use this weapon.
4868 </attribute>
4869 <attribute arch="dam" editor="damage" type="int">
4870 The damage value is used as base value for how much damage the weapon
4871 does per hit. The actual damage involves more dependencies,
4872 like wielder's level and defender's level. Look at existing weapons
4873 to get a feel for the range of weapon damage values.
4874 </attribute>
4875 <attribute arch="slaying" editor="slaying race" type="string">
4876 Slaying means the weapon does tripple (3x) damage to monsters of the
4877 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4878 only monsters of that archtype are hit with tripple damage.
4879
4880 No god blessings are possible for weapons with a race set in this entry
4881 (That's because god blessings add tripple damage against their own
4882 enemy races). Tripple damage is very effective.
4883 </attribute>
4884 <attribute arch="last_sp" editor="weapon speed" type="int">
4885 The weapon speed determines how often the wielder can swing the weapon
4886 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4887 is best (that is lightning- fast). A typical average value is 8.
4888 Speed and damage should be kept in reasonable relation.
4889 </attribute>
4890 <attribute arch="wc" editor="weapon class" type="int">
4891 The weapon class value adds to the overall weapon class of the wielder's
4892 melee attacks. Weapon class improves the chance of hitting the opponent.
4893 </attribute>
4894 <attribute arch="magic" editor="magic bonus" type="int">
4895 For a weapon, magic bonus works just like weapon class, except that
4896 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4897 less useful than direct weapon class value on a weapon.
4898 </attribute>
4899 <attribute arch="item_power" editor="item power" type="int">
4900 The &lt;item power&gt; value measures how "powerful" an artifact is.
4901 Players will only be able to wear equipment with a certain total
4902 amount of &lt;item power&gt;, depending on their own level. This is the
4903 only way to prevent low level players to wear "undeserved" equipment
4904 (like gifts from other players or cheated items).
4905
4906 It is very important to adjust the &lt;item power&gt; value carefully
4907 for every artifact you create! If zero/unset, the Deliantra server will
4908 calculate a provisional value at runtime, but this is never
4909 going to be an accurate measurement of &lt;item power&gt;.
4910 </attribute>
4911 <attribute arch="damned" editor="damnation" type="bool">
4912 A damned weapon cannot be unwielded unless
4913 the curse is removed. Removing damnations is
4914 a tick harder than removing curses.
4915 </attribute>
4916 <attribute arch="cursed" editor="curse" type="bool">
4917 A cursed weapon cannot be unwielded unless
4918 the curse is removed.
4919 </attribute>
4920 <attribute arch="lifesave" editor="save life" type="bool">
4921 An item with this flag enabled will save the players life
4922 for one time: When the player is wearing this item and his
4923 health points reach zero, the item disappears, replenishing
4924 half of the player's health.
4925
4926 An item with &lt;save life&gt; should not have
4927 any decent additional bonuses!
4928 </attribute>
4929 <attribute arch="unique" editor="unique item" type="bool">
4930 Unique items exist only one time on a server. If the item
4931 is taken, lost or destroyed - it's gone for good.
4932 </attribute>
4933 <attribute arch="startequip" editor="godgiven item" type="bool">
4934 A godgiven item vanishes as soon as the player
4935 drops it to the ground.
4936 </attribute>
4937 &player_stat_resist_sections;
4938 <section name="misc">
4939 <attribute arch="luck" editor="luck bonus" type="int">
4940 With positive luck bonus, the player is more likely to
4941 succeed in all sorts of things (spellcasting, praying,...).
4942 Unless the &lt;luck bonus&gt; is very high, the effect will be
4943 barely visible in-game. Luck bonus on one piece of equipment
4944 should never exceed 3, and such bonus should not be too
4945 frequently available.
4946 </attribute>
4947 <attribute arch="hp" editor="health regen." type="int">
4948 Positive &lt;health regen.&gt; bonus speeds up the
4949 player's healing process. Negative values slow it down.
4950 </attribute>
4951 <attribute arch="sp" editor="mana regen." type="int">
4952 Positive &lt;mana regen.&gt; bonus speeds up the
4953 player's mana regeneration. Negative values slow it down.
4954 </attribute>
4955 <attribute arch="grace" editor="grace regen." type="int">
4956 Positive &lt;grace regen.&gt; bonus speeds up the
4957 player's grace regeneration. Negative values slow it down.
4958 Since grace can be regenerated rather easy with praying,
4959 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4960 </attribute>
4961 <attribute arch="food" editor="food bonus" type="int">
4962 Positive &lt;food bonus&gt; slows down the player's digestion,
4963 thus he consumes less food. Negative values speed it up.
4964
4965 Note that food is consumed not only for "being alive", but
4966 also for healing and mana-regeneration.
4967 &lt;food bonus&gt; only affects the amount of food consumed
4968 for "being alive". Hence, even with high &lt;food bonus&gt;,
4969 during a fight a player can run out of food quickly.
4970 </attribute>
4971 <attribute arch="xrays" editor="xray vision" type="bool">
4972 Xray vision allows the player to see through obstacles
4973 in a two-square-wide radius. This is extremely helpful and
4974 desirable, so don't give it away for cheap on equipment.
4975 </attribute>
4976 <attribute arch="stealth" editor="stealth" type="bool">
4977 Stealth allows the player to move silently.
4978 This comes to effect if a player turns himself
4979 invisible and tries to sneak around monsters.
4980 (At least that was the idea behind it)
4981 </attribute>
4982 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4983 If a player is wearing any piece of equipment with
4984 the ability to &lt;reflect spells&gt;, all kinds of
4985 spell-bullets and -beams will bounce off him.
4986 This works only about 90% of all times, to
4987 avoid players being completely immune to certain
4988 types of attacks.
4989
4990 This is a very powerful ability and it
4991 shouldn't be handed out cheap!
4992 </attribute>
4993 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
4994 If a player is wearing any piece of equipment with
4995 the ability to &lt;reflect missiles&gt;, all kinds of
4996 projectiles (e.g. arrows, bolts, boulders) will
4997 bounce off him. This works only about 90% of all
4998 times, to avoid players being completely immune to
4999 certain types of attacks.
5000 </attribute>
5001 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5002 Click on the &lt;attuned paths&gt; button to select spellpaths.
5003 The player will get attuned to the specified spellpaths
5004 while wearing this weapon.
5005 </attribute>
5006 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5007 Click on the &lt;repelled paths&gt; button to select spellpaths.
5008 The player will get repelled to the specified spellpaths
5009 while wearing this weapon.
5010 </attribute>
5011 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5012 Click on the &lt;denied paths&gt; button to select spellpaths.
5013 The specified spellpaths will be denied to the player
5014 while wearing this weapon.
5015 </attribute>
5016 </section>
5017 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5018 This text describes the weapons's "story". Every decent artifact weapon
5019 should have such a description.
5020 </attribute>
5021 </type>
5022
5023 <type number="116" name="Event Connector">
5024 <description><![CDATA[
5025 Event connectors link specific events that happen to objects to
5026 a crossfire plug-in. They are not used at all in Deliantra ]]>
5027 </description>
5028 </type>
5029
5030 </types>