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Revision: 1.34
Committed: Thu Apr 10 06:42:21 2008 UTC (16 years, 1 month ago) by elmex
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_2
Changes since 1.33: +4 -6 lines
Log Message:
removed outdated comments about the slaying field of money altars

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. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
658 </attribute>
659 <attribute arch="nrof" editor="number" type="int">
660 This value determines the number of objects in one stack (for example:
661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
662 any pickable object - otherwise it won't be mergeable into a stack.
663 </attribute>
664 <attribute arch="weight" editor="weight" type="int">
665 This value defines the object's weight in grams (1000g is 1kg). Objects with
666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
667 for explicitly non-pickable objects (hey, this is opensource.. you
668 never know ;) ).
669 </attribute>
670 <attribute arch="value" editor="value" type="int">
671 Determines the value of the object, in units of silver coins (one
672 platinum coin == 50 silver coins). Value for buying/selling will be
673 further modified by various factors. Hence, testing values in-game is
674 usually inevitable.
675 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit.
680 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects.
685 </attribute>
686 <attribute arch="no_pick" editor="non-pickable" type="bool">
687 If set, the object cannot be picked up (Neither by players nor monsters).
688 </attribute>
689 <attribute arch="invisible" editor="invisible" type="bool">
690 Generally makes the object invisible. Depending on the object-type,
691 some can be made visible by the show_invisible spell. If in doubt, test it.
692 Putting an invisible object under the floor always prevents it from being
693 shown.
694 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop.
698 </attribute>
699 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it.
701 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool">
703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
704 a shop mat, paying the demanded price. Setting this flag makes sense
705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
716 </attribute>
717 </default_type>
718
719 <!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. -->
721 <ignore_list name="system_object">
722 <attribute arch="value" />
723 <attribute arch="nrof" />
724 <attribute arch="weight" />
725 <attribute arch="name_pl" />
726 <attribute arch="material" />
727 <attribute arch="no_pick" />
728 <attribute arch="unpaid" />
729 <attribute arch="title" />
730 <attribute arch="glow_radius" />
731 <attribute arch="identified" />
732 <attribute arch="blocksview" />
733 <attribute arch="invisible" />
734 </ignore_list>
735
736 <!-- This ignorelist is for non-pickable objects. They can be seen by
737 the player, but don't have values like material or weight. -->
738 <ignore_list name="non_pickable">
739 <attribute arch="value" />
740 <attribute arch="nrof" />
741 <attribute arch="weight" />
742 <attribute arch="name_pl" />
743 <attribute arch="material" />
744 <attribute arch="no_pick" />
745 <attribute arch="unpaid" />
746 <attribute arch="title" />
747 <attribute arch="identified" />
748 </ignore_list>
749
750 <!--####################################################################-->
751 <type number="0" name="Misc">
752 <required>
753 <!-- this is a special case: The "misc" type with type number 0 is
754 the fallback for all types which don't match any other defined types.
755 The required attribute "misc x" prevents that it gets confused with
756 other types like "monster & npc" which also have type number 0. -->
757 <attribute arch="misc" value="x" />
758 </required>
759 &movement_types_terrain;
760 <attribute arch="cursed" editor="cursed" type="bool">
761 Curses can have various effects: On equipment and food,
762 they generally harm the player in some way.
763 </attribute>
764 <attribute arch="damned" editor="damned" type="bool">
765 A damned item/floor on the ground makes it impossible for players
766 to use prayers on that spot. It also prevents players from saving.
767 Damnation on equipment works similar to a curse.
768 </attribute>
769 <attribute arch="unique" editor="unique item" type="bool">
770 Unique items exist only one time on a server. If the item
771 is taken, lost or destroyed - it's gone for good.
772 </attribute>
773 <attribute arch="startequip" editor="godgiven item" type="bool">
774 A godgiven item vanishes as soon as the player
775 drops it to the ground.
776 </attribute>
777 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
778 This text may describe the object.
779 </attribute>
780 </type>
781
782 <!--####################################################################-->
783 <type number="110" name="Ability">
784 <ignore>
785 <ignore_list name="system_object" />
786 </ignore>
787 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the
789 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br>
792 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use.
794 \n\n
795 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;. ]]>
797 </description>
798 <use><![CDATA[
799 If you want to create "customized" spellcasting monsters, you
800 should use abilities (rather than spellbooks/wands or something).
801 The long/short-range spell feature can make boss-monsters more
802 interesting and challenging.
803 <br><br>
804 You should keep in mind that magic abilities allow players
805 to get better resistance. You can turn off the magic part to
806 make the spells more dangerous. However, this really shouldn't
807 be neccessary unless you work on very high level maps.
808 And what fun is a magic resistance cloak when it has no effect? ]]>
809 </use>
810 <attribute arch="invisible" value="1" type="fixed" />
811 <attribute arch="no_drop" value="1" type="fixed" />
812 <attribute arch="sp" editor="short range spell" type="spell">
813 The monster will use the specified &lt;short range spell&gt;
814 when the player is within 6-square radius (of the
815 monster's head).
816 </attribute>
817 <attribute arch="hp" editor="long range spell" type="nz_spell">
818 The monster will use the specified &lt;long range spell&gt;
819 when the player is at least 6 squares away (from the
820 monster's head).
821
822 Setting a &lt;long range spell&gt; is optional. If unset, the
823 &lt;short range spell&gt; gets used all the time.
824 </attribute>
825 <attribute arch="maxsp" editor="importance" type="int">
826 Sometimes you'll want a monster to use one ability more than others.
827 To achieve this, set the &lt;importance&gt; to a value greater than
828 one. Abilities with this value zero/unset are counted to be of
829 &lt;importance&gt; one.
830
831 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
832 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
833 times the "small fireball".
834 </attribute>
835 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
836 This flag specifies whether the ability &lt;is magical&gt; in nature.
837 If enabled, all spells produced by this ability will have magic
838 attacktype added to the usual attacktypes.
839
840 This should always be set for spell-like abilities. "Natural"
841 abilities like a dragon's firebreath are an exception.
842 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute>
844 </type>
845
846 <!--####################################################################-->
847 <type number="18" name="Altar">
848 <ignore>
849 <ignore_list name="non_pickable" />
850 </ignore>
851 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once.
855 Either way, the sacrificed item disappears. ]]>
856 </description>
857 <attribute arch="no_pick" value="1" type="fixed" />
858 &move_on;
859 <attribute arch="slaying" editor="match item name" type="string">
860 This string specifies the item that must be put on the altar to
861 activate it. It can either be the name of an archetype, or directly
862 the name of an object. Yet, titles are not recognized by altars.
863 If you want the player to have to drop a specific amount of money use "money".
864 See also the "drop amount" attribute.
865 </attribute>
866 <attribute arch="food" editor="drop amount" type="int">
867 The drop amount specifies the amount of items (specified
868 in &lt;match item name&gt;) that must be dropped to activate the altar.
869
870 If &lt;match item name&gt; is set to "money", then the value of the
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
872 200 silver, 20 gold, or 4 platinum will all work.)
873
874 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute>
876 <attribute arch="connected" editor="connection" type="int">
877 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once.
879 </attribute>
880 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the
882 player). This should work for any given spell. The altar will work
883 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
884 one altar.
885 </attribute>
886 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
887 This text will be displayed to the player
888 in the exact moment when the altar is activated.
889 </attribute>
890 </type>
891
892 <!--####################################################################-->
893 <type number="31" name="Altar Trigger">
894 <ignore>
895 <ignore_list name="non_pickable" />
896 </ignore>
897 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
901 </description>
902 <use><![CDATA[
903 Altar_triggers are very useful if you want to charge a price for...
904 <UL>
905 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
906 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
907 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
908 </UL>
909 The big advantage over normal altars is the infinite usability
910 of altar_triggers! If there are ten players on one server, they're
911 quite grateful if things work more than once. =) ]]>
912 </use>
913 <attribute arch="no_pick" value="1" type="fixed" />
914 <attribute arch="slaying" editor="match item name" type="string">
915 This string specifies the item that must be put on the altar to
916 activate it. It can either be the name of an archetype, or directly
917 the name of an object. Yet, titles are not recognized by altars.
918 If you want the player to have to drop a specific amount of money use "money".
919 See also the "drop amount" attribute.
920 </attribute>
921 <attribute arch="food" editor="drop amount" type="int">
922 The drop amount specifies the amount of items (specified
923 in &lt;match item name&gt;) that must be dropped to activate the altar.
924
925 If &lt;match item name&gt; is set to "money", then the value of the
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
927 200 silver, 20 gold, or 4 platinum will all work.)
928
929 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute>
931 <attribute arch="connected" editor="connection" type="int">
932 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once.
934 </attribute>
935 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player).
937 This should work for any given spell. The altar will work infinitely
938 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
939 </attribute>
940 <attribute arch="exp" editor="reset time" type="int">
941 Being activated, the altar will reset after &lt;reset time&gt; ticks.
942 After reset, the altar is ready to be activated once again.
943 The default &lt;reset time&gt; is 30.
944 </attribute>
945 <attribute arch="last_sp" editor="ignore reset" type="bool">
946 If this attribute is enabled, the altar_trigger won't push the
947 connected value by altar reset. Only ONCE by dropping the sacrifice.
948 This is typically used when the altar is connected to a creator,
949 e.g. for selling tickets.
950
951 If this attribute is disabled (default), the altar_trigger
952 will push the connected value TWICE per sacrifice: First by
953 dropping sacrifice, second by reset. This mode is typically
954 used for altars being connected to gates, resulting in the
955 gate being opened and closed again.
956 </attribute>
957 &move_on;
958 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
959 This text will be displayed to the player
960 in the exact moment when the altar is activated.
961 </attribute>
962 </type>
963
964 <!--####################################################################-->
965 <type number="74" name="Skill Tool">
966 <description><![CDATA[
967 Wearing a skill tool will give the player the ability to use a skill.
968 ]]>
969 </description>
970 <use><![CDATA[
971 Feel free to assign resistancies and stats to a skill tools or change
972 the skill that is given.
973 ]]>
974 </use>
975 <attribute arch="skill" editor="skill name" type="string">
976 This field describes which skill the player will be able to use wearing this item.
977 </attribute>
978 &player_stat_resist_sections;
979 </type>
980 <!--####################################################################-->
981 <type number="39" name="Amulet">
982 <description><![CDATA[
983 Wearing an amulet, the object's stats will directly be inherited to
984 the player. Amulets are usually meant for protection and defense. ]]>
985 </description>
986 <use><![CDATA[
987 Feel free to create your own special artifacts. However, it is very
988 important that you keep your artifact in balance with existing maps. ]]>
989 </use>
990 <attribute arch="ac" editor="armour class" type="int">
991 This value defines the amount of armour-class bonus for wearing
992 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
993 values are better. It should usually be set only for armour-like equipment.
994 </attribute>
995 <attribute arch="wc" editor="weapon class" type="int">
996 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
997 melee attacks. Weapon class improves the chance of hitting the opponent.
998 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
999 be set only for weapon-like items. Lower values are better.
1000 </attribute>
1001 <attribute arch="item_power" editor="item power" type="int">
1002 The &lt;item power&gt; value measures how "powerful" an artifact is.
1003 Players will only be able to wear equipment with a certain total
1004 amount of &lt;item power&gt;, depending on their own level. This is the
1005 only way to prevent low level players to wear "undeserved" equipment
1006 (like gifts from other players or cheated items).
1007
1008 It is very important to adjust the &lt;item power&gt; value carefully
1009 for every artifact you create! If zero/unset, the Deliantra server will
1010 calculate a provisional value at runtime, but this is never
1011 going to be an accurate measurement of &lt;item power&gt;.
1012 </attribute>
1013 <attribute arch="damned" editor="damnation" type="bool">
1014 A damned piece of equipment cannot be unwielded unless the curse
1015 is removed. Removing damnations is a tick harder than removing curses.
1016 </attribute>
1017 <attribute arch="cursed" editor="curse" type="bool">
1018 A cursed piece of equipment cannot be unwielded
1019 unless the curse is removed.
1020 </attribute>
1021 <attribute arch="lifesave" editor="save life" type="bool">
1022 An item with this flag enabled will save the players life
1023 for one time: When the player is wearing this item and his
1024 health points reach zero, the item disappears, replenishing
1025 half of the player's health.
1026
1027 An item with &lt;save life&gt; should not have
1028 any decent additional bonuses!
1029 </attribute>
1030 <attribute arch="unique" editor="unique item" type="bool">
1031 Unique items exist only one time on a server. If the item
1032 is taken, lost or destroyed - it's gone for good.
1033 </attribute>
1034 <attribute arch="startequip" editor="godgiven item" type="bool">
1035 A godgiven item vanishes as soon as the player
1036 drops it to the ground.
1037 </attribute>
1038 <attribute arch="applied" editor="is applied" type="bool">
1039 If you put this item into the inventory of a monster, and
1040 you want the monster to use/wear the item - you must set
1041 &lt;is applied&gt;.
1042 Enabling this flag doesn't make any sense if the item
1043 is NOT in a monster's inventory.
1044 </attribute>
1045 &player_stat_resist_sections;
1046 <section name="misc">
1047 <attribute arch="luck" editor="luck bonus" type="int">
1048 With positive luck bonus, the player is more likely to
1049 succeed in all sorts of things (spellcasting, praying,...).
1050 Unless the &lt;luck bonus&gt; is very high, the effect will be
1051 barely visible in-game. Luck bonus on one piece of equipment
1052 should never exceed 3, and such bonus should not be too
1053 frequently available.
1054 </attribute>
1055 <attribute arch="hp" editor="health regen." type="int">
1056 Positive &lt;health regen.&gt; bonus speeds up the
1057 player's healing process. Negative values slow it down.
1058 </attribute>
1059 <attribute arch="sp" editor="mana regen." type="int">
1060 Positive &lt;mana regen.&gt; bonus speeds up the
1061 player's mana regeneration. Negative values slow it down.
1062 </attribute>
1063 <attribute arch="grace" editor="grace regen." type="int">
1064 Positive &lt;grace regen.&gt; bonus speeds up the
1065 player's grace regeneration. Negative values slow it down.
1066 Since grace can be regenerated rather easy with praying,
1067 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1068 </attribute>
1069 <attribute arch="food" editor="food bonus" type="int">
1070 Positive &lt;food bonus&gt; slows down the player's digestion,
1071 thus he consumes less food. Negative values speed it up.
1072
1073 Note that food is consumed not only for "being alive", but
1074 also for healing and mana-regeneration.
1075 &lt;food bonus&gt; only affects the amount of food consumed
1076 for "being alive". Hence, even with high &lt;food bonus&gt;,
1077 during a fight a player can run out of food quickly.
1078 </attribute>
1079 <attribute arch="xrays" editor="xray vision" type="bool">
1080 Xray vision allows the player to see through obstacles
1081 in a two-square-wide radius. This is extremely helpful and
1082 desirable, so don't give it away for cheap on equipment.
1083 </attribute>
1084 <attribute arch="stealth" editor="stealth" type="bool">
1085 Stealth allows the player to move silently.
1086 This comes to effect if a player turns himself
1087 invisible and tries to sneak around monsters.
1088 (At least that was the idea behind it)
1089 </attribute>
1090 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1091 If a player is wearing any piece of equipment with
1092 the ability to &lt;reflect spells&gt;, all kinds of
1093 spell-bullets and -beams will bounce off him.
1094 This works only about 90% of all times, to
1095 avoid players being completely immune to certain
1096 types of attacks.
1097
1098 This is a very powerful ability and it
1099 shouldn't be handed out cheap!
1100 </attribute>
1101 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1102 If a player is wearing any piece of equipment with
1103 the ability to &lt;reflect missiles&gt;, all kinds of
1104 projectiles (e.g. arrows, bolts, boulders) will
1105 bounce off him. This works only about 90% of all
1106 times, to avoid players being completely immune to
1107 certain types of attacks.
1108 </attribute>
1109 &move_type;
1110 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1111 Click on the &lt;attuned paths&gt; button to select spellpaths.
1112 The player will get attuned to the specified spellpaths
1113 while wearing this item.
1114 </attribute>
1115 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1116 Click on the &lt;repelled paths&gt; button to select spellpaths.
1117 The player will get repelled to the specified spellpaths
1118 while wearing this item.
1119 </attribute>
1120 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1121 Click on the &lt;denied paths&gt; button to select spellpaths.
1122 The specified spellpaths will be denied to the player
1123 while wearing this item.
1124 </attribute>
1125 </section>
1126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1127 This text describes the item's "story". Every decent artifact
1128 should have such a description.
1129 </attribute>
1130 </type>
1131
1132 <!--####################################################################-->
1133 <type number="58" name="Battleground">
1134 <ignore>
1135 <ignore_list name="non_pickable" />
1136 </ignore>
1137 <description><![CDATA[
1138 Battleground is very special: In short, players can die on battleground
1139 without any death penalties. They don't loose or gain experience
1140 while on battleground. Acid, draining and depletion effects don't
1141 work either.
1142 When a player dies on battleground, he gets teleported to an exit
1143 location which is defined in the battleground object. ]]>
1144 </description>
1145 <use><![CDATA[
1146 Battleground is only meant for player vs. player duels. You can
1147 design combat arenas similiar to the one in scorn.<br>
1148 What should NEVER be done is placing battleground tiles in
1149 open dungeons or other free kinds of land.
1150 It must not be possible to gain significant treasure for fighting
1151 on battleground, because it bears no risk.<br><br>
1152 (Battleground will cease to work when the image or name is changed,
1153 or when it is placed beneath another floor tile.
1154 This is not a bug, it is there to prevent any attempts of placing
1155 "hidden" battleground tiles anywhere.) ]]>
1156 </use>
1157 <attribute arch="no_pick" value="1" type="fixed" />
1158 <attribute arch="is_floor" value="1" type="fixed" />
1159 <attribute arch="hp" editor="destination X" 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 <attribute arch="sp" editor="destination Y" type="int">
1164 The exit destinations define the (x, y)-coordinates where players
1165 get teleported after they died on this battleground.
1166 </attribute>
1167 </type>
1168
1169 <!--####################################################################-->
1170 <type number="165" name="Safe ground">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work.
1180 ]]>
1181 </description>
1182 <use><![CDATA[
1183 Safe ground can be used to prevents any means of burning
1184 or destroying the items in a shop. Put this object below all floor tiles
1185 in your map and your shop will be safe. It's generally useful for making
1186 areas where really no kind of spell should be invoked by a player.
1187 ]]>
1188 </use>
1189 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191 </type>
1192
1193 <!--####################################################################-->
1194 <type number="8" name="Book">
1195 <description><![CDATA[
1196 Applying a book, the containing message is displayed to the player. ]]>
1197 </description>
1198 <attribute arch="level" editor="literacy level" type="int">
1199 If this value is set to be greater than zero, the player needs a
1200 certain literacy level to succeed reading the book. The book can be
1201 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1202 book can be a nice idea, personally I like it when a player needs
1203 more than his fighting skills to solve a quest. However, keep the
1204 booklevel at least below 15 because it is quite hard to gain high
1205 mental levels.
1206 </attribute>
1207 <attribute arch="startequip" editor="godgiven item" type="bool">
1208 A godgiven item vanishes as soon as the player
1209 drops it to the ground.
1210 </attribute>
1211 <attribute arch="unique" editor="unique item" type="bool">
1212 Unique items exist only one time on a server. If the item
1213 is taken, lost or destroyed - it's gone for good.
1214 </attribute>
1215 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1216 This is the text that appears "written" in the book.
1217 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn)
1221 </attribute>
1222 </type>
1223
1224 <!--####################################################################-->
1225 <type number="99" name="Boots">
1226 <import_type name="Amulet" />
1227 <description><![CDATA[
1228 Wearing boots, the object's stats will directly be inherited to
1229 the player. Usually enhancing his speed, or granting some minor
1230 protection bonus. ]]>
1231 </description>
1232 <use><![CDATA[
1233 Feel free to create your own special artifacts. However, it is very
1234 important that you keep your artifact in balance with existing maps. ]]>
1235 </use>
1236 <attribute arch="exp" editor="speed bonus" type="int">
1237 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1238 while worn. This kind of bonus is quite desirable for players of low-
1239 and medium level. High level players usually have fastest possible
1240 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1241 Still, this bonus is good for nice artifacts - not everything has
1242 to be for highest level.
1243 </attribute>
1244 <attribute arch="magic" editor="magic bonus" type="int">
1245 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1246 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1247 than direct armour-class bonus on the boots.
1248
1249 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1250 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1251 </attribute>
1252 </type>
1253
1254 <!--####################################################################-->
1255 <type number="104" name="Bracers">
1256 <import_type name="Amulet" />
1257 <description><![CDATA[
1258 Bracers are armour-plates worn around the wrists.
1259 Wearing bracer, the object's stats will directly be inherited to
1260 the player. Usually enhancing his defense. ]]>
1261 </description>
1262 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]>
1265 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the bracers.
1270 </attribute>
1271 </type>
1272
1273 <!--####################################################################-->
1274 <type number="16" name="Brestplate Armour">
1275 <import_type name="Amulet" />
1276 <description><![CDATA[
1277 Wearing an armour, the object's stats will directly be inherited to
1278 the player. Usually enhancing his defense. ]]>
1279 </description>
1280 <use><![CDATA[
1281 Feel free to create your own special artifacts. However, it is very
1282 important that you keep your artifact in balance with existing maps. ]]>
1283 </use>
1284 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285 This poses a penalty to spell regeneration speed, for wearing the armour.
1286 The bigger the spellpoint penalty, the worse.
1287 </attribute>
1288 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1289 Slowdown penalty reduces the player's walking speed when wearing the
1290 armour. Bigger values are worse - zero is best.
1291 </attribute>
1292 <attribute arch="magic" editor="magic bonus" type="int">
1293 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1295 than direct armour-class bonus on the armour.
1296 </attribute>
1297 </type>
1298
1299 <!--####################################################################-->
1300 <type number="92" name="Button">
1301 <ignore>
1302 <ignore_list name="non_pickable" />
1303 </ignore>
1304 <description><![CDATA[
1305 When a predefined amount of weigh is placed on a button, the
1306 &lt;connection&gt; value is triggered. In most cases this happens when a
1307 player or monster steps on it. When the button is "released", the
1308 &lt;connection&gt; value get's triggered a second time. ]]>
1309 </description>
1310 &move_on;
1311 &move_off;
1312 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute>
1317 <attribute arch="connected" editor="connection" type="int">
1318 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated.
1320 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this
1323 message to explain the button's purpose to the player.
1324 </attribute>
1325 </type>
1326
1327 <!--####################################################################-->
1328 <type number="30" name="Button Trigger">
1329 <import_type name="Button" />
1330 <ignore>
1331 <ignore_list name="non_pickable" />
1332 </ignore>
1333 <description><![CDATA[
1334 Handle buttons are buttons which reset after a short period
1335 of time. Every time it is either applied or reset, the
1336 &lt;connection&gt; value is triggered. ]]>
1337 </description>
1338 </type>
1339
1340 <!--####################################################################-->
1341 <type number="37" name="Class Changer">
1342 <ignore>
1343 <ignore_list name="non_pickable" />
1344 </ignore>
1345 <description><![CDATA[
1346 Class changer are used while creating a character. ]]>
1347 </description>
1348 <attribute arch="randomitems" editor="class items" type="treasurelist">
1349 This entry determines which initial items the character receives.
1350 </attribute>
1351 <section name="stats">
1352 <attribute arch="Str" editor="strength" type="int">
1353 The player's strength will rise by the given value if he chooses this
1354 class. (Negative values make strength fall)
1355 </attribute>
1356 <attribute arch="Dex" editor="dexterity" type="int">
1357 The player's dexterity will rise by the given value if he chooses this
1358 class. (Negative values make dexterity fall)
1359 </attribute>
1360 <attribute arch="Con" editor="constitution" type="int">
1361 The player's constitution will rise by the given value if he chooses this
1362 class. (Negative values make constitution fall)
1363 </attribute>
1364 <attribute arch="Int" editor="intelligence" type="int">
1365 The player's intelligence will rise by the given value if he chooses this
1366 class. (Negative values make intelligence fall)
1367 </attribute>
1368 <attribute arch="Pow" editor="power" type="int">
1369 The player's power will rise by the given value if he chooses this
1370 class. (Negative values make power fall)
1371 </attribute>
1372 <attribute arch="Wis" editor="wisdom" type="int">
1373 The player's wisdom will rise by the given value if he chooses this
1374 class. (Negative values make wisdom fall)
1375 </attribute>
1376 <attribute arch="Cha" editor="charisma" type="int">
1377 The player's charisma will rise by the given value if he chooses this
1378 class. (Negative values make charisma fall)
1379 </attribute>
1380 </section>
1381 </type>
1382
1383 <!--####################################################################-->
1384 <type number="87" name="Cloak">
1385 <import_type name="Amulet" />
1386 <description><![CDATA[
1387 Wearing a cloak, the object's stats will directly be inherited to
1388 the player. Cloaks usually add minor &lt;armour class&gt; and
1389 sometimes a bit of resistance. ]]>
1390 </description>
1391 <use><![CDATA[
1392 Feel free to create your own special artifacts. However, it is very
1393 important that you keep your artifact in balance with existing maps. ]]>
1394 </use>
1395 <attribute arch="magic" editor="magic bonus" type="int">
1396 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1397 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1398 than direct armour-class bonus on the cloak.
1399
1400 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1401 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1402 </attribute>
1403 </type>
1404
1405 <!--####################################################################-->
1406 <type number="9" name="Clock">
1407 <description><![CDATA[
1408 Applying a clock, the time is displayed to the player. ]]>
1409 </description>
1410 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411 This text may describe the item
1412 </attribute>
1413 </type>
1414
1415 <!--####################################################################-->
1416 <type number="122" name="Container">
1417 <description><![CDATA[
1418 A player can put (certain kinds of) items in the container.
1419 The overall weight of items is reduced when put inside a
1420 container, depending on the settings.
1421 <br><br>
1422 A special feature of containers is the "cauldron",
1423 capable of mixing alchemical receipes. ]]>
1424 </description>
1425 <use><![CDATA[
1426 Note on chests - There are two types of chests:
1427 <UL>
1428 <LI> First the random treasure chests - Those are NOT containers
1429 (but object type Treasure), they create random treasures when
1430 applied. Archetype name is "chest".
1431 <LI> Second there are the permanent chests - Those are containers,
1432 they can be opened and closed again. Archetype name is "chest_2".
1433 </UL> ]]>
1434 </use>
1435 <attribute arch="race" editor="container class" type="string">
1436 If set, the container will hold only certain types of objects.
1437 Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 "arrows" and "keys".
1439
1440 Unfortunately it is not easy to create new container
1441 classes, because items need a matching counterpiece-attribute
1442 to the &lt;container class&gt; before they can be put inside a
1443 container. This attribute ("race") is set only for the existing
1444 container classes.
1445 </attribute>
1446 <attribute arch="slaying" editor="key string" type="string">
1447 If &lt;key string&gt; is set, only players with a special key
1448 of matching &lt;key string&gt; are able to open the container.
1449 </attribute>
1450 <attribute arch="container" editor="maximum weight" type="int">
1451 The container can hold a maximum total weight of the given value
1452 in gram. Note that this weight limit is calculated *after* the
1453 weight reduction (&lt;reduce weight&gt;) has been applied.
1454 </attribute>
1455 <attribute arch="Str" editor="reduce weight %" type="int">
1456 This value determines how much the weight of items is reduced in
1457 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1458 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1459 Most default values are in the range of ten.
1460 </attribute>
1461 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1462 If set, the container can be used as alchemy-cauldron.
1463 The player can put ingredients inside, close it, cast alchemy
1464 and if his formulae is true, he'll get what he longed for.
1465 </attribute>
1466 <attribute arch="unique" editor="unique item" type="bool">
1467 Unique items exist only one time on a server. If the item
1468 is taken, lost or destroyed - it's gone for good.
1469 All contents of a unique container are unique as well.
1470 </attribute>
1471 <attribute arch="startequip" editor="godgiven item" type="bool">
1472 A godgiven item vanishes as soon as the player
1473 drops it to the ground.
1474 </attribute>
1475 <attribute arch="other_arch" editor="animation arch" type="string">
1476 This is used for a certain kind of... "animation" when
1477 opening the container. Stick to the default arches here
1478 and you won't get into trouble.
1479 </attribute>
1480 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1481 This text may contain a description of the container.
1482 </attribute>
1483 </type>
1484
1485 <!--####################################################################-->
1486 <type number="103" name="Converter">
1487 <ignore>
1488 <attribute arch="value" />
1489 <attribute arch="nrof" />
1490 <attribute arch="name_pl" />
1491 <attribute arch="no_pick" />
1492 <attribute arch="unpaid" />
1493 <attribute arch="title" />
1494 </ignore>
1495 <description><![CDATA[
1496 Converters are like "exchange tables". When the player drops a
1497 specific type of items, they get converted into other items, at a
1498 predefined exchange-ratio. ]]>
1499 </description>
1500 <use><![CDATA[
1501 Converters are better than shopping with doormats, because the
1502 converters never get sold out. For some items like food or jewels
1503 those "exchange tables" are really nice, while for the more important
1504 stuff like potions converters should not exist.
1505 <br><br>
1506 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507 items on a converter, the stuff you get must be of equal or lesser
1508 value than before! (Except if you are using "rare" items like
1509 dragonscales for payment). The code will not check if your ratio is
1510 sane, so the player could gain infinite wealth by using your converter. ]]>
1511 </use>
1512 <attribute arch="no_pick" value="1" type="fixed" />
1513 <attribute arch="slaying" editor="cost arch" type="string">
1514 &lt;cost arch&gt; is the name of the archetype the player has to
1515 put on the converter, as payment.
1516 </attribute>
1517 <attribute arch="food" editor="cost number" type="int">
1518 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1519 on the converter, in order to get &lt;receive number&gt; items
1520 of &lt;receive arch&gt;.
1521 </attribute>
1522 <attribute arch="other_arch" editor="receive arch" type="string">
1523 &lt;receive arch&gt; is the name of the archetype to convert into.
1524 This field is ignored if the converter has items in inventory. In this
1525 case one of the inventory items is duplicated. The duplicated item is
1526 randomly chosen from all items present.
1527 </attribute>
1528 <attribute arch="sp" editor="receive number" type="int">
1529 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1530 on the converter, in order to get &lt;receive number&gt; items
1531 of &lt;receive arch&gt;.
1532 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter.
1535 </attribute>
1536 </type>
1537
1538 <!--####################################################################-->
1539 <type number="42" name="Creator">
1540 <ignore>
1541 <ignore_list name="system_object" />
1542 </ignore>
1543 <description><![CDATA[
1544 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even
1547 periodically create things. ]]>
1548 </description>
1549 <use><![CDATA[
1550 Don't hesitate to hide your creators under the floor.
1551 The created items will still always appear ontop of the floor. ]]>
1552 </use>
1553 <attribute arch="no_pick" value="1" type="fixed" />
1554 <attribute arch="other_arch" editor="create arch" type="string">
1555 This string defines the object that will be created.
1556 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case
1558 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present.
1560 </attribute>
1561 <attribute arch="connected" editor="connection" type="int">
1562 Whenever the connection value is activated,
1563 the creator gets triggered.
1564 </attribute>
1565 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool">
1567 If &lt;infinit uses&gt; is set, the creator will work
1568 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute>
1570 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered).
1573 A value of 1 means roughly 8 times a second.
1574 </attribute>
1575 <attribute arch="hp" editor="number of uses" type="int">
1576 The creator can be triggered &lt;number of uses&gt; times, thus
1577 creating that many objects, before it dissappears.
1578 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1579 </attribute>
1580 <attribute arch="slaying" editor="name of creation" type="string">
1581 The created object will bear the name and title specified in &lt;name of
1582 creation&gt;. If nothing is set, the standard name and title of the
1583 archetype is used.
1584 </attribute>
1585 <attribute arch="level" editor="level of creation" type="int">
1586 The created object will be of that level. If zero/unset,
1587 the standard level of the archetype is used.
1588 </attribute>
1589 </type>
1590
1591 <!--####################################################################-->
1592 <type number="51" name="Detector">
1593 <ignore>
1594 <ignore_list name="system_object" />
1595 </ignore>
1596 <description><![CDATA[
1597 Detectors work quite much like inv. checkers/pedestals: If the detector
1598 finds a specific object, it toggles its connected value.
1599 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not
1602 instantly. Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters. ]]>
1604 </description>
1605 <use><![CDATA[
1606 There is one major speciality about detectors: You can detect spells
1607 blown over a detector! To detect a lighting bolt for example, set
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms. ]]>
1610 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for.
1614 Actually it does also check for the &lt;key string&gt; in key-objects,
1615 but for this case inventory checkers are often more powerful to use.
1616 </attribute>
1617 <attribute arch="connected" editor="connection" type="int">
1618 When the detector is triggered, all objects with the same
1619 connection value get activated.
1620 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks.
1623 If you want the detector to behave almost like pedestals/buttons,
1624 set speed rather high, like &lt;detection speed&gt; 1.0.
1625 </attribute>
1626 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1.
1631 </attribute>
1632 </type>
1633
1634 <!--####################################################################-->
1635 <type number="112" name="Director">
1636 <ignore>
1637 <ignore_list name="non_pickable" />
1638 </ignore>
1639 <description><![CDATA[
1640 Directors change the direction of spell objects and other projectiles
1641 that fly past. Unlike spinners, directors always move objects in the
1642 same direction. It does not make a difference from what angle you
1643 shoot into it.<br>
1644 Directors are visible per default. ]]>
1645 </description>
1646 <use><![CDATA[
1647 Directors are rarely used in maps. Sometimes they are placed to
1648 change the direction of spells coming out of magic walls,
1649 "channeling" spell-projectiles in some direction. When doing this,
1650 <B>never place directors facing each other with magic walls fireing
1651 into them!</B> The spell-projectiles bouncing between the directors
1652 would accumulate to huge numbers and at some point slow down the
1653 server by eating memory- and CPU-time.
1654 <br><br>
1655 You'd better not place directors in monster vs. player combat
1656 areas too much, because that freaks out wizard-type players. ]]>
1657 </use>
1658 <attribute arch="sp" editor="direction" type="list_direction">
1659 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1660 A director with direction &lt;none&gt; simply stops projectiles.
1661 (The latter works out a bit strange for some spells).
1662 </attribute>
1663 &move_on;
1664 </type>
1665
1666 <!--####################################################################-->
1667 <type number="158" name="Disease">
1668 <ignore>
1669 <ignore_list name="system_object" />
1670 </ignore>
1671 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Deliantra.
1673 Once casted, they can spread out and infect creatures in a large
1674 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]>
1676 </description>
1677 <use><![CDATA[
1678 Diseases are extremely flexible and usable in a many ways.
1679 So far they are mostly used for causing bad, unwanted effects.
1680 You could just as well create a disease which helps the player
1681 (recharging mana for example).
1682 Infection with a "positive disease" could even be a quest reward. ]]>
1683 </use>
1684 <attribute arch="invisible" value="1" type="fixed" />
1685 <attribute arch="level" editor="plaque level" type="int">
1686 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1687 This mainly reflects in the &lt;damage&gt;. It has no effect on
1688 most other symptoms. Neverthless, it is a very important value for
1689 all damage-inflicting diseases.
1690 </attribute>
1691 <attribute arch="race" editor="infect race" type="string">
1692 The disease will only infect creatures of the specified &lt;race&gt;.
1693 "&lt;race&gt; *" means every creature can be infected.
1694 </attribute>
1695 <attribute arch="ac" editor="progressiveness" type="int">
1696 Every time the disease "moves" the severity of the symptoms are increased
1697 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1698 </attribute>
1699 <section name="spreading">
1700 <attribute arch="wc" editor="infectiosness" type="int">
1701 The &lt;infectiosness&gt; defines the chance of new creatures getting
1702 infected. If you set this too high, the disease is very likely to
1703 be too effective.
1704
1705 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1706 </attribute>
1707 <attribute arch="last_grace" editor="attenuation" type="int">
1708 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1709 everytime it infects someone new. This limits how many generations
1710 a disease can propagate.
1711 </attribute>
1712 <attribute arch="magic" editor="infection range" type="int">
1713 &lt;infection range&gt; sets the range at which infection may occur.
1714 If positive, the &lt;infection range&gt; is level dependant - If negative,
1715 it is not:
1716 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1717 six square range, and &lt;plaque level&gt; doesn't modify that.
1718 </attribute>
1719 <attribute arch="maxhp" editor="persistence" type="int">
1720 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1721 The disease can "move" &lt;persistence&gt; times outside a host before it
1722 vanishes. A negative value means the disease lasts for permanent
1723 (which is only recommended to use in maps without monsters).
1724 </attribute>
1725 <attribute arch="maxgrace" editor="curing duration" type="int">
1726 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1727 (Assuming the host survives and doesn't use a curing spell).
1728 After this period the disease is naturally cured, which provides the
1729 host with immunity from this particular disease of lower or equal level.
1730
1731 A negative value means the disease can never be cured naturally.
1732
1733 Note that this value can be further modulated by spell-parameters,
1734 if the disease is registered as spell in the code. Due to that,
1735 most default diseases take a lot longer to cure than it seems.
1736 </attribute>
1737 <attribute arch="speed" editor="moving speed" type="float">
1738 The &lt;speed&gt; of the disease determines how fast the disease will
1739 "move", thus how fast the symptoms strike the host.
1740 </attribute>
1741 &speed_left;
1742 </section>
1743 <section name="symptoms">
1744 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1745 The disease will attack the host with the given &lt;attacktype&gt;.
1746 Godpower attacktype is commonly used for "unresistable" diseases.
1747 </attribute>
1748 <attribute arch="dam" editor="damage" type="int">
1749 A disease with a positive &lt;damage&gt; value will strike the player for that
1750 amount of damage every time the symptoms occur.
1751 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1752 the player's health is reduced by 10% every time the symptoms strike.
1753
1754 Diseases with %-based damage can be dangerous - but not deadly -
1755 for players of all levels.
1756 </attribute>
1757 <attribute arch="other_arch" editor="create arch" type="string">
1758 If set, the specified arch is created and dropped every time the
1759 symptoms strike.
1760
1761 This can be various things: farts, body pieces, eggs ...
1762 Even monsters can be created that way. You could also make a
1763 disease where some exotic stuff like money/gems is created.
1764 </attribute>
1765 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1766 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1767 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1768 </attribute>
1769 <attribute arch="exp" editor="exp. for curing" type="int">
1770 When the player manages to cure this disease (with a curing spell),
1771 he is awarded with &lt;exp. for curing&gt; experience.
1772 </attribute>
1773 <attribute arch="maxsp" editor="mana depletion" type="int">
1774 Every time the disease "moves", the player's mana is
1775 reduced by the value of &lt;mana depletion&gt;.
1776 For negative values, a %-based amount is taken.
1777 </attribute>
1778 <attribute arch="last_eat" editor="food depletion" type="int">
1779 Every time the disease "moves", the player's food is
1780 reduced by the value of &lt;food depletion&gt;.
1781 For negative values, a %-based amount is taken.
1782 </attribute>
1783 <attribute arch="hp" editor="health regen." type="int">
1784 This value increases the player's healing rate.
1785 Negative values decrease it.
1786 </attribute>
1787 <attribute arch="sp" editor="mana regen." type="int">
1788 This value increases the player's rate of mana regeneration.
1789 Negative values decrease it.
1790 </attribute>
1791 </section>
1792 <section name="disability">
1793 <attribute arch="Str" editor="strength" type="int">
1794 The player's strength will rise by the given value
1795 while being infected. (Negative values make strength fall)
1796 </attribute>
1797 <attribute arch="Dex" editor="dexterity" type="int">
1798 The player's dexterity will rise by the given value
1799 while being infected. (Negative values make dexterity fall)
1800 </attribute>
1801 <attribute arch="Con" editor="constitution" type="int">
1802 The player's constitution will rise by the given value
1803 while being infected. (Negative values make constitution fall)
1804 </attribute>
1805 <attribute arch="Int" editor="intelligence" type="int">
1806 The player's intelligence will rise by the given value
1807 while being infected. (Negative values make intelligence fall)
1808 </attribute>
1809 <attribute arch="Pow" editor="power" type="int">
1810 The player's power will rise by the given value
1811 while being infected. (Negative values make power fall)
1812 </attribute>
1813 <attribute arch="Wis" editor="wisdom" type="int">
1814 The player's wisdom will rise by the given value
1815 while being infected. (Negative values make wisdom fall)
1816 </attribute>
1817 <attribute arch="Cha" editor="charisma" type="int">
1818 The player's charisma will rise by the given value
1819 while being infected. (Negative values make charisma fall)
1820 </attribute>
1821 </section>
1822 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1823 This text is displayed to the player every time the
1824 symptoms strike.
1825 </attribute>
1826 </type>
1827
1828 <!--####################################################################-->
1829 <type number="23" name="Door">
1830 <ignore>
1831 <ignore_list name="non_pickable" />
1832 </ignore>
1833 <description><![CDATA[
1834 A door can be opened with a normal key. It also can be broken by attacking
1835 it, and it can be defeated with the lockpicking skill. If a door is
1836 defeated, horizontally and vertically adjacent doors are automatically
1837 removed. ]]>
1838 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" />
1840 <attribute arch="alive" value="1" type="fixed" />
1841 &movement_types_terrain;
1842 <attribute arch="hp" editor="hitpoints" type="int">
1843 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1844 </attribute>
1845 <attribute arch="ac" editor="armour class" type="int">
1846 Doors of high &lt;armour class&gt; are less likely to get hit.
1847 &lt;armour class&gt; can be considered the "counterpiece" to
1848 &lt;weapon class&gt;.
1849 </attribute>
1850 <attribute arch="other_arch" editor="drop arch" type="string">
1851 This string defines the object that will be created when the door was
1852 defeated.
1853 </attribute>
1854 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1855 This entry determines what kind of traps will appear in the door.
1856 </attribute>
1857 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858 Set this flag to move treasure items created into the environment (map)
1859 instead of putting them into the object.
1860 </attribute>
1861 </type>
1862
1863 <!--####################################################################-->
1864 <type number="83" name="Duplicator">
1865 <ignore>
1866 <ignore_list name="system_object" />
1867 </ignore>
1868 <description><![CDATA[
1869 When activated, a duplicator can duplicate, multiply or destroy a pile of
1870 objects which lies somewhere on top of the duplicator.
1871 The duplicator has one arch name specified as &lt;target arch&gt;,
1872 and only objects of this archetype can be affected.<br>
1873 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1874 If the latter is set to zero, it will destroy objects. ]]>
1875 </description>
1876 <use><![CDATA[
1877 I hope it is clear that one must be very cautious when inserting a duplicator
1878 anywhere with &lt;multiply factor&gt; greater than one.
1879 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1880 It is <b>not acceptable</b> to allow duplication of anything other than
1881 coins, gold and jewels. Besides, it is very important that the chance to
1882 loose the input matches the chance to earn winnings.<br>
1883 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1884 loosing rate of 2/3 = 67%. ]]>
1885 </use>
1886 <attribute arch="other_arch" editor="target arch" type="string">
1887 Only objects of matching archtype, lying ontop of the duplicator will be
1888 duplicated, multiplied or removed. All other objects will be ignored.
1889 </attribute>
1890 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the
1892 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed.
1894 </attribute>
1895 <attribute arch="connected" editor="connection" type="int">
1896 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot
1898 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute>
1900 &activate_on;
1901 </type>
1902
1903 <!--####################################################################-->
1904 <type number="66" name="Exit">
1905 <ignore>
1906 <ignore_list name="non_pickable" />
1907 </ignore>
1908 <description><![CDATA[
1909 When the player applies an exit, he is transferred to a different location.
1910 (Monsters cannot use exits.) Depending on how it is set, the player applies
1911 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1912 the exit. ]]>
1913 </description>
1914 <use><![CDATA[
1915 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1916 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1917 detected with the show_invisible spell.
1918 <br><br>
1919 You can be quite creative with the outlook of secret exits (their "face").
1920 Don't forget to give the player relyable hints about them though. ]]>
1921 </use>
1922 <attribute arch="slaying" editor="exit path" type="string">
1923 The exit path defines the map that the player is transferred to.
1924 You can enter an absolute path, beginning with '/' (for example
1925 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1926 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1927 relative path "Fire1"). Use relative paths whenever possible! Note that
1928 upper/lower case must always be set correctly. However, please use lower
1929 case only.
1930 It is well possible to have an exit pointing to the same map that the exit
1931 is on. If slaying is not set in an exit, the player will see a message like
1932 "the exit is closed".
1933 </attribute>
1934 <attribute arch="hp" editor="destination X" type="int">
1935 The exit destinations define the (x, y)-coordinates where the exit
1936 leads to.
1937 If both are set to zero, the player will be transferred to the "default
1938 enter location" of the destined map. The latter can be set in the map-
1939 properties as "Enter X/Y". Though, please DO NOT use that.
1940 It turned out to be a source for numerous map-bugs.
1941 </attribute>
1942 <attribute arch="sp" editor="destination Y" type="int">
1943 The exit destinations define the (x, y)-coordinates where the exit
1944 leads to.
1945 If both are set to zero, the player will be transferred to the "default
1946 enter location" of the destined map. The latter can be set in the map-
1947 properties as "Enter X/Y". Though, please DO NOT use that.
1948 It turned out to be a source for numerous map-bugs.
1949 </attribute>
1950 &move_on;
1951 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1952 If set, this message will be displayed to the player when he applies the exit.
1953 This is quite useful to throw in some "role-play feeling": "As you enter the
1954 dark cave you hear the sound of rustling dragonscales...". Well, my english
1955 is poor, but you get the point. =)
1956 </attribute>
1957 <attribute arch="damned" editor="set savebed" type="bool">
1958 If set, then players using this exit will have their savebed position
1959 set to the destination of the exit when passing through.
1960 </attribute>
1961 </type>
1962
1963 <!--####################################################################-->
1964 <type number="72" name="Flesh">
1965 <description><![CDATA[
1966 Just like with food, the player can fill his stomache and gain a
1967 little health by eating flesh-objects. <br>
1968 For dragon players, flesh plays a very special role though: If the
1969 flesh has resistances set, a dragon player has a chance to gain resistance in
1970 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1971 Don't forget that flesh items with resistances have to be balanced
1972 according to map/monster difficulty. ]]>
1973 </description>
1974 <use><![CDATA[
1975 For dragon players, flesh items can be highly valuable. Note that many
1976 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977 These flesh items "inherit" resistances and level from the monster they belong to.
1978 When you add special flesh items to the inventory of a monster, this is
1979 not the case - so you have to set it manually.
1980 <br><br>
1981 Generally adding special flesh-treaties for dragon players is a great thing
1982 to do. Always consider that dragon players might really not be interested
1983 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1984 out on the reward completely. ]]>
1985 </use>
1986 <attribute arch="food" editor="foodpoints" type="int">
1987 The player's stomache will get filled with this amount of foodpoints.
1988 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1989 </attribute>
1990 <attribute arch="level" editor="flesh level" type="int">
1991 The &lt;flesh level&gt; is not visible to the players and it affects only
1992 dragon players. Normally this value reflects the level of the monster
1993 from which the flesh item originates.
1994 Dragon players always search for flesh of highest level possible,
1995 because it bears the best chance to gain high resistances.
1996 </attribute>
1997 <attribute arch="startequip" editor="godgiven item" type="bool">
1998 A godgiven item vanishes as soon as the player
1999 drops it to the ground.
2000 </attribute>
2001 &resistances_flesh_section;
2002 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2003 This text may describe the item.
2004 </attribute>
2005 </type>
2006
2007 <!--####################################################################-->
2008 <type number="0" name="Floor">
2009 <required>
2010 <attribute arch="is_floor" value="1" />
2011 <attribute arch="alive" value="0" />
2012 </required>
2013 <ignore>
2014 <ignore_list name="non_pickable" />
2015 </ignore>
2016 <description><![CDATA[
2017 Floor is a very basic thing whithout too much
2018 functionality. It's a floor - you stand on it. ]]>
2019 </description>
2020 <attribute arch="is_floor" value="1" type="fixed" />
2021 <attribute arch="no_pick" value="1" type="fixed" />
2022 <section name="terrain">
2023 &movement_types_terrain;
2024 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2025 This flag indicates this spot contains wood or high grass.
2026 Players with activated woodsman skill can move faster here.
2027 </attribute>
2028 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2029 This flag indicates this spot contains hills or large rocks.
2030 Players with activated mountaineer skill can move faster here.
2031 </attribute>
2032 </section>
2033 <attribute arch="no_magic" editor="no spells" type="bool">
2034 If enabled, it is impossible for players to use (wizard-)
2035 spells on that spot.
2036 </attribute>
2037 <attribute arch="damned" editor="no prayers" type="bool">
2038 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving.
2040 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;.
2045 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object.
2048 </attribute>
2049 </type>
2050
2051 <!--####################################################################-->
2052 <type number="67" name="Floor (Encounter)">
2053 <ignore>
2054 <ignore_list name="non_pickable" />
2055 </ignore>
2056 <description><![CDATA[
2057 Encounter-Floor is pretty much the same as normal floor.
2058 Most outdoor floor/ground-arches are set to be "encounters".
2059 That is kind of a relict from former code: When walking over
2060 encounter-floor, players sometimes got beamed to little maps
2061 with monsters on them. Nowadays this feature is disabled -
2062 Hence encounter floor is not different from normal floor. ]]>
2063 </description>
2064 <attribute arch="is_floor" value="1" type="fixed" />
2065 <attribute arch="no_pick" value="1" type="fixed" />
2066 <section name="terrain">
2067 &movement_types_terrain;
2068 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2069 This flag indicates this spot contains wood or high grass.
2070 Players with activated woodsman skill can move faster here.
2071 </attribute>
2072 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2073 This flag indicates this spot contains hills or large rocks.
2074 Players with activated mountaineer skill can move faster here.
2075 </attribute>
2076 </section>
2077 <attribute arch="no_magic" editor="no spells" type="bool">
2078 If enabled, it is impossible for players to use (wizard-)
2079 spells on that spot.
2080 </attribute>
2081 <attribute arch="damned" editor="no prayers" type="bool">
2082 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving.
2084 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;.
2089 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object.
2092 </attribute>
2093 </type>
2094
2095 <!--####################################################################-->
2096 <type number="6" name="Food">
2097 <description><![CDATA[
2098 By eating/drinking food-objects, the player can fill his
2099 stomache and gain a little health. ]]>
2100 </description>
2101 <attribute arch="food" editor="foodpoints" type="int">
2102 The player's stomache will get filled with this amount of foodpoints.
2103 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2104 </attribute>
2105 <attribute arch="startequip" editor="godgiven item" type="bool">
2106 A godgiven item vanishes as soon as the player
2107 drops it to the ground.
2108 </attribute>
2109 </type>
2110
2111 <!--####################################################################-->
2112 <type number="91" name="Gate">
2113 <ignore>
2114 <ignore_list name="non_pickable" />
2115 </ignore>
2116 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker).
2120 Unlike locked doors, gates can get shut again after a player has
2121 passed, which makes them more practical in many cases. ]]>
2122 </description>
2123 <use><![CDATA[
2124 Use gates to divide your maps into seperated areas. After solving
2125 area A, the player gains access to area B, and so on. Make your
2126 maps more complex than "one-way". ]]>
2127 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening.
2131 </attribute>
2132 <attribute arch="connected" editor="connection" type="int">
2133 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled.
2136 </attribute>
2137 <attribute arch="wc" editor="position state" type="int">
2138 The &lt;position state&gt; defines the position of the gate:
2139 Zero means completely open/down, the "number of animation-steps" (usually
2140 about 6 or 7) means completely closed/up state. I suggest you don't
2141 mess with this value - Leave the default in place.
2142 </attribute>
2143 &movement_types_terrain;
2144 <attribute arch="no_magic" editor="restrict spells" type="bool">
2145 Restricting the use of spells to pass this gate. This has
2146 an effect only if &lt;block view&gt; is disabled.
2147 </attribute>
2148 <attribute arch="damned" editor="restrict prayers" type="bool">
2149 Restricting the use of prayers to pass this door. This has
2150 an effect only if &lt;block view&gt; is disabled.
2151 </attribute>
2152 </type>
2153
2154 <!--####################################################################-->
2155 <type number="113" name="Girdle">
2156 <import_type name="Amulet" />
2157 <description><![CDATA[
2158 Wearing a girdle, the object's stats will directly be inherited to
2159 the player. Girdles usually provide stats- or damage bonuses and no
2160 defense. ]]>
2161 </description>
2162 <use><![CDATA[
2163 Feel free to create your own special artifacts. However, it is very
2164 important that you keep your artifact in balance with existing maps. ]]>
2165 </use>
2166 <attribute arch="magic" editor="magic bonus" type="int">
2167 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2168 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2169 than direct armour-class bonus on the helmet.
2170
2171 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2172 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2173 &lt;magic bonus&gt; is pointless here.
2174 </attribute>
2175 </type>
2176
2177 <!--####################################################################-->
2178 <type number="100" name="Gloves">
2179 <import_type name="Amulet" />
2180 <description><![CDATA[
2181 Wearing gloves, the object's stats will directly be inherited to
2182 the player. Gloves can add defense or damage bonuses. ]]>
2183 </description>
2184 <use><![CDATA[
2185 Feel free to create your own special artifacts. However, it is very
2186 important that you keep your artifact in balance with existing maps. ]]>
2187 </use>
2188 <attribute arch="magic" editor="magic bonus" type="int">
2189 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2190 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2191 will increase that.
2192 </attribute>
2193 </type>
2194
2195 <!--####################################################################-->
2196 <type number="93" name="Handle">
2197 <ignore>
2198 <ignore_list name="non_pickable" />
2199 </ignore>
2200 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters.
2202 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2203 </description>
2204 <use><![CDATA[
2205 Handles are commonly used to move gates. When placing your lever,
2206 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example. ]]>
2209 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int">
2212 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated.
2214 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this
2217 message to explain the handle's purpose to the player.
2218 </attribute>
2219 </type>
2220
2221 <!--####################################################################-->
2222 <type number="27" name="Handle Trigger">
2223 <import_type name="Handle" />
2224 <ignore>
2225 <ignore_list name="non_pickable" />
2226 </ignore>
2227 <description><![CDATA[
2228 Handle triggers are handles which reset after a short period
2229 of time. Every time it is either applied or reset, the
2230 &lt;connection&gt; value is triggered. ]]>
2231 </description>
2232 <use><![CDATA[
2233 When you connect an ordinary handle to a gate, the gate normally remains
2234 opened after the first player passed. If you want to keep the gate shut,
2235 connecting it to a handle trigger is an easy solution. ]]>
2236 </use>
2237 </type>
2238
2239 <!--####################################################################-->
2240 <type number="88" name="Hazard Floor">
2241 <required>
2242 <attribute arch="is_floor" value="1" />
2243 </required>
2244 <ignore>
2245 <ignore_list name="non_pickable" />
2246 </ignore>
2247 <description><![CDATA[
2248 The best example for Hazard Floor is lava. It works like standard
2249 floor, but damages all creatures standing on it.
2250 Damage is taken in regular time intervals. ]]>
2251 </description>
2252 <use><![CDATA[
2253 The default lava for example does minor damage. But you can turn
2254 it up so that your hazard floor poses a real threat.<br>
2255 Like magic walls, such floors add a permanent thrill to your map.
2256 You can use that to safely chase off too-weak players, or just
2257 to have something different. ]]>
2258 </use>
2259 <attribute arch="is_floor" value="1" type="fixed" />
2260 <attribute arch="lifesave" value="1" type="fixed" />
2261 &move_on;
2262 <attribute arch="no_pick" value="1" type="fixed" />
2263 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2264 This attribute specifys the attacktypes that this floor uses to
2265 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2266 If you want a real tough hazard floor, add more than just one attacktype.
2267 </attribute>
2268 <attribute arch="dam" editor="base damage" type="int">
2269 The &lt;base damage&gt; defines how much damage is inflicted to the
2270 victim per hit. The final damage is influenced by several other
2271 factors like the victim's resistance and level.
2272 </attribute>
2273 <attribute arch="wc" editor="weaponclass" type="int">
2274 &lt;weapon class&gt; improves the chance of hitting the victim.
2275 Lower values are better.
2276 Usually, hazard floors like lava are supposed to hit the
2277 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2278 to something like -30.
2279 </attribute>
2280 <attribute arch="level" editor="attack level" type="int">
2281 I guess this value is supposed to work similar to monster levels.
2282 But in fact, it does not seem to have an effect. Set any non-zero
2283 value to be on the safe side.
2284 </attribute>
2285 <section name="terrain">
2286 &movement_types_terrain;
2287 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2288 This flag indicates this spot contains wood or high grass.
2289 Players with activated woodsman skill can move faster here.
2290 </attribute>
2291 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2292 This flag indicates this spot contains hills or large rocks.
2293 Players with activated mountaineer skill can move faster here.
2294 </attribute>
2295 </section>
2296 <attribute arch="no_magic" editor="no spells" type="bool">
2297 If enabled, it is impossible for players to use (wizard-)
2298 spells on that spot.
2299 </attribute>
2300 <attribute arch="damned" editor="no prayers" type="bool">
2301 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving.
2303 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute>
2309 </type>
2310
2311 <!--####################################################################-->
2312 <type number="34" name="Helmet">
2313 <import_type name="Amulet" />
2314 <description><![CDATA[
2315 Wearing a helmet, the object's stats will directly be inherited to
2316 the player. Normal helmets usually increase defense, while crowns
2317 add more special bonuses like stats/resistances paired with
2318 low defense. ]]>
2319 </description>
2320 <use><![CDATA[
2321 Feel free to create your own special artifacts. However, it is very
2322 important that you keep your artifact in balance with existing maps. ]]>
2323 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int">
2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327 than direct armour-class bonus on the helmet.
2328
2329 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2330 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2331 Crowns for instance typically provide no &lt;amour class&gt;.
2332 </attribute>
2333 </type>
2334
2335 <!--####################################################################-->
2336 <type number="56" name="Holy Altar">
2337 <ignore>
2338 <ignore_list name="non_pickable" />
2339 </ignore>
2340 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and
2343 if you already follow that god, you may get some extra bonus. ]]>
2344 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string">
2347 The altar belongs to the god of the given name. Possible options for
2348 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2349 Gorokh, Valriel and Sorig.
2350
2351 If you want to have an unconsecrated altar, set
2352 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2353 </attribute>
2354 <attribute arch="level" editor="reconsecrate level" type="int">
2355 To re-consecrate an altar, the player's wisdom level must be as
2356 high or higher than this value. In that way, some altars can not
2357 be re-consecrated, while other altars, like those in dungeons, could be.
2358
2359 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2360 Some characters might need those altars, they would be very unhappy to
2361 see them re-consecrated to another cult.
2362 </attribute>
2363 </type>
2364
2365 <!--####################################################################-->
2366 <type number="35" name="Horn">
2367 <ignore>
2368 <attribute arch="title" />
2369 </ignore>
2370 <description><![CDATA[
2371 Horns are very similar to rods. The difference is that horns regenerate
2372 spellpoints faster and thus are more valuable than rods.
2373 <br><br>
2374 A horn contains a spell. The player can use this spell by applying and
2375 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 used endlessly. ]]>
2377 </description>
2378 <use><![CDATA[
2379 Horns are powerful due to their fast recharge rate. They should
2380 never contain high level attacking spells. Even curing/healing spells
2381 are almost too good on a horn. ]]>
2382 </use>
2383 <attribute arch="sp" editor="spell" type="spell">
2384 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2385 horns to players, since they can be used endlessly without any mana cost!
2386 Horns with heal/ restoration/ protection spells, IF available, MUST be
2387 very very VERY hard to get!
2388 </attribute>
2389 <attribute arch="level" editor="casting level" type="int">
2390 The casting level of the &lt;spell&gt; determines it's power.
2391 For attack spells, level should not be set too high.
2392 </attribute>
2393 <attribute arch="hp" editor="initial spellpoints" type="int">
2394 This value represents the initial amount of spellpoints in the horn.
2395 Naturally, this is quite unimportant.
2396 </attribute>
2397 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2398 When the horn is fully charged up, it will hold this maximum amount of
2399 spellpoints. Make sure it is enough to cast the contained spell at least
2400 once. But don't set the value too high, as that might make the horn way
2401 too effective.
2402 </attribute>
2403 <attribute arch="startequip" editor="godgiven item" type="bool">
2404 A godgiven item vanishes as soon as the player
2405 drops it to the ground.
2406 </attribute>
2407 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2408 This text may contain a description of the horn.
2409 </attribute>
2410 </type>
2411
2412 <!--####################################################################-->
2413 <type number="73" name="Inorganic">
2414 <description><![CDATA[
2415 Inorganic materials are generally used as ingredients for
2416 alchemical receipes. By themselves, they have no special
2417 functionalities. ]]>
2418 </description>
2419 <attribute arch="is_dust" editor="is dust" type="bool">
2420 </attribute>
2421 &resistances_basic;
2422 </type>
2423
2424 <!--####################################################################-->
2425 <type number="64" name="Inventory Checker">
2426 <ignore>
2427 <ignore_list name="system_object" />
2428 </ignore>
2429 <description><![CDATA[
2430 Inventory checkers passively check the players inventory for a
2431 specific object. You can set a connected value that is triggered
2432 either if that object is present or missing (-&gt; "last_sp") when a
2433 player walks over the inv. checker. A valid option is to remove the
2434 matching object (usually not recommended, see "last_heal").
2435 <br><br>
2436 Alternatively, you can set your inv. checker to block all players
2437 that do/don't carry the matching object.
2438 <br><br>
2439 As you can see, inv. checkers are quite powerful, holding a
2440 great variety of possibilities. ]]>
2441 </description>
2442 <use><![CDATA[
2443 Putting a check_inventory space in front of a gate (one below) and
2444 one on the opposite side works reasonably well as a control mechanism.
2445 Unlike the key/door-combo, this one works infinite since it is
2446 independant from map reset. Use it to put a "structure" into your
2447 maps: Player must solve area A to gain access to area B. This concept
2448 can be found in nearly every RPG - simple but effective. ]]>
2449 </use>
2450 <attribute arch="no_pick" value="1" type="fixed" />
2451 <attribute arch="slaying" editor="match key string" type="string">
2452 This string specifies the object we are looking for: We have a match
2453 if the player does/don't carry a key object or a mark with identical
2454 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2455 this context. A typical example is the city gate mechanism of scorn.
2456 </attribute>
2457 <attribute arch="race" editor="match arch name" type="string">
2458 This string specifies the object we are looking for: We have a match
2459 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2460 </attribute>
2461 <attribute arch="hp" editor="match type" type="int">
2462 This value specifies the object we are looking for: We have a match
2463 if the player does/don't carry an object that is of type &lt;match type&gt;.
2464
2465 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2466 enabled. Now you have an inv. checker blocking all players that carry any
2467 kind of melee weapon. To pass, a player is forced to leave behind all
2468 his weaponry... bad news for a warrior. ;)
2469 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match.
2472 Disabled means not having that object is a match.
2473 </attribute>
2474 <attribute arch="connected" editor="connection" type="int">
2475 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled.
2478 </attribute>
2479 &movement_types_terrain;
2480 <attribute arch="last_heal" editor="remove match" type="bool">
2481 &lt;remove match&gt; means remove object if found. Setting this is usually not
2482 recommended because inv. checkers are in general invisible. So, unlike
2483 for altars/ locked doors, the player won't expect to lose an object when
2484 walking over that square. And he doesn't even get a message either.
2485
2486 So, *if* you enable &lt;remove match&gt;, make sure
2487 to inform the player what's going on!
2488 </attribute>
2489 </type>
2490
2491 <!--####################################################################-->
2492 <type number="163" name="Item Transformer">
2493 <description><![CDATA[
2494 An item transformer is simply applied, after having marked a 'victim'
2495 item. If the victim is suitable, it will be transformed into something
2496 else.]]>
2497 </description>
2498 <use><![CDATA[
2499 To make an item transformable, you just have to fill the 'slaying' field.
2500 The syntax is:
2501 <br>
2502 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2503 <br>
2504 with [] denoting optional part, and * any number of preceding [].
2505 'new_item' must be the name of an existing archetype.
2506 <br><br>
2507 Example, for object apple: slaying knife:2 half_apple
2508 <br><br>
2509 This means that, when applying a knife (should be an Item Transformer),
2510 one 'apple' will be transformed into 2 'half_apple'.]]>
2511 </use>
2512 <attribute arch="food" editor="number of uses" type="int">
2513 &lt;number of uses&gt; controls how many times the item transformer can
2514 be used. The value 0 means "unlimited"
2515 </attribute>
2516 <attribute arch="slaying" editor="verb" type="string">
2517 Contains the verb that is used to construct a message to the player
2518 applying the item transformer.
2519 </attribute>
2520 <attribute arch="startequip" editor="godgiven item" type="bool">
2521 A godgiven item vanishes as soon as the player
2522 drops it to the ground.
2523 </attribute>
2524 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2525 This text may contain a description of the item transformer.
2526 </attribute>
2527 </type>
2528
2529 <!--####################################################################-->
2530 <type number="60" name="Jewel">
2531 <description><![CDATA[
2532 Items of the type Gold &amp; Jewels are handled like a currency.
2533 Unlike for any other type of item, in shops, the buy- and selling
2534 prices differ only marginally. ]]>
2535 </description>
2536 <attribute arch="race" value="gold and jewels" type="fixed" />
2537 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538 This text may describe the object.
2539 </attribute>
2540 </type>
2541
2542 <!--####################################################################-->
2543 <type number="24" name="Key">
2544 <description><![CDATA[
2545 When carrying a key, a normal door can be opened. The key will
2546 disappear. ]]>
2547 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player
2550 drops it to the ground.
2551 </attribute>
2552 </type>
2553
2554 <!--####################################################################-->
2555 <type number="20" name="Locked Door">
2556 <ignore>
2557 <ignore_list name="non_pickable" />
2558 </ignore>
2559 <description><![CDATA[
2560 A locked door can be opened only when carrying
2561 the appropriate special key. ]]>
2562 </description>
2563 <use><![CDATA[
2564 If you want to create a locked door that cannot be opened (no key),
2565 set a &lt;key string&gt; like "no_key_available". This will clearify things
2566 and only a fool would create a key matching that string.
2567
2568 Door-objects can not only be used for "doors". In many maps these
2569 are used with all kinds of faces/names, especially often as
2570 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2571 There you have magic forces (door objects) put under certain artifact
2572 items. To get your hands on the artifacts, you need to bring up the
2573 appropriate quest items (key objects). ]]>
2574 </use>
2575 <attribute arch="move_type" value="0" type="fixed" />
2576 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string">
2578 The &lt;key string&gt; in the door must be identical with the
2579 &lt;key string&gt; in the special key, then the door is unlocked.
2580 It is VERY important to set the &lt;key string&gt; to something that
2581 is unique among the Deliantra mapset.
2582
2583 DONT EVER USE the default string "set_individual_value".
2584 </attribute>
2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2586 Restricting the use of spells to pass this door.
2587 This should be set in most cases.
2588 (Don't forget that the spell "dimension door" is easily
2589 available at about wisdom level 10).
2590 </attribute>
2591 <attribute arch="damned" editor="restrict prayers" type="bool">
2592 Restricting the use of prayers to pass this door.
2593 This should be set in most cases.
2594 </attribute>
2595 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2596 When a player is trying to open the door without carrying the
2597 appropriate key, this text is displayed to the player. This is
2598 a good opportunity to place hints about the special key needed
2599 to unlock the door.
2600 </attribute>
2601 </type>
2602
2603 <!--####################################################################-->
2604 <type number="29" name="Magic Ear">
2605 <ignore>
2606 <ignore_list name="system_object" />
2607 </ignore>
2608 <description><![CDATA[
2609 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword. ]]>
2611 </description>
2612 <use><![CDATA[
2613 Whenever you put magic_ears on your maps, make sure there are
2614 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615 something like a gate that is opened by speaking "open" or
2616 "sesame", expecting the player to figure this out all by himself.
2617 <br><br>
2618 Magic_ears are typically used for interaction with NPCs. You
2619 can create the impression that the NPC actually *does* something
2620 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite
2622 creative here. ]]>
2623 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int">
2626 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated.
2628 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should
2631 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2632 Any number of keywords from one to infinite is allowed. Make sure
2633 they are seperated by a '|'.
2634
2635 Examples: "@match yes", "@match gold|treasure". The connected
2636 value will be triggerd when the player speaks any of the given
2637 keywords within a two-square radius. IMPORTANT: Upper/lower case
2638 does not make a difference!
2639 </attribute>
2640 </type>
2641
2642 <!--####################################################################-->
2643 <type number="62" name="Magic Wall">
2644 <ignore>
2645 <ignore_list name="non_pickable" />
2646 </ignore>
2647 <description><![CDATA[
2648 Magic walls fire spells in a given direction, in regular intervals.
2649 Magic walls can contain any spell. However, some spells do not
2650 operate very successfully in them. The only way to know is to test
2651 the spell you want to use with a wall.
2652 <br><br>
2653 Several types of magical walls are predefined for you in the
2654 archetypes, and can be found on the "connected" Pickmap. ]]>
2655 </description>
2656 <use><![CDATA[
2657 Spellcasting walls pose an interesting alternative to monsters.
2658 Usually they are set to be undestroyable. Thus, while monsters
2659 in a map can be cleared out, the magic walls remain. Low level
2660 characters for example will not be able to pass through their
2661 spell-area, hence they cannot loot a map that a high level character
2662 might have cleared out.
2663 <br><br>
2664 Another point of magic walls is that if the player dies, he has to face
2665 them all again. Magic walls can add a kind of "permanent thrill" to
2666 your maps.
2667 <br><br>
2668 Be careful that your magic walls don't kill the monsters on a map. If
2669 placing monsters, eventually take ones that are immune to the
2670 walls' spell(s).
2671 <br><br>
2672 It is possible to make walls rotate when triggered. But that is so
2673 confusing (and useless IMHO) that I did not mention it above. You
2674 can find a working example on the map
2675 "/pup_land/castle_eureca/castle_eureca8". ]]>
2676 </use>
2677 <attribute arch="dam" editor="spell" type="spell">
2678 The magic wall will cast this &lt;spell&gt;.
2679 </attribute>
2680 <attribute arch="level" editor="spell level" type="int">
2681 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2682 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map.
2685 </attribute>
2686 <attribute arch="connected" editor="connection" type="int">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast
2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect.
2690 </attribute>
2691 &activate_on;
2692 <attribute arch="speed" editor="casting speed" type="float">
2693 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2694 You can fine-tune how long the duration between two casts shall
2695 be. If you want to create a wall that can be activated (cast per
2696 trigger) via connected lever/button/etc, you must set "speed 0".
2697 </attribute>
2698 &speed_left;
2699 <attribute arch="sp" editor="direction" type="list_direction">
2700 The magic wall will cast it's spells always in the specified
2701 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2702 always fire in a random direction.
2703 </attribute>
2704 &movement_types_terrain;
2705 <section name="destroyable">
2706 <attribute arch="alive" editor="is destroyable" type="bool">
2707 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2708 destroyed by the player. If disabled, all other attributes on
2709 this tab, as well as resistances, are meaningless.
2710 </attribute>
2711 <attribute arch="hp" editor="hitpoints" type="int">
2712 The more &lt;hitpoints&gt; the wall has, the longer
2713 it takes to be destroyed.
2714 </attribute>
2715 <attribute arch="maxhp" editor="max hitpoints" type="int">
2716 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2717 can have. This only makes sense if the wall can regain health.
2718 </attribute>
2719 <attribute arch="ac" editor="armour class" type="int">
2720 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2721 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2722 to &lt;weapon class&gt;.
2723 </attribute>
2724 </section>
2725 &resistances_basic;
2726 </type>
2727
2728 <!--####################################################################-->
2729 <type number="55" name="Marker">
2730 <ignore>
2731 <ignore_list name="system_object" />
2732 </ignore>
2733 <description><![CDATA[
2734 A marker is an object that inserts an invisible force (a mark) into a
2735 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory
2737 checkers. It is also possible to use markers for removing marks again.
2738 <br><br>
2739 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps. ]]>
2741 </description>
2742 <use><![CDATA[
2743 Markers hold real cool possibilities for map-making. I encourage
2744 you to use them frequently. However there is one negative point
2745 about markers: Players don't "see" what's going on with them. It is
2746 your task, as map-creator, to make sure the player is always well
2747 informed and never confused.
2748 <br><br>
2749 Please avoid infinite markers when they aren't needed. They're
2750 using a little space in the player file after all, so if there
2751 is no real purpose, set an expire time. ]]>
2752 </use>
2753 <attribute arch="no_pick" value="1" type="fixed" />
2754 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one.
2758 </attribute>
2759 <attribute arch="connected" editor="connection" type="int">
2760 When the detector is triggered, all objects with the same
2761 connection value get activated.
2762 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something
2765 standing on the marker. Set this value rather high to make
2766 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2767 should do fine.
2768 </attribute>
2769 &speed_left;
2770 <attribute arch="food" editor="mark duration" type="int">
2771 This value defines the duration of the force it inserts.
2772 If nonzero, the duration of the player's mark is finite:
2773 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2774 means the mark will stay on the player forever.
2775 </attribute>
2776 <attribute arch="name" editor="delete mark" type="string">
2777 When the player steps onto the marker, all existing forces in
2778 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2779 will be removed. If you don't want to remove any marks, leave
2780 this textfield empty.
2781
2782 Note that the string &lt;delete mark&gt; is set as the name of
2783 this marker. So don't be confused, and remember changing the
2784 name will take effect on the marker's functionality.
2785 </attribute>
2786 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2787 In the moment when the player gets marked, this text is displayed
2788 to him. You should really set a message in any marker you create,
2789 because it's the only way for the player to notice what's going on.
2790 </attribute>
2791 </type>
2792
2793 <!--####################################################################-->
2794 <type number="36" name="Money">
2795 <ignore>
2796 <attribute arch="unpaid" />
2797 </ignore>
2798 <description><![CDATA[
2799 Items of the type Money are handled as currency.
2800 Money cannot be sold/bought in shops. When money is dropped
2801 in a shop, it stays the same.<br>
2802 When a player picks an item from a shop and attempts to
2803 walk over the shop mat, the item's selling-price is automatically
2804 subtracted from the player's money.
2805 <br><br>
2806 For money, always use the default arches.
2807 Don't modify them. ]]>
2808 </description>
2809 <attribute arch="race" value="gold and jewels" type="fixed" />
2810 </type>
2811
2812 <!--####################################################################-->
2813 <type number="0" name="Monster &amp; NPC">
2814 <required>
2815 <attribute arch="is_floor" value="0" />
2816 <attribute arch="alive" value="1" />
2817 <attribute arch="tear_down" value="0" />
2818 </required>
2819 <ignore>
2820 <attribute arch="material" />
2821 <attribute arch="name_pl" />
2822 <attribute arch="nrof" />
2823 <attribute arch="value" />
2824 <attribute arch="unpaid" />
2825 </ignore>
2826 <description><![CDATA[
2827 Monsters can behave in various kinds of ways.
2828 They can be aggressive, attacking the player. Or peaceful,
2829 helping the player - maybe joining him as pet.
2830 The unagressive creatures who communicate with players are
2831 usually called "NPCs" (Non Player Character), a well-known
2832 term in role-play environments. ]]>
2833 </description>
2834 <use><![CDATA[
2835 Monsters play a central role in most maps. Choosing the right
2836 combination of monsters for your map is vital:
2837 <UL>
2838 <LI> Place only monsters of slightly varying (increasing) strength.
2839 It's no fun to play for two hours just to find out the last
2840 monster is unbeatable. Similar, it's not exciting to fight orcs
2841 after passing a room of dragons.<br>
2842 This rule applies only for linear maps (one room after the other),
2843 with treasure at the end. You can sprinkle the treasure around,
2844 or make non-linear maps - That is often more entertaining.
2845 <LI> Places with high level monsters must not be easy to reach.
2846 Balrogs, Dragonmen and the likes should be at the end of a quest,
2847 not at the beginning.
2848 <LI> Don't stick monsters together that tend to kill each other.
2849 Fire- and cold dragons in one room for example is a bad idea.
2850 By weakening and killing each other they are easy prey for players,
2851 not worth the experience they hold.
2852 <LI> Create your own monsters, especially for "boss"-type monsters.
2853 Having stage-bosses guarding treasure is a lot of fun when done right.
2854 Avoid to create monsters with completely non-intuitive abilities:
2855 Don't give ice-spells to firedragons or vice versa. Don't add
2856 draining attack to trolls, etc. Additionally, you should inform the
2857 player before he bumps right into some very special/unusual monster.
2858 <LI> Last but not least: Always keep an eye on the experience your monsters
2859 hold. Design your maps in a way that high experience
2860 is always well-defended. Don't make large rooms full with only one kind
2861 of monster. Keep in mind the different abilities/techniques players
2862 can use.
2863 </UL>
2864 I know it's impossible to make the perfectly balanced map. There's always
2865 some part which is found too easy or too hard for a certain kind of player.
2866 Just give it your best shot. And listen to feedback from players if you
2867 receive some. :-) ]]>
2868 </use>
2869 <attribute arch="alive" value="1" type="fixed" />
2870 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871 When the monster is killed, items from the treasurelist will
2872 drop to the ground. This is a common way to reward players
2873 for killing (masses of) monsters.
2874
2875 Note that you can always put items into the monster's
2876 inventory. Those will drop-at-kill just like the stuff
2877 from the &lt;treasurelist&gt;.
2878 </attribute>
2879 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880 Set this flag to move treasure items created into the environment (map)
2881 instead of putting them into the object.
2882 </attribute>
2883 <attribute arch="level" editor="level" type="int">
2884 A monster's &lt;level&gt; is the most important attribute.
2885 &lt;level&gt; affects the power of a monster in various ways.
2886 </attribute>
2887 <attribute arch="race" editor="race" type="string">
2888 Every monster should have a race set to categorize it.
2889 The monster's &lt;race&gt; can have different effects:
2890 Slaying weapons inflict tripple damage against enemy races
2891 and holy word kills only enemy races of the god.
2892 </attribute>
2893 <attribute arch="exp" editor="experience" type="int">
2894 When a player kills this monster, he will get exactly this
2895 amount of &lt;experience&gt;. The experience will flow into
2896 the skill-category the player used for the kill.
2897
2898 If you create special monsters of tweaked strenght/abilities,
2899 always make sure that the &lt;experience&gt; is set to a
2900 reasonable value. Compare with existing arches to get a feeling
2901 what reasonable means. Keep in mind that spellcasting monsters
2902 are a lot harder to kill than non-spellcasters!
2903 </attribute>
2904 <attribute arch="speed" editor="speed" type="float">
2905 The &lt;speed&gt; determines how fast a monster will both move
2906 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907 </attribute>
2908 &speed_left;
2909 <attribute arch="other_arch" editor="breed monster" type="string">
2910 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2911 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2912 can be set to any valid arch-name of a monster. Multipart monster
2913 should not be used.
2914 </attribute>
2915 <attribute arch="generator" editor="multiply" type="bool">
2916 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2917 every once in a while. Mice are a good example for this effect.
2918 If enabled, you must also set &lt;breed monster&gt; or check
2919 &lt;template generation&gt; and put other monsters in the inventory.
2920 </attribute>
2921 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2922 This only takes effect if &lt;multiply&gt; is enabled. The monster
2923 will create a new monster every once in a while by duplicating it's inventory.
2924 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2925 Each time the monster need to generate an object, it will be
2926 a randomly chosen item from the inventory. When generator is destroyed,
2927 inventory is destroyed.
2928 </attribute>
2929 &move_type;
2930 <attribute arch="undead" editor="undead" type="bool">
2931 Several spells only affect undead monsters:
2932 turn undead, banish undead, holy word, etc.
2933 </attribute>
2934 <attribute arch="carrying" editor="carries weight" type="int">
2935 If a monster has something in the inventory, this
2936 value can be set to reflect the slowdown due to
2937 the carried weight.
2938 </attribute>
2939 <attribute arch="precious" editor="precious" type="bool">
2940 Set this flag to indicate that this monster is precious, i.e.
2941 it should not be lightly destroyed. This is most useful on pets and
2942 keeps the server from destroying them on destroy_pets/monster floors
2943 and will try to save them when the player logs out.
2944 </attribute>
2945
2946 <section name="melee">
2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948 This number is a bitmask, specifying the monster's attacktypes
2949 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2950 Strong monsters often have more than just physical attacktype.
2951
2952 When a monster with multiple attacktypes hits aan oponent, it will do
2953 as much damage as the "best" of it's attacktypes does. So, the more
2954 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2955 somehow exceptions.
2956 </attribute>
2957 <attribute arch="dam" editor="damage" type="int">
2958 Among other parameters, &lt;damage&gt; affects how much melee damage
2959 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2960 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2961 take effect on the melee damage of a monster.
2962 </attribute>
2963 <attribute arch="wc" editor="weapon class" type="int">
2964 Monsters of high &lt;weapon class&gt; are more likely to really hit
2965 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2966 to &lt;armour class&gt;.
2967 </attribute>
2968 <attribute arch="hp" editor="health points" type="int">
2969 The &lt;health points&gt; of a monster define how long it takes to
2970 kill it. With every successful hit from an opponent, &lt;health points&gt;
2971 get drained - The monster dies by zero &lt;health points&gt;.
2972 </attribute>
2973 <attribute arch="maxhp" editor="max health" type="int">
2974 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2975 monster can have.
2976 </attribute>
2977 <attribute arch="ac" editor="armour class" type="int">
2978 Monsters of low &lt;armour class&gt; are less likely to get hit from
2979 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2980 to &lt;weapon class&gt;.
2981 Values typically range between +20 (very bad) to -20 (quite good).
2982 </attribute>
2983 <attribute arch="Con" editor="healing rate" type="int">
2984 Monsters regenerate this many health points each 4 ticks. Hence, the
2985 healing rate is independent of &lt;speed&gt;.
2986 </attribute>
2987 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2988 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2989 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2990 bounce off.
2991 </attribute>
2992 <attribute arch="hitback" editor="hitback" type="bool">
2993 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2994 to the amount of damage the *attacker* inflicted. This damage
2995 is additional to the regular melee damage of the monster.
2996 As far as I know, hitback uses acid attacktype, and it only takes
2997 effect if the monster actually has acid attacktype at it's disposal.
2998 Acid spheres for example use this feature.
2999 </attribute>
3000 <attribute arch="one_hit" editor="one hit only" type="bool">
3001 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3002 to a player.
3003 </attribute>
3004 </section>
3005
3006 <section name="spellcraft">
3007 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3008 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3009 Only wands/rods/etc can be used, given the appropriate abilities.
3010 </attribute>
3011 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3012 A monster with this flag has the ability to &lt;reflect spells&gt;,
3013 all kinds of spell-bullets and -beams will bounce off.
3014
3015 Generally this flag should not be set because it puts
3016 wizard-type players at an unfair disadvantage.
3017 </attribute>
3018 <attribute arch="sp" editor="spellpoints" type="int">
3019 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3020 them for both wizard- and prayer-spells. However, this value defines
3021 only the amount of *initial* spellpoints the monster starts with.
3022 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3023 and &lt;spellpoint regen.&gt; are more important than just initial
3024 &lt;spellpoints&gt;.
3025 </attribute>
3026 <attribute arch="maxsp" editor="max spellpoints" type="int">
3027 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3028 can hold. Setting this to high values has little effect unless
3029 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3030 "regenerate mana" at it's disposal.
3031 </attribute>
3032 <attribute arch="Pow" editor="spellpoint regen." type="int">
3033 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3034 spellpoint regeneration rate is independent of &lt;speed&gt;.
3035
3036 To make a real tough spellcasting monster, the rate of spellpoint
3037 regeneration is most important. If your monster is still not casting
3038 fast enough, give it the spell-ability of "regenerate mana".
3039 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3040 </attribute>
3041 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3042 Click on the &lt;attuned paths&gt; button to select spellpaths.
3043 The creature will get attuned to the specified spellpaths.
3044 </attribute>
3045 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3046 Click on the &lt;repelled paths&gt; button to select spellpaths.
3047 The creature will get repelled to the specified spellpaths.
3048 </attribute>
3049 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3050 Click on the &lt;denied paths&gt; button to select spellpaths.
3051 The creature won't be able to cast spells of the specified paths.
3052 </attribute>
3053 </section>
3054
3055 <section name="ability">
3056 <attribute arch="Int" editor="detect hidden" type="int">
3057 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3058 hidden/invisible creatures. Higher values make for better
3059 detection-skills. Enabling &lt;see invisible&gt; makes this value
3060 obsolete.
3061 </attribute>
3062 <attribute arch="see_invisible" editor="see invisible" type="bool">
3063 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3064 with by invisible or hiding players. This flag is a must-have
3065 for high-level monsters. When a monster is unable to detect
3066 invisible players, it can be killed without fighting back.
3067 </attribute>
3068 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3069 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3070 by spells of darkness or dark maps. This flag is a "should-have"
3071 for high-level monsters. When a monster is unable to see in
3072 darkness, players can cast darkness and sneak around it safely.
3073 </attribute>
3074 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3075 Monster is able to wield weapon type objects.
3076 </attribute>
3077 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3078 Monster is able to use missile-weapon type objects.
3079 </attribute>
3080 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3081 Monster is able to wear protective equipment like brestplate
3082 armour, shields, helmets etc.
3083 </attribute>
3084 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3085 Monster is able to wear rings.
3086 </attribute>
3087 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3088 Monster is able to use wands and staves.
3089 </attribute>
3090 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3091 Monster is able to use rods.
3092 </attribute>
3093 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3094 Monster is able to read scrolls.
3095 </attribute>
3096 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3097 Monster is able to use skills from it's inventory.
3098 For example, you can put a throwing skill object and some
3099 boulders into the monster's object and set &lt;can use skills&gt;.
3100 </attribute>
3101 </section>
3102
3103 <section name="behave">
3104 <attribute arch="monster" editor="monster behaviour" type="bool">
3105 When &lt;monster behaviour&gt; is enabled, this object will behave
3106 like a monster: It can move and attack enemies (which are
3107 typically players).
3108 This flag should be set for all monsters as-such.
3109 Monsters which don't move, like guards, should also have
3110 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3111 It should *not* be set for things like immobile generators.
3112 </attribute>
3113 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3114 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3115 </attribute>
3116 <attribute arch="friendly" editor="friendly" type="bool">
3117 &lt;friendly&gt; monsters help the player, attacking any
3118 non-friendly monsters in range.
3119 </attribute>
3120 <attribute arch="stand_still" editor="stand still" type="bool">
3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3122 When agressive, they will attack all enemies who get close to
3123 them. This behaviour is commonly known from castle guards.
3124
3125 In older versions of Deliantra it was possible to eventually
3126 push a &lt;stand still&gt;-monster out of position by force.
3127 I believe this is no longer possible. Neverthless, you should
3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3129 to "defend" something: Such monsters are rather easy to kill.
3130 It's good for low level maps, but not much more.
3131 </attribute>
3132 <attribute arch="sleep" editor="asleep" type="bool">
3133 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3134 &lt;sensing range&gt; of the monster. Usually the sensing range is
3135 larger than the players line of sight. Due to that, in most cases
3136 the player won't ever notice weither a monster was asleep or not.
3137 </attribute>
3138 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3139 This entry defines which kinds of environment actions the
3140 creature is able to perform.
3141 </attribute>
3142 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3143 Click on the &lt;pick up&gt; button and select which types of objects
3144 the creature should try to pick up.
3145
3146 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3147 etc are set, then the creature will pick up the matching items even
3148 if this is not set here.
3149 </attribute>
3150 <attribute arch="Wis" editor="sensing range" type="int">
3151 &lt;sensing range&gt; determines how close a player needs to be before
3152 the creature wakes up. This is done as a square, for reasons of speed.
3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154 11x11 square of the monster will wake the monster up. If the player
3155 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute>
3157 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3158 If this is set to default, the standard mode of movement will be used.
3159 </attribute>
3160 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3161 This movement is not in effect when the monster has an enemy and should
3162 only be used for non agressive monsters.
3163 </attribute>
3164 <attribute arch="run_away" editor="run at % health" type="int">
3165 This is a percentage value in the range 0-100.
3166 When the monster's health points drop below this percentage
3167 (relative to max health), it attempts to run away from the
3168 attacker.
3169 </attribute>
3170 </section>
3171 &resistances_basic;
3172 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3173 </attribute>
3174 </type>
3175
3176 <!--####################################################################-->
3177 <type number="28" name="Monster (Grimreaper)">
3178 <import_type name="Monster &amp; NPC" />
3179 <ignore>
3180 <attribute arch="material" />
3181 <attribute arch="name_pl" />
3182 <attribute arch="nrof" />
3183 <attribute arch="value" />
3184 <attribute arch="unpaid" />
3185 </ignore>
3186 <description>
3187 A grimreaper is a monster that vanishes after it did some number of
3188 draining attacks.
3189 </description>
3190 <section name="grimreaper">
3191 <attribute arch="value" editor="attacks" type="int">
3192 The object vanishes after this number of draining attacks.
3193 </attribute>
3194 </section>
3195 </type>
3196
3197 <!--####################################################################-->
3198 <type number="65" name="Mood Floor">
3199 <ignore>
3200 <ignore_list name="system_object" />
3201 </ignore>
3202 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster
3206 could be calmed. ]]>
3207 </description>
3208 <use><![CDATA[
3209 Mood floors are absolutely cool for NPC interaction. To make an
3210 unaggressive monster/NPC attack, put a creator with "other_arch
3211 furious_floor" under it. Connect the creator to a magic_ear, so the
3212 player speaks a keyword like "stupid sucker" - and the monster attacks.
3213 <br><br>
3214 To turn an NPC into a pet, put a charm_floor under it and connect
3215 it directly to a magic_ear. Then the player speaks a keyword like
3216 "help me" - and the NPC joins him as pet.
3217 <br><br>
3218 (Of course you must always give clear hints about keywords!
3219 And there is no reason why you couldn't use a button/lever/pedestal
3220 etc. instead of a magic_ear.) ]]>
3221 </use>
3222 <attribute arch="no_pick" value="1" type="fixed" />
3223 <attribute arch="last_sp" editor="mood" type="list_mood">
3224 &lt;mood&gt; is used to determine what will happen to the
3225 monster when affected by the mood floor:
3226
3227 &lt;mood&gt; 'furious': Makes all monsters aggressive
3228
3229 &lt;mood&gt; 'angry': As above but pets are unaffected
3230
3231 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3232
3233 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3234
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not
3237 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value!
3239 </attribute>
3240 <attribute arch="connected" editor="connection" type="int">
3241 This should only be set in combination with &lt;mood number&gt; 4.
3242 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated.
3245
3246 Typically it is connected to an altar, for buying a "hireling".
3247 But a powerful pet could as well be the reward for solving a
3248 quest. Or even better: It could be *part* of a quest!
3249 </attribute>
3250 <attribute arch="no_magic" editor="no spells" type="bool">
3251 If enabled, it is impossible for players to use (wizard-)
3252 spells on that spot.
3253 </attribute>
3254 <attribute arch="damned" editor="no prayers" type="bool">
3255 If enabled, it is impossible for players to use prayers
3256 on that spot. It also prevents players from saving.
3257 </attribute>
3258 </type>
3259
3260 <!--####################################################################-->
3261 <type number="40" name="Mover">
3262 <ignore>
3263 <ignore_list name="non_pickable" />
3264 </ignore>
3265 <description><![CDATA[
3266 Movers move the objects above them. However, only living objects
3267 are affected (monsters/NPCs always, players optional). Movers have
3268 a direction, so players can be made to move in a pattern, and so
3269 can monsters. Motion is involuntary. Additionally, players or
3270 monsters can be "frozen" while ontop of movers so that they MUST
3271 move along a chain of them.
3272 <br><br>
3273 Multisquare monsters can be moved as well, given
3274 enough space. Movers are usually invisible. ]]>
3275 </description>
3276 <use><![CDATA[
3277 NEVER EVER consider a mover being unpassable in the backwards
3278 direction. Setting "forced movement" makes it seemingly impossible
3279 but there is still a trick: One player can push a second player
3280 past the mover, in opposite to the mover's direction! The more
3281 movers, the more players needed. Hence, don't make a treasure
3282 room that is surrounded by movers instead of solid walls/gates.
3283 <br><br>
3284 Btw, it does not make a difference putting movers above or
3285 below the floor. Moreover, movers that are set to be invisible
3286 cannot be discovered with the show_invisible spell.
3287 <br><br>
3288 Note that Movers and Directors are seperate objects, even though
3289 they look and act similar. Directors only do spells/missiles,
3290 while movers only do living creatures (depending on how it
3291 is set: monsters and players). ]]>
3292 </use>
3293 <attribute arch="attacktype" editor="forced movement" type="bool">
3294 If forced movement is enabled, the mover "freezes" anyone it
3295 moves (so they are forced to move along a chain).
3296 For players there is no way to escape this forced movement,
3297 except being pushed by a second player.
3298 </attribute>
3299 <attribute arch="maxsp" editor="freeze duration" type="int">
3300 The player will be "frozen" for that many moves.
3301 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3302 enabled, then &lt;freeze duration&gt; gets assigned the
3303 "default value" 2 automatically.
3304 </attribute>
3305 <attribute arch="speed" editor="movement speed" type="float">
3306 The movement speed value determines how fast a chain of
3307 these movers will push a player along (default is -0.2).
3308 </attribute>
3309 &speed_left;
3310 <attribute arch="sp" editor="direction" type="list_direction">
3311 The mover will push creatures in the specified &lt;direction&gt;.
3312 A mover with direction set to &lt;none&gt; will spin clockwise,
3313 thus pushing creatures in unpredictable directions.
3314 </attribute>
3315 <attribute arch="lifesave" editor="gets used up" type="bool">
3316 If enabled, the mover gets "used up" after a certain number of moves
3317 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3318 </attribute>
3319 <attribute arch="hp" editor="number of uses" type="int">
3320 This value has only a meaning if &lt;gets used up&gt; is set:
3321 &lt;number of uses&gt; is the number of times minus one, that it
3322 will move a creature before disappearing. (It will move
3323 someone &lt;number of uses&gt;+1 times, then vanish).
3324 </attribute>
3325 <section name="targets">
3326 <attribute arch="level" editor="move players" type="bool">
3327 If &lt;move players&gt; is enabled, both players and monsters will be
3328 moved. In the arches' default it is disabled - thus ONLY monsters
3329 get moved. Remember that "monsters" includes NPCs!
3330
3331 This feature provides you with the possibility to make NPCs
3332 literally "come to life". Example: The player is talking with an
3333 NPC, speaking a certain keyword. This triggers a magic_ear and
3334 activates creators, creating (per default: monster-only) movers
3335 under the NPC's feet. The NPC starts "walking" on a predefined
3336 route! Note that it's useful to set this NPC immune to everything,
3337 preventing the player to push the NPC off his trace.
3338 </attribute>
3339 <attribute arch="move_on" editor="movement type" type="movement_type">
3340 Which movement types activate the mover.
3341 </attribute>
3342 </section>
3343 </type>
3344
3345 <!--####################################################################-->
3346 <type number="17" name="Pedestal">
3347 <ignore>
3348 <ignore_list name="non_pickable" />
3349 </ignore>
3350 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects.
3352 When a predefined type of living creature steps on the pedestal, the
3353 connected value is triggered. ]]>
3354 </description>
3355 <use><![CDATA[
3356 If you want to create a place where only players of a certain race
3357 can enter, put a teleporter over your pedestal. So the teleporter is
3358 only activated for players of the matching race. Do not use gates,
3359 because many other players could sneak in. If you put powerful
3360 artifacts into such places, generally set "startequip 1", so that
3361 they are preserved for that one race and can't be traded to others. ]]>
3362 </use>
3363 <attribute arch="no_pick" value="1" type="fixed" />
3364 <attribute arch="slaying" editor="match race" type="string">
3365 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3366 matches the monster's or the player's race, we have a match.
3367 Yes, pedestals can detect a player's race! E.g. you could create a
3368 place where only fireborns can enter, by setting "slaying unnatural".
3369
3370 If it is set to "player", any player stepping on the pedestal
3371 is a match. Very useful if you want to open a gate for players
3372 but not for monsters.
3373 </attribute>
3374 <attribute arch="connected" editor="connection" type="int">
3375 When the pedestal is triggered, all objects with the same
3376 connection value get activated.
3377 </attribute>
3378 &move_on;
3379 </type>
3380
3381 <!--####################################################################-->
3382 <type number="94" name="Pit">
3383 <ignore>
3384 <ignore_list name="non_pickable" />
3385 </ignore>
3386 <description><![CDATA[
3387 Pits are holes, transporting the player when he walks (and falls) into them.
3388 A speciality about pits is that they don't transport the player to
3389 the exact destination, but within a two-square radius of the destination
3390 (never on blocked squares).<br>
3391 Optionally, pits can get closed and opened, similar to gates.<br><br>
3392 Monsters and items are affected by pits just as well as players.
3393 Even multipart monsters can fall through them, given enough space. ]]>
3394 </description>
3395 <use><![CDATA[
3396 Pits can add interesting effects to your map. When using them, make
3397 sure to use them in a "logical way": Pits should always drop the
3398 player to some kind of lower level. They should not be used to
3399 randomly interconnect maps like teleporters do. ]]>
3400 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="connected" editor="connection" type="int">
3403 When a &lt;connection&gt; value is set, the pit can be opened/closed
3404 by activating the connection.
3405 </attribute>
3406 &activate_on;
3407 <attribute arch="hp" editor="destination X" type="int">
3408 The pit will transport creatures (and items) randomly into a two-square
3409 radius of the destination coordinates.
3410 If the destination square becomes blocked, the pit will act like
3411 being filled up and not work anymore!
3412 </attribute>
3413 <attribute arch="sp" editor="destination Y" type="int">
3414 The pit will transport creatures (and items) randomly into a two-square
3415 radius of the destination coordinates.
3416 If the destination square becomes blocked, the pit will act like
3417 being filled up and not work anymore!
3418 </attribute>
3419 <attribute arch="wc" editor="position state" type="int">
3420 The &lt;position state&gt; defines the position of the gate:
3421 Zero means completely open/down, the "number of animation-steps" (usually
3422 about 6 or 7) means completely closed/up state. I suggest you don't
3423 mess with this value - Leave the default in place.
3424 </attribute>
3425 &move_on;
3426 </type>
3427
3428 <!--####################################################################-->
3429 <type number="7" name="Poison Food">
3430 <description><![CDATA[
3431 When eating, the player's stomache is drained by 1/4 of food.
3432 If his food drops to zero, the player might even die. ]]>
3433 </description>
3434 </type>
3435
3436 <!--####################################################################-->
3437 <type number="5" name="Potion">
3438 <description><![CDATA[
3439 The player can drink these and gain various kinds of benefits
3440 (/penalties) by doing so. ]]>
3441 </description>
3442 <use><![CDATA[
3443 One potion should never give multiple benefits at once. ]]>
3444 </use>
3445 <attribute arch="level" editor="potion level" type="int">
3446 If the potion contains a spell, the spell is cast at this level.
3447 For other potions it should be set at least to 1.
3448 </attribute>
3449 <attribute arch="sp" editor="spell" type="spell">
3450 When a player drinks this potion, the selected spell
3451 will be casted (once). This should work for any given spell.
3452 E.g. heal is "sp 35", magic power is "sp 67".
3453 </attribute>
3454 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3455 There are two types of special effects for potions:
3456 'life restoration' - restore the player's stats lost by death or draining
3457 (this has nothing in common with the restoration spell!)
3458 'improvement' - increase the player's maximum health/mana/grace
3459 by a very small amount.
3460 </attribute>
3461 <attribute arch="cursed" editor="cursed" type="bool">
3462 If a potion is cursed, benefits generally turn into penalties.
3463 Note that potions can be "uncursed" by praying over an altar,
3464 with relative ease. *But* the potion must be identified to notice
3465 that it is cursed &gt;:)
3466 </attribute>
3467 <attribute arch="startequip" editor="godgiven item" type="bool">
3468 A godgiven item vanishes as soon as the player
3469 drops it to the ground.
3470 </attribute>
3471 &player_stat_resist_sections;
3472 </type>
3473
3474 <!--####################################################################-->
3475 <type number="156" name="Power Crystal">
3476 <description><![CDATA[
3477 Power crystals can store a player's mana:
3478 When the player applies the crystal with full mana, half of
3479 it flows into the crystal. When the player applies it with
3480 lacking mana, the crystal replenishes the player's mana. ]]>
3481 </description>
3482 <attribute arch="sp" editor="initial mana" type="int">
3483 &lt;initial mana&gt; is the amount of spellpoints that the
3484 crystal holds when the map is loaded.
3485 </attribute>
3486 <attribute arch="maxsp" editor="mana capacity" type="int">
3487 The &lt;mana capacity&gt; defines how much mana can be stored
3488 in the crystal. This is what makes the crystal interesting.
3489 Wizard-players will always seek for crystals with large
3490 capacities.
3491 </attribute>
3492 </type>
3493
3494 <!--####################################################################-->
3495 <type number="13" name="Projectile">
3496 <description><![CDATA[
3497 Projectiles like arrows/crossbow bolts are used as ammunition
3498 for shooting weapons.
3499 <br><br>
3500 It's very easy to add new pairs of weapons &amp; projectiles.
3501 Just set matching &lt;ammunition class&gt; both for shooting
3502 weapon and projectile. ]]>
3503 </description>
3504 <use><![CDATA[
3505 If you want to create new kinds of projectiles, you could
3506 add an alchemical receipe to create these.
3507
3508 Don't create new pairs of weapons &amp; projectiles unless
3509 they really fullfill a useful purpose. In fact, even bows
3510 and crossbows are rarely ever used. ]]>
3511 </use>
3512 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3513 This number is a bitmask, specifying the projectile's attacktypes.
3514 Attacktypes are: physical, magical, fire, cold.. etc.
3515 This works identical to melee weapons. Note that shooting
3516 weapons cannot have attacktypes.
3517 </attribute>
3518 <attribute arch="race" editor="ammunition class" type="string">
3519 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3520 these projectiles. For arrows set "arrows", for crossbow bolts
3521 set "crossbow bolts" (big surprise).
3522
3523 In certain cases, the ammunition class is displayed in the game.
3524 Hence, when you create a new ammunition class, choose an
3525 intuitive name like "missiles", "spirit bolts" - whatever.
3526
3527 You can also make special containers holding these projectiles
3528 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3529 </attribute>
3530 <attribute arch="slaying" editor="slaying race" type="string">
3531 Slaying means the weapon does tripple (3x) damage to monsters
3532 of the specified race. If &lt;slaying race&gt; matches an arch name,
3533 only monsters of that archtype receive tripple damage.
3534 Tripple damage is very effective.
3535 </attribute>
3536 <attribute arch="dam" editor="damage" type="int">
3537 The projectile &lt;damage&gt; significantly affects the damage
3538 done. Damage can be further increased by the shooting
3539 weapon's attributes.
3540 </attribute>
3541 <attribute arch="wc" editor="weaponclass" type="int">
3542 This value is supposed to be the base &lt;weaponclass&gt;,
3543 but it seems to have rather little effect.
3544 High values are good here, low values bad.
3545 </attribute>
3546 <attribute arch="food" editor="chance to break" type="int">
3547 The &lt;chance to break&gt; defines the breaking probability when this
3548 projectile hits an obstacle, e.g. wall or monster.
3549 The value is the %-chance to break, ranging from 0 (never breaking)
3550 to 100 (breaking at first shot).
3551 </attribute>
3552 <attribute arch="magic" editor="magic bonus" type="int">
3553 Magic bonus increases chance to hit and damage a little bit.
3554 </attribute>
3555 <attribute arch="unique" editor="unique item" type="bool">
3556 Unique items exist only one time on a server. If the item
3557 is taken, lost or destroyed - it's gone for good.
3558 </attribute>
3559 <attribute arch="startequip" editor="godgiven item" type="bool">
3560 A godgiven item vanishes as soon as the player
3561 drops it to the ground.
3562 </attribute>
3563 <attribute arch="no_drop" editor="don't drop" type="bool">
3564 When a monster carries a projectile with &lt;don't drop&gt;,
3565 this item will never drop to the ground but
3566 vanish instead. If this object is shot, it can still drop
3567 after hitting an obstacle. You can prevent this by
3568 setting &lt;chance to break&gt; 100.
3569 </attribute>
3570 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3571 This text may describe the projectile. This
3572 could be nice for very special ones.
3573 </attribute>
3574 </type>
3575
3576 <!--####################################################################-->
3577 <type number="70" name="Ring">
3578 <import_type name="Amulet" />
3579 <description><![CDATA[
3580 Rings are worn on the hands - one ring each.
3581 Wearing rings, the object's stats will directly be inherited to
3582 the player. Usually enhancing his spellcasting potential. ]]>
3583 </description>
3584 <use><![CDATA[
3585 When you create an artifact ring, never forget that players can
3586 wear <B>two</B> rings! Due to that it is extremely important to
3587 keep rings in balance with the game.
3588 <br><br>
3589 Also keep in mind that rings are generally the wizard's tools.
3590 They should primarily grant bonuses to spellcasting abilities
3591 and non-physical resistances. ]]>
3592 </use>
3593 </type>
3594
3595 <!--####################################################################-->
3596 <type number="3" name="Rod">
3597 <ignore>
3598 <attribute arch="title" />
3599 </ignore>
3600 <description><![CDATA[
3601 A rod contains a spell. The player can use this spell by applying and
3602 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3603 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3604 used endlessly. ]]>
3605 </description>
3606 <use><![CDATA[
3607 Rods with healing/curing spells are extremely powerful. Usually, potions have
3608 to be used for that purpose. Though, potions are expensive and only good for
3609 one-time-use.<br> ]]>
3610 </use>
3611 <attribute arch="sp" editor="spell" type="spell">
3612 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3613 rods to players, since they can be used endlessly without any mana cost!
3614 Rods with heal/ restoration/ protection spells, IF available, MUST be
3615 very very VERY hard to get!
3616 </attribute>
3617 <attribute arch="level" editor="casting level" type="int">
3618 The casting level of the &lt;spell&gt; determines it's power.
3619 For attack spells, level should be set to something reasonable.
3620 </attribute>
3621 <attribute arch="hp" editor="initial spellpoints" type="int">
3622 This value represents the initial amount of spellpoints in the rod.
3623 Naturally, this is quite unimportant.
3624 </attribute>
3625 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3626 When the rod is fully charged up, it will hold this maximum amount of
3627 spellpoints. Make sure it is enough to cast the contained spell at least
3628 once. But don't set the value too high, as that might make the rod
3629 too effective.
3630 </attribute>
3631 <attribute arch="startequip" editor="godgiven item" type="bool">
3632 A godgiven item vanishes as soon as the player
3633 drops it to the ground.
3634 </attribute>
3635 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3636 This text may contain a description of the rod.
3637 </attribute>
3638 </type>
3639
3640 <!--####################################################################-->
3641 <type number="154" name="Rune">
3642 <ignore>
3643 <attribute arch="no_pick" />
3644 <attribute arch="title" />
3645 <attribute arch="name_pl" />
3646 <attribute arch="weight" />
3647 <attribute arch="value" />
3648 <attribute arch="material" />
3649 <attribute arch="unpaid" />
3650 </ignore>
3651 <description><![CDATA[
3652 A rune is a magical enscription on the dungeon floor.
3653 <br><br>
3654 Runes hit any monster or person who steps on them for 'dam' damage in
3655 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3656 and will cast this spell when it detonates. Yet another kind is the
3657 "summoning rune", summoning predefined monsters of any kind, at detonation.
3658 <br><br>
3659 Many runes are already defined in the archetypes. ]]>
3660 </description>
3661 <use><![CDATA[
3662 Avoid monsters stepping on your runes. For example, summoning runes
3663 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3664 </use>
3665 <attribute arch="no_pick" value="1" type="fixed" />
3666 &move_on;
3667 <attribute arch="level" editor="rune level" type="int">
3668 This value sets the level the rune will cast the spell it contains at,
3669 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3670 (&lt;rune level&gt; 0 runes won't detonate at all!)
3671
3672 Level Also effects how easily a rune may be found and disarmed, and
3673 how much experience the player gets for doing so. Beware: High level
3674 runes can be quite a cheap source of experience! So either make them
3675 tough, or keep the level low.
3676 </attribute>
3677 <attribute arch="Cha" editor="visibility" type="int">
3678 This value determines what fraction of the time the rune is visible:
3679 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3680 how easily the rune may be found.
3681 </attribute>
3682 <attribute arch="hp" editor="number of charges" type="int">
3683 The rune will detonate &lt;number of charges&gt; times before disappearing.
3684 </attribute>
3685 <attribute arch="dam" editor="direct damage" type="int">
3686 &lt;direct damage&gt; specifies how much damage is done by the rune,
3687 if it doesn't contain a spell. This should be set in reasonable
3688 relation to the rune's level.
3689 </attribute>
3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3691 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3692 attribute defines what attacktype to use for direct damage when
3693 the rune detonates.
3694 </attribute>
3695 <section name="spellcraft">
3696 <attribute arch="sp" editor="spell" type="spell">
3697 The selected &lt;spell&gt; defines the spell in the rune, if any.
3698 (Many runes do direct damage).
3699 </attribute>
3700 <attribute arch="slaying" editor="spell name" type="string">
3701 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3702 but if present, overrides the &lt;spell&gt; setting.
3703 </attribute>
3704 <attribute arch="other_arch" editor="spell arch" type="string">
3705 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3706 is optional, but if present, overrides the &lt;spell&gt; setting.
3707 You can choose any of the existing arches.
3708 </attribute>
3709 <attribute arch="maxsp" editor="direction" type="list_direction">
3710 If set, the rune will cast it's containing spell (if any) in
3711 this &lt;direction&gt;.In most cases this appears useless because
3712 the spell directly hits the player.
3713 </attribute>
3714 <attribute arch="race" editor="summon monster" type="string">
3715 If this is set to the arch name of any monster, together with
3716 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3717 of those on detonation. (dam and attacktype will still be ignored
3718 in this case). Runes are even capable of summoning multi-square
3719 monsters, given enough space. You'd better test it though.
3720 </attribute>
3721 <attribute arch="maxhp" editor="summon amount" type="int">
3722 This should only be set to a summoning rune. It will then summon
3723 that many creatures of the kind &lt;summon monster&gt;.
3724 </attribute>
3725 </section>
3726 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3727 When the rune detonates, this text is displayed to the
3728 victim. For especially powerful runes, create an appropriate
3729 thrilling description. ;)
3730 </attribute>
3731 </type>
3732
3733 <!--####################################################################-->
3734 <type number="106" name="Savebed">
3735 <ignore>
3736 <ignore_list name="non_pickable" />
3737 </ignore>
3738 <description><![CDATA[
3739 When the player applies a savebed, he is not only saved. Both his
3740 respawn-after-death and his word-of-recall positions are pointing
3741 to the last-applied savebed. ]]>
3742 </description>
3743 <use><![CDATA[
3744 Put savebed locations in towns, do not put them into dungeons.
3745 It is absolutely neccessary that a place with savebeds is 100% secure.
3746 That means:
3747 <UL>
3748 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3749 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3750 <LI> Insert a reliable exit! Make sure there is no possibility that
3751 players get trapped in a savebed location.
3752 <LI> If possible, mark the whole site as no-spell area (Insert this
3753 arch called "dungeon_magic" everywhere). This is not required,
3754 but it makes the place much more safe.
3755 </UL> ]]>
3756 </use>
3757 <attribute arch="no_pick" value="1" type="fixed" />
3758 <attribute arch="no_magic" value="1" type="fixed" />
3759 <attribute arch="damned" value="1" type="fixed" />
3760 </type>
3761
3762 <!--####################################################################-->
3763 <type number="111" name="Scroll">
3764 <ignore>
3765 <attribute arch="title" />
3766 </ignore>
3767 <description><![CDATA[
3768 Scrolls contain spells (similar to spell-potions). Unlike potions,
3769 scrolls require a certain literacy skill to read successfully.
3770 Accordingly, for a successful reading, a small amount of
3771 experience is gained. Scrolls allow only one time usage, but
3772 usually they are sold in bulks. ]]>
3773 </description>
3774 <use><![CDATA[
3775 For low level quests, scrolls of healing/curing-spells
3776 can be a nice reward. At higher levels, scrolls become less
3777 and less useful. ]]>
3778 </use>
3779 <attribute arch="level" editor="casting level" type="int">
3780 The spell of the scroll will be casted at this level.
3781 This value should always be set, at least to 1.
3782 </attribute>
3783 <attribute arch="sp" editor="spell" type="spell">
3784 When a player/monster applies this scroll, the selected &lt;spell&gt;
3785 will be casted (once). This should work for any given spell.
3786 </attribute>
3787 <attribute arch="startequip" editor="godgiven item" type="bool">
3788 A godgiven item vanishes as soon as the player
3789 drops it to the ground.
3790 </attribute>
3791 </type>
3792
3793 <!--####################################################################-->
3794 <type number="33" name="Shield">
3795 <import_type name="Amulet" />
3796 <description><![CDATA[
3797 Wearing a shield, the object's stats will directly be inherited to
3798 the player. Shields usually provide good defense, only surpassed
3799 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3800 </description>
3801 <use><![CDATA[
3802 Feel free to create your own special artifacts. However, it is very
3803 important that you keep your artifact in balance with existing maps. ]]>
3804 </use>
3805 <attribute arch="magic" editor="magic bonus" type="int">
3806 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3807 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3808 than direct armour-class bonus on the shield.
3809 </attribute>
3810 </type>
3811
3812 <!--####################################################################-->
3813 <type number="14" name="Shooting Weapon">
3814 <description><![CDATA[
3815 Shooting weapons like bows/crossbows are used to shoot projectiles
3816 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3817 wielded both at the same time. Like with any other equipment,
3818 stats/bonuses from shooting weapons are directly inherited to the player.
3819 <br><br>
3820 It's very easy to add new pairs of weapons &amp; projectiles.
3821 Just set matching &lt;ammunition class&gt; both for shooting
3822 weapon and projectile. ]]>
3823 </description>
3824 <use><![CDATA[
3825 Shooting weapons should not add bonuses in general. There's already
3826 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3827 Shooting weapons should especially not add bonuses to the player
3828 that have nothing to do with schooting. A Wisdom bonus on a bow
3829 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3830 - still crap. ]]>
3831 </use>
3832 <attribute arch="race" editor="ammunition class" type="string">
3833 Only projectiles with matching &lt;ammunition class&gt; can be fired
3834 with this weapon. For normal bows set "arrows", for normal
3835 crossbows set "crossbow bolts".
3836
3837 In certain cases, the ammunition class is displayed in the game.
3838 Hence, when you create a new ammunition class, choose an
3839 intuitive name like "missiles", "spirit bolts" - whatever.
3840 </attribute>
3841 <attribute arch="sp" editor="shooting speed" type="int">
3842 After shooting a projectile, the player is frozen for a short
3843 period of time (to prevent shooting arrows machine-gun-like).
3844 The greater &lt;shooting speed&gt;, the shorter this period of time.
3845 1 is minimum (=worst) and 100 is maximum (=best) value.
3846
3847 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3848 SET IT TO ZERO! (That would freeze the player for eternety).
3849 </attribute>
3850 <attribute arch="dam" editor="base damage" type="int">
3851 The &lt;base damage&gt; significantly affects the damage done
3852 by using this weapon. This damage is added to the projectile
3853 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3854 according to the player's strength is added.
3855 </attribute>
3856 <attribute arch="wc" editor="weaponclass" type="int">
3857 This value is supposed to be the base &lt;weaponclass&gt;,
3858 but it seems to have rather little effect.
3859 High values are good here, low values bad.
3860 </attribute>
3861 <attribute arch="item_power" editor="item power" type="int">
3862 The &lt;item power&gt; value measures how "powerful" an artifact is.
3863 Players will only be able to wear equipment with a certain total
3864 amount of &lt;item power&gt;, depending on their own level. This is the
3865 only way to prevent low level players to wear "undeserved" equipment
3866 (like gifts from other players or cheated items).
3867
3868 It is very important to adjust the &lt;item power&gt; value carefully
3869 for every artifact you create! If zero/unset, the Deliantra server will
3870 calculate a provisional value at runtime, but this is never
3871 going to be an accurate measurement of &lt;item power&gt;.
3872 </attribute>
3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
3874 Usually the player's strentgh takes effect on the damage
3875 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3876 the player's strength is ignored.
3877 </attribute>
3878 <attribute arch="damned" editor="damnation" type="bool">
3879 A damned shooting weapon cannot be unwielded unless
3880 the curse is removed. Removing damnations is
3881 a tick harder than removing curses.
3882 </attribute>
3883 <attribute arch="cursed" editor="curse" type="bool">
3884 A cursed shooting weapon cannot be unwielded unless
3885 the curse is removed.
3886 </attribute>
3887 <attribute arch="unique" editor="unique item" type="bool">
3888 Unique items exist only one time on a server. If the item
3889 is taken, lost or destroyed - it's gone for good.
3890 </attribute>
3891 <attribute arch="startequip" editor="godgiven item" type="bool">
3892 A godgiven item vanishes as soon as the player
3893 drops it to the ground.
3894 </attribute>
3895 <section name="stats">
3896 <attribute arch="Str" editor="strength" type="int">
3897 The player's strentgh will rise/fall by the given value
3898 while wearing this shooting weapon.
3899 </attribute>
3900 <attribute arch="Dex" editor="dexterity" type="int">
3901 The player's dexterity will rise/fall by the given value
3902 while wearing this shooting weapon.
3903 </attribute>
3904 <attribute arch="Con" editor="constitution" type="int">
3905 The player's constitution will rise/fall by the given value
3906 while wearing this shooting weapon.
3907 </attribute>
3908 <attribute arch="Int" editor="intelligence" type="int">
3909 The player's intelligence will rise/fall by the given value
3910 while wearing this shooting weapon.
3911 </attribute>
3912 <attribute arch="Pow" editor="power" type="int">
3913 The player's power will rise/fall by the given value
3914 while wearing this shooting weapon.
3915 </attribute>
3916 <attribute arch="Wis" editor="wisdom" type="int">
3917 The player's wisdom will rise/fall by the given value while
3918 wearing this shooting weapon.
3919 </attribute>
3920 <attribute arch="Cha" editor="charisma" type="int">
3921 The player's charisma will rise/fall by the given value
3922 while wearing this shooting weapon.
3923 </attribute>
3924 </section>
3925 <section name="bonus">
3926 <attribute arch="luck" editor="luck bonus" type="int">
3927 With positive luck bonus, the player is more likely to
3928 succeed in all sorts of things (spellcasting, praying,...).
3929 Unless the &lt;luck bonus&gt; is very high, the effect will be
3930 barely visible in-game. Luck bonus on one piece of equipment
3931 should never exceed 3, and such bonus should not be too
3932 frequently available.
3933 </attribute>
3934 <attribute arch="magic" editor="magic bonus" type="int">
3935 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3936 I'm not sure what exactly is increased - maybe weaponclass?
3937 However, &lt;magic bonus&gt; seems to have a little bit of positive
3938 influence on your chance to hit.
3939 </attribute>
3940 </section>
3941 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3942 This text describes the weapons's "story". Every decent artifact weapon
3943 should have such a description.
3944 </attribute>
3945 </type>
3946
3947 <!--####################################################################-->
3948 <type number="68" name="Shop Floor">
3949 <ignore>
3950 <ignore_list name="non_pickable" />
3951 </ignore>
3952 <description><![CDATA[
3953 Shop floor is used for shops. It acts like a combination of the
3954 common floor- and the treasure type: When the map is loaded,
3955 randomitems (depending on the setings) are generated on it.
3956 These items are all flagged as unpaid.
3957 When a player drops an item onto shop floor, the item becomes
3958 unpaid and the player receives payment according to the item's
3959 selling-value.
3960 Shopfloor always prevents magic (To hinder players from burning
3961 or freezing the goods). ]]>
3962 </description>
3963 <use><![CDATA[
3964 Tile your whole shop-interior space which shop floor.
3965 (That assures players receive payment for dropping items).
3966 Place shop mats to enter/leave the shop, and make sure
3967 there is no other exit than the shop mat. ]]>
3968 </use>
3969 <attribute arch="is_floor" value="1" type="fixed" />
3970 <attribute arch="no_pick" value="1" type="fixed" />
3971 <attribute arch="no_magic" value="1" type="fixed" />
3972 <attribute arch="auto_apply" editor="generate goods" type="bool">
3973 If enabled, items will appear on this square when the map is loaded.
3974 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3975 are generated. The items will be unpaid.
3976 </attribute>
3977 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3978 This entry determines what kind of treasure will appear, when
3979 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3980 for details about existing treasurelists.
3981 </attribute>
3982 <attribute arch="exp" editor="quality level" type="int">
3983 The &lt;quality level&gt; will be used for the quality of the generated
3984 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3985 doesn't need to be set, unless you want extraordinarily good/bad
3986 quality. If you want to make a shop with very high quality, meaybe
3987 charge an entrance fee, or make the shop hard-to-come-by.
3988 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3989 and appearance of artifact-items.
3990 </attribute>
3991 <attribute arch="damned" editor="no prayers" type="bool">
3992 If enabled, it is impossible for players to use prayers
3993 on that spot. It also prevents players from saving.
3994 (Remember that &lt;no magic&gt; is always set for shop floors.)
3995 </attribute>
3996 </type>
3997
3998 <!--####################################################################-->
3999 <type number="69" name="Shop Mat">
4000 <ignore>
4001 <ignore_list name="non_pickable" />
4002 </ignore>
4003 <description><![CDATA[
4004 Shop mats are used for entering/leaving shops. You should always
4005 have exactly TWO shop mats on your shop-map: One inside the
4006 "shopping-area" and one outside. Shop mats don't use exit paths/
4007 or -destinations. When stepping onto a shopmat the player gets beamed
4008 to the nearest other mat. If the player has unpaid items in his
4009 inventory, the price gets charged from his coins automatically.
4010 If the player has insufficient coins to buy his unpaid items, he
4011 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4012 </description>
4013 <use><![CDATA[
4014 As stated above, always place TWO shop mats into your shop.
4015 Not more and not less than that. ]]>
4016 </use>
4017 <attribute arch="no_pick" value="1" type="fixed" />
4018 &move_on;
4019 </type>
4020
4021 <!--####################################################################-->
4022 <type number="98" name="Sign &amp; MagicMouth">
4023 <ignore>
4024 <ignore_list name="non_pickable" />
4025 </ignore>
4026 <description><![CDATA[
4027 The purpose of a sign or magic_mouth is to display a certain message to
4028 the player. There are three ways to have the player get this message:
4029 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4030 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4031 </description>
4032 <use><![CDATA[
4033 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4034 some true roleplay feeling to your maps, support your storyline or give
4035 hints about hidden secrets/dangers. Place signs to provide the player
4036 with all kinds of useful information for getting along in your maps. ]]>
4037 </use>
4038 <attribute arch="connected" editor="connection" type="int">
4039 When a connection value is set, the message will be printed whenever
4040 the connection is triggered. This should be used in combination with
4041 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4042 If activating your magic_mouth this way, the message will not only be
4043 printed to one player, but all players on the current map.
4044 </attribute>
4045 &activate_on;
4046 &move_on;
4047 <attribute arch="food" editor="counter" type="int">
4048 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4049 (printing the message) only that many times. For signs this really shouldn't
4050 be used, while for magic_mouths it is extremely helpful.
4051 Monsters walking over the magic_mouth do not decrease the counter.
4052
4053 Often, you might want to have a message displayed only one time. For example:
4054 The player enters your map and you put a magic_mouth to tell him about the
4055 monsters and how dangerous they look and all. Later, when all the monsters
4056 are killed and the player leaves the map, displaying the same message a
4057 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4058 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4059 </attribute>
4060 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4061 This text will be displayed to the player.
4062 </attribute>
4063 </type>
4064
4065 <type number="150" name="Shop Inventory">
4066 <ignore>
4067 <ignore_list name="non_pickable" />
4068 </ignore>
4069 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4070 </description>
4071 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4072 </use>
4073 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4074 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4075 the map that will be searched for unpaid items.
4076 </attribute>
4077 </type>
4078
4079 <!--####################################################################-->
4080 <type number="43" name="Skill">
4081 <ignore>
4082 <ignore_list name="system_object" />
4083 </ignore>
4084 <description><![CDATA[
4085 Skills are objects which exist in the player/monster inventory.
4086 Both NPC/monsters and players use the same skill archetypes. Not all skills
4087 are enabled for monster use however. ]]>
4088 </description>
4089 <use><![CDATA[
4090 For mapmaking, Skill objects serve two purposes:
4091 <p>First, the predefined skill archtypes (in the 'skills' directory)
4092 can be seen as the global skill definitions. A skill which doesn't
4093 exists as an archtype cannot be learned or used by players. When you
4094 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4095 of defined skill archtypes, because those strings are used as a reference in
4096 many skill-related objects.
4097 </p><p>
4098 Secondly, in order to enable monsters to use skills, you will need to
4099 copy default skill archtypes into the monsters' inventories.
4100 You can even customize the skills by changing stats. It is not
4101 recommended however, to use skills in your maps which are totally
4102 unrelated to any predefined skill archtype.</p> ]]>
4103 </use>
4104 <attribute arch="invisible" value="1" type="fixed" />
4105 <attribute arch="no_drop" value="1" type="fixed" />
4106 <attribute arch="skill" editor="skill name" type="string">
4107 The &lt;skill name&gt; is used for matchings. When a usable
4108 object has an identical &lt;skill name&gt;, players
4109 (or monsters) will need this skill to apply/use the object.
4110 </attribute>
4111 <attribute arch="expmul" editor="exp multiplier" type="float">
4112 This is the ratio of experience the players total should increase by
4113 when this skill is used. If this is zero, then experience only goes to
4114 to the skill. Values higher than 1 are allowed. Note that experience
4115 rewarded to the players total is in addition to that given to the
4116 skill. Eg, if player should get 500 exp for using a skill, and
4117 expmul is 1, the player will get 500 added to that skill as well as
4118 500 to their total.
4119 </attribute>
4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4121 The &lt;skill type&gt; defines the base functionality of the skill.
4122 Skill types are hardcoded in the Deliantra server. It isn't hard to
4123 create new skill types, but it requires a bit of server-coding.
4124 </attribute>
4125 <attribute arch="level" editor="level" type="int">
4126 </attribute>
4127 <attribute arch="exp" editor="experience" type="int">
4128 </attribute>
4129 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4130 The &lt;is native skill&gt; flag has an effect only when this
4131 skill object is placed in the inventory of a monster (or player).
4132 If it is set, the monster or player knows the skill natively, which
4133 means he does not need a skill tool to use it.
4134 </attribute>
4135 </type>
4136
4137 <!--####################################################################-->
4138 <type number="130" name="Skill Scroll">
4139 <description><![CDATA[
4140 By reading a skill scroll, a player has a chance to learn the
4141 contained skill. ]]>
4142 </description>
4143 <use><![CDATA[
4144 Skill scrolls are very much sought for by players. Currently,
4145 all skill scrolls are sold in shops randomly, which is in fact not
4146 a good system. It would be nice to have some cool quests with
4147 skill scrolls rewarded at the end. ]]>
4148 </use>
4149 <attribute arch="race" value="scrolls" type="fixed" />
4150 <attribute arch="skill" editor="skill name" type="string">
4151 The &lt;skill name&gt; matches the skill object that can
4152 be learned from this scroll.
4153 </attribute>
4154 </type>
4155
4156 <!--####################################################################-->
4157 <type number="21" name="Special Key">
4158 <ignore>
4159 <attribute arch="material" />
4160 </ignore>
4161 <description><![CDATA[
4162 When carrying the appropriate special key, a locked door can
4163 be opened. The key will dissapear.
4164 <br><br>
4165 This object-type can also be used for "passport"-like items:
4166 When walking onto an invetory checker, a gate for example might
4167 get opened. The "passport" will stay in the player's inventory. ]]>
4168 </description>
4169 <use><![CDATA[
4170 How to make a "passport": You take the special key arch
4171 (archetype name is "key2"), set the face to something like
4172 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4173 certainly must match with the appropiate inventory checker.
4174 <br><br>
4175 Of course you can be creative with names and faces of
4176 key-objects. A "mysterious crystal" or a "big dragon claw"
4177 (with appropriate faces) appear more interesting than just
4178 a "strange key", or "passport". ]]>
4179 </use>
4180 <attribute arch="slaying" editor="key string" type="string">
4181 This string must be identical with the &lt;key string&gt; in the
4182 locked door, then it can be unlocked. It can also be used
4183 to trigger inventory checkers.
4184 </attribute>
4185 <attribute arch="material" editor="material" type="bitmask_material">
4186 For Special Keys, material should always be unset or set
4187 to Adamantite. This prevents the key from getting
4188 burned or otherwise destroyed.
4189 </attribute>
4190 <attribute arch="unique" editor="unique item" type="bool">
4191 Unique items exist only one time on a server. If the item
4192 is taken, lost or destroyed - it's gone for good.
4193
4194 This can be used if you want to sell apartments on your
4195 map: Simply sell a unique passport/key, and place
4196 an inventory checker at the entrance of your apartment.
4197 </attribute>
4198 <attribute arch="startequip" editor="godgiven item" type="bool">
4199 A godgiven item vanishes as soon as the player
4200 drops it to the ground.
4201 </attribute>
4202 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4203 This will add a description to the object. The player can read
4204 this text by clicking on the item in his inventory. Use this
4205 message to describe what the key/passport is good for. A player
4206 might have 50 different keys on his key-ring. Don't expect
4207 players to recall their purpose just by their names.
4208 </attribute>
4209 </type>
4210
4211 <!--####################################################################-->
4212 <type number="101" name="Spell">
4213 <ignore>
4214 <ignore_list name="system_object" />
4215 </ignore>
4216 <description><![CDATA[
4217 Spell objects define a spell. When a spell is put in a spellbook,
4218 players can learn it by reading the book. Once learned, players
4219 can use the spell as often as they like. With increasing skill level
4220 of the player, spells may gain power but also increase cost.<br>
4221 Monsters can use spells which are put in their inventory (provided
4222 that certain "enabling" settings are correct). The monster's
4223 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4224 </description>
4225 <use><![CDATA[
4226 A lot of the spells' settings can be tuned and customized.
4227 When creating new spells which are accessible to players, it is
4228 important to think about balance. A single spell which is too
4229 powerful and/or too easy to use can eventually toss the whole skill
4230 and magic school system out of whack. Testing new spells is
4231 quite important therefore. ]]>
4232 </use>
4233 <attribute arch="no_drop" value="1" type="fixed" />
4234 <attribute arch="invisible" value="1" type="fixed" />
4235 <attribute arch="skill" editor="skill name" type="string">
4236 The &lt;skill name&gt; matches the skill which is needed
4237 to cast this spell. This should be one out of "sorcery",
4238 "pyromancy", "evocation", "summoning" or "praying".
4239 If you want to fiddle with these, please take care not
4240 to upset the concept and balance of the various skills.
4241 </attribute>
4242 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4243 The &lt;spell type&gt; defines the basic type of spell.
4244 Some of these types are of a more generic nature than others.
4245 </attribute>
4246 <attribute arch="level" editor="spell level" type="int">
4247 </attribute>
4248 <attribute arch="casting_time" editor="casting time" type="int">
4249 </attribute>
4250 <attribute arch="duration" editor="duration" type="int">
4251 </attribute>
4252 <attribute arch="other_arch" editor="create object" type="string">
4253 </attribute>
4254 <attribute arch="sp" editor="cost spellpoints" type="int">
4255 </attribute>
4256 <attribute arch="grace" editor="cost grace" type="int">
4257 </attribute>
4258 <attribute arch="maxsp" editor="double cost per level" type="int">
4259 </attribute>
4260 </type>
4261
4262 <!--####################################################################-->
4263 <type number="85" name="Spellbook">
4264 <description><![CDATA[
4265 By reading a spellbook, the player has a chance of learning the
4266 contained spell. Once learned from a book, the spell is available
4267 forever. Spellbooks with high level spells require some skill-level
4268 to read.<br><br>
4269 You can create widely customized spells only by adjusting the
4270 spell object in the spellbooks inventory. Refer to the description
4271 of spell objects for detailed information how to customize spells.<br>
4272 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4273 with a compilation of spells that the book may contain. ]]>
4274 </description>
4275 <use><![CDATA[
4276 Don't put any of the godgiven spells into a spellbook! These are
4277 reserved for the followers of the appropriate cults. Handing them
4278 out in a spellbook would violate the balance between different religions.
4279 <br><br>
4280 Note that there is no fundamental difference between the spellbooks
4281 of varying schools (pyromancy, sorcery, evocation, summoning, and
4282 even praying). The difference lies only in the spells they contain.
4283 It is up to you, the mapmaker, to pick the right type of book
4284 for your spells. ]]>
4285 </use>
4286 <attribute arch="skill" value="literacy" type="fixed" />
4287 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4288 There are two ways to put spells into a spellbook:
4289 1. Put a spell object in the books inventory. In this case,
4290 treasurelist must be set to &lt;none&gt;.
4291 2. Choose a treasurelist which contains spells.
4292 In that way, a spell will be chosen randomly from the list.
4293 </attribute>
4294 <attribute arch="startequip" editor="godgiven item" type="bool">
4295 A godgiven item vanishes as soon as the player
4296 drops it to the ground.
4297 </attribute>
4298 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4299 This text may contain a nice description
4300 of the spellbook's cover or something.
4301 </attribute>
4302 </type>
4303
4304 <!--####################################################################-->
4305 <type number="90" name="Spinner">
4306 <ignore>
4307 <ignore_list name="non_pickable" />
4308 </ignore>
4309 <description><![CDATA[
4310 Spinners change the direction of spell objects and other projectiles
4311 that fly past. Unlike directors, it does make a difference from what
4312 angle you shoot into the spinner. The direction of objects flying past
4313 is always changed by a certain degree. ]]>
4314 </description>
4315 <use><![CDATA[
4316 Spinners are very rarely used. I believe they are quite
4317 confusing and pointless. The only use I can think of is building
4318 some puzzle about where to shoot into spinners to shoot somewhere you
4319 otherwise couldn't.
4320
4321 When placing spinners on a map with magic walls, make sure the spell-
4322 projectiles from magic walls don't get to fly in loops. ]]>
4323 </use>
4324 <attribute arch="sp" editor="direction number" type="int">
4325 The spinner will change the direction of flying objects by
4326 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4327 positive values counter clockwise.
4328
4329 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4330 </attribute>
4331 &move_on;
4332 </type>
4333
4334 <!--####################################################################-->
4335 <type number="138" name="Swamp">
4336 <ignore>
4337 <ignore_list name="non_pickable" />
4338 </ignore>
4339 <description><![CDATA[
4340 Swamp areas show a special behaviour:
4341 When a player stands still on a swamp-square for too long,
4342 he will start to sink in and eventually drown and die.
4343 Items dropped on the swamp sink in and dissapear.
4344 Players with knowledge of the woodsman skill are a lot less likely
4345 to die in the swamp. ]]>
4346 </description>
4347 <attribute arch="is_floor" value="1" type="fixed" />
4348 <attribute arch="is_wooded" value="1" type="fixed" />
4349 <attribute arch="speed" editor="drowning speed" type="float">
4350 The higher the &lt;drowning speed&gt;, the faster will players and items
4351 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4352 and unexpected death-trap. Players should get a warning before such areas.
4353 </attribute>
4354 &speed_left;
4355 &move_on;
4356 &movement_types_terrain;
4357 <attribute arch="no_magic" editor="no spells" type="bool">
4358 If enabled, it is impossible for players to use (wizard-)
4359 spells on that spot.
4360 </attribute>
4361 <attribute arch="damned" editor="no prayers" type="bool">
4362 If enabled, it is impossible for players to use prayers
4363 on that spot. It also prevents players from saving.
4364 </attribute>
4365 </type>
4366
4367 <!--####################################################################-->
4368 <type number="41" name="Teleporter">
4369 <ignore>
4370 <ignore_list name="non_pickable" />
4371 </ignore>
4372 <description><![CDATA[
4373 When the player walks into a teleporter, he is transferred to a
4374 different location. The main difference to the object-type exit
4375 is the possibility to have teleporters connected to levers/buttons/etc.
4376 Sometimes teleporters are activated even against the players will.
4377 <br><br>
4378 Unlike exits, teleporters can also transfer items and
4379 monsters to different locations on the same map. ]]>
4380 </description>
4381 <use><![CDATA[
4382 When creating maps, I guess sooner or later you'll want to have
4383 an invisible teleporter. If using "invisible 1", the teleporter
4384 can still be discovered with the show_invisible spell. And in
4385 some cases you can't place it under the floor to prevent this.
4386 <br><br>
4387 Fortunately, there is a cool trick to make a perfectly invisible
4388 teleporter: You simply add teleporter functionality to the floor
4389 itself. That means: You take the floor arch (e.g. "flagstone"),
4390 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4391 </use>
4392 <attribute arch="slaying" editor="exit path" type="string">
4393 The exit path specifies the map that the player is transferred to.
4394 &lt;exit path&gt; can be an absolute path, beginning with '/'
4395 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4396 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4397 for example I could use the relative path "Fire1"). Use relative
4398 paths whenever possible! Note that upper/lower case must always be
4399 set correctly. However, please use lower case only.
4400
4401 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4402 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4403 monsters and items. In this case, the destined map is automatically
4404 the same map the teleporter is on.
4405 </attribute>
4406 <attribute arch="hp" editor="destination X" type="int">
4407 The exit destinations define the (x, y)-coordinates where the exit
4408 leads to.
4409
4410 If both are set to zero and &lt;exit path&gt; is empty, the player will
4411 get teleported to another, randomly chosen teleporter on the same
4412 map (Slightly confusing for the player though). Make sure there
4413 actually *is* a second one in that case.
4414
4415 If both are set to zero and &lt;exit path&gt; is set, the player will
4416 be transferred to the "default enter location" of the destined map.
4417 The latter can be set in the map-properties as "Enter X/Y". Though,
4418 please DO NOT use that. It turned out to be a source for numerous
4419 map-bugs.
4420 </attribute>
4421 <attribute arch="sp" editor="destination Y" type="int">
4422 The exit destinations define the (x, y)-coordinates where the exit
4423 leads to.
4424
4425 If both are set to zero and &lt;exit path&gt; is empty, the player will
4426 get teleported to another, randomly chosen teleporter on the same
4427 map (Slightly confusing for the player though). Make sure there
4428 actually *is* a second one in that case.
4429
4430 If both are set to zero and &lt;exit path&gt; is set, the player will
4431 be transferred to the "default enter location" of the destined map.
4432 The latter can be set in the map-properties as "Enter X/Y". Though,
4433 please DO NOT use that. It turned out to be a source for numerous
4434 map-bugs.
4435 </attribute>
4436 <attribute arch="connected" editor="connection" type="int">
4437 If a connection value is set, the teleporter will be activated
4438 whenever the connection is triggered. To use this properly,
4439 &lt;activation speed&gt; must be zero.
4440 </attribute>
4441 &activate_on;
4442 <attribute arch="speed" editor="activation speed" type="float">
4443 If the &lt;activation speed&gt; is nonzero, the teleporter will
4444 automatically be activated in regular time-intervals. Hence, the
4445 player can just step on it and gets teleported sooner or later.
4446 The duration between two activates depends on the given value.
4447 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4448
4449 VERY IMPORTANT: If you want to have your teleporter activated via
4450 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4451 </attribute>
4452 &speed_left;
4453 </type>
4454
4455 <!--####################################################################-->
4456 <type number="26" name="Timed Gate">
4457 <ignore>
4458 <ignore_list name="non_pickable" />
4459 </ignore>
4460 <description><![CDATA[
4461 Gates play an important role in Deliantra. Gates can be opened
4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4463 or carrying special key-objects (-> inventory checker).
4464 Unlike locked doors, gates can get shut again after a player has
4465 passed, which makes them more practical in many cases. Unlike normal
4466 gates, timed gates open when triggered but automatically close again
4467 after some time.]]>
4468 </description>
4469 <use><![CDATA[
4470 Use gates to divide your maps into separated areas. After solving
4471 area A, the player gains access to area B, and so on. Make your
4472 maps more complex than "one-way". ]]>
4473 </use>
4474 <attribute arch="no_pick" value="1" type="fixed" />
4475 <attribute arch="connected" editor="connection" type="int">
4476 Whenever the inventory checker is triggered, all objects with identical
4477 &lt;connection&gt; value get activated. This only makes sense together with
4478 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4479 after some time.
4480 </attribute>
4481 &activate_on;
4482 <attribute arch="wc" editor="position state" type="int">
4483 The &lt;position state&gt; defines the position of the gate:
4484 Zero means completely open/down, the "number of animation-steps" (usually
4485 about 6 or 7) means completely closed/up state. I suggest you don't
4486 mess with this value - Leave the default in place.
4487 </attribute>
4488 &movement_types_terrain;
4489 <attribute arch="no_magic" editor="restrict spells" type="bool">
4490 Restricting the use of spells to pass this gate. This has
4491 an effect only if &lt;block view&gt; is disabled.
4492 </attribute>
4493 <attribute arch="damned" editor="restrict prayers" type="bool">
4494 Restricting the use of prayers to pass this door. This has
4495 an effect only if &lt;block view&gt; is disabled.
4496 </attribute>
4497 <attribute arch="hp" editor="open duration" type="int">
4498 Defines the duration the gate remains closed. This only takes effect
4499 if the gate is not connected.
4500 </attribute>
4501 </type>
4502
4503 <!--####################################################################-->
4504 <type number="155" name="Trap">
4505 <ignore>
4506 <attribute arch="no_pick" />
4507 <attribute arch="title" />
4508 <attribute arch="name_pl" />
4509 <attribute arch="weight" />
4510 <attribute arch="value" />
4511 <attribute arch="material" />
4512 <attribute arch="unpaid" />
4513 </ignore>
4514 <description><![CDATA[
4515 A trap is a object that can either do damage or trigger another connected object
4516 when detonated. Traps are like runes except they are not magical in nature,
4517 and generally have either a physical attack or trigger a reaction.
4518 <br><br>
4519 Traps hit any monster or person who steps on them for 'dam' damage in
4520 'attacktype' attacktype and/or trigger a reaction.
4521 <br><br>
4522 Many traps are already defined in the archetypes.]]>
4523 </description>
4524 <use><![CDATA[
4525 Avoid monsters stepping on your traps. For example, a party of orcs setting
4526 off your lightning wall and pit trap is usually a bad idea.]]>
4527 </use>
4528 <attribute arch="no_pick" value="1" type="fixed" />
4529 &move_on;
4530 <attribute arch="level" editor="trap level" type="int">
4531 Level effects how easily a trap may be found and disarmed, and
4532 how much experience the player gets for doing so. Beware: High level
4533 traps can be quite a cheap source of experience! So either make them
4534 tough, or keep the level low.
4535 </attribute>
4536 <attribute arch="Cha" editor="visibility" type="int">
4537 This value determines what fraction of the time the trap is visible:
4538 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4539 how easily the trap may be found.
4540 </attribute>
4541 <attribute arch="hp" editor="number of charges" type="int">
4542 The trap will detonate &lt;number of charges&gt; times before disappearing.
4543 </attribute>
4544 <attribute arch="dam" editor="direct damage" type="int">
4545 &lt;direct damage&gt; specifies how much damage is done by the trap.
4546 This should be set in reasonable relation to the trap's level.
4547 </attribute>
4548 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549 This attribute defines what attacktype to use for direct damage when
4550 the trap detonates.
4551 </attribute>
4552 <attribute arch="connected" editor="connection" type="int">
4553 When the trap is detonated, all objects with the same
4554 connection value get activated.
4555 </attribute>
4556 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4557 When the trap detonates, this text is displayed to the
4558 victim. For especially powerful or complex traps, create an appropriate
4559 and thrilling description. ;)
4560 </attribute>
4561 </type>
4562
4563 <!--####################################################################-->
4564 <type number="95" name="Trapdoor">
4565 <ignore>
4566 <ignore_list name="non_pickable" />
4567 </ignore>
4568 <description><![CDATA[
4569 Trapdoors are very similar to pits. The difference is that they
4570 can not be closed. Instead, the weight of the object on the
4571 trapdoor determines weither it slams the trapdoor open and falls through
4572 or not.<br>
4573 Once a trapdoor has been opened (by a creature or items of sufficient
4574 weight,) it remains open, acting like an opened pit. ]]>
4575 </description>
4576 <use><![CDATA[
4577 Trapdoors should be used in the same fashion as pits:
4578 They should always drop the victims to some kind of lower level. They
4579 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4580 </use>
4581 <attribute arch="no_pick" value="1" type="fixed" />
4582 &move_on;
4583 <attribute arch="weight" editor="hold weight" type="int">
4584 This value defines how much weight the trapdoor can hold.
4585 Once items or creatures are gathered on the trapdoor, with
4586 a total weight surpassing this value, then the trapdoor will
4587 open and things start falling through.
4588 </attribute>
4589 <attribute arch="hp" editor="destination X" type="int">
4590 The trapdoor will transport creatures (and items) randomly into
4591 a two-square radius of the destination coordinates.
4592 If the destination square becomes blocked, the trapdoor will act like
4593 being filled up and not work anymore!
4594 </attribute>
4595 <attribute arch="sp" editor="destination Y" type="int">
4596 The trapdoor will transport creatures (and items) randomly into
4597 a two-square radius of the destination coordinates.
4598 If the destination square becomes blocked, the trapdoor will act like
4599 being filled up and not work anymore!
4600 </attribute>
4601 </type>
4602
4603 <!--####################################################################-->
4604 <type number="4" name="Treasure">
4605 <ignore>
4606 <attribute arch="nrof" />
4607 <attribute arch="title" />
4608 <attribute arch="name_pl" />
4609 <attribute arch="weight" />
4610 <attribute arch="value" />
4611 <attribute arch="material" />
4612 </ignore>
4613 <description><![CDATA[
4614 A treasure-object turns into certain randomitems when the map is loaded
4615 into the game. ]]>
4616 </description>
4617 <use><![CDATA[
4618 About usage of the "random-artifact" treasurelist:
4619 This will generate powerful stuff like girdles, xray helmets, special
4620 swords etc. If you put this as reward to your quest, players might be
4621 motivated to do it more than once. BUT, by doing so they will get a huge
4622 number of different artifacts! Besides, players will always seek the place
4623 with the most easy-to-get random artifact and ignore all others.
4624 My advice: Don't use it! Attract players with good fighting experience
4625 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4626 </use>
4627 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4628 This entry determines what kind of treasure will appear. Look into
4629 /crossfire/share/crossfire/treasures for details about existing
4630 treasurelists.
4631 </attribute>
4632 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4633 "Auto-generate" must be set in order to have the treasure be created
4634 when the map is loaded.
4635 If you want to create a random treasure chest, you unset this flag.
4636 That way, the player has to apply the object (the chest), then the
4637 treasure is generated.
4638 </attribute>
4639 <attribute arch="hp" editor="create number" type="int">
4640 "Create number" specifies how many pieces of the given treasurelist
4641 will appear. Note that for every piece there is a chance that nothing is
4642 generated. Also, sometimes there can be stacks of items generated, like
4643 for gems/money.
4644 </attribute>
4645 <attribute arch="exp" editor="quality level" type="int">
4646 The &lt;quality level&gt; will be used for the quality of the generated
4647 treasure instead of the map difficulty (as was done with shops).
4648 If zero/unset, the map difficulty will instead be used.
4649 (Example for comparison: Shop floors generate treasure of
4650 &lt;quality level&gt; 5 per default).
4651 </attribute>
4652 </type>
4653
4654 <!--####################################################################-->
4655 <type number="52" name="Trigger Marker">
4656 <ignore>
4657 <ignore_list name="system_object" />
4658 </ignore>
4659 <description><![CDATA[
4660 A trigger marker is an object that inserts an invisible force (a mark) into a
4661 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4662 &lt;key string&gt; which can be discovered by detectors or inventory
4663 checkers. It is also possible to use markers for removing marks again.
4664 <br><br>
4665 Note that the player has no possibility to "see" his own marks,
4666 except by the effect that they cause on the maps. ]]>
4667 </description>
4668 <use><![CDATA[
4669 Markers hold real cool possibilities for map-making. I encourage
4670 you to use them frequently. However there is one negative point
4671 about markers: Players don't "see" what's going on with them. It is
4672 your task, as map-creator, to make sure the player is always well
4673 informed and never confused.
4674 <br><br>
4675 Please avoid infinite markers when they aren't needed. They're
4676 using a little space in the player file after all, so if there
4677 is no real purpose, set an expire time. ]]>
4678 </use>
4679 <attribute arch="no_pick" value="1" type="fixed" />
4680 <attribute arch="slaying" editor="key string" type="string">
4681 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4682 If the player already has a force with that &lt;key string&gt;,
4683 there won't be inserted a second one.
4684 </attribute>
4685 <attribute arch="connected" editor="connection" type="int">
4686 Unlike a regular marker this is the connection that triggers this marker to activate.
4687 </attribute>
4688 <attribute arch="food" editor="mark duration" type="int">
4689 This value defines the duration of the force it inserts.
4690 If nonzero, the duration of the player's mark is finite:
4691 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4692 means the mark will stay on the player forever.
4693 </attribute>
4694 <attribute arch="name" editor="delete mark" type="string">
4695 When the player steps onto the marker, all existing forces in
4696 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4697 will be removed. If you don't want to remove any marks, leave
4698 this textfield empty.
4699
4700 Note that the string &lt;delete mark&gt; is set as the name of
4701 this marker. So don't be confused, and remember changing the
4702 name will take effect on the marker's functionality.
4703 </attribute>
4704 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4705 In the moment when the player gets marked, this text is displayed
4706 to him. You should really set a message in any marker you create,
4707 because it's the only way for the player to notice what's going on.
4708 </attribute>
4709 </type>
4710
4711 <!--####################################################################-->
4712 <type number="0" name="Wall">
4713 <required>
4714 <attribute arch="is_floor" value="0" />
4715 <attribute arch="alive" value="0" />
4716 <attribute arch="no_pass" value="1" />
4717 </required>
4718 <ignore>
4719 <attribute arch="nrof" />
4720 <attribute arch="title" />
4721 <attribute arch="name_pl" />
4722 <attribute arch="value" />
4723 <attribute arch="unpaid" />
4724 </ignore>
4725 <description><![CDATA[
4726 Walls usually block passage and sight. ]]>
4727 </description>
4728 &movement_types_terrain;
4729 <attribute arch="can_roll" editor="moveable" type="bool">
4730 If set, the object is able to "roll", so it can be pushed around.
4731 This setting is used for boulders and barrels.
4732 </attribute>
4733 <attribute arch="no_magic" editor="restrict spells" 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 <attribute arch="damned" editor="restrict prayers" type="bool">
4738 This takes effect only with &lt;blocksview&gt; disabled.
4739 Restricting the use of spells to pass this wall.
4740 </attribute>
4741 </type>
4742
4743 <!--####################################################################-->
4744 <type number="109" name="Wand &amp; Staff">
4745 <description><![CDATA[
4746 Wands contain a certain spell. The player can apply (ready) and
4747 fire the wand. After a defined number of casts, the wand is
4748 "used up". It is possible to recharge a wand with scrolls of
4749 charging, but usually that isn't worth the cost. ]]>
4750 </description>
4751 <use><![CDATA[
4752 Wands are quite seldomly used. The reason prolly is that they're
4753 generally not cost-efficient. Handing out high-level wands with
4754 powerful special spells isn't a good idea either, because of
4755 the recharge ability.
4756 <br><br>
4757 For low levels, staffs of healing/cure and word of recall are
4758 quite desirable though. Ideal rewards for low level quests. ]]>
4759 </use>
4760 <attribute arch="sp" editor="spell" type="spell">
4761 The &lt;spell&gt; specifies the contained spell.
4762 </attribute>
4763 <attribute arch="level" editor="casting level" type="int">
4764 The &lt;casting level&gt; of the wand determines it's power.
4765 An average level for wands in shops is about 10.
4766 </attribute>
4767 <attribute arch="food" editor="number of charges" type="int">
4768 The wand can be used &lt;number of charges&gt; times before it is
4769 used up. It can be recharged with scrolls of charging.
4770 </attribute>
4771 <attribute arch="startequip" editor="godgiven item" type="bool">
4772 A godgiven item vanishes as soon as the player
4773 drops it to the ground.
4774 </attribute>
4775 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4776 This text may contain a description of the wand.
4777 </attribute>
4778 </type>
4779
4780 <!--####################################################################-->
4781 <type number="0" name="Weak Wall">
4782 <required>
4783 <attribute arch="is_floor" value="0" />
4784 <attribute arch="alive" value="1" />
4785 <attribute arch="tear_down" value="1" />
4786 </required>
4787 <ignore>
4788 <ignore_list name="non_pickable" />
4789 </ignore>
4790 <description><![CDATA[
4791 A weak wall is a breakable spot amidsts a solid wall. Typically
4792 these weak walls look similar to their solid "relatives" except
4793 for a small crack or little chunks of wall on the ground. ]]>
4794 </description>
4795 <use><![CDATA[
4796 If you want to create hidden rooms, using weak walls is alot
4797 better than completely indiscernible passages in a wall.<br>
4798 Anyways, there can be a lot more to weak walls than just finding
4799 them: Rising their defensive stats, weak walls can become a
4800 serious obstacle. An ice wall might only be torn down by a fire
4801 attack for example. A granite wall for instance might be very
4802 hard to destroy. ]]>
4803 </use>
4804 <attribute arch="alive" value="1" type="fixed" />
4805 <attribute arch="no_pick" value="1" type="fixed" />
4806 <attribute arch="tear_down" value="1" type="fixed" />
4807 <attribute arch="race" editor="race" type="string">
4808 For weak walls, &lt;race&gt; should always be set to "wall",
4809 unless you create something fancy like a building which
4810 is in fact meant to be a huge animal.
4811 Note that shovels slay walls, so they do tripple damage
4812 against weak walls.
4813 </attribute>
4814 <attribute arch="level" editor="level" type="int">
4815 The &lt;level&gt; of a weak wall works similar to monster levels.
4816 Due to the fact that weak walls cannot attack, the level
4817 is much less important though.
4818 </attribute>
4819 <attribute arch="hp" editor="health points" type="int">
4820 The &lt;health points&gt; of a weak wall define how long it takes to
4821 tear it down. With every successful hit from an opponent,
4822 &lt;health points&gt; get drained.
4823 </attribute>
4824 <attribute arch="maxhp" editor="max health" type="int">
4825 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4826 weak wall can have. Since walls generally don't heal, I doubt
4827 this has much real effect.
4828 </attribute>
4829 <attribute arch="ac" editor="armour class" type="int">
4830 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4831 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4832 </attribute>
4833 &resistances_basic;
4834 </type>
4835
4836 <!--####################################################################-->
4837 <type number="15" name="Weapon">
4838 <description><![CDATA[
4839 Wielding a weapon, the object's stats will directly be inherited to the
4840 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4841 be improved with scrolls. ]]>
4842 </description>
4843 <use><![CDATA[
4844 If you create artifacts (equipment) with stats- or resistance-bonus:
4845 Keep playbalance in mind! Such items mustn't be reachable without hard
4846 fighting AND questing. ]]>
4847 </use>
4848 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4849 This number is a bitmask, specifying the weapon's attacktypes.
4850 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4851 have no more than one or two attacktypes. Keep in mind that all weapons
4852 can be blessed by the player's diety, thus adding an additional attacktype.
4853
4854 When a player hits a monster with a weapon that has more than one attacktype,
4855 then he will do as much damage as the "best" of his attacktypes does. So,
4856 the more attacktypes you've got, the better your chance to take advantage
4857 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4858 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4859 </attribute>
4860 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4861 The &lt;weapontype&gt; characterizes the weapon's type of physical
4862 attack. It could best be considered a "subclassification"
4863 of the physical attacktype. For now, this is only used for
4864 attack messages!
4865
4866 You should always set this correctly when creating new
4867 weapons for your maps.
4868 </attribute>
4869 <attribute arch="skill" editor="skill name" type="string">
4870 Matching &lt;skill name&gt; of the skill that is required
4871 to use this weapon.
4872 </attribute>
4873 <attribute arch="dam" editor="damage" type="int">
4874 The damage value is used as base value for how much damage the weapon
4875 does per hit. The actual damage involves more dependencies,
4876 like wielder's level and defender's level. Look at existing weapons
4877 to get a feel for the range of weapon damage values.
4878 </attribute>
4879 <attribute arch="slaying" editor="slaying race" type="string">
4880 Slaying means the weapon does tripple (3x) damage to monsters of the
4881 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4882 only monsters of that archtype are hit with tripple damage.
4883
4884 No god blessings are possible for weapons with a race set in this entry
4885 (That's because god blessings add tripple damage against their own
4886 enemy races). Tripple damage is very effective.
4887 </attribute>
4888 <attribute arch="last_sp" editor="weapon speed" type="int">
4889 The weapon speed determines how often the wielder can swing the weapon
4890 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4891 is best (that is lightning- fast). A typical average value is 8.
4892 Speed and damage should be kept in reasonable relation.
4893 </attribute>
4894 <attribute arch="wc" editor="weapon class" type="int">
4895 The weapon class value adds to the overall weapon class of the wielder's
4896 melee attacks. Weapon class improves the chance of hitting the opponent.
4897 </attribute>
4898 <attribute arch="magic" editor="magic bonus" type="int">
4899 For a weapon, magic bonus works just like weapon class, except that
4900 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4901 less useful than direct weapon class value on a weapon.
4902 </attribute>
4903 <attribute arch="item_power" editor="item power" type="int">
4904 The &lt;item power&gt; value measures how "powerful" an artifact is.
4905 Players will only be able to wear equipment with a certain total
4906 amount of &lt;item power&gt;, depending on their own level. This is the
4907 only way to prevent low level players to wear "undeserved" equipment
4908 (like gifts from other players or cheated items).
4909
4910 It is very important to adjust the &lt;item power&gt; value carefully
4911 for every artifact you create! If zero/unset, the Deliantra server will
4912 calculate a provisional value at runtime, but this is never
4913 going to be an accurate measurement of &lt;item power&gt;.
4914 </attribute>
4915 <attribute arch="damned" editor="damnation" type="bool">
4916 A damned weapon cannot be unwielded unless
4917 the curse is removed. Removing damnations is
4918 a tick harder than removing curses.
4919 </attribute>
4920 <attribute arch="cursed" editor="curse" type="bool">
4921 A cursed weapon cannot be unwielded unless
4922 the curse is removed.
4923 </attribute>
4924 <attribute arch="lifesave" editor="save life" type="bool">
4925 An item with this flag enabled will save the players life
4926 for one time: When the player is wearing this item and his
4927 health points reach zero, the item disappears, replenishing
4928 half of the player's health.
4929
4930 An item with &lt;save life&gt; should not have
4931 any decent additional bonuses!
4932 </attribute>
4933 <attribute arch="unique" editor="unique item" type="bool">
4934 Unique items exist only one time on a server. If the item
4935 is taken, lost or destroyed - it's gone for good.
4936 </attribute>
4937 <attribute arch="startequip" editor="godgiven item" type="bool">
4938 A godgiven item vanishes as soon as the player
4939 drops it to the ground.
4940 </attribute>
4941 &player_stat_resist_sections;
4942 <section name="misc">
4943 <attribute arch="luck" editor="luck bonus" type="int">
4944 With positive luck bonus, the player is more likely to
4945 succeed in all sorts of things (spellcasting, praying,...).
4946 Unless the &lt;luck bonus&gt; is very high, the effect will be
4947 barely visible in-game. Luck bonus on one piece of equipment
4948 should never exceed 3, and such bonus should not be too
4949 frequently available.
4950 </attribute>
4951 <attribute arch="hp" editor="health regen." type="int">
4952 Positive &lt;health regen.&gt; bonus speeds up the
4953 player's healing process. Negative values slow it down.
4954 </attribute>
4955 <attribute arch="sp" editor="mana regen." type="int">
4956 Positive &lt;mana regen.&gt; bonus speeds up the
4957 player's mana regeneration. Negative values slow it down.
4958 </attribute>
4959 <attribute arch="grace" editor="grace regen." type="int">
4960 Positive &lt;grace regen.&gt; bonus speeds up the
4961 player's grace regeneration. Negative values slow it down.
4962 Since grace can be regenerated rather easy with praying,
4963 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4964 </attribute>
4965 <attribute arch="food" editor="food bonus" type="int">
4966 Positive &lt;food bonus&gt; slows down the player's digestion,
4967 thus he consumes less food. Negative values speed it up.
4968
4969 Note that food is consumed not only for "being alive", but
4970 also for healing and mana-regeneration.
4971 &lt;food bonus&gt; only affects the amount of food consumed
4972 for "being alive". Hence, even with high &lt;food bonus&gt;,
4973 during a fight a player can run out of food quickly.
4974 </attribute>
4975 <attribute arch="xrays" editor="xray vision" type="bool">
4976 Xray vision allows the player to see through obstacles
4977 in a two-square-wide radius. This is extremely helpful and
4978 desirable, so don't give it away for cheap on equipment.
4979 </attribute>
4980 <attribute arch="stealth" editor="stealth" type="bool">
4981 Stealth allows the player to move silently.
4982 This comes to effect if a player turns himself
4983 invisible and tries to sneak around monsters.
4984 (At least that was the idea behind it)
4985 </attribute>
4986 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4987 If a player is wearing any piece of equipment with
4988 the ability to &lt;reflect spells&gt;, all kinds of
4989 spell-bullets and -beams will bounce off him.
4990 This works only about 90% of all times, to
4991 avoid players being completely immune to certain
4992 types of attacks.
4993
4994 This is a very powerful ability and it
4995 shouldn't be handed out cheap!
4996 </attribute>
4997 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
4998 If a player is wearing any piece of equipment with
4999 the ability to &lt;reflect missiles&gt;, all kinds of
5000 projectiles (e.g. arrows, bolts, boulders) will
5001 bounce off him. This works only about 90% of all
5002 times, to avoid players being completely immune to
5003 certain types of attacks.
5004 </attribute>
5005 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5006 Click on the &lt;attuned paths&gt; button to select spellpaths.
5007 The player will get attuned to the specified spellpaths
5008 while wearing this weapon.
5009 </attribute>
5010 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5011 Click on the &lt;repelled paths&gt; button to select spellpaths.
5012 The player will get repelled to the specified spellpaths
5013 while wearing this weapon.
5014 </attribute>
5015 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5016 Click on the &lt;denied paths&gt; button to select spellpaths.
5017 The specified spellpaths will be denied to the player
5018 while wearing this weapon.
5019 </attribute>
5020 </section>
5021 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5022 This text describes the weapons's "story". Every decent artifact weapon
5023 should have such a description.
5024 </attribute>
5025 </type>
5026
5027 <type number="116" name="Event Connector">
5028 <description><![CDATA[
5029 Event connectors link specific events that happen to objects to
5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5031 </description>
5032 </type>
5033
5034 </types>