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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.40
Committed: Thu Sep 11 23:09:29 2008 UTC (15 years, 8 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_222
Changes since 1.39: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type.]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type.]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true CDATA #IMPLIED
103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
354 ]>
355
356 <types>
357
358 <!--###################### bitmask definitions ######################-->
359
360 <bitmask name="attacktype">
361 <entry bit="0" name="Physical" />
362 <entry bit="1" name="Magical" />
363 <entry bit="2" name="Fire" />
364 <entry bit="3" name="Electricity" />
365 <entry bit="4" name="Cold" />
366 <entry bit="5" name="Confusion" />
367 <entry bit="6" name="Acid" />
368 <entry bit="7" name="Drain" />
369 <entry bit="8" name="Weaponmagic" />
370 <entry bit="9" name="Ghosthit" />
371 <entry bit="10" name="Poison" />
372 <entry bit="11" name="Slow" />
373 <entry bit="12" name="Paralyze" />
374 <entry bit="13" name="Turn Undead" />
375 <entry bit="14" name="Fear" />
376 <entry bit="15" name="Cancellation" />
377 <entry bit="16" name="Depletion" />
378 <entry bit="17" name="Death" />
379 <entry bit="18" name="Chaos" />
380 <entry bit="19" name="Counterspell" />
381 <entry bit="20" name="God Power" />
382 <entry bit="21" name="Holy Power" />
383 <entry bit="22" name="Blinding" />
384 </bitmask>
385
386 <bitmask name="material">
387 <entry bit="0" name="Paper" />
388 <entry bit="1" name="Iron" />
389 <entry bit="2" name="Glass" />
390 <entry bit="3" name="Leather" />
391 <entry bit="4" name="Wood" />
392 <entry bit="5" name="Organics" />
393 <entry bit="6" name="Stone" />
394 <entry bit="7" name="Cloth" />
395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
402 </bitmask>
403
404 <bitmask name="spellpath">
405 <entry bit="0" name="Protection" />
406 <entry bit="1" name="Fire" />
407 <entry bit="2" name="Frost" />
408 <entry bit="3" name="Electricity" />
409 <entry bit="4" name="Missiles" />
410 <entry bit="5" name="Self" />
411 <entry bit="6" name="Summoning" />
412 <entry bit="7" name="Abjuration" />
413 <entry bit="8" name="Restoration" />
414 <entry bit="9" name="Detonation" />
415 <entry bit="10" name="Mind" />
416 <entry bit="11" name="Creation" />
417 <entry bit="12" name="Teleportation" />
418 <entry bit="13" name="Information" />
419 <entry bit="14" name="Transmutation" />
420 <entry bit="15" name="Transferrence" />
421 <entry bit="16" name="Turning" />
422 <entry bit="17" name="Wounding" />
423 <entry bit="18" name="Death" />
424 <entry bit="19" name="Light" />
425 </bitmask>
426
427 <bitmask name="will_apply">
428 <entry bit="0" name="Apply Handles" />
429 <entry bit="1" name="Open Chests" />
430 <entry bit="2" name="Break Walls" />
431 <entry bit="3" name="Open Doors" />
432 </bitmask>
433
434 <bitmask name="pick_up">
435 <entry bit="0" name="Nothing" />
436 <entry bit="1" name="Wealth" />
437 <entry bit="2" name="Food" />
438 <entry bit="3" name="Weapons" />
439 <entry bit="4" name="Armour" />
440 <entry bit="5" name="Inverse" />
441 <entry bit="6" name="All" />
442 </bitmask>
443
444 <bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
451 </bitmask>
452
453 <!--###################### list definitions ######################-->
454
455 <list name="direction">
456 <entry value="0" name="&lt;none&gt;" />
457 <entry value="1" name="north" />
458 <entry value="2" name="northeast" />
459 <entry value="3" name="east" />
460 <entry value="4" name="southeast" />
461 <entry value="5" name="south" />
462 <entry value="6" name="southwest" />
463 <entry value="7" name="west" />
464 <entry value="8" name="northwest" />
465 </list>
466
467 <list name="mood">
468 <entry value="0" name="furious" />
469 <entry value="1" name="angry" />
470 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" />
473 </list>
474
475 <list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" />
478 <entry value="1048576" name="improvement" />
479 </list>
480
481 <list name="weapon_type">
482 <entry value="0" name="&lt;unknown&gt;" />
483 <entry value="1" name="sword" />
484 <entry value="2" name="arrows" />
485 <entry value="3" name="axe" />
486 <entry value="4" name="katana" />
487 <entry value="5" name="knife, dagger" />
488 <entry value="6" name="whip, chain" />
489 <entry value="7" name="hammer, flail" />
490 <entry value="8" name="club, stick" />
491 </list>
492
493 <list name="skill_type">
494 <entry value="1" name="lockpicking" />
495 <entry value="2" name="hiding" />
496 <entry value="3" name="smithery" />
497 <entry value="4" name="bowyer" />
498 <entry value="5" name="jeweler" />
499 <entry value="6" name="alchemy" />
500 <entry value="7" name="stealing" />
501 <entry value="8" name="literacy" />
502 <entry value="9" name="bargaining" />
503 <entry value="10" name="jumping" />
504 <entry value="11" name="detect magic" />
505 <entry value="12" name="oratory" />
506 <entry value="13" name="singing" />
507 <entry value="14" name="detect curse" />
508 <entry value="15" name="find traps" />
509 <entry value="16" name="mediatation" />
510 <entry value="17" name="punching" />
511 <entry value="18" name="flame touch" />
512 <entry value="19" name="karate" />
513 <entry value="20" name="climbing" />
514 <entry value="21" name="woodsman" />
515 <entry value="22" name="inscription" />
516 <entry value="23" name="one handed weapons" />
517 <entry value="24" name="missile weapons" />
518 <entry value="25" name="throwing" />
519 <entry value="26" name="use magic item" />
520 <entry value="27" name="disarm traps" />
521 <entry value="28" name="set traps" />
522 <entry value="29" name="thaumaturgy" />
523 <entry value="30" name="praying" />
524 <entry value="31" name="clawing" />
525 <entry value="32" name="levitation" />
526 <entry value="33" name="summoning" />
527 <entry value="34" name="pyromancy" />
528 <entry value="35" name="evocation" />
529 <entry value="36" name="sorcery" />
530 <entry value="37" name="two handed weapons" />
531 </list>
532
533 <list name="spell_type">
534 <entry value="1" name="raise dead" />
535 <entry value="2" name="rune" />
536 <entry value="3" name="make mark" />
537 <entry value="4" name="bolt" />
538 <entry value="5" name="bullet" />
539 <entry value="6" name="explosion" />
540 <entry value="7" name="cone" />
541 <entry value="8" name="bomb" />
542 <entry value="9" name="wonder" />
543 <entry value="10" name="smite" />
544 <entry value="11" name="magic missile" />
545 <entry value="12" name="summon golem" />
546 <entry value="13" name="dimension door" />
547 <entry value="14" name="magic mapping" />
548 <entry value="15" name="magic wall" />
549 <entry value="16" name="destruction" />
550 <entry value="17" name="perceive self" />
551 <entry value="18" name="word of recall" />
552 <entry value="19" name="invisible" />
553 <entry value="20" name="probe" />
554 <entry value="21" name="healing" />
555 <entry value="22" name="create food" />
556 <entry value="23" name="earth to dust" />
557 <entry value="24" name="change ability" />
558 <entry value="25" name="bless" />
559 <entry value="26" name="curse" />
560 <entry value="27" name="summon monster" />
561 <entry value="28" name="recharge" />
562 <entry value="29" name="polymorph" />
563 <entry value="30" name="alchemy" />
564 <entry value="31" name="remove curse" />
565 <entry value="32" name="identify" />
566 <entry value="33" name="detection" />
567 <entry value="34" name="mood change" />
568 <entry value="35" name="moving ball" />
569 <entry value="36" name="swarm" />
570 <entry value="37" name="charge mana" />
571 <entry value="38" name="dispel rune" />
572 <entry value="39" name="create missile" />
573 <entry value="40" name="consecrate" />
574 <entry value="41" name="animate weapon" />
575 <entry value="42" name="light" />
576 <entry value="43" name="change map light" />
577 <entry value="44" name="faery fire" />
578 <entry value="45" name="disease" />
579 <entry value="46" name="aura" />
580 <entry value="47" name="town portal" />
581 </list>
582
583 <list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599 </list>
600
601 <list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611 </list>
612
613 <list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
624 </list>
625
626 <!--###################### default attributes ######################-->
627
628 <!--
629 The attributes of the default_type get added to all other types by default.
630 Every type can have an 'ignore' element however, which is used to specify
631 default attributes *not* to inherit.
632 -->
633 <default_type>
634 <attribute arch="name" editor="name" type="string">
635 This is the name of the object, displayed to the player.
636 </attribute>
637 <attribute arch="name_pl" editor="plural name" type="string">
638 This is the plural name of the object. A plural name must be set for
639 all items that can be picked up and collected by the player.
640 </attribute>
641 <attribute arch="title" editor="title" type="string">
642 This is the object's title. Once an object is identified the title is
643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 </attribute>
645 <attribute arch="face" editor="image" type="string">
646 The image-name defines what image is displayed for this object in-game. 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 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
784 <type number="999" name="Ability">
785 <ignore>
786 <ignore_list name="system_object" />
787 </ignore>
788 <description><![CDATA[
789 Abilities are to be put in a monster's inventory. They grant monsters the
790 knowledge to cast spells. Spells from abilities are usually magical in
791 nature, thus adding magic attacktype to the spell-damage they produce.
792 <br><br>
793 A particularly nice feature of abilities is that they can hold two
794 spells: One for short range - and one for long range use.
795 \n\n
796 You should know that spellcasting monsters receive abilities via
797 &lt;treasurelist&gt;.]]>
798 </description>
799 <use><![CDATA[
800 If you want to create "customized" spellcasting monsters, you
801 should use abilities (rather than spellbooks/wands or something).
802 The long/short-range spell feature can make boss-monsters more
803 interesting and challenging.
804 <br><br>
805 You should keep in mind that magic abilities allow players
806 to get better resistance. You can turn off the magic part to
807 make the spells more dangerous. However, this really shouldn't
808 be neccessary unless you work on very high level maps.
809 And what fun is a magic resistance cloak when it has no effect?]]>
810 </use>
811 <attribute arch="invisible" value="1" type="fixed" />
812 <attribute arch="no_drop" value="1" type="fixed" />
813 <attribute arch="sp" editor="short range spell" type="spell">
814 The monster will use the specified &lt;short range spell&gt;
815 when the player is within 6-square radius (of the
816 monster's head).
817 </attribute>
818 <attribute arch="hp" editor="long range spell" type="nz_spell">
819 The monster will use the specified &lt;long range spell&gt;
820 when the player is at least 6 squares away (from the
821 monster's head).
822
823 Setting a &lt;long range spell&gt; is optional. If unset, the
824 &lt;short range spell&gt; gets used all the time.
825 </attribute>
826 <attribute arch="maxsp" editor="importance" type="int">
827 Sometimes you'll want a monster to use one ability more than others.
828 To achieve this, set the &lt;importance&gt; to a value greater than
829 one. Abilities with this value zero/unset are counted to be of
830 &lt;importance&gt; one.
831
832 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
833 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
834 times the "small fireball".
835 </attribute>
836 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
837 This flag specifies whether the ability &lt;is magical&gt; in nature.
838 If enabled, all spells produced by this ability will have magic
839 attacktype added to the usual attacktypes.
840
841 This should always be set for spell-like abilities. "Natural"
842 abilities like a dragon's firebreath are an exception.
843 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute>
845 </type>
846
847 <!--####################################################################-->
848 <type number="18" name="Altar">
849 <ignore>
850 <ignore_list name="non_pickable" />
851 </ignore>
852 <description><![CDATA[
853 When a player puts a defined number of certain items on the altar,
854 then either a spell is casted (on the player) or a connector is
855 triggered. If the latter is the case, the altar works only once.
856 Either way, the sacrificed item disappears.]]>
857 </description>
858 <attribute arch="no_pick" value="1" type="fixed" />
859 &move_on;
860 <attribute arch="slaying" editor="match item name" type="string">
861 This string specifies the item that must be put on the altar to
862 activate it. It can either be the name of an archetype, or directly
863 the name of an object. Yet, titles are not recognized by altars.
864 If you want the player to have to drop a specific amount of money use "money".
865 See also the "drop amount" attribute.
866 </attribute>
867 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar.
870
871 If &lt;match item name&gt; is set to "money", then the value of the
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.)
874
875 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute>
877 <attribute arch="connected" editor="connection" type="int">
878 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once.
880 </attribute>
881 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the
883 player). This should work for any given spell. The altar will work
884 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
885 one altar.
886 </attribute>
887 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
888 This text will be displayed to the player
889 in the exact moment when the altar is activated.
890 </attribute>
891 </type>
892
893 <!--####################################################################-->
894 <type number="31" name="Altar Trigger">
895 <ignore>
896 <ignore_list name="non_pickable" />
897 </ignore>
898 <description><![CDATA[
899 Altar_triggers work pretty much like normal altars
900 (drop sacrifice -> connection activated), except for the fact that
901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
902 </description>
903 <use><![CDATA[
904 Altar_triggers are very useful if you want to charge a price for...
905 <UL>
906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
909 </UL>
910 The big advantage over normal altars is the infinite usability
911 of altar_triggers! If there are ten players on one server, they're
912 quite grateful if things work more than once. =)]]>
913 </use>
914 <attribute arch="no_pick" value="1" type="fixed" />
915 <attribute arch="slaying" editor="match item name" type="string">
916 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars.
919 If you want the player to have to drop a specific amount of money use "money".
920 See also the "drop amount" attribute.
921 </attribute>
922 <attribute arch="food" editor="drop amount" type="int">
923 The drop amount specifies the amount of items (specified
924 in &lt;match item name&gt;) that must be dropped to activate the altar.
925
926 If &lt;match item name&gt; is set to "money", then the value of the
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 200 silver, 20 gold, or 4 platinum will all work.)
929
930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute>
932 <attribute arch="connected" editor="connection" type="int">
933 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once.
935 </attribute>
936 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player).
938 This should work for any given spell. The altar will work infinitely
939 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
940 </attribute>
941 <attribute arch="exp" editor="reset time" type="int">
942 Being activated, the altar will reset after &lt;reset time&gt; ticks.
943 After reset, the altar is ready to be activated once again.
944 The default &lt;reset time&gt; is 30.
945 </attribute>
946 <attribute arch="last_sp" editor="ignore reset" type="bool">
947 If this attribute is enabled, the altar_trigger won't push the
948 connected value by altar reset. Only ONCE by dropping the sacrifice.
949 This is typically used when the altar is connected to a creator,
950 e.g. for selling tickets.
951
952 If this attribute is disabled (default), the altar_trigger
953 will push the connected value TWICE per sacrifice: First by
954 dropping sacrifice, second by reset. This mode is typically
955 used for altars being connected to gates, resulting in the
956 gate being opened and closed again.
957 </attribute>
958 &move_on;
959 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960 This text will be displayed to the player
961 in the exact moment when the altar is activated.
962 </attribute>
963 </type>
964
965 <!--####################################################################-->
966 <type number="74" name="Skill Tool">
967 <description><![CDATA[
968 Wearing a skill tool will give the player the ability to use a skill.
969 ]]>
970 </description>
971 <use><![CDATA[
972 Feel free to assign resistancies and stats to a skill tools or change
973 the skill that is given.
974 ]]>
975 </use>
976 <attribute arch="skill" editor="skill name" type="string">
977 This field describes which skill the player will be able to use wearing this item.
978 </attribute>
979 &player_stat_resist_sections;
980 </type>
981 <!--####################################################################-->
982 <type number="39" name="Amulet">
983 <description><![CDATA[
984 Wearing an amulet, the object's stats will directly be inherited to
985 the player. Amulets are usually meant for protection and defense.]]>
986 </description>
987 <use><![CDATA[
988 Feel free to create your own special artifacts. However, it is very
989 important that you keep your artifact in balance with existing maps.]]>
990 </use>
991 <attribute arch="ac" editor="armour class" type="int">
992 This value defines the amount of armour-class bonus for wearing
993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
994 values are better. It should usually be set only for armour-like equipment.
995 </attribute>
996 <attribute arch="wc" editor="weapon class" type="int">
997 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
998 melee attacks. Weapon class improves the chance of hitting the opponent.
999 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1000 be set only for weapon-like items. Lower values are better.
1001 </attribute>
1002 <attribute arch="item_power" editor="item power" type="int">
1003 The &lt;item power&gt; value measures how "powerful" an artifact is.
1004 Players will only be able to wear equipment with a certain total
1005 amount of &lt;item power&gt;, depending on their own level. This is the
1006 only way to prevent low level players to wear "undeserved" equipment
1007 (like gifts from other players or cheated items).
1008
1009 It is very important to adjust the &lt;item power&gt; value carefully
1010 for every artifact you create! If zero/unset, the Deliantra server will
1011 calculate a provisional value at runtime, but this is never
1012 going to be an accurate measurement of &lt;item power&gt;.
1013 </attribute>
1014 <attribute arch="damned" editor="damnation" type="bool">
1015 A damned piece of equipment cannot be unwielded unless the curse
1016 is removed. Removing damnations is a tick harder than removing curses.
1017 </attribute>
1018 <attribute arch="cursed" editor="curse" type="bool">
1019 A cursed piece of equipment cannot be unwielded
1020 unless the curse is removed.
1021 </attribute>
1022 <attribute arch="lifesave" editor="save life" type="bool">
1023 An item with this flag enabled will save the players life
1024 for one time: When the player is wearing this item and his
1025 health points reach zero, the item disappears, replenishing
1026 half of the player's health.
1027
1028 An item with &lt;save life&gt; should not have
1029 any decent additional bonuses!
1030 </attribute>
1031 <attribute arch="unique" editor="unique item" type="bool">
1032 Unique items exist only one time on a server. If the item
1033 is taken, lost or destroyed - it's gone for good.
1034 </attribute>
1035 <attribute arch="startequip" editor="godgiven item" type="bool">
1036 A godgiven item vanishes as soon as the player
1037 drops it to the ground.
1038 </attribute>
1039 <attribute arch="applied" editor="is applied" type="bool">
1040 If you put this item into the inventory of a monster, and
1041 you want the monster to use/wear the item - you must set
1042 &lt;is applied&gt;.
1043 Enabling this flag doesn't make any sense if the item
1044 is NOT in a monster's inventory.
1045 </attribute>
1046 &player_stat_resist_sections;
1047 <section name="misc">
1048 <attribute arch="luck" editor="luck bonus" type="int">
1049 With positive luck bonus, the player is more likely to
1050 succeed in all sorts of things (spellcasting, praying,...).
1051 Unless the &lt;luck bonus&gt; is very high, the effect will be
1052 barely visible in-game. Luck bonus on one piece of equipment
1053 should never exceed 3, and such bonus should not be too
1054 frequently available.
1055 </attribute>
1056 <attribute arch="hp" editor="health regen." type="int">
1057 Positive &lt;health regen.&gt; bonus speeds up the
1058 player's healing process. Negative values slow it down.
1059 </attribute>
1060 <attribute arch="sp" editor="mana regen." type="int">
1061 Positive &lt;mana regen.&gt; bonus speeds up the
1062 player's mana regeneration. Negative values slow it down.
1063 </attribute>
1064 <attribute arch="grace" editor="grace regen." type="int">
1065 Positive &lt;grace regen.&gt; bonus speeds up the
1066 player's grace regeneration. Negative values slow it down.
1067 Since grace can be regenerated rather easy with praying,
1068 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1069 </attribute>
1070 <attribute arch="food" editor="food bonus" type="int">
1071 Positive &lt;food bonus&gt; slows down the player's digestion,
1072 thus he consumes less food. Negative values speed it up.
1073
1074 Note that food is consumed not only for "being alive", but
1075 also for healing and mana-regeneration.
1076 &lt;food bonus&gt; only affects the amount of food consumed
1077 for "being alive". Hence, even with high &lt;food bonus&gt;,
1078 during a fight a player can run out of food quickly.
1079 </attribute>
1080 <attribute arch="xrays" editor="xray vision" type="bool">
1081 Xray vision allows the player to see through obstacles
1082 in a two-square-wide radius. This is extremely helpful and
1083 desirable, so don't give it away for cheap on equipment.
1084 </attribute>
1085 <attribute arch="stealth" editor="stealth" type="bool">
1086 Stealth allows the player to move silently.
1087 This comes to effect if a player turns himself
1088 invisible and tries to sneak around monsters.
1089 (At least that was the idea behind it)
1090 </attribute>
1091 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1092 If a player is wearing any piece of equipment with
1093 the ability to &lt;reflect spells&gt;, all kinds of
1094 spell-bullets and -beams will bounce off him.
1095 This works only about 90% of all times, to
1096 avoid players being completely immune to certain
1097 types of attacks.
1098
1099 This is a very powerful ability and it
1100 shouldn't be handed out cheap!
1101 </attribute>
1102 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1103 If a player is wearing any piece of equipment with
1104 the ability to &lt;reflect missiles&gt;, all kinds of
1105 projectiles (e.g. arrows, bolts, boulders) will
1106 bounce off him. This works only about 90% of all
1107 times, to avoid players being completely immune to
1108 certain types of attacks.
1109 </attribute>
1110 &move_type;
1111 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1112 Click on the &lt;attuned paths&gt; button to select spellpaths.
1113 The player will get attuned to the specified spellpaths
1114 while wearing this item.
1115 </attribute>
1116 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1117 Click on the &lt;repelled paths&gt; button to select spellpaths.
1118 The player will get repelled to the specified spellpaths
1119 while wearing this item.
1120 </attribute>
1121 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1122 Click on the &lt;denied paths&gt; button to select spellpaths.
1123 The specified spellpaths will be denied to the player
1124 while wearing this item.
1125 </attribute>
1126 </section>
1127 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1128 This text describes the item's "story". Every decent artifact
1129 should have such a description.
1130 </attribute>
1131 </type>
1132
1133 <!--####################################################################-->
1134 <type number="58" name="Battleground">
1135 <ignore>
1136 <ignore_list name="non_pickable" />
1137 </ignore>
1138 <description><![CDATA[
1139 Battleground is very special: In short, players can die on battleground
1140 without any death penalties. They don't loose or gain experience
1141 while on battleground. Acid, draining and depletion effects don't
1142 work either.
1143 When a player dies on battleground, he gets teleported to an exit
1144 location which is defined in the battleground object.]]>
1145 </description>
1146 <use><![CDATA[
1147 Battleground is only meant for player vs. player duels. You can
1148 design combat arenas similiar to the one in scorn.<br>
1149 What should NEVER be done is placing battleground tiles in
1150 open dungeons or other free kinds of land.
1151 It must not be possible to gain significant treasure for fighting
1152 on battleground, because it bears no risk.<br><br>
1153 (Battleground will cease to work when the image or name is changed,
1154 or when it is placed beneath another floor tile.
1155 This is not a bug, it is there to prevent any attempts of placing
1156 "hidden" battleground tiles anywhere.)]]>
1157 </use>
1158 <attribute arch="no_pick" value="1" type="fixed" />
1159 <attribute arch="is_floor" value="1" type="fixed" />
1160 <attribute arch="hp" editor="destination X" type="int">
1161 The exit destinations define the (x, y)-coordinates where players
1162 get teleported after they died on this battleground.
1163 </attribute>
1164 <attribute arch="sp" editor="destination Y" type="int">
1165 The exit destinations define the (x, y)-coordinates where players
1166 get teleported after they died on this battleground.
1167 </attribute>
1168 </type>
1169
1170 <!--####################################################################-->
1171 <type number="165" name="Safe ground">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 Safe ground is a special object that prevents any effects that might
1177 be harmful for the map, other players or items on the map.
1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1179 from being used and blocks bombs from exploding. Note that altars that
1180 do cast spells still work.
1181 ]]>
1182 </description>
1183 <use><![CDATA[
1184 Safe ground can be used to prevents any means of burning
1185 or destroying the items in a shop. Put this object below all floor tiles
1186 in your map and your shop will be safe. It's generally useful for making
1187 areas where really no kind of spell should be invoked by a player.
1188 ]]>
1189 </use>
1190 &movement_types_terrain;
1191 <attribute arch="no_pick" value="1" type="fixed" />
1192 </type>
1193
1194 <!--####################################################################-->
1195 <type number="8" name="Book">
1196 <description><![CDATA[
1197 Applying a book, the containing message is displayed to the player.]]>
1198 </description>
1199 <attribute arch="level" editor="literacy level" type="int">
1200 If this value is set to be greater than zero, the player needs a
1201 certain literacy level to succeed reading the book. The book can be
1202 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1203 book can be a nice idea, personally I like it when a player needs
1204 more than his fighting skills to solve a quest. However, keep the
1205 booklevel at least below 15 because it is quite hard to gain high
1206 mental levels.
1207 </attribute>
1208 <attribute arch="startequip" editor="godgiven item" type="bool">
1209 A godgiven item vanishes as soon as the player
1210 drops it to the ground.
1211 </attribute>
1212 <attribute arch="unique" editor="unique item" type="bool">
1213 Unique items exist only one time on a server. If the item
1214 is taken, lost or destroyed - it's gone for good.
1215 </attribute>
1216 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1217 This is the text that appears "written" in the book.
1218 </attribute>
1219 <attribute arch="slaying" editor="key string" type="string">
1220 This is the key string of the book. The key string is checked by an inventory checker.
1221 (This is used eg. for the gate/port passes in scorn)
1222 </attribute>
1223 </type>
1224
1225 <!--####################################################################-->
1226 <type number="99" name="Boots">
1227 <import_type name="Amulet" />
1228 <description><![CDATA[
1229 Wearing boots, the object's stats will directly be inherited to
1230 the player. Usually enhancing his speed, or granting some minor
1231 protection bonus.]]>
1232 </description>
1233 <use><![CDATA[
1234 Feel free to create your own special artifacts. However, it is very
1235 important that you keep your artifact in balance with existing maps.]]>
1236 </use>
1237 <attribute arch="exp" editor="speed bonus" type="int">
1238 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1239 while worn. This kind of bonus is quite desirable for players of low-
1240 and medium level. High level players usually have fastest possible
1241 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1242 Still, this bonus is good for nice artifacts - not everything has
1243 to be for highest level.
1244 </attribute>
1245 <attribute arch="magic" editor="magic bonus" type="int">
1246 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1247 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1248 than direct armour-class bonus on the boots.
1249
1250 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1251 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1252 </attribute>
1253 </type>
1254
1255 <!--####################################################################-->
1256 <type number="104" name="Bracers">
1257 <import_type name="Amulet" />
1258 <description><![CDATA[
1259 Bracers are armour-plates worn around the wrists.
1260 Wearing bracer, the object's stats will directly be inherited to
1261 the player. Usually enhancing his defense.]]>
1262 </description>
1263 <use><![CDATA[
1264 Feel free to create your own special artifacts. However, it is very
1265 important that you keep your artifact in balance with existing maps.]]>
1266 </use>
1267 <attribute arch="magic" editor="magic bonus" type="int">
1268 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1269 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1270 than direct armour-class bonus on the bracers.
1271 </attribute>
1272 </type>
1273
1274 <!--####################################################################-->
1275 <type number="16" name="Brestplate Armour">
1276 <import_type name="Amulet" />
1277 <description><![CDATA[
1278 Wearing an armour, the object's stats will directly be inherited to
1279 the player. Usually enhancing his defense.]]>
1280 </description>
1281 <use><![CDATA[
1282 Feel free to create your own special artifacts. However, it is very
1283 important that you keep your artifact in balance with existing maps.]]>
1284 </use>
1285 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1286 This poses a penalty to spell regeneration speed, for wearing the armour.
1287 The bigger the spellpoint penalty, the worse.
1288 </attribute>
1289 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1290 Slowdown penalty reduces the player's walking speed when wearing the
1291 armour. Bigger values are worse - zero is best.
1292 </attribute>
1293 <attribute arch="magic" editor="magic bonus" type="int">
1294 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1295 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1296 than direct armour-class bonus on the armour.
1297 </attribute>
1298 </type>
1299
1300 <!--####################################################################-->
1301 <type number="92" name="Button">
1302 <ignore>
1303 <ignore_list name="non_pickable" />
1304 </ignore>
1305 <description><![CDATA[
1306 When a predefined amount of weigh is placed on a button, the
1307 &lt;connection&gt; value is triggered. In most cases this happens when a
1308 player or monster steps on it. When the button is "released", the
1309 &lt;connection&gt; value get's triggered a second time.]]>
1310 </description>
1311 &move_on;
1312 &move_off;
1313 <attribute arch="no_pick" value="1" type="fixed" />
1314 <attribute arch="weight" editor="press weight" type="int">
1315 The button is pressed (triggered), as soon as
1316 &lt;press weigh&gt; gram are placed ontop of it.
1317 </attribute>
1318 <attribute arch="connected" editor="connection" type="int">
1319 Every time the button is pressed or released, all objects
1320 with the same &lt;connection&gt; value are activated.
1321 </attribute>
1322 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1323 This text may describe the item. You can use this
1324 message to explain the button's purpose to the player.
1325 </attribute>
1326 </type>
1327
1328 <!--####################################################################-->
1329 <type number="30" name="Button Trigger">
1330 <import_type name="Button" />
1331 <ignore>
1332 <ignore_list name="non_pickable" />
1333 </ignore>
1334 <description><![CDATA[
1335 Handle buttons are buttons which reset after a short period
1336 of time. Every time it is either applied or reset, the
1337 &lt;connection&gt; value is triggered.]]>
1338 </description>
1339 </type>
1340
1341 <!--####################################################################-->
1342 <type number="37" name="Class Changer">
1343 <ignore>
1344 <ignore_list name="non_pickable" />
1345 </ignore>
1346 <description><![CDATA[
1347 Class changer are used while creating a character.]]>
1348 </description>
1349 <attribute arch="randomitems" editor="class items" type="treasurelist">
1350 This entry determines which initial items the character receives.
1351 </attribute>
1352 <section name="stats">
1353 <attribute arch="Str" editor="strength" type="int">
1354 The player's strength will rise by the given value if he chooses this
1355 class. (Negative values make strength fall)
1356 </attribute>
1357 <attribute arch="Dex" editor="dexterity" type="int">
1358 The player's dexterity will rise by the given value if he chooses this
1359 class. (Negative values make dexterity fall)
1360 </attribute>
1361 <attribute arch="Con" editor="constitution" type="int">
1362 The player's constitution will rise by the given value if he chooses this
1363 class. (Negative values make constitution fall)
1364 </attribute>
1365 <attribute arch="Int" editor="intelligence" type="int">
1366 The player's intelligence will rise by the given value if he chooses this
1367 class. (Negative values make intelligence fall)
1368 </attribute>
1369 <attribute arch="Pow" editor="power" type="int">
1370 The player's power will rise by the given value if he chooses this
1371 class. (Negative values make power fall)
1372 </attribute>
1373 <attribute arch="Wis" editor="wisdom" type="int">
1374 The player's wisdom will rise by the given value if he chooses this
1375 class. (Negative values make wisdom fall)
1376 </attribute>
1377 <attribute arch="Cha" editor="charisma" type="int">
1378 The player's charisma will rise by the given value if he chooses this
1379 class. (Negative values make charisma fall)
1380 </attribute>
1381 </section>
1382 </type>
1383
1384 <!--####################################################################-->
1385 <type number="87" name="Cloak">
1386 <import_type name="Amulet" />
1387 <description><![CDATA[
1388 Wearing a cloak, the object's stats will directly be inherited to
1389 the player. Cloaks usually add minor &lt;armour class&gt; and
1390 sometimes a bit of resistance.]]>
1391 </description>
1392 <use><![CDATA[
1393 Feel free to create your own special artifacts. However, it is very
1394 important that you keep your artifact in balance with existing maps.]]>
1395 </use>
1396 <attribute arch="magic" editor="magic bonus" type="int">
1397 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1398 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1399 than direct armour-class bonus on the cloak.
1400
1401 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1402 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1403 </attribute>
1404 </type>
1405
1406 <!--####################################################################-->
1407 <type number="9" name="Clock">
1408 <description><![CDATA[
1409 Applying a clock, the time is displayed to the player.]]>
1410 </description>
1411 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1412 This text may describe the item
1413 </attribute>
1414 </type>
1415
1416 <!--####################################################################-->
1417 <type number="122" name="Container">
1418 <description><![CDATA[
1419 A player can put (certain kinds of) items in the container.
1420 The overall weight of items is reduced when put inside a
1421 container, depending on the settings.
1422 <br><br>
1423 A special feature of containers is the "cauldron",
1424 capable of mixing alchemical receipes.]]>
1425 </description>
1426 <use><![CDATA[
1427 Note on chests - There are two types of chests:
1428 <UL>
1429 <LI> First the random treasure chests - Those are NOT containers
1430 (but object type Treasure), they create random treasures when
1431 applied. Archetype name is "chest".
1432 <LI> Second there are the permanent chests - Those are containers,
1433 they can be opened and closed again. Archetype name is "chest_2".
1434 </UL>]]>
1435 </use>
1436 <attribute arch="race" editor="container class" type="string">
1437 If set, the container will hold only certain types of objects.
1438 Possible choices for &lt;container class&gt; are: "gold and jewels",
1439 "arrows" and "keys".
1440
1441 Unfortunately it is not easy to create new container
1442 classes, because items need a matching counterpiece-attribute
1443 to the &lt;container class&gt; before they can be put inside a
1444 container. This attribute ("race") is set only for the existing
1445 container classes.
1446 </attribute>
1447 <attribute arch="slaying" editor="key string" type="string">
1448 If &lt;key string&gt; is set, only players with a special key
1449 of matching &lt;key string&gt; are able to open the container.
1450 </attribute>
1451 <attribute arch="container" editor="maximum weight" type="int">
1452 The container can hold a maximum total weight of the given value
1453 in gram. Note that this weight limit is calculated *after* the
1454 weight reduction (&lt;reduce weight&gt;) has been applied.
1455 </attribute>
1456 <attribute arch="Str" editor="reduce weight %" type="int">
1457 This value determines how much the weight of items is reduced in
1458 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1459 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1460 Most default values are in the range of ten.
1461 </attribute>
1462 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1463 If set, the container can be used as alchemy-cauldron.
1464 The player can put ingredients inside, close it, cast alchemy
1465 and if his formulae is true, he'll get what he longed for.
1466 </attribute>
1467 <attribute arch="unique" editor="unique item" type="bool">
1468 Unique items exist only one time on a server. If the item
1469 is taken, lost or destroyed - it's gone for good.
1470 All contents of a unique container are unique as well.
1471 </attribute>
1472 <attribute arch="startequip" editor="godgiven item" type="bool">
1473 A godgiven item vanishes as soon as the player
1474 drops it to the ground.
1475 </attribute>
1476 <attribute arch="other_arch" editor="animation arch" type="string">
1477 This is used for a certain kind of... "animation" when
1478 opening the container. Stick to the default arches here
1479 and you won't get into trouble.
1480 </attribute>
1481 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1482 This text may contain a description of the container.
1483 </attribute>
1484 </type>
1485
1486 <!--####################################################################-->
1487 <type number="103" name="Converter">
1488 <ignore>
1489 <attribute arch="value" />
1490 <attribute arch="nrof" />
1491 <attribute arch="name_pl" />
1492 <attribute arch="no_pick" />
1493 <attribute arch="unpaid" />
1494 <attribute arch="title" />
1495 </ignore>
1496 <description><![CDATA[
1497 Converters are like "exchange tables". When the player drops a
1498 specific type of items, they get converted into other items, at a
1499 predefined exchange-ratio.]]>
1500 </description>
1501 <use><![CDATA[
1502 Converters are better than shopping with doormats, because the
1503 converters never get sold out. For some items like food or jewels
1504 those "exchange tables" are really nice, while for the more important
1505 stuff like potions converters should not exist.
1506 <br><br>
1507 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1508 items on a converter, the stuff you get must be of equal or lesser
1509 value than before! (Except if you are using "rare" items like
1510 dragonscales for payment). The code will not check if your ratio is
1511 sane, so the player could gain infinite wealth by using your converter.]]>
1512 </use>
1513 <attribute arch="no_pick" value="1" type="fixed" />
1514 <attribute arch="slaying" editor="cost arch" type="string">
1515 &lt;cost arch&gt; is the name of the archetype the player has to
1516 put on the converter, as payment.
1517 </attribute>
1518 <attribute arch="food" editor="cost number" type="int">
1519 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1520 on the converter, in order to get &lt;receive number&gt; items
1521 of &lt;receive arch&gt;.
1522 </attribute>
1523 <attribute arch="other_arch" editor="receive arch" type="string">
1524 &lt;receive arch&gt; is the name of the archetype to convert into.
1525 This field is ignored if the converter has items in inventory. In this
1526 case one of the inventory items is duplicated. The duplicated item is
1527 randomly chosen from all items present.
1528 </attribute>
1529 <attribute arch="sp" editor="receive number" type="int">
1530 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1531 on the converter, in order to get &lt;receive number&gt; items
1532 of &lt;receive arch&gt;.
1533 </attribute>
1534 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1535 This text may contain a description of the converter.
1536 </attribute>
1537 </type>
1538
1539 <!--####################################################################-->
1540 <type number="42" name="Creator">
1541 <ignore>
1542 <ignore_list name="system_object" />
1543 </ignore>
1544 <description><![CDATA[
1545 A creator is an object which creates another object when it
1546 is triggered. The child object can be anything. Creators are
1547 VERY useful for all kinds of map-mechanisms. They can even
1548 periodically create things.]]>
1549 </description>
1550 <use><![CDATA[
1551 Don't hesitate to hide your creators under the floor.
1552 The created items will still always appear ontop of the floor.]]>
1553 </use>
1554 <attribute arch="no_pick" value="1" type="fixed" />
1555 <attribute arch="other_arch" editor="create arch" type="string">
1556 This string defines the object that will be created.
1557 You can choose any of the existing arches.
1558 This field is ignored if the creator has items in inventory. In this case
1559 one of the inventory items is duplicated. The duplicated item is randomly
1560 chosen from all items present.
1561 </attribute>
1562 <attribute arch="connected" editor="connection" type="int">
1563 Whenever the connection value is activated,
1564 the creator gets triggered.
1565 </attribute>
1566 &activate_on;
1567 <attribute arch="lifesave" editor="infinit uses" type="bool">
1568 If &lt;infinit uses&gt; is set, the creator will work
1569 infinitely, regardless of the value in &lt;number of uses&gt;.
1570 </attribute>
1571 <attribute arch="speed" editor="speed" type="float">
1572 When this field is set the creator will periodically create stuff
1573 (and will still do so when the connection is triggered).
1574 A value of 1 means roughly 8 times a second.
1575 </attribute>
1576 <attribute arch="hp" editor="number of uses" type="int">
1577 The creator can be triggered &lt;number of uses&gt; times, thus
1578 creating that many objects, before it dissappears.
1579 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1580 </attribute>
1581 <attribute arch="slaying" editor="name of creation" type="string">
1582 The created object will bear the name and title specified in &lt;name of
1583 creation&gt;. If nothing is set, the standard name and title of the
1584 archetype is used.
1585 </attribute>
1586 <attribute arch="level" editor="level of creation" type="int">
1587 The created object will be of that level. If zero/unset,
1588 the standard level of the archetype is used.
1589 </attribute>
1590 </type>
1591
1592 <!--####################################################################-->
1593 <type number="51" name="Detector">
1594 <ignore>
1595 <ignore_list name="system_object" />
1596 </ignore>
1597 <description><![CDATA[
1598 Detectors work quite much like inv. checkers/pedestals: If the detector
1599 finds a specific object, it toggles its connected value.
1600 <br><br>
1601 What is "unique" about them, compared to inv. checkers/ pedestals?
1602 - First, detectors check their square for a match periodically, not
1603 instantly. Second, detectors check directly for object names. Third,
1604 detectors do not check the inventory of players/monsters.]]>
1605 </description>
1606 <use><![CDATA[
1607 There is one major speciality about detectors: You can detect spells
1608 blown over a detector! To detect a lighting bolt for example, set
1609 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1610 walls, this can be very useful for map-mechanisms.]]>
1611 </use>
1612 <attribute arch="no_pick" value="1" type="fixed" />
1613 <attribute arch="slaying" editor="match name" type="string">
1614 &lt;match name&gt; specifies the name of the object we are looking for.
1615 Actually it does also check for the &lt;key string&gt; in key-objects,
1616 but for this case inventory checkers are often more powerful to use.
1617 </attribute>
1618 <attribute arch="connected" editor="connection" type="int">
1619 When the detector is triggered, all objects with the same
1620 connection value get activated.
1621 </attribute>
1622 <attribute arch="speed" editor="detection speed" type="float">
1623 This value defines the time between two detector-checks.
1624 If you want the detector to behave almost like pedestals/buttons,
1625 set speed rather high, like &lt;detection speed&gt; 1.0.
1626 </attribute>
1627 &speed_left;
1628 <attribute arch="speed_left" editor="speed left" type="float">
1629 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1630 If it is larger than 0, the detector checks, and the speed is decremented
1631 by 1.
1632 </attribute>
1633 </type>
1634
1635 <!--####################################################################-->
1636 <type number="112" name="Director">
1637 <ignore>
1638 <ignore_list name="non_pickable" />
1639 </ignore>
1640 <description><![CDATA[
1641 Directors change the direction of spell objects and other projectiles
1642 that fly past. Unlike spinners, directors always move objects in the
1643 same direction. It does not make a difference from what angle you
1644 shoot into it.<br>
1645 Directors are visible per default.]]>
1646 </description>
1647 <use><![CDATA[
1648 Directors are rarely used in maps. Sometimes they are placed to
1649 change the direction of spells coming out of magic walls,
1650 "channeling" spell-projectiles in some direction. When doing this,
1651 <B>never place directors facing each other with magic walls fireing
1652 into them!</B> The spell-projectiles bouncing between the directors
1653 would accumulate to huge numbers and at some point slow down the
1654 server by eating memory- and CPU-time.
1655 <br><br>
1656 You'd better not place directors in monster vs. player combat
1657 areas too much, because that freaks out wizard-type players.]]>
1658 </use>
1659 <attribute arch="sp" editor="direction" type="list_direction">
1660 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1661 A director with direction &lt;none&gt; simply stops projectiles.
1662 (The latter works out a bit strange for some spells).
1663 </attribute>
1664 &move_on;
1665 </type>
1666
1667 <!--####################################################################-->
1668 <type number="158" name="Disease">
1669 <ignore>
1670 <ignore_list name="system_object" />
1671 </ignore>
1672 <description><![CDATA[
1673 Diseases are an intersting form of spellcraft in Deliantra.
1674 Once casted, they can spread out and infect creatures in a large
1675 area. Being infected can have various effects, from amusing farts
1676 to horrible damage - almost everything is possible.]]>
1677 </description>
1678 <use><![CDATA[
1679 Diseases are extremely flexible and usable in a many ways.
1680 So far they are mostly used for causing bad, unwanted effects.
1681 You could just as well create a disease which helps the player
1682 (recharging mana for example).
1683 Infection with a "positive disease" could even be a quest reward.]]>
1684 </use>
1685 <attribute arch="invisible" value="1" type="fixed" />
1686 <attribute arch="level" editor="plaque level" type="int">
1687 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1688 This mainly reflects in the &lt;damage&gt;. It has no effect on
1689 most other symptoms. Neverthless, it is a very important value for
1690 all damage-inflicting diseases.
1691 </attribute>
1692 <attribute arch="race" editor="infect race" type="string">
1693 The disease will only infect creatures of the specified &lt;race&gt;.
1694 "&lt;race&gt; *" means every creature can be infected.
1695 </attribute>
1696 <attribute arch="ac" editor="progressiveness" type="int">
1697 Every time the disease "moves" the severity of the symptoms are increased
1698 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1699 </attribute>
1700 <section name="spreading">
1701 <attribute arch="wc" editor="infectiosness" type="int">
1702 The &lt;infectiosness&gt; defines the chance of new creatures getting
1703 infected. If you set this too high, the disease is very likely to
1704 be too effective.
1705
1706 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1707 </attribute>
1708 <attribute arch="last_grace" editor="attenuation" type="int">
1709 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1710 everytime it infects someone new. This limits how many generations
1711 a disease can propagate.
1712 </attribute>
1713 <attribute arch="magic" editor="infection range" type="int">
1714 &lt;infection range&gt; sets the range at which infection may occur.
1715 If positive, the &lt;infection range&gt; is level dependant - If negative,
1716 it is not:
1717 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1718 six square range, and &lt;plaque level&gt; doesn't modify that.
1719 </attribute>
1720 <attribute arch="maxhp" editor="persistence" type="int">
1721 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1722 The disease can "move" &lt;persistence&gt; times outside a host before it
1723 vanishes. A negative value means the disease lasts for permanent
1724 (which is only recommended to use in maps without monsters).
1725 </attribute>
1726 <attribute arch="maxgrace" editor="curing duration" type="int">
1727 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1728 (Assuming the host survives and doesn't use a curing spell).
1729 After this period the disease is naturally cured, which provides the
1730 host with immunity from this particular disease of lower or equal level.
1731
1732 A negative value means the disease can never be cured naturally.
1733
1734 Note that this value can be further modulated by spell-parameters,
1735 if the disease is registered as spell in the code. Due to that,
1736 most default diseases take a lot longer to cure than it seems.
1737 </attribute>
1738 <attribute arch="speed" editor="moving speed" type="float">
1739 The &lt;speed&gt; of the disease determines how fast the disease will
1740 "move", thus how fast the symptoms strike the host.
1741 </attribute>
1742 &speed_left;
1743 </section>
1744 <section name="symptoms">
1745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1746 The disease will attack the host with the given &lt;attacktype&gt;.
1747 Godpower attacktype is commonly used for "unresistable" diseases.
1748 </attribute>
1749 <attribute arch="dam" editor="damage" type="int">
1750 A disease with a positive &lt;damage&gt; value will strike the player for that
1751 amount of damage every time the symptoms occur.
1752 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1753 the player's health is reduced by 10% every time the symptoms strike.
1754
1755 Diseases with %-based damage can be dangerous - but not deadly -
1756 for players of all levels.
1757 </attribute>
1758 <attribute arch="other_arch" editor="create arch" type="string">
1759 If set, the specified arch is created and dropped every time the
1760 symptoms strike.
1761
1762 This can be various things: farts, body pieces, eggs ...
1763 Even monsters can be created that way. You could also make a
1764 disease where some exotic stuff like money/gems is created.
1765 </attribute>
1766 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1767 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1768 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1769 </attribute>
1770 <attribute arch="exp" editor="exp. for curing" type="int">
1771 When the player manages to cure this disease (with a curing spell),
1772 he is awarded with &lt;exp. for curing&gt; experience.
1773 </attribute>
1774 <attribute arch="maxsp" editor="mana depletion" type="int">
1775 Every time the disease "moves", the player's mana is
1776 reduced by the value of &lt;mana depletion&gt;.
1777 For negative values, a %-based amount is taken.
1778 </attribute>
1779 <attribute arch="last_eat" editor="food depletion" type="int">
1780 Every time the disease "moves", the player's food is
1781 reduced by the value of &lt;food depletion&gt;.
1782 For negative values, a %-based amount is taken.
1783 </attribute>
1784 <attribute arch="hp" editor="health regen." type="int">
1785 This value increases the player's healing rate.
1786 Negative values decrease it.
1787 </attribute>
1788 <attribute arch="sp" editor="mana regen." type="int">
1789 This value increases the player's rate of mana regeneration.
1790 Negative values decrease it.
1791 </attribute>
1792 </section>
1793 <section name="disability">
1794 <attribute arch="Str" editor="strength" type="int">
1795 The player's strength will rise by the given value
1796 while being infected. (Negative values make strength fall)
1797 </attribute>
1798 <attribute arch="Dex" editor="dexterity" type="int">
1799 The player's dexterity will rise by the given value
1800 while being infected. (Negative values make dexterity fall)
1801 </attribute>
1802 <attribute arch="Con" editor="constitution" type="int">
1803 The player's constitution will rise by the given value
1804 while being infected. (Negative values make constitution fall)
1805 </attribute>
1806 <attribute arch="Int" editor="intelligence" type="int">
1807 The player's intelligence will rise by the given value
1808 while being infected. (Negative values make intelligence fall)
1809 </attribute>
1810 <attribute arch="Pow" editor="power" type="int">
1811 The player's power will rise by the given value
1812 while being infected. (Negative values make power fall)
1813 </attribute>
1814 <attribute arch="Wis" editor="wisdom" type="int">
1815 The player's wisdom will rise by the given value
1816 while being infected. (Negative values make wisdom fall)
1817 </attribute>
1818 <attribute arch="Cha" editor="charisma" type="int">
1819 The player's charisma will rise by the given value
1820 while being infected. (Negative values make charisma fall)
1821 </attribute>
1822 </section>
1823 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1824 This text is displayed to the player every time the
1825 symptoms strike.
1826 </attribute>
1827 </type>
1828
1829 <!--####################################################################-->
1830 <type number="23" name="Door">
1831 <ignore>
1832 <ignore_list name="non_pickable" />
1833 </ignore>
1834 <description><![CDATA[
1835 A door can be opened with a normal key. It also can be broken by attacking
1836 it, and it can be defeated with the lockpicking skill. If a door is
1837 defeated, horizontally and vertically adjacent doors are automatically
1838 removed.]]>
1839 </description>
1840 <attribute arch="no_pick" value="1" type="fixed" />
1841 <attribute arch="alive" value="1" type="fixed" />
1842 &movement_types_terrain;
1843 <attribute arch="hp" editor="hitpoints" type="int">
1844 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1845 </attribute>
1846 <attribute arch="ac" editor="armour class" type="int">
1847 Doors of high &lt;armour class&gt; are less likely to get hit.
1848 &lt;armour class&gt; can be considered the "counterpiece" to
1849 &lt;weapon class&gt;.
1850 </attribute>
1851 <attribute arch="other_arch" editor="drop arch" type="string">
1852 This string defines the object that will be created when the door was
1853 defeated.
1854 </attribute>
1855 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1856 This entry determines what kind of traps will appear in the door.
1857 </attribute>
1858 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1859 Set this flag to move treasure items created into the environment (map)
1860 instead of putting them into the object.
1861 </attribute>
1862 </type>
1863
1864 <!--####################################################################-->
1865 <type number="83" name="Duplicator">
1866 <ignore>
1867 <ignore_list name="system_object" />
1868 </ignore>
1869 <description><![CDATA[
1870 When activated, a duplicator can duplicate, multiply or destroy a pile of
1871 objects which lies somewhere on top of the duplicator.
1872 The duplicator has one arch name specified as &lt;target arch&gt;,
1873 and only objects of this archetype can be affected.<br>
1874 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1875 If the latter is set to zero, it will destroy objects.]]>
1876 </description>
1877 <use><![CDATA[
1878 I hope it is clear that one must be very cautious when inserting a duplicator
1879 anywhere with &lt;multiply factor&gt; greater than one.
1880 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1881 It is <b>not acceptable</b> to allow duplication of anything other than
1882 coins, gold and jewels. Besides, it is very important that the chance to
1883 loose the input matches the chance to earn winnings.<br>
1884 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1885 loosing rate of 2/3 = 67%.]]>
1886 </use>
1887 <attribute arch="other_arch" editor="target arch" type="string">
1888 Only objects of matching archtype, lying ontop of the duplicator will be
1889 duplicated, multiplied or removed. All other objects will be ignored.
1890 </attribute>
1891 <attribute arch="level" editor="multiply factor" type="int">
1892 The number of items in the target pile will be multiplied by the
1893 &lt;multiply factor&gt;. If it is set to zero, all target objects
1894 will be destroyed.
1895 </attribute>
1896 <attribute arch="connected" editor="connection" type="int">
1897 An activator (lever, altar, button, etc) with matching connection value
1898 is able to trigger this duplicator. Be very careful that players cannot
1899 abuse it to create endless amounts of money or other valuable stuff!
1900 </attribute>
1901 &activate_on;
1902 </type>
1903
1904 <!--####################################################################-->
1905 <type number="66" name="Exit">
1906 <ignore>
1907 <ignore_list name="non_pickable" />
1908 </ignore>
1909 <description><![CDATA[
1910 When the player applies an exit, he is transferred to a different location.
1911 (Monsters cannot use exits.) Depending on how it is set, the player applies
1912 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1913 the exit. ]]>
1914 </description>
1915 <use><![CDATA[
1916 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1917 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1918 detected with the show_invisible spell.
1919 <br><br>
1920 You can be quite creative with the outlook of secret exits (their "face").
1921 Don't forget to give the player relyable hints about them though.]]>
1922 </use>
1923 <attribute arch="slaying" editor="exit path" type="string">
1924 The exit path defines the map that the player is transferred to.
1925 You can enter an absolute path, beginning with '/' (for example
1926 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1927 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1928 relative path "Fire1"). Use relative paths whenever possible! Note that
1929 upper/lower case must always be set correctly. However, please use lower
1930 case only.
1931 It is well possible to have an exit pointing to the same map that the exit
1932 is on. If slaying is not set in an exit, the player will see a message like
1933 "the exit is closed".
1934 </attribute>
1935 <attribute arch="hp" editor="destination X" type="int">
1936 The exit destinations define the (x, y)-coordinates where the exit
1937 leads to.
1938 If both are set to zero, the player will be transferred to the "default
1939 enter location" of the destined map. The latter can be set in the map-
1940 properties as "Enter X/Y". Though, please DO NOT use that.
1941 It turned out to be a source for numerous map-bugs.
1942 </attribute>
1943 <attribute arch="sp" editor="destination Y" type="int">
1944 The exit destinations define the (x, y)-coordinates where the exit
1945 leads to.
1946 If both are set to zero, the player will be transferred to the "default
1947 enter location" of the destined map. The latter can be set in the map-
1948 properties as "Enter X/Y". Though, please DO NOT use that.
1949 It turned out to be a source for numerous map-bugs.
1950 </attribute>
1951 &move_on;
1952 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1953 If set, this message will be displayed to the player when he applies the exit.
1954 This is quite useful to throw in some "role-play feeling": "As you enter the
1955 dark cave you hear the sound of rustling dragonscales...". Well, my english
1956 is poor, but you get the point. =)
1957 </attribute>
1958 <attribute arch="damned" editor="set savebed" type="bool">
1959 If set, then players using this exit will have their savebed position
1960 set to the destination of the exit when passing through.
1961 </attribute>
1962 </type>
1963
1964 <!--####################################################################-->
1965 <type number="72" name="Flesh">
1966 <description><![CDATA[
1967 Just like with food, the player can fill his stomache and gain a
1968 little health by eating flesh-objects. <br>
1969 For dragon players, flesh plays a very special role though: If the
1970 flesh has resistances set, a dragon player has a chance to gain resistance in
1971 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1972 Don't forget that flesh items with resistances have to be balanced
1973 according to map/monster difficulty.]]>
1974 </description>
1975 <use><![CDATA[
1976 For dragon players, flesh items can be highly valuable. Note that many
1977 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1978 These flesh items "inherit" resistances and level from the monster they belong to.
1979 When you add special flesh items to the inventory of a monster, this is
1980 not the case - so you have to set it manually.
1981 <br><br>
1982 Generally adding special flesh-treaties for dragon players is a great thing
1983 to do. Always consider that dragon players might really not be interested
1984 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1985 out on the reward completely.]]>
1986 </use>
1987 <attribute arch="food" editor="foodpoints" type="int">
1988 The player's stomache will get filled with this amount of foodpoints.
1989 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1990 </attribute>
1991 <attribute arch="level" editor="flesh level" type="int">
1992 The &lt;flesh level&gt; is not visible to the players and it affects only
1993 dragon players. Normally this value reflects the level of the monster
1994 from which the flesh item originates.
1995 Dragon players always search for flesh of highest level possible,
1996 because it bears the best chance to gain high resistances.
1997 </attribute>
1998 <attribute arch="startequip" editor="godgiven item" type="bool">
1999 A godgiven item vanishes as soon as the player
2000 drops it to the ground.
2001 </attribute>
2002 &resistances_flesh_section;
2003 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2004 This text may describe the item.
2005 </attribute>
2006 </type>
2007
2008 <!--####################################################################-->
2009 <type number="0" name="Floor">
2010 <required>
2011 <attribute arch="is_floor" value="1" />
2012 <attribute arch="alive" value="0" />
2013 </required>
2014 <ignore>
2015 <ignore_list name="non_pickable" />
2016 </ignore>
2017 <description><![CDATA[
2018 Floor is a very basic thing whithout too much
2019 functionality. It's a floor - you stand on it.]]>
2020 </description>
2021 <attribute arch="is_floor" value="1" type="fixed" />
2022 <attribute arch="no_pick" value="1" type="fixed" />
2023 <section name="terrain">
2024 &movement_types_terrain;
2025 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2026 This flag indicates this spot contains wood or high grass.
2027 Players with activated woodsman skill can move faster here.
2028 </attribute>
2029 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2030 This flag indicates this spot contains hills or large rocks.
2031 Players with activated mountaineer skill can move faster here.
2032 </attribute>
2033 </section>
2034 <attribute arch="no_magic" editor="no spells" type="bool">
2035 If enabled, it is impossible for players to use (wizard-)
2036 spells on that spot.
2037 </attribute>
2038 <attribute arch="damned" editor="no prayers" type="bool">
2039 If enabled, it is impossible for players to use prayers
2040 on that spot. It also prevents players from saving.
2041 </attribute>
2042 <attribute arch="unique" editor="unique map" type="bool">
2043 Unique floor means that any items dropped on that spot
2044 will be saved byond map reset. For permanent apartments,
2045 all floor tiles must be set &lt;unique map&gt;.
2046 </attribute>
2047 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2048 This text may describe the object.
2049 </attribute>
2050 </type>
2051
2052 <!--####################################################################-->
2053 <type number="67" name="Floor (Encounter)">
2054 <ignore>
2055 <ignore_list name="non_pickable" />
2056 </ignore>
2057 <description><![CDATA[
2058 Encounter-Floor is pretty much the same as normal floor.
2059 Most outdoor floor/ground-arches are set to be "encounters".
2060 That is kind of a relict from former code: When walking over
2061 encounter-floor, players sometimes got beamed to little maps
2062 with monsters on them. Nowadays this feature is disabled -
2063 Hence encounter floor is not different from normal floor.]]>
2064 </description>
2065 <attribute arch="is_floor" value="1" type="fixed" />
2066 <attribute arch="no_pick" value="1" type="fixed" />
2067 <section name="terrain">
2068 &movement_types_terrain;
2069 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2070 This flag indicates this spot contains wood or high grass.
2071 Players with activated woodsman skill can move faster here.
2072 </attribute>
2073 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2074 This flag indicates this spot contains hills or large rocks.
2075 Players with activated mountaineer skill can move faster here.
2076 </attribute>
2077 </section>
2078 <attribute arch="no_magic" editor="no spells" type="bool">
2079 If enabled, it is impossible for players to use (wizard-)
2080 spells on that spot.
2081 </attribute>
2082 <attribute arch="damned" editor="no prayers" type="bool">
2083 If enabled, it is impossible for players to use prayers
2084 on that spot. It also prevents players from saving.
2085 </attribute>
2086 <attribute arch="unique" editor="unique map" type="bool">
2087 Unique floor means that any items dropped on that spot
2088 will be saved byond map reset. For permanent apartments,
2089 all floor tiles must be set &lt;unique map&gt;.
2090 </attribute>
2091 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2092 This text may describe the object.
2093 </attribute>
2094 </type>
2095
2096 <!--####################################################################-->
2097 <type number="6" name="Food">
2098 <description><![CDATA[
2099 By eating/drinking food-objects, the player can fill his
2100 stomache and gain a little health.]]>
2101 </description>
2102 <attribute arch="food" editor="foodpoints" type="int">
2103 The player's stomache will get filled with this amount of foodpoints.
2104 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2105 </attribute>
2106 <attribute arch="startequip" editor="godgiven item" type="bool">
2107 A godgiven item vanishes as soon as the player
2108 drops it to the ground.
2109 </attribute>
2110 </type>
2111
2112 <!--####################################################################-->
2113 <type number="91" name="Gate">
2114 <ignore>
2115 <ignore_list name="non_pickable" />
2116 </ignore>
2117 <description><![CDATA[
2118 Gates play an important role in Deliantra. Gates can be opened
2119 by activating a button/trigger, by speaking passwords (-> magic_ear)
2120 or carrying special key-objects (-> inventory checker).
2121 Unlike locked doors, gates can get shut again after a player has
2122 passed, which makes them more practical in many cases.]]>
2123 </description>
2124 <use><![CDATA[
2125 Use gates to divide your maps into seperated areas. After solving
2126 area A, the player gains access to area B, and so on. Make your
2127 maps more complex than "one-way".]]>
2128 </use>
2129 <attribute arch="no_pick" value="1" type="fixed" />
2130 <attribute arch="speed" value="1" type="float">
2131 The speed of the gate affects how fast it is closing/opening.
2132 </attribute>
2133 <attribute arch="connected" editor="connection" type="int">
2134 Whenever the inventory checker is triggered, all objects with identical
2135 &lt;connection&gt; value get activated. This only makes sense together with
2136 &lt;blocking passage&gt; disabled.
2137 </attribute>
2138 <attribute arch="wc" editor="position state" type="int">
2139 The &lt;position state&gt; defines the position of the gate:
2140 Zero means completely open/down, the "number of animation-steps" (usually
2141 about 6 or 7) means completely closed/up state. I suggest you don't
2142 mess with this value - Leave the default in place.
2143 </attribute>
2144 &movement_types_terrain;
2145 <attribute arch="no_magic" editor="restrict spells" type="bool">
2146 Restricting the use of spells to pass this gate. This has
2147 an effect only if &lt;block view&gt; is disabled.
2148 </attribute>
2149 <attribute arch="damned" editor="restrict prayers" type="bool">
2150 Restricting the use of prayers to pass this door. This has
2151 an effect only if &lt;block view&gt; is disabled.
2152 </attribute>
2153 </type>
2154
2155 <!--####################################################################-->
2156 <type number="113" name="Girdle">
2157 <import_type name="Amulet" />
2158 <description><![CDATA[
2159 Wearing a girdle, the object's stats will directly be inherited to
2160 the player. Girdles usually provide stats- or damage bonuses and no
2161 defense.]]>
2162 </description>
2163 <use><![CDATA[
2164 Feel free to create your own special artifacts. However, it is very
2165 important that you keep your artifact in balance with existing maps.]]>
2166 </use>
2167 <attribute arch="magic" editor="magic bonus" type="int">
2168 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2169 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2170 than direct armour-class bonus on the helmet.
2171
2172 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2173 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2174 &lt;magic bonus&gt; is pointless here.
2175 </attribute>
2176 </type>
2177
2178 <!--####################################################################-->
2179 <type number="100" name="Gloves">
2180 <import_type name="Amulet" />
2181 <description><![CDATA[
2182 Wearing gloves, the object's stats will directly be inherited to
2183 the player. Gloves can add defense or damage bonuses.]]>
2184 </description>
2185 <use><![CDATA[
2186 Feel free to create your own special artifacts. However, it is very
2187 important that you keep your artifact in balance with existing maps.]]>
2188 </use>
2189 <attribute arch="magic" editor="magic bonus" type="int">
2190 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2191 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2192 will increase that.
2193 </attribute>
2194 </type>
2195
2196 <!--####################################################################-->
2197 <type number="93" name="Handle">
2198 <ignore>
2199 <ignore_list name="non_pickable" />
2200 </ignore>
2201 <description><![CDATA[
2202 A handle can be applied by players and (certain) monsters.
2203 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2204 </description>
2205 <use><![CDATA[
2206 Handles are commonly used to move gates. When placing your lever,
2207 don't forget that some monsters are able to apply it.
2208 The ability to apply levers is rare among monsters -
2209 but vampires can do it for example.]]>
2210 </use>
2211 <attribute arch="no_pick" value="1" type="fixed" />
2212 <attribute arch="connected" editor="connection" type="int">
2213 Every time the handle is applied, all objects
2214 with the same &lt;connection&gt; value are activated.
2215 </attribute>
2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2217 This text may describe the item. You can use this
2218 message to explain the handle's purpose to the player.
2219 </attribute>
2220 </type>
2221
2222 <!--####################################################################-->
2223 <type number="27" name="Handle Trigger">
2224 <import_type name="Handle" />
2225 <ignore>
2226 <ignore_list name="non_pickable" />
2227 </ignore>
2228 <description><![CDATA[
2229 Handle triggers are handles which reset after a short period
2230 of time. Every time it is either applied or reset, the
2231 &lt;connection&gt; value is triggered.]]>
2232 </description>
2233 <use><![CDATA[
2234 When you connect an ordinary handle to a gate, the gate normally remains
2235 opened after the first player passed. If you want to keep the gate shut,
2236 connecting it to a handle trigger is an easy solution. ]]>
2237 </use>
2238 </type>
2239
2240 <!--####################################################################-->
2241 <type number="88" name="Hazard Floor">
2242 <required>
2243 <attribute arch="is_floor" value="1" />
2244 </required>
2245 <ignore>
2246 <ignore_list name="non_pickable" />
2247 </ignore>
2248 <description><![CDATA[
2249 The best example for Hazard Floor is lava. It works like standard
2250 floor, but damages all creatures standing on it.
2251 Damage is taken in regular time intervals.]]>
2252 </description>
2253 <use><![CDATA[
2254 The default lava for example does minor damage. But you can turn
2255 it up so that your hazard floor poses a real threat.<br>
2256 Like magic walls, such floors add a permanent thrill to your map.
2257 You can use that to safely chase off too-weak players, or just
2258 to have something different.]]>
2259 </use>
2260 <attribute arch="is_floor" value="1" type="fixed" />
2261 <attribute arch="lifesave" value="1" type="fixed" />
2262 &move_on;
2263 <attribute arch="no_pick" value="1" type="fixed" />
2264 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2265 This attribute specifys the attacktypes that this floor uses to
2266 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2267 If you want a real tough hazard floor, add more than just one attacktype.
2268 </attribute>
2269 <attribute arch="dam" editor="base damage" type="int">
2270 The &lt;base damage&gt; defines how much damage is inflicted to the
2271 victim per hit. The final damage is influenced by several other
2272 factors like the victim's resistance and level.
2273 </attribute>
2274 <attribute arch="wc" editor="weaponclass" type="int">
2275 &lt;weapon class&gt; improves the chance of hitting the victim.
2276 Lower values are better.
2277 Usually, hazard floors like lava are supposed to hit the
2278 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2279 to something like -30.
2280 </attribute>
2281 <attribute arch="level" editor="attack level" type="int">
2282 I guess this value is supposed to work similar to monster levels.
2283 But in fact, it does not seem to have an effect. Set any non-zero
2284 value to be on the safe side.
2285 </attribute>
2286 <section name="terrain">
2287 &movement_types_terrain;
2288 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2289 This flag indicates this spot contains wood or high grass.
2290 Players with activated woodsman skill can move faster here.
2291 </attribute>
2292 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2293 This flag indicates this spot contains hills or large rocks.
2294 Players with activated mountaineer skill can move faster here.
2295 </attribute>
2296 </section>
2297 <attribute arch="no_magic" editor="no spells" type="bool">
2298 If enabled, it is impossible for players to use (wizard-)
2299 spells on that spot.
2300 </attribute>
2301 <attribute arch="damned" editor="no prayers" type="bool">
2302 If enabled, it is impossible for players to use prayers
2303 on that spot. It also prevents players from saving.
2304 </attribute>
2305 <attribute arch="unique" editor="unique map" type="bool">
2306 Unique floor means that any items dropped on that spot
2307 will be saved byond map reset. For permanent apartments,
2308 all floor tiles must be set &lt;unique map&gt;.
2309 </attribute>
2310 </type>
2311
2312 <!--####################################################################-->
2313 <type number="34" name="Helmet">
2314 <import_type name="Amulet" />
2315 <description><![CDATA[
2316 Wearing a helmet, the object's stats will directly be inherited to
2317 the player. Normal helmets usually increase defense, while crowns
2318 add more special bonuses like stats/resistances paired with
2319 low defense.]]>
2320 </description>
2321 <use><![CDATA[
2322 Feel free to create your own special artifacts. However, it is very
2323 important that you keep your artifact in balance with existing maps.]]>
2324 </use>
2325 <attribute arch="magic" editor="magic bonus" type="int">
2326 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2327 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2328 than direct armour-class bonus on the helmet.
2329
2330 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2331 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2332 Crowns for instance typically provide no &lt;amour class&gt;.
2333 </attribute>
2334 </type>
2335
2336 <!--####################################################################-->
2337 <type number="56" name="Holy Altar">
2338 <ignore>
2339 <ignore_list name="non_pickable" />
2340 </ignore>
2341 <description><![CDATA[
2342 Holy_altars are altars for the various religions. Praying
2343 at a Holy_altar will make you a follower of that god, and
2344 if you already follow that god, you may get some extra bonus.]]>
2345 </description>
2346 <attribute arch="no_pick" value="1" type="fixed" />
2347 <attribute arch="other_arch" editor="god name" type="string">
2348 The altar belongs to the god of the given name. Possible options for
2349 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2350 Gorokh, Valriel and Sorig.
2351
2352 If you want to have an unconsecrated altar, set
2353 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2354 </attribute>
2355 <attribute arch="level" editor="reconsecrate level" type="int">
2356 To re-consecrate an altar, the player's wisdom level must be as
2357 high or higher than this value. In that way, some altars can not
2358 be re-consecrated, while other altars, like those in dungeons, could be.
2359
2360 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2361 Some characters might need those altars, they would be very unhappy to
2362 see them re-consecrated to another cult.
2363 </attribute>
2364 </type>
2365
2366 <!--####################################################################-->
2367 <type number="35" name="Horn">
2368 <ignore>
2369 <attribute arch="title" />
2370 </ignore>
2371 <description><![CDATA[
2372 Horns are very similar to rods. The difference is that horns regenerate
2373 spellpoints faster and thus are more valuable than rods.
2374 <br><br>
2375 A horn contains a spell. The player can use this spell by applying and
2376 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2377 used endlessly.]]>
2378 </description>
2379 <use><![CDATA[
2380 Horns are powerful due to their fast recharge rate. They should
2381 never contain high level attacking spells. Even curing/healing spells
2382 are almost too good on a horn.]]>
2383 </use>
2384 <attribute arch="sp" editor="spell" type="spell">
2385 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2386 horns to players, since they can be used endlessly without any mana cost!
2387 Horns with heal/ restoration/ protection spells, IF available, MUST be
2388 very very VERY hard to get!
2389 </attribute>
2390 <attribute arch="level" editor="casting level" type="int">
2391 The casting level of the &lt;spell&gt; determines it's power.
2392 For attack spells, level should not be set too high.
2393 </attribute>
2394 <attribute arch="hp" editor="initial spellpoints" type="int">
2395 This value represents the initial amount of spellpoints in the horn.
2396 Naturally, this is quite unimportant.
2397 </attribute>
2398 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2399 When the horn is fully charged up, it will hold this maximum amount of
2400 spellpoints. Make sure it is enough to cast the contained spell at least
2401 once. But don't set the value too high, as that might make the horn way
2402 too effective.
2403 </attribute>
2404 <attribute arch="startequip" editor="godgiven item" type="bool">
2405 A godgiven item vanishes as soon as the player
2406 drops it to the ground.
2407 </attribute>
2408 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2409 This text may contain a description of the horn.
2410 </attribute>
2411 </type>
2412
2413 <!--####################################################################-->
2414 <type number="73" name="Inorganic">
2415 <description><![CDATA[
2416 Inorganic materials are generally used as ingredients for
2417 alchemical receipes. By themselves, they have no special
2418 functionalities.]]>
2419 </description>
2420 <attribute arch="is_dust" editor="is dust" type="bool">
2421 </attribute>
2422 &resistances_basic;
2423 </type>
2424
2425 <!--####################################################################-->
2426 <type number="64" name="Inventory Checker">
2427 <ignore>
2428 <ignore_list name="system_object" />
2429 </ignore>
2430 <description><![CDATA[
2431 Inventory checkers passively check the players inventory for a
2432 specific object. You can set a connected value that is triggered
2433 either if that object is present or missing (-&gt; "last_sp") when a
2434 player walks over the inv. checker. A valid option is to remove the
2435 matching object (usually not recommended, see "last_heal").
2436 <br><br>
2437 Alternatively, you can set your inv. checker to block all players
2438 that do/don't carry the matching object.
2439 <br><br>
2440 As you can see, inv. checkers are quite powerful, holding a
2441 great variety of possibilities.]]>
2442 </description>
2443 <use><![CDATA[
2444 Putting a check_inventory space in front of a gate (one below) and
2445 one on the opposite side works reasonably well as a control mechanism.
2446 Unlike the key/door-combo, this one works infinite since it is
2447 independant from map reset. Use it to put a "structure" into your
2448 maps: Player must solve area A to gain access to area B. This concept
2449 can be found in nearly every RPG - simple but effective.]]>
2450 </use>
2451 <attribute arch="no_pick" value="1" type="fixed" />
2452 <attribute arch="slaying" editor="match key string" type="string">
2453 This string specifies the object we are looking for: We have a match
2454 if the player does/don't carry a key object or a mark with identical
2455 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2456 this context. A typical example is the city gate mechanism of scorn.
2457 </attribute>
2458 <attribute arch="race" editor="match arch name" type="string">
2459 This string specifies the object we are looking for: We have a match
2460 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2461 </attribute>
2462 <attribute arch="hp" editor="match type" type="int">
2463 This value specifies the object we are looking for: We have a match
2464 if the player does/don't carry an object that is of type &lt;match type&gt;.
2465
2466 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2467 enabled. Now you have an inv. checker blocking all players that carry any
2468 kind of melee weapon. To pass, a player is forced to leave behind all
2469 his weaponry... bad news for a warrior. ;)
2470 </attribute>
2471 <attribute arch="last_sp" editor="match = having" type="bool">
2472 Enabled means having that object is a match.
2473 Disabled means not having that object is a match.
2474 </attribute>
2475 <attribute arch="connected" editor="connection" type="int">
2476 Whenever the inventory checker is triggered, all objects with identical
2477 &lt;connection&gt; value get activated. This only makes sense together with
2478 &lt;blocking passage&gt; disabled.
2479 </attribute>
2480 &movement_types_terrain;
2481 <attribute arch="last_heal" editor="remove match" type="bool">
2482 &lt;remove match&gt; means remove object if found. Setting this is usually not
2483 recommended because inv. checkers are in general invisible. So, unlike
2484 for altars/ locked doors, the player won't expect to lose an object when
2485 walking over that square. And he doesn't even get a message either.
2486
2487 So, *if* you enable &lt;remove match&gt;, make sure
2488 to inform the player what's going on!
2489 </attribute>
2490 </type>
2491
2492 <!--####################################################################-->
2493 <type number="163" name="Item Transformer">
2494 <description><![CDATA[
2495 An item transformer is simply applied, after having marked a 'victim'
2496 item. If the victim is suitable, it will be transformed into something
2497 else.]]>
2498 </description>
2499 <use><![CDATA[
2500 To make an item transformable, you just have to fill the 'slaying' field.
2501 The syntax is:
2502 <br>
2503 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2504 <br>
2505 with [] denoting optional part, and * any number of preceding [].
2506 'new_item' must be the name of an existing archetype.
2507 <br><br>
2508 Example, for object apple: slaying knife:2 half_apple
2509 <br><br>
2510 This means that, when applying a knife (should be an Item Transformer),
2511 one 'apple' will be transformed into 2 'half_apple'.]]>
2512 </use>
2513 <attribute arch="food" editor="number of uses" type="int">
2514 &lt;number of uses&gt; controls how many times the item transformer can
2515 be used. The value 0 means "unlimited"
2516 </attribute>
2517 <attribute arch="slaying" editor="verb" type="string">
2518 Contains the verb that is used to construct a message to the player
2519 applying the item transformer.
2520 </attribute>
2521 <attribute arch="startequip" editor="godgiven item" type="bool">
2522 A godgiven item vanishes as soon as the player
2523 drops it to the ground.
2524 </attribute>
2525 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2526 This text may contain a description of the item transformer.
2527 </attribute>
2528 </type>
2529
2530 <!--####################################################################-->
2531 <type number="60" name="Jewel">
2532 <description><![CDATA[
2533 Items of the type Gold &amp; Jewels are handled like a currency.
2534 Unlike for any other type of item, in shops, the buy- and selling
2535 prices differ only marginally.]]>
2536 </description>
2537 <attribute arch="race" value="gold and jewels" type="fixed" />
2538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2539 This text may describe the object.
2540 </attribute>
2541 </type>
2542
2543 <!--####################################################################-->
2544 <type number="24" name="Key">
2545 <description><![CDATA[
2546 When carrying a key, a normal door can be opened. The key will
2547 disappear.]]>
2548 </description>
2549 <attribute arch="startequip" editor="godgiven item" type="bool">
2550 A godgiven item vanishes as soon as the player
2551 drops it to the ground.
2552 </attribute>
2553 </type>
2554
2555 <!--####################################################################-->
2556 <type number="20" name="Locked Door">
2557 <ignore>
2558 <ignore_list name="non_pickable" />
2559 </ignore>
2560 <description><![CDATA[
2561 A locked door can be opened only when carrying
2562 the appropriate special key.]]>
2563 </description>
2564 <use><![CDATA[
2565 If you want to create a locked door that cannot be opened (no key),
2566 set a &lt;key string&gt; like "no_key_available". This will clearify things
2567 and only a fool would create a key matching that string.
2568
2569 Door-objects can not only be used for "doors". In many maps these
2570 are used with all kinds of faces/names, especially often as
2571 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2572 There you have magic forces (door objects) put under certain artifact
2573 items. To get your hands on the artifacts, you need to bring up the
2574 appropriate quest items (key objects).]]>
2575 </use>
2576 <attribute arch="move_type" value="0" type="fixed" />
2577 <attribute arch="no_pick" value="1" type="fixed" />
2578 <attribute arch="slaying" editor="key string" type="string">
2579 The &lt;key string&gt; in the door must be identical with the
2580 &lt;key string&gt; in the special key, then the door is unlocked.
2581 It is VERY important to set the &lt;key string&gt; to something that
2582 is unique among the Deliantra mapset.
2583
2584 DONT EVER USE the default string "set_individual_value".
2585 </attribute>
2586 <attribute arch="no_magic" editor="restrict spells" type="bool">
2587 Restricting the use of spells to pass this door.
2588 This should be set in most cases.
2589 (Don't forget that the spell "dimension door" is easily
2590 available at about wisdom level 10).
2591 </attribute>
2592 <attribute arch="damned" editor="restrict prayers" type="bool">
2593 Restricting the use of prayers to pass this door.
2594 This should be set in most cases.
2595 </attribute>
2596 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2597 When a player is trying to open the door without carrying the
2598 appropriate key, this text is displayed to the player. This is
2599 a good opportunity to place hints about the special key needed
2600 to unlock the door.
2601 </attribute>
2602 </type>
2603
2604 <!--####################################################################-->
2605 <type number="29" name="Magic Ear">
2606 <ignore>
2607 <ignore_list name="system_object" />
2608 </ignore>
2609 <description><![CDATA[
2610 Magic_ears trigger a connected value
2611 when the player speaks a specific keyword.]]>
2612 </description>
2613 <use><![CDATA[
2614 Whenever you put magic_ears on your maps, make sure there are
2615 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2616 something like a gate that is opened by speaking "open" or
2617 "sesame", expecting the player to figure this out all by himself.
2618 <br><br>
2619 Magic_ears are typically used for interaction with NPCs. You
2620 can create the impression that the NPC actually *does* something
2621 according to his conversation with a player. Mostly this means
2622 opening a gate or handing out some item, but you could be quite
2623 creative here.]]>
2624 </use>
2625 <attribute arch="no_pick" value="1" type="fixed" />
2626 <attribute arch="connected" editor="connection" type="int">
2627 The Magic_ear will trigger all objects with the
2628 same connection value, every time it is activated.
2629 </attribute>
2630 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2631 This textfield contains the keyword-matching-syntax. The text should
2632 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2633 Any number of keywords from one to infinite is allowed. Make sure
2634 they are seperated by a '|'.
2635
2636 Examples: "@match yes", "@match gold|treasure". The connected
2637 value will be triggerd when the player speaks any of the given
2638 keywords within a two-square radius. IMPORTANT: Upper/lower case
2639 does not make a difference!
2640 </attribute>
2641 </type>
2642
2643 <!--####################################################################-->
2644 <type number="62" name="Magic Wall">
2645 <ignore>
2646 <ignore_list name="non_pickable" />
2647 </ignore>
2648 <description><![CDATA[
2649 Magic walls fire spells in a given direction, in regular intervals.
2650 Magic walls can contain any spell. However, some spells do not
2651 operate very successfully in them. The only way to know is to test
2652 the spell you want to use with a wall.
2653 <br><br>
2654 Several types of magical walls are predefined for you in the
2655 archetypes, and can be found on the "connected" Pickmap.]]>
2656 </description>
2657 <use><![CDATA[
2658 Spellcasting walls pose an interesting alternative to monsters.
2659 Usually they are set to be undestroyable. Thus, while monsters
2660 in a map can be cleared out, the magic walls remain. Low level
2661 characters for example will not be able to pass through their
2662 spell-area, hence they cannot loot a map that a high level character
2663 might have cleared out.
2664 <br><br>
2665 Another point of magic walls is that if the player dies, he has to face
2666 them all again. Magic walls can add a kind of "permanent thrill" to
2667 your maps.
2668 <br><br>
2669 Be careful that your magic walls don't kill the monsters on a map. If
2670 placing monsters, eventually take ones that are immune to the
2671 walls' spell(s).
2672 <br><br>
2673 It is possible to make walls rotate when triggered. But that is so
2674 confusing (and useless IMHO) that I did not mention it above. You
2675 can find a working example on the map
2676 "/pup_land/castle_eureca/castle_eureca8".]]>
2677 </use>
2678 <attribute arch="dam" editor="spell" type="spell">
2679 The magic wall will cast this &lt;spell&gt;.
2680 </attribute>
2681 <attribute arch="level" editor="spell level" type="int">
2682 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2683 walls cast spells at minimal strength. "level 100" walls cast deadly
2684 spells. Arch default is level 1 - you should always set this value
2685 to meet the overall difficulty of your map.
2686 </attribute>
2687 <attribute arch="connected" editor="connection" type="int">
2688 Every time the &lt;connection&gt; value is triggered, the wall will cast
2689 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2690 have much visible effect.
2691 </attribute>
2692 &activate_on;
2693 <attribute arch="speed" editor="casting speed" type="float">
2694 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2695 You can fine-tune how long the duration between two casts shall
2696 be. If you want to create a wall that can be activated (cast per
2697 trigger) via connected lever/button/etc, you must set "speed 0".
2698 </attribute>
2699 &speed_left;
2700 <attribute arch="sp" editor="direction" type="list_direction">
2701 The magic wall will cast it's spells always in the specified
2702 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2703 always fire in a random direction.
2704 </attribute>
2705 &movement_types_terrain;
2706 <section name="destroyable">
2707 <attribute arch="alive" editor="is destroyable" type="bool">
2708 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2709 destroyed by the player. If disabled, all other attributes on
2710 this tab, as well as resistances, are meaningless.
2711 </attribute>
2712 <attribute arch="hp" editor="hitpoints" type="int">
2713 The more &lt;hitpoints&gt; the wall has, the longer
2714 it takes to be destroyed.
2715 </attribute>
2716 <attribute arch="maxhp" editor="max hitpoints" type="int">
2717 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2718 can have. This only makes sense if the wall can regain health.
2719 </attribute>
2720 <attribute arch="ac" editor="armour class" type="int">
2721 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2722 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2723 to &lt;weapon class&gt;.
2724 </attribute>
2725 </section>
2726 &resistances_basic;
2727 </type>
2728
2729 <!--####################################################################-->
2730 <type number="55" name="Marker">
2731 <ignore>
2732 <ignore_list name="system_object" />
2733 </ignore>
2734 <description><![CDATA[
2735 A marker is an object that inserts an invisible force (a mark) into a
2736 player stepping on it. This force does nothing except containing a
2737 &lt;key string&gt; which can be discovered by detectors or inventory
2738 checkers. It is also possible to use markers for removing marks again.
2739 <br><br>
2740 Note that the player has no possibility to "see" his own marks,
2741 except by the effect that they cause on the maps.]]>
2742 </description>
2743 <use><![CDATA[
2744 Markers hold real cool possibilities for map-making. I encourage
2745 you to use them frequently. However there is one negative point
2746 about markers: Players don't "see" what's going on with them. It is
2747 your task, as map-creator, to make sure the player is always well
2748 informed and never confused.
2749 <br><br>
2750 Please avoid infinite markers when they aren't needed. They're
2751 using a little space in the player file after all, so if there
2752 is no real purpose, set an expire time.]]>
2753 </use>
2754 <attribute arch="no_pick" value="1" type="fixed" />
2755 <attribute arch="slaying" editor="key string" type="string">
2756 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2757 If the player already has a force with that &lt;key string&gt;,
2758 there won't be inserted a second one.
2759 </attribute>
2760 <attribute arch="connected" editor="connection" type="int">
2761 When the detector is triggered, all objects with the same
2762 connection value get activated.
2763 </attribute>
2764 <attribute arch="speed" editor="marking speed" type="float">
2765 The &lt;marking speed&gt; defines how quickly it will mark something
2766 standing on the marker. Set this value rather high to make
2767 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2768 should do fine.
2769 </attribute>
2770 &speed_left;
2771 <attribute arch="food" editor="mark duration" type="int">
2772 This value defines the duration of the force it inserts.
2773 If nonzero, the duration of the player's mark is finite:
2774 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2775 means the mark will stay on the player forever.
2776 </attribute>
2777 <attribute arch="name" editor="delete mark" type="string">
2778 When the player steps onto the marker, all existing forces in
2779 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2780 will be removed. If you don't want to remove any marks, leave
2781 this textfield empty.
2782
2783 Note that the string &lt;delete mark&gt; is set as the name of
2784 this marker. So don't be confused, and remember changing the
2785 name will take effect on the marker's functionality.
2786 </attribute>
2787 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2788 In the moment when the player gets marked, this text is displayed
2789 to him. You should really set a message in any marker you create,
2790 because it's the only way for the player to notice what's going on.
2791 </attribute>
2792 </type>
2793
2794 <!--####################################################################-->
2795 <type number="36" name="Money">
2796 <ignore>
2797 <attribute arch="unpaid" />
2798 </ignore>
2799 <description><![CDATA[
2800 Items of the type Money are handled as currency.
2801 Money cannot be sold/bought in shops. When money is dropped
2802 in a shop, it stays the same.<br>
2803 When a player picks an item from a shop and attempts to
2804 walk over the shop mat, the item's selling-price is automatically
2805 subtracted from the player's money.
2806 <br><br>
2807 For money, always use the default arches.
2808 Don't modify them.]]>
2809 </description>
2810 <attribute arch="race" value="gold and jewels" type="fixed" />
2811 </type>
2812
2813 <!--####################################################################-->
2814 <type number="0" name="Monster &amp; NPC">
2815 <required>
2816 <attribute arch="is_floor" value="0" />
2817 <attribute arch="alive" value="1" />
2818 <attribute arch="tear_down" value="0" />
2819 </required>
2820 <ignore>
2821 <attribute arch="material" />
2822 <attribute arch="name_pl" />
2823 <attribute arch="nrof" />
2824 <attribute arch="value" />
2825 <attribute arch="unpaid" />
2826 </ignore>
2827 <description><![CDATA[
2828 Monsters can behave in various kinds of ways.
2829 They can be aggressive, attacking the player. Or peaceful,
2830 helping the player - maybe joining him as pet.
2831 The unagressive creatures who communicate with players are
2832 usually called "NPCs" (Non Player Character), a well-known
2833 term in role-play environments.]]>
2834 </description>
2835 <use><![CDATA[
2836 Monsters play a central role in most maps. Choosing the right
2837 combination of monsters for your map is vital:
2838 <UL>
2839 <LI> Place only monsters of slightly varying (increasing) strength.
2840 It's no fun to play for two hours just to find out the last
2841 monster is unbeatable. Similar, it's not exciting to fight orcs
2842 after passing a room of dragons.<br>
2843 This rule applies only for linear maps (one room after the other),
2844 with treasure at the end. You can sprinkle the treasure around,
2845 or make non-linear maps - That is often more entertaining.
2846 <LI> Places with high level monsters must not be easy to reach.
2847 Balrogs, Dragonmen and the likes should be at the end of a quest,
2848 not at the beginning.
2849 <LI> Don't stick monsters together that tend to kill each other.
2850 Fire- and cold dragons in one room for example is a bad idea.
2851 By weakening and killing each other they are easy prey for players,
2852 not worth the experience they hold.
2853 <LI> Create your own monsters, especially for "boss"-type monsters.
2854 Having stage-bosses guarding treasure is a lot of fun when done right.
2855 Avoid to create monsters with completely non-intuitive abilities:
2856 Don't give ice-spells to firedragons or vice versa. Don't add
2857 draining attack to trolls, etc. Additionally, you should inform the
2858 player before he bumps right into some very special/unusual monster.
2859 <LI> Last but not least: Always keep an eye on the experience your monsters
2860 hold. Design your maps in a way that high experience
2861 is always well-defended. Don't make large rooms full with only one kind
2862 of monster. Keep in mind the different abilities/techniques players
2863 can use.
2864 </UL>
2865 I know it's impossible to make the perfectly balanced map. There's always
2866 some part which is found too easy or too hard for a certain kind of player.
2867 Just give it your best shot. And listen to feedback from players if you
2868 receive some. :-)]]>
2869 </use>
2870 <attribute arch="alive" value="1" type="fixed" />
2871 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2872 When the monster is killed, items from the treasurelist will
2873 drop to the ground. This is a common way to reward players
2874 for killing (masses of) monsters.
2875
2876 Note that you can always put items into the monster's
2877 inventory. Those will drop-at-kill just like the stuff
2878 from the &lt;treasurelist&gt;.
2879 </attribute>
2880 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2881 Set this flag to move treasure items created into the environment (map)
2882 instead of putting them into the object.
2883 </attribute>
2884 <attribute arch="level" editor="level" type="int">
2885 A monster's &lt;level&gt; is the most important attribute.
2886 &lt;level&gt; affects the power of a monster in various ways.
2887 </attribute>
2888 <attribute arch="race" editor="race" type="string">
2889 Every monster should have a race set to categorize it.
2890 The monster's &lt;race&gt; can have different effects:
2891 Slaying weapons inflict tripple damage against enemy races
2892 and holy word kills only enemy races of the god.
2893 </attribute>
2894 <attribute arch="exp" editor="experience" type="int">
2895 When a player kills this monster, he will get exactly this
2896 amount of &lt;experience&gt;. The experience will flow into
2897 the skill-category the player used for the kill.
2898
2899 If you create special monsters of tweaked strenght/abilities,
2900 always make sure that the &lt;experience&gt; is set to a
2901 reasonable value. Compare with existing arches to get a feeling
2902 what reasonable means. Keep in mind that spellcasting monsters
2903 are a lot harder to kill than non-spellcasters!
2904 </attribute>
2905 <attribute arch="speed" editor="speed" type="float">
2906 The &lt;speed&gt; determines how fast a monster will both move
2907 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2908 </attribute>
2909 &speed_left;
2910 <attribute arch="other_arch" editor="breed monster" type="string">
2911 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2912 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2913 can be set to any valid arch-name of a monster. Multipart monster
2914 should not be used.
2915 </attribute>
2916 <attribute arch="generator" editor="multiply" type="bool">
2917 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2918 every once in a while. Mice are a good example for this effect.
2919 If enabled, you must also set &lt;breed monster&gt; or check
2920 &lt;template generation&gt; and put other monsters in the inventory.
2921 </attribute>
2922 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2923 This only takes effect if &lt;multiply&gt; is enabled. The monster
2924 will create a new monster every once in a while by duplicating it's inventory.
2925 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2926 Each time the monster need to generate an object, it will be
2927 a randomly chosen item from the inventory. When generator is destroyed,
2928 inventory is destroyed.
2929 </attribute>
2930 &move_type;
2931 <attribute arch="undead" editor="undead" type="bool">
2932 Several spells only affect undead monsters:
2933 turn undead, banish undead, holy word, etc.
2934 </attribute>
2935 <attribute arch="carrying" editor="carries weight" type="int">
2936 If a monster has something in the inventory, this
2937 value can be set to reflect the slowdown due to
2938 the carried weight.
2939 </attribute>
2940 <attribute arch="precious" editor="precious" type="bool">
2941 Set this flag to indicate that this monster is precious, i.e.
2942 it should not be lightly destroyed. This is most useful on pets and
2943 keeps the server from destroying them on destroy_pets/monster floors
2944 and will try to save them when the player logs out.
2945 </attribute>
2946
2947 <section name="melee">
2948 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2949 This number is a bitmask, specifying the monster's attacktypes
2950 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2951 Strong monsters often have more than just physical attacktype.
2952
2953 When a monster with multiple attacktypes hits aan oponent, it will do
2954 as much damage as the "best" of it's attacktypes does. So, the more
2955 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2956 somehow exceptions.
2957 </attribute>
2958 <attribute arch="dam" editor="damage" type="int">
2959 Among other parameters, &lt;damage&gt; affects how much melee damage
2960 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2961 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2962 take effect on the melee damage of a monster.
2963 </attribute>
2964 <attribute arch="wc" editor="weapon class" type="int">
2965 Monsters of high &lt;weapon class&gt; are more likely to really hit
2966 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2967 to &lt;armour class&gt;.
2968 </attribute>
2969 <attribute arch="hp" editor="health points" type="int">
2970 The &lt;health points&gt; of a monster define how long it takes to
2971 kill it. With every successful hit from an opponent, &lt;health points&gt;
2972 get drained - The monster dies by zero &lt;health points&gt;.
2973 </attribute>
2974 <attribute arch="maxhp" editor="max health" type="int">
2975 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2976 monster can have.
2977 </attribute>
2978 <attribute arch="ac" editor="armour class" type="int">
2979 Monsters of low &lt;armour class&gt; are less likely to get hit from
2980 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2981 to &lt;weapon class&gt;.
2982 Values typically range between +20 (very bad) to -20 (quite good).
2983 </attribute>
2984 <attribute arch="Con" editor="healing rate" type="int">
2985 Monsters regenerate this many health points each 4 ticks. Hence, the
2986 healing rate is independent of &lt;speed&gt;.
2987 </attribute>
2988 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2989 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2990 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2991 bounce off.
2992 </attribute>
2993 <attribute arch="hitback" editor="hitback" type="bool">
2994 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2995 to the amount of damage the *attacker* inflicted. This damage
2996 is additional to the regular melee damage of the monster.
2997 As far as I know, hitback uses acid attacktype, and it only takes
2998 effect if the monster actually has acid attacktype at it's disposal.
2999 Acid spheres for example use this feature.
3000 </attribute>
3001 <attribute arch="one_hit" editor="one hit only" type="bool">
3002 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3003 to a player.
3004 </attribute>
3005 </section>
3006
3007 <section name="spellcraft">
3008 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3009 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3010 Only wands/rods/etc can be used, given the appropriate abilities.
3011 </attribute>
3012 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3013 A monster with this flag has the ability to &lt;reflect spells&gt;,
3014 all kinds of spell-bullets and -beams will bounce off.
3015
3016 Generally this flag should not be set because it puts
3017 wizard-type players at an unfair disadvantage.
3018 </attribute>
3019 <attribute arch="sp" editor="spellpoints" type="int">
3020 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3021 them for both wizard- and prayer-spells. However, this value defines
3022 only the amount of *initial* spellpoints the monster starts with.
3023 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3024 and &lt;spellpoint regen.&gt; are more important than just initial
3025 &lt;spellpoints&gt;.
3026 </attribute>
3027 <attribute arch="maxsp" editor="max spellpoints" type="int">
3028 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3029 can hold. Setting this to high values has little effect unless
3030 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3031 "regenerate mana" at it's disposal.
3032 </attribute>
3033 <attribute arch="Pow" editor="spellpoint regen." type="int">
3034 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3035 spellpoint regeneration rate is independent of &lt;speed&gt;.
3036
3037 To make a real tough spellcasting monster, the rate of spellpoint
3038 regeneration is most important. If your monster is still not casting
3039 fast enough, give it the spell-ability of "regenerate mana".
3040 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3041 </attribute>
3042 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3043 Click on the &lt;attuned paths&gt; button to select spellpaths.
3044 The creature will get attuned to the specified spellpaths.
3045 </attribute>
3046 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3047 Click on the &lt;repelled paths&gt; button to select spellpaths.
3048 The creature will get repelled to the specified spellpaths.
3049 </attribute>
3050 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3051 Click on the &lt;denied paths&gt; button to select spellpaths.
3052 The creature won't be able to cast spells of the specified paths.
3053 </attribute>
3054 </section>
3055
3056 <section name="ability">
3057 <attribute arch="Int" editor="detect hidden" type="int">
3058 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3059 hidden/invisible creatures. Higher values make for better
3060 detection-skills. Enabling &lt;see invisible&gt; makes this value
3061 obsolete.
3062 </attribute>
3063 <attribute arch="see_invisible" editor="see invisible" type="bool">
3064 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3065 with by invisible or hiding players. This flag is a must-have
3066 for high-level monsters. When a monster is unable to detect
3067 invisible players, it can be killed without fighting back.
3068 </attribute>
3069 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3070 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3071 by spells of darkness or dark maps. This flag is a "should-have"
3072 for high-level monsters. When a monster is unable to see in
3073 darkness, players can cast darkness and sneak around it safely.
3074 </attribute>
3075 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3076 Monster is able to wield weapon type objects.
3077 </attribute>
3078 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3079 Monster is able to use missile-weapon type objects.
3080 </attribute>
3081 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3082 Monster is able to wear protective equipment like brestplate
3083 armour, shields, helmets etc.
3084 </attribute>
3085 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3086 Monster is able to wear rings.
3087 </attribute>
3088 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3089 Monster is able to use wands and staves.
3090 </attribute>
3091 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3092 Monster is able to use rods.
3093 </attribute>
3094 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3095 Monster is able to read scrolls.
3096 </attribute>
3097 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3098 Monster is able to use skills from it's inventory.
3099 For example, you can put a throwing skill object and some
3100 boulders into the monster's object and set &lt;can use skills&gt;.
3101 </attribute>
3102 </section>
3103
3104 <section name="behave">
3105 <attribute arch="monster" editor="monster behaviour" type="bool">
3106 When &lt;monster behaviour&gt; is enabled, this object will behave
3107 like a monster: It can move and attack enemies (which are
3108 typically players).
3109 This flag should be set for all monsters as-such.
3110 Monsters which don't move, like guards, should also have
3111 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3112 It should *not* be set for things like immobile generators.
3113 </attribute>
3114 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3115 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3116 </attribute>
3117 <attribute arch="friendly" editor="friendly" type="bool">
3118 &lt;friendly&gt; monsters help the player, attacking any
3119 non-friendly monsters in range.
3120 </attribute>
3121 <attribute arch="stand_still" editor="stand still" type="bool">
3122 Monsters which &lt;stand still&gt; won't move to leave their position.
3123 When agressive, they will attack all enemies who get close to
3124 them. This behaviour is commonly known from castle guards.
3125
3126 In older versions of Deliantra it was possible to eventually
3127 push a &lt;stand still&gt;-monster out of position by force.
3128 I believe this is no longer possible. Neverthless, you should
3129 still be cautious when lining up &lt;stand still&gt;-monster in order
3130 to "defend" something: Such monsters are rather easy to kill.
3131 It's good for low level maps, but not much more.
3132 </attribute>
3133 <attribute arch="sleep" editor="asleep" type="bool">
3134 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3135 &lt;sensing range&gt; of the monster. Usually the sensing range is
3136 larger than the players line of sight. Due to that, in most cases
3137 the player won't ever notice weither a monster was asleep or not.
3138 </attribute>
3139 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3140 This entry defines which kinds of environment actions the
3141 creature is able to perform.
3142 </attribute>
3143 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3144 Click on the &lt;pick up&gt; button and select which types of objects
3145 the creature should try to pick up.
3146
3147 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3148 etc are set, then the creature will pick up the matching items even
3149 if this is not set here.
3150 </attribute>
3151 <attribute arch="Wis" editor="sensing range" type="int">
3152 &lt;sensing range&gt; determines how close a player needs to be before
3153 the creature wakes up. This is done as a square, for reasons of speed.
3154 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3155 11x11 square of the monster will wake the monster up. If the player
3156 has stealth, the size of this square is reduced in half plus 1.
3157 </attribute>
3158 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3159 If this is set to default, the standard mode of movement will be used.
3160 </attribute>
3161 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3162 This movement is not in effect when the monster has an enemy and should
3163 only be used for non agressive monsters.
3164 </attribute>
3165 <attribute arch="run_away" editor="run at % health" type="int">
3166 This is a percentage value in the range 0-100.
3167 When the monster's health points drop below this percentage
3168 (relative to max health), it attempts to run away from the
3169 attacker.
3170 </attribute>
3171 </section>
3172 &resistances_basic;
3173 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3174 </attribute>
3175 </type>
3176
3177 <!--####################################################################-->
3178 <type number="28" name="Monster (Grimreaper)">
3179 <import_type name="Monster &amp; NPC" />
3180 <ignore>
3181 <attribute arch="material" />
3182 <attribute arch="name_pl" />
3183 <attribute arch="nrof" />
3184 <attribute arch="value" />
3185 <attribute arch="unpaid" />
3186 </ignore>
3187 <description>
3188 A grimreaper is a monster that vanishes after it did some number of
3189 draining attacks.
3190 </description>
3191 <section name="grimreaper">
3192 <attribute arch="value" editor="attacks" type="int">
3193 The object vanishes after this number of draining attacks.
3194 </attribute>
3195 </section>
3196 </type>
3197
3198 <!--####################################################################-->
3199 <type number="65" name="Mood Floor">
3200 <ignore>
3201 <ignore_list name="system_object" />
3202 </ignore>
3203 <description><![CDATA[
3204 As the name implies, mood floors can change the "mood" of
3205 a monsters/NPC. For example, an unagressive monster could be
3206 turned mad to start attacking. Similar, an agressive monster
3207 could be calmed.]]>
3208 </description>
3209 <use><![CDATA[
3210 Mood floors are absolutely cool for NPC interaction. To make an
3211 unaggressive monster/NPC attack, put a creator with "other_arch
3212 furious_floor" under it. Connect the creator to a magic_ear, so the
3213 player speaks a keyword like "stupid sucker" - and the monster attacks.
3214 <br><br>
3215 To turn an NPC into a pet, put a charm_floor under it and connect
3216 it directly to a magic_ear. Then the player speaks a keyword like
3217 "help me" - and the NPC joins him as pet.
3218 <br><br>
3219 (Of course you must always give clear hints about keywords!
3220 And there is no reason why you couldn't use a button/lever/pedestal
3221 etc. instead of a magic_ear.)]]>
3222 </use>
3223 <attribute arch="no_pick" value="1" type="fixed" />
3224 <attribute arch="last_sp" editor="mood" type="list_mood">
3225 &lt;mood&gt; is used to determine what will happen to the
3226 monster when affected by the mood floor:
3227
3228 &lt;mood&gt; 'furious': Makes all monsters aggressive
3229
3230 &lt;mood&gt; 'angry': As above but pets are unaffected
3231
3232 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3233
3234 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3235
3236 &lt;mood&gt; 'charm': Turns monster into a pet of person
3237 who triggers the square. This setting is not
3238 enabled for continous operation, you need to
3239 insert a &lt;connection&gt; value!
3240 </attribute>
3241 <attribute arch="connected" editor="connection" type="int">
3242 This should only be set in combination with &lt;mood number&gt; 4.
3243 Normally, monsters are affected by the mood floor as soon as they
3244 step on it. But charming (monster -&gt; pet) is too powerful,
3245 so it needs to be activated.
3246
3247 Typically it is connected to an altar, for buying a "hireling".
3248 But a powerful pet could as well be the reward for solving a
3249 quest. Or even better: It could be *part* of a quest!
3250 </attribute>
3251 <attribute arch="no_magic" editor="no spells" type="bool">
3252 If enabled, it is impossible for players to use (wizard-)
3253 spells on that spot.
3254 </attribute>
3255 <attribute arch="damned" editor="no prayers" type="bool">
3256 If enabled, it is impossible for players to use prayers
3257 on that spot. It also prevents players from saving.
3258 </attribute>
3259 </type>
3260
3261 <!--####################################################################-->
3262 <type number="40" name="Mover">
3263 <ignore>
3264 <ignore_list name="non_pickable" />
3265 </ignore>
3266 <description><![CDATA[
3267 Movers move the objects above them. However, only living objects
3268 are affected (monsters/NPCs always, players optional). Movers have
3269 a direction, so players can be made to move in a pattern, and so
3270 can monsters. Motion is involuntary. Additionally, players or
3271 monsters can be "frozen" while ontop of movers so that they MUST
3272 move along a chain of them.
3273 <br><br>
3274 Multisquare monsters can be moved as well, given
3275 enough space. Movers are usually invisible.]]>
3276 </description>
3277 <use><![CDATA[
3278 NEVER EVER consider a mover being unpassable in the backwards
3279 direction. Setting "forced movement" makes it seemingly impossible
3280 but there is still a trick: One player can push a second player
3281 past the mover, in opposite to the mover's direction! The more
3282 movers, the more players needed. Hence, don't make a treasure
3283 room that is surrounded by movers instead of solid walls/gates.
3284 <br><br>
3285 Btw, it does not make a difference putting movers above or
3286 below the floor. Moreover, movers that are set to be invisible
3287 cannot be discovered with the show_invisible spell.
3288 <br><br>
3289 Note that Movers and Directors are seperate objects, even though
3290 they look and act similar. Directors only do spells/missiles,
3291 while movers only do living creatures (depending on how it
3292 is set: monsters and players).]]>
3293 </use>
3294 <attribute arch="attacktype" editor="forced movement" type="bool">
3295 If forced movement is enabled, the mover "freezes" anyone it
3296 moves (so they are forced to move along a chain).
3297 For players there is no way to escape this forced movement,
3298 except being pushed by a second player.
3299 </attribute>
3300 <attribute arch="maxsp" editor="freeze duration" type="int">
3301 The player will be "frozen" for that many moves.
3302 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3303 enabled, then &lt;freeze duration&gt; gets assigned the
3304 "default value" 2 automatically.
3305 </attribute>
3306 <attribute arch="speed" editor="movement speed" type="float">
3307 The movement speed value determines how fast a chain of
3308 these movers will push a player along (default is -0.2).
3309 </attribute>
3310 &speed_left;
3311 <attribute arch="sp" editor="direction" type="list_direction">
3312 The mover will push creatures in the specified &lt;direction&gt;.
3313 A mover with direction set to &lt;none&gt; will spin clockwise,
3314 thus pushing creatures in unpredictable directions.
3315 </attribute>
3316 <attribute arch="lifesave" editor="gets used up" type="bool">
3317 If enabled, the mover gets "used up" after a certain number of moves
3318 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3319 </attribute>
3320 <attribute arch="hp" editor="number of uses" type="int">
3321 This value has only a meaning if &lt;gets used up&gt; is set:
3322 &lt;number of uses&gt; is the number of times minus one, that it
3323 will move a creature before disappearing. (It will move
3324 someone &lt;number of uses&gt;+1 times, then vanish).
3325 </attribute>
3326 <section name="targets">
3327 <attribute arch="level" editor="move players" type="bool">
3328 If &lt;move players&gt; is enabled, both players and monsters will be
3329 moved. In the arches' default it is disabled - thus ONLY monsters
3330 get moved. Remember that "monsters" includes NPCs!
3331
3332 This feature provides you with the possibility to make NPCs
3333 literally "come to life". Example: The player is talking with an
3334 NPC, speaking a certain keyword. This triggers a magic_ear and
3335 activates creators, creating (per default: monster-only) movers
3336 under the NPC's feet. The NPC starts "walking" on a predefined
3337 route! Note that it's useful to set this NPC immune to everything,
3338 preventing the player to push the NPC off his trace.
3339 </attribute>
3340 <attribute arch="move_on" editor="movement type" type="movement_type">
3341 Which movement types activate the mover.
3342 </attribute>
3343 </section>
3344 </type>
3345
3346 <!--####################################################################-->
3347 <type number="17" name="Pedestal">
3348 <ignore>
3349 <ignore_list name="non_pickable" />
3350 </ignore>
3351 <description><![CDATA[
3352 Pedestals are designed to detect certain types of living objects.
3353 When a predefined type of living creature steps on the pedestal, the
3354 connected value is triggered.]]>
3355 </description>
3356 <use><![CDATA[
3357 If you want to create a place where only players of a certain race
3358 can enter, put a teleporter over your pedestal. So the teleporter is
3359 only activated for players of the matching race. Do not use gates,
3360 because many other players could sneak in. If you put powerful
3361 artifacts into such places, generally set "startequip 1", so that
3362 they are preserved for that one race and can't be traded to others.]]>
3363 </use>
3364 <attribute arch="no_pick" value="1" type="fixed" />
3365 <attribute arch="slaying" editor="match race" type="string">
3366 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3367 matches the monster's or the player's race, we have a match.
3368 Yes, pedestals can detect a player's race! E.g. you could create a
3369 place where only fireborns can enter, by setting "slaying unnatural".
3370
3371 If it is set to "player", any player stepping on the pedestal
3372 is a match. Very useful if you want to open a gate for players
3373 but not for monsters.
3374 </attribute>
3375 <attribute arch="connected" editor="connection" type="int">
3376 When the pedestal is triggered, all objects with the same
3377 connection value get activated.
3378 </attribute>
3379 &move_on;
3380 </type>
3381
3382 <!--####################################################################-->
3383 <type number="94" name="Pit">
3384 <ignore>
3385 <ignore_list name="non_pickable" />
3386 </ignore>
3387 <description><![CDATA[
3388 Pits are holes, transporting the player when he walks (and falls) into them.
3389 A speciality about pits is that they don't transport the player to
3390 the exact destination, but within a configurable radius of the destination
3391 (never on blocked squares).<br>
3392 Optionally, pits can get closed and opened, similar to gates.<br><br>
3393 Monsters and items are affected by pits just as well as players.
3394 Even multipart monsters can fall through them, given enough space.]]>
3395 </description>
3396 <use><![CDATA[
3397 Pits can add interesting effects to your map. When using them, make
3398 sure to use them in a "logical way": Pits should always drop the
3399 player to some kind of lower level. They should not be used to
3400 randomly interconnect maps like teleporters do.]]>
3401 </use>
3402 <attribute arch="no_pick" value="1" type="fixed" />
3403 <attribute arch="range" editor="spread radius" type="int">
3404 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3405 </attribute>
3406 <attribute arch="connected" editor="connection" type="int">
3407 When a &lt;connection&gt; value is set, the pit can be opened/closed
3408 by activating the connection.
3409 </attribute>
3410 &activate_on;
3411 <attribute arch="hp" editor="destination X" type="int">
3412 The pit will transport creatures (and items) randomly into a two-square
3413 radius of the destination coordinates.
3414 If the destination square becomes blocked, the pit will act like
3415 being filled up and not work anymore!
3416 </attribute>
3417 <attribute arch="sp" editor="destination Y" type="int">
3418 The pit will transport creatures (and items) randomly into a two-square
3419 radius of the destination coordinates.
3420 If the destination square becomes blocked, the pit will act like
3421 being filled up and not work anymore!
3422 </attribute>
3423 <attribute arch="wc" editor="position state" type="int">
3424 The &lt;position state&gt; defines the position of the gate:
3425 Zero means completely open/down, the "number of animation-steps" (usually
3426 about 6 or 7) means completely closed/up state. I suggest you don't
3427 mess with this value - Leave the default in place.
3428 </attribute>
3429 &move_on;
3430 </type>
3431
3432 <!--####################################################################-->
3433 <type number="7" name="Poison Food">
3434 <description><![CDATA[
3435 When eating, the player's stomache is drained by 1/4 of food.
3436 If his food drops to zero, the player might even die.]]>
3437 </description>
3438 </type>
3439
3440 <!--####################################################################-->
3441 <type number="5" name="Potion">
3442 <description><![CDATA[
3443 The player can drink these and gain various kinds of benefits
3444 (/penalties) by doing so.]]>
3445 </description>
3446 <use><![CDATA[
3447 One potion should never give multiple benefits at once.]]>
3448 </use>
3449 <attribute arch="level" editor="potion level" type="int">
3450 If the potion contains a spell, the spell is cast at this level.
3451 For other potions it should be set at least to 1.
3452 </attribute>
3453 <attribute arch="sp" editor="spell" type="spell">
3454 When a player drinks this potion, the selected spell
3455 will be casted (once). This should work for any given spell.
3456 E.g. heal is "sp 35", magic power is "sp 67".
3457 </attribute>
3458 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3459 There are two types of special effects for potions:
3460 'life restoration' - restore the player's stats lost by death or draining
3461 (this has nothing in common with the restoration spell!)
3462 'improvement' - increase the player's maximum health/mana/grace
3463 by a very small amount.
3464 </attribute>
3465 <attribute arch="cursed" editor="cursed" type="bool">
3466 If a potion is cursed, benefits generally turn into penalties.
3467 Note that potions can be "uncursed" by praying over an altar,
3468 with relative ease. *But* the potion must be identified to notice
3469 that it is cursed &gt;:)
3470 </attribute>
3471 <attribute arch="startequip" editor="godgiven item" type="bool">
3472 A godgiven item vanishes as soon as the player
3473 drops it to the ground.
3474 </attribute>
3475 &player_stat_resist_sections;
3476 </type>
3477
3478 <!--####################################################################-->
3479 <type number="156" name="Power Crystal">
3480 <description><![CDATA[
3481 Power crystals can store a player's mana:
3482 When the player applies the crystal with full mana, half of
3483 it flows into the crystal. When the player applies it with
3484 lacking mana, the crystal replenishes the player's mana.]]>
3485 </description>
3486 <attribute arch="sp" editor="initial mana" type="int">
3487 &lt;initial mana&gt; is the amount of spellpoints that the
3488 crystal holds when the map is loaded.
3489 </attribute>
3490 <attribute arch="maxsp" editor="mana capacity" type="int">
3491 The &lt;mana capacity&gt; defines how much mana can be stored
3492 in the crystal. This is what makes the crystal interesting.
3493 Wizard-players will always seek for crystals with large
3494 capacities.
3495 </attribute>
3496 </type>
3497
3498 <!--####################################################################-->
3499 <type number="13" name="Projectile">
3500 <description><![CDATA[
3501 Projectiles like arrows/crossbow bolts are used as ammunition
3502 for shooting weapons.
3503 <br><br>
3504 It's very easy to add new pairs of weapons &amp; projectiles.
3505 Just set matching &lt;ammunition class&gt; both for shooting
3506 weapon and projectile.]]>
3507 </description>
3508 <use><![CDATA[
3509 If you want to create new kinds of projectiles, you could
3510 add an alchemical receipe to create these.
3511
3512 Don't create new pairs of weapons &amp; projectiles unless
3513 they really fullfill a useful purpose. In fact, even bows
3514 and crossbows are rarely ever used.]]>
3515 </use>
3516 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3517 This number is a bitmask, specifying the projectile's attacktypes.
3518 Attacktypes are: physical, magical, fire, cold.. etc.
3519 This works identical to melee weapons. Note that shooting
3520 weapons cannot have attacktypes.
3521 </attribute>
3522 <attribute arch="race" editor="ammunition class" type="string">
3523 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3524 these projectiles. For arrows set "arrows", for crossbow bolts
3525 set "crossbow bolts" (big surprise).
3526
3527 In certain cases, the ammunition class is displayed in the game.
3528 Hence, when you create a new ammunition class, choose an
3529 intuitive name like "missiles", "spirit bolts" - whatever.
3530
3531 You can also make special containers holding these projectiles
3532 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3533 </attribute>
3534 <attribute arch="slaying" editor="slaying race" type="string">
3535 Slaying means the weapon does tripple (3x) damage to monsters
3536 of the specified race. If &lt;slaying race&gt; matches an arch name,
3537 only monsters of that archtype receive tripple damage.
3538 Tripple damage is very effective.
3539 </attribute>
3540 <attribute arch="dam" editor="damage" type="int">
3541 The projectile &lt;damage&gt; significantly affects the damage
3542 done. Damage can be further increased by the shooting
3543 weapon's attributes.
3544 </attribute>
3545 <attribute arch="wc" editor="weaponclass" type="int">
3546 This value is supposed to be the base &lt;weaponclass&gt;,
3547 but it seems to have rather little effect.
3548 High values are good here, low values bad.
3549 </attribute>
3550 <attribute arch="food" editor="chance to break" type="int">
3551 The &lt;chance to break&gt; defines the breaking probability when this
3552 projectile hits an obstacle, e.g. wall or monster.
3553 The value is the %-chance to break, ranging from 0 (never breaking)
3554 to 100 (breaking at first shot).
3555 </attribute>
3556 <attribute arch="magic" editor="magic bonus" type="int">
3557 Magic bonus increases chance to hit and damage a little bit.
3558 </attribute>
3559 <attribute arch="unique" editor="unique item" type="bool">
3560 Unique items exist only one time on a server. If the item
3561 is taken, lost or destroyed - it's gone for good.
3562 </attribute>
3563 <attribute arch="startequip" editor="godgiven item" type="bool">
3564 A godgiven item vanishes as soon as the player
3565 drops it to the ground.
3566 </attribute>
3567 <attribute arch="no_drop" editor="don't drop" type="bool">
3568 When a monster carries a projectile with &lt;don't drop&gt;,
3569 this item will never drop to the ground but
3570 vanish instead. If this object is shot, it can still drop
3571 after hitting an obstacle. You can prevent this by
3572 setting &lt;chance to break&gt; 100.
3573 </attribute>
3574 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3575 This text may describe the projectile. This
3576 could be nice for very special ones.
3577 </attribute>
3578 </type>
3579
3580 <!--####################################################################-->
3581 <type number="70" name="Ring">
3582 <import_type name="Amulet" />
3583 <description><![CDATA[
3584 Rings are worn on the hands - one ring each.
3585 Wearing rings, the object's stats will directly be inherited to
3586 the player. Usually enhancing his spellcasting potential.]]>
3587 </description>
3588 <use><![CDATA[
3589 When you create an artifact ring, never forget that players can
3590 wear <B>two</B> rings! Due to that it is extremely important to
3591 keep rings in balance with the game.
3592 <br><br>
3593 Also keep in mind that rings are generally the wizard's tools.
3594 They should primarily grant bonuses to spellcasting abilities
3595 and non-physical resistances.]]>
3596 </use>
3597 </type>
3598
3599 <!--####################################################################-->
3600 <type number="3" name="Rod">
3601 <ignore>
3602 <attribute arch="title" />
3603 </ignore>
3604 <description><![CDATA[
3605 A rod contains a spell. The player can use this spell by applying and
3606 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3607 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3608 used endlessly.]]>
3609 </description>
3610 <use><![CDATA[
3611 Rods with healing/curing spells are extremely powerful. Usually, potions have
3612 to be used for that purpose. Though, potions are expensive and only good for
3613 one-time-use.<br>]]>
3614 </use>
3615 <attribute arch="sp" editor="spell" type="spell">
3616 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3617 rods to players, since they can be used endlessly without any mana cost!
3618 Rods with heal/ restoration/ protection spells, IF available, MUST be
3619 very very VERY hard to get!
3620 </attribute>
3621 <attribute arch="level" editor="casting level" type="int">
3622 The casting level of the &lt;spell&gt; determines it's power.
3623 For attack spells, level should be set to something reasonable.
3624 </attribute>
3625 <attribute arch="hp" editor="initial spellpoints" type="int">
3626 This value represents the initial amount of spellpoints in the rod.
3627 Naturally, this is quite unimportant.
3628 </attribute>
3629 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3630 When the rod is fully charged up, it will hold this maximum amount of
3631 spellpoints. Make sure it is enough to cast the contained spell at least
3632 once. But don't set the value too high, as that might make the rod
3633 too effective.
3634 </attribute>
3635 <attribute arch="startequip" editor="godgiven item" type="bool">
3636 A godgiven item vanishes as soon as the player
3637 drops it to the ground.
3638 </attribute>
3639 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3640 This text may contain a description of the rod.
3641 </attribute>
3642 </type>
3643
3644 <!--####################################################################-->
3645 <type number="154" name="Rune">
3646 <ignore>
3647 <attribute arch="no_pick" />
3648 <attribute arch="title" />
3649 <attribute arch="name_pl" />
3650 <attribute arch="weight" />
3651 <attribute arch="value" />
3652 <attribute arch="material" />
3653 <attribute arch="unpaid" />
3654 </ignore>
3655 <description><![CDATA[
3656 A rune is a magical enscription on the dungeon floor.
3657 <br><br>
3658 Runes hit any monster or person who steps on them for 'dam' damage in
3659 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3660 and will cast this spell when it detonates. Yet another kind is the
3661 "summoning rune", summoning predefined monsters of any kind, at detonation.
3662 <br><br>
3663 Many runes are already defined in the archetypes.]]>
3664 </description>
3665 <use><![CDATA[
3666 Avoid monsters stepping on your runes. For example, summoning runes
3667 together with spellcasting- and attack-runes is usually a bad idea.]]>
3668 </use>
3669 <attribute arch="no_pick" value="1" type="fixed" />
3670 &move_on;
3671 <attribute arch="level" editor="rune level" type="int">
3672 This value sets the level the rune will cast the spell it contains at,
3673 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3674 (&lt;rune level&gt; 0 runes won't detonate at all!)
3675
3676 Level Also effects how easily a rune may be found and disarmed, and
3677 how much experience the player gets for doing so. Beware: High level
3678 runes can be quite a cheap source of experience! So either make them
3679 tough, or keep the level low.
3680 </attribute>
3681 <attribute arch="Cha" editor="visibility" type="int">
3682 This value determines what fraction of the time the rune is visible:
3683 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3684 how easily the rune may be found.
3685 </attribute>
3686 <attribute arch="hp" editor="number of charges" type="int">
3687 The rune will detonate &lt;number of charges&gt; times before disappearing.
3688 </attribute>
3689 <attribute arch="dam" editor="direct damage" type="int">
3690 &lt;direct damage&gt; specifies how much damage is done by the rune,
3691 if it doesn't contain a spell. This should be set in reasonable
3692 relation to the rune's level.
3693 </attribute>
3694 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3695 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3696 attribute defines what attacktype to use for direct damage when
3697 the rune detonates.
3698 </attribute>
3699 <section name="spellcraft">
3700 <attribute arch="sp" editor="spell" type="spell">
3701 The selected &lt;spell&gt; defines the spell in the rune, if any.
3702 (Many runes do direct damage).
3703 </attribute>
3704 <attribute arch="slaying" editor="spell name" type="string">
3705 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3706 but if present, overrides the &lt;spell&gt; setting.
3707 </attribute>
3708 <attribute arch="other_arch" editor="spell arch" type="string">
3709 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3710 is optional, but if present, overrides the &lt;spell&gt; setting.
3711 You can choose any of the existing arches.
3712 </attribute>
3713 <attribute arch="maxsp" editor="direction" type="list_direction">
3714 If set, the rune will cast it's containing spell (if any) in
3715 this &lt;direction&gt;.In most cases this appears useless because
3716 the spell directly hits the player.
3717 </attribute>
3718 <attribute arch="race" editor="summon monster" type="string">
3719 If this is set to the arch name of any monster, together with
3720 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3721 of those on detonation. (dam and attacktype will still be ignored
3722 in this case). Runes are even capable of summoning multi-square
3723 monsters, given enough space. You'd better test it though.
3724 </attribute>
3725 <attribute arch="maxhp" editor="summon amount" type="int">
3726 This should only be set to a summoning rune. It will then summon
3727 that many creatures of the kind &lt;summon monster&gt;.
3728 </attribute>
3729 </section>
3730 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3731 When the rune detonates, this text is displayed to the
3732 victim. For especially powerful runes, create an appropriate
3733 thrilling description. ;)
3734 </attribute>
3735 </type>
3736
3737 <!--####################################################################-->
3738 <type number="106" name="Savebed">
3739 <ignore>
3740 <ignore_list name="non_pickable" />
3741 </ignore>
3742 <description><![CDATA[
3743 When the player applies a savebed, he is not only saved. Both his
3744 respawn-after-death and his word-of-recall positions are pointing
3745 to the last-applied savebed.]]>
3746 </description>
3747 <use><![CDATA[
3748 Put savebed locations in towns, do not put them into dungeons.
3749 It is absolutely neccessary that a place with savebeds is 100% secure.
3750 That means:
3751 <UL>
3752 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3753 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3754 <LI> Insert a reliable exit! Make sure there is no possibility that
3755 players get trapped in a savebed location.
3756 <LI> If possible, mark the whole site as no-spell area (Insert this
3757 arch called "dungeon_magic" everywhere). This is not required,
3758 but it makes the place much more safe.
3759 </UL>]]>
3760 </use>
3761 <attribute arch="no_pick" value="1" type="fixed" />
3762 <attribute arch="no_magic" value="1" type="fixed" />
3763 <attribute arch="damned" value="1" type="fixed" />
3764 </type>
3765
3766 <!--####################################################################-->
3767 <type number="111" name="Scroll">
3768 <ignore>
3769 <attribute arch="title" />
3770 </ignore>
3771 <description><![CDATA[
3772 Scrolls contain spells (similar to spell-potions). Unlike potions,
3773 scrolls require a certain literacy skill to read successfully.
3774 Accordingly, for a successful reading, a small amount of
3775 experience is gained. Scrolls allow only one time usage, but
3776 usually they are sold in bulks.]]>
3777 </description>
3778 <use><![CDATA[
3779 For low level quests, scrolls of healing/curing-spells
3780 can be a nice reward. At higher levels, scrolls become less
3781 and less useful.]]>
3782 </use>
3783 <attribute arch="level" editor="casting level" type="int">
3784 The spell of the scroll will be casted at this level.
3785 This value should always be set, at least to 1.
3786 </attribute>
3787 <attribute arch="sp" editor="spell" type="spell">
3788 When a player/monster applies this scroll, the selected &lt;spell&gt;
3789 will be casted (once). This should work for any given spell.
3790 </attribute>
3791 <attribute arch="startequip" editor="godgiven item" type="bool">
3792 A godgiven item vanishes as soon as the player
3793 drops it to the ground.
3794 </attribute>
3795 </type>
3796
3797 <!--####################################################################-->
3798 <type number="33" name="Shield">
3799 <import_type name="Amulet" />
3800 <description><![CDATA[
3801 Wearing a shield, the object's stats will directly be inherited to
3802 the player. Shields usually provide good defense, only surpassed
3803 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3804 </description>
3805 <use><![CDATA[
3806 Feel free to create your own special artifacts. However, it is very
3807 important that you keep your artifact in balance with existing maps.]]>
3808 </use>
3809 <attribute arch="magic" editor="magic bonus" type="int">
3810 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3811 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3812 than direct armour-class bonus on the shield.
3813 </attribute>
3814 </type>
3815
3816 <!--####################################################################-->
3817 <type number="14" name="Shooting Weapon">
3818 <description><![CDATA[
3819 Shooting weapons like bows/crossbows are used to shoot projectiles
3820 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3821 wielded both at the same time. Like with any other equipment,
3822 stats/bonuses from shooting weapons are directly inherited to the player.
3823 <br><br>
3824 It's very easy to add new pairs of weapons &amp; projectiles.
3825 Just set matching &lt;ammunition class&gt; both for shooting
3826 weapon and projectile.]]>
3827 </description>
3828 <use><![CDATA[
3829 Shooting weapons should not add bonuses in general. There's already
3830 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3831 Shooting weapons should especially not add bonuses to the player
3832 that have nothing to do with schooting. A Wisdom bonus on a bow
3833 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3834 - still crap.]]>
3835 </use>
3836 <attribute arch="race" editor="ammunition class" type="string">
3837 Only projectiles with matching &lt;ammunition class&gt; can be fired
3838 with this weapon. For normal bows set "arrows", for normal
3839 crossbows set "crossbow bolts".
3840
3841 In certain cases, the ammunition class is displayed in the game.
3842 Hence, when you create a new ammunition class, choose an
3843 intuitive name like "missiles", "spirit bolts" - whatever.
3844 </attribute>
3845 <attribute arch="sp" editor="shooting speed" type="int">
3846 After shooting a projectile, the player is frozen for a short
3847 period of time (to prevent shooting arrows machine-gun-like).
3848 The greater &lt;shooting speed&gt;, the shorter this period of time.
3849 1 is minimum (=worst) and 100 is maximum (=best) value.
3850
3851 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3852 SET IT TO ZERO! (That would freeze the player for eternety).
3853 </attribute>
3854 <attribute arch="dam" editor="base damage" type="int">
3855 The &lt;base damage&gt; significantly affects the damage done
3856 by using this weapon. This damage is added to the projectile
3857 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3858 according to the player's strength is added.
3859 </attribute>
3860 <attribute arch="wc" editor="weaponclass" type="int">
3861 This value is supposed to be the base &lt;weaponclass&gt;,
3862 but it seems to have rather little effect.
3863 High values are good here, low values bad.
3864 </attribute>
3865 <attribute arch="item_power" editor="item power" type="int">
3866 The &lt;item power&gt; value measures how "powerful" an artifact is.
3867 Players will only be able to wear equipment with a certain total
3868 amount of &lt;item power&gt;, depending on their own level. This is the
3869 only way to prevent low level players to wear "undeserved" equipment
3870 (like gifts from other players or cheated items).
3871
3872 It is very important to adjust the &lt;item power&gt; value carefully
3873 for every artifact you create! If zero/unset, the Deliantra server will
3874 calculate a provisional value at runtime, but this is never
3875 going to be an accurate measurement of &lt;item power&gt;.
3876 </attribute>
3877 <attribute arch="no_strength" editor="ignore strength" type="bool">
3878 Usually the player's strentgh takes effect on the damage
3879 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3880 the player's strength is ignored.
3881 </attribute>
3882 <attribute arch="damned" editor="damnation" type="bool">
3883 A damned shooting weapon cannot be unwielded unless
3884 the curse is removed. Removing damnations is
3885 a tick harder than removing curses.
3886 </attribute>
3887 <attribute arch="cursed" editor="curse" type="bool">
3888 A cursed shooting weapon cannot be unwielded unless
3889 the curse is removed.
3890 </attribute>
3891 <attribute arch="unique" editor="unique item" type="bool">
3892 Unique items exist only one time on a server. If the item
3893 is taken, lost or destroyed - it's gone for good.
3894 </attribute>
3895 <attribute arch="startequip" editor="godgiven item" type="bool">
3896 A godgiven item vanishes as soon as the player
3897 drops it to the ground.
3898 </attribute>
3899 <section name="stats">
3900 <attribute arch="Str" editor="strength" type="int">
3901 The player's strentgh will rise/fall by the given value
3902 while wearing this shooting weapon.
3903 </attribute>
3904 <attribute arch="Dex" editor="dexterity" type="int">
3905 The player's dexterity will rise/fall by the given value
3906 while wearing this shooting weapon.
3907 </attribute>
3908 <attribute arch="Con" editor="constitution" type="int">
3909 The player's constitution will rise/fall by the given value
3910 while wearing this shooting weapon.
3911 </attribute>
3912 <attribute arch="Int" editor="intelligence" type="int">
3913 The player's intelligence will rise/fall by the given value
3914 while wearing this shooting weapon.
3915 </attribute>
3916 <attribute arch="Pow" editor="power" type="int">
3917 The player's power will rise/fall by the given value
3918 while wearing this shooting weapon.
3919 </attribute>
3920 <attribute arch="Wis" editor="wisdom" type="int">
3921 The player's wisdom will rise/fall by the given value while
3922 wearing this shooting weapon.
3923 </attribute>
3924 <attribute arch="Cha" editor="charisma" type="int">
3925 The player's charisma will rise/fall by the given value
3926 while wearing this shooting weapon.
3927 </attribute>
3928 </section>
3929 <section name="bonus">
3930 <attribute arch="luck" editor="luck bonus" type="int">
3931 With positive luck bonus, the player is more likely to
3932 succeed in all sorts of things (spellcasting, praying,...).
3933 Unless the &lt;luck bonus&gt; is very high, the effect will be
3934 barely visible in-game. Luck bonus on one piece of equipment
3935 should never exceed 3, and such bonus should not be too
3936 frequently available.
3937 </attribute>
3938 <attribute arch="magic" editor="magic bonus" type="int">
3939 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3940 I'm not sure what exactly is increased - maybe weaponclass?
3941 However, &lt;magic bonus&gt; seems to have a little bit of positive
3942 influence on your chance to hit.
3943 </attribute>
3944 </section>
3945 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3946 This text describes the weapons's "story". Every decent artifact weapon
3947 should have such a description.
3948 </attribute>
3949 </type>
3950
3951 <!--####################################################################-->
3952 <type number="68" name="Shop Floor">
3953 <ignore>
3954 <ignore_list name="non_pickable" />
3955 </ignore>
3956 <description><![CDATA[
3957 Shop floor is used for shops. It acts like a combination of the
3958 common floor- and the treasure type: When the map is loaded,
3959 randomitems (depending on the setings) are generated on it.
3960 These items are all flagged as unpaid.
3961 When a player drops an item onto shop floor, the item becomes
3962 unpaid and the player receives payment according to the item's
3963 selling-value.
3964 Shopfloor always prevents magic (To hinder players from burning
3965 or freezing the goods).]]>
3966 </description>
3967 <use><![CDATA[
3968 Tile your whole shop-interior space which shop floor.
3969 (That assures players receive payment for dropping items).
3970 Place shop mats to enter/leave the shop, and make sure
3971 there is no other exit than the shop mat.]]>
3972 </use>
3973 <attribute arch="is_floor" value="1" type="fixed" />
3974 <attribute arch="no_pick" value="1" type="fixed" />
3975 <attribute arch="no_magic" value="1" type="fixed" />
3976 <attribute arch="auto_apply" editor="generate goods" type="bool">
3977 If enabled, items will appear on this square when the map is loaded.
3978 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3979 are generated. The items will be unpaid.
3980 </attribute>
3981 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3982 This entry determines what kind of treasure will appear, when
3983 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3984 for details about existing treasurelists.
3985 </attribute>
3986 <attribute arch="exp" editor="quality level" type="int">
3987 The &lt;quality level&gt; will be used for the quality of the generated
3988 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3989 doesn't need to be set, unless you want extraordinarily good/bad
3990 quality. If you want to make a shop with very high quality, meaybe
3991 charge an entrance fee, or make the shop hard-to-come-by.
3992 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3993 and appearance of artifact-items.
3994 </attribute>
3995 <attribute arch="damned" editor="no prayers" type="bool">
3996 If enabled, it is impossible for players to use prayers
3997 on that spot. It also prevents players from saving.
3998 (Remember that &lt;no magic&gt; is always set for shop floors.)
3999 </attribute>
4000 </type>
4001
4002 <!--####################################################################-->
4003 <type number="69" name="Shop Mat">
4004 <ignore>
4005 <ignore_list name="non_pickable" />
4006 </ignore>
4007 <description><![CDATA[
4008 Shop mats are used for entering/leaving shops. You should always
4009 have exactly TWO shop mats on your shop-map: One inside the
4010 "shopping-area" and one outside. Shop mats don't use exit paths/
4011 or -destinations. When stepping onto a shopmat the player gets beamed
4012 to the nearest other mat. If the player has unpaid items in his
4013 inventory, the price gets charged from his coins automatically.
4014 If the player has insufficient coins to buy his unpaid items, he
4015 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4016 </description>
4017 <use><![CDATA[
4018 As stated above, always place TWO shop mats into your shop.
4019 Not more and not less than that.]]>
4020 </use>
4021 <attribute arch="no_pick" value="1" type="fixed" />
4022 &move_on;
4023 </type>
4024
4025 <!--####################################################################-->
4026 <type number="98" name="Sign &amp; MagicMouth">
4027 <ignore>
4028 <ignore_list name="non_pickable" />
4029 </ignore>
4030 <description><![CDATA[
4031 The purpose of a sign or magic_mouth is to display a certain message to
4032 the player. There are three ways to have the player get this message:
4033 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4034 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4035 </description>
4036 <use><![CDATA[
4037 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4038 some true roleplay feeling to your maps, support your storyline or give
4039 hints about hidden secrets/dangers. Place signs to provide the player
4040 with all kinds of useful information for getting along in your maps.]]>
4041 </use>
4042 <attribute arch="connected" editor="connection" type="int">
4043 When a connection value is set, the message will be printed whenever
4044 the connection is triggered. This should be used in combination with
4045 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4046 If activating your magic_mouth this way, the message will not only be
4047 printed to one player, but all players on the current map.
4048 </attribute>
4049 &activate_on;
4050 &move_on;
4051 <attribute arch="food" editor="counter" type="int">
4052 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4053 (printing the message) only that many times. For signs this really shouldn't
4054 be used, while for magic_mouths it is extremely helpful.
4055 Monsters walking over the magic_mouth do not decrease the counter.
4056
4057 Often, you might want to have a message displayed only one time. For example:
4058 The player enters your map and you put a magic_mouth to tell him about the
4059 monsters and how dangerous they look and all. Later, when all the monsters
4060 are killed and the player leaves the map, displaying the same message a
4061 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4062 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4063 </attribute>
4064 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4065 This text will be displayed to the player.
4066 </attribute>
4067 </type>
4068
4069 <type number="150" name="Shop Inventory">
4070 <ignore>
4071 <ignore_list name="non_pickable" />
4072 </ignore>
4073 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4074 </description>
4075 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4076 </use>
4077 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4078 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4079 the map that will be searched for unpaid items.
4080 </attribute>
4081 </type>
4082
4083 <!--####################################################################-->
4084 <type number="43" name="Skill">
4085 <ignore>
4086 <ignore_list name="system_object" />
4087 </ignore>
4088 <description><![CDATA[
4089 Skills are objects which exist in the player/monster inventory.
4090 Both NPC/monsters and players use the same skill archetypes. Not all skills
4091 are enabled for monster use however.]]>
4092 </description>
4093 <use><![CDATA[
4094 For mapmaking, Skill objects serve two purposes:
4095 <p>First, the predefined skill archtypes (in the 'skills' directory)
4096 can be seen as the global skill definitions. A skill which doesn't
4097 exists as an archtype cannot be learned or used by players. When you
4098 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4099 of defined skill archtypes, because those strings are used as a reference in
4100 many skill-related objects.
4101 </p><p>
4102 Secondly, in order to enable monsters to use skills, you will need to
4103 copy default skill archtypes into the monsters' inventories.
4104 You can even customize the skills by changing stats. It is not
4105 recommended however, to use skills in your maps which are totally
4106 unrelated to any predefined skill archtype.</p>]]>
4107 </use>
4108 <attribute arch="invisible" value="1" type="fixed" />
4109 <attribute arch="no_drop" value="1" type="fixed" />
4110 <attribute arch="skill" editor="skill name" type="string">
4111 The &lt;skill name&gt; is used for matchings. When a usable
4112 object has an identical &lt;skill name&gt;, players
4113 (or monsters) will need this skill to apply/use the object.
4114 </attribute>
4115 <attribute arch="expmul" editor="exp multiplier" type="float">
4116 This is the ratio of experience the players total should increase by
4117 when this skill is used. If this is zero, then experience only goes to
4118 to the skill. Values higher than 1 are allowed. Note that experience
4119 rewarded to the players total is in addition to that given to the
4120 skill. Eg, if player should get 500 exp for using a skill, and
4121 expmul is 1, the player will get 500 added to that skill as well as
4122 500 to their total.
4123 </attribute>
4124 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4125 The &lt;skill type&gt; defines the base functionality of the skill.
4126 Skill types are hardcoded in the Deliantra server. It isn't hard to
4127 create new skill types, but it requires a bit of server-coding.
4128 </attribute>
4129 <attribute arch="level" editor="level" type="int">
4130 </attribute>
4131 <attribute arch="exp" editor="experience" type="int">
4132 </attribute>
4133 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4134 The &lt;is native skill&gt; flag has an effect only when this
4135 skill object is placed in the inventory of a monster (or player).
4136 If it is set, the monster or player knows the skill natively, which
4137 means he does not need a skill tool to use it.
4138 </attribute>
4139 </type>
4140
4141 <!--####################################################################-->
4142 <type number="130" name="Skill Scroll">
4143 <description><![CDATA[
4144 By reading a skill scroll, a player has a chance to learn the
4145 contained skill.]]>
4146 </description>
4147 <use><![CDATA[
4148 Skill scrolls are very much sought for by players. Currently,
4149 all skill scrolls are sold in shops randomly, which is in fact not
4150 a good system. It would be nice to have some cool quests with
4151 skill scrolls rewarded at the end.]]>
4152 </use>
4153 <attribute arch="race" value="scrolls" type="fixed" />
4154 <attribute arch="skill" editor="skill name" type="string">
4155 The &lt;skill name&gt; matches the skill object that can
4156 be learned from this scroll.
4157 </attribute>
4158 </type>
4159
4160 <!--####################################################################-->
4161 <type number="21" name="Special Key">
4162 <ignore>
4163 <attribute arch="material" />
4164 </ignore>
4165 <description><![CDATA[
4166 When carrying the appropriate special key, a locked door can
4167 be opened. The key will dissapear.
4168 <br><br>
4169 This object-type can also be used for "passport"-like items:
4170 When walking onto an invetory checker, a gate for example might
4171 get opened. The "passport" will stay in the player's inventory.]]>
4172 </description>
4173 <use><![CDATA[
4174 How to make a "passport": You take the special key arch
4175 (archetype name is "key2"), set the face to something like
4176 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4177 certainly must match with the appropiate inventory checker.
4178 <br><br>
4179 Of course you can be creative with names and faces of
4180 key-objects. A "mysterious crystal" or a "big dragon claw"
4181 (with appropriate faces) appear more interesting than just
4182 a "strange key", or "passport".]]>
4183 </use>
4184 <attribute arch="slaying" editor="key string" type="string">
4185 This string must be identical with the &lt;key string&gt; in the
4186 locked door, then it can be unlocked. It can also be used
4187 to trigger inventory checkers.
4188 </attribute>
4189 <attribute arch="material" editor="material" type="bitmask_material">
4190 For Special Keys, material should always be unset or set
4191 to Adamantite. This prevents the key from getting
4192 burned or otherwise destroyed.
4193 </attribute>
4194 <attribute arch="unique" editor="unique item" type="bool">
4195 Unique items exist only one time on a server. If the item
4196 is taken, lost or destroyed - it's gone for good.
4197
4198 This can be used if you want to sell apartments on your
4199 map: Simply sell a unique passport/key, and place
4200 an inventory checker at the entrance of your apartment.
4201 </attribute>
4202 <attribute arch="startequip" editor="godgiven item" type="bool">
4203 A godgiven item vanishes as soon as the player
4204 drops it to the ground.
4205 </attribute>
4206 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4207 This will add a description to the object. The player can read
4208 this text by clicking on the item in his inventory. Use this
4209 message to describe what the key/passport is good for. A player
4210 might have 50 different keys on his key-ring. Don't expect
4211 players to recall their purpose just by their names.
4212 </attribute>
4213 </type>
4214
4215 <!--####################################################################-->
4216 <type number="101" name="Spell">
4217 <ignore>
4218 <ignore_list name="system_object" />
4219 </ignore>
4220 <description><![CDATA[
4221 Spell objects define a spell. When a spell is put in a spellbook,
4222 players can learn it by reading the book. Once learned, players
4223 can use the spell as often as they like. With increasing skill level
4224 of the player, spells may gain power but also increase cost.<br>
4225 Monsters can use spells which are put in their inventory (provided
4226 that certain "enabling" settings are correct). The monster's
4227 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4228 </description>
4229 <use><![CDATA[
4230 A lot of the spells' settings can be tuned and customized.
4231 When creating new spells which are accessible to players, it is
4232 important to think about balance. A single spell which is too
4233 powerful and/or too easy to use can eventually toss the whole skill
4234 and magic school system out of whack. Testing new spells is
4235 quite important therefore.]]>
4236 </use>
4237 <attribute arch="no_drop" value="1" type="fixed" />
4238 <attribute arch="invisible" value="1" type="fixed" />
4239 <attribute arch="skill" editor="skill name" type="string">
4240 The &lt;skill name&gt; matches the skill which is needed
4241 to cast this spell. This should be one out of "sorcery",
4242 "pyromancy", "evocation", "summoning" or "praying".
4243 If you want to fiddle with these, please take care not
4244 to upset the concept and balance of the various skills.
4245 </attribute>
4246 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4247 The &lt;spell type&gt; defines the basic type of spell.
4248 Some of these types are of a more generic nature than others.
4249 </attribute>
4250 <attribute arch="level" editor="spell level" type="int">
4251 </attribute>
4252 <attribute arch="casting_time" editor="casting time" type="int">
4253 </attribute>
4254 <attribute arch="duration" editor="duration" type="int">
4255 </attribute>
4256 <attribute arch="other_arch" editor="create object" type="string">
4257 </attribute>
4258 <attribute arch="sp" editor="cost spellpoints" type="int">
4259 </attribute>
4260 <attribute arch="grace" editor="cost grace" type="int">
4261 </attribute>
4262 <attribute arch="maxsp" editor="double cost per level" type="int">
4263 </attribute>
4264 </type>
4265
4266 <!--####################################################################-->
4267 <type number="85" name="Spellbook">
4268 <description><![CDATA[
4269 By reading a spellbook, the player has a chance of learning the
4270 contained spell. Once learned from a book, the spell is available
4271 forever. Spellbooks with high level spells require some skill-level
4272 to read.<br><br>
4273 You can create widely customized spells only by adjusting the
4274 spell object in the spellbooks inventory. Refer to the description
4275 of spell objects for detailed information how to customize spells.<br>
4276 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4277 with a compilation of spells that the book may contain.]]>
4278 </description>
4279 <use><![CDATA[
4280 Don't put any of the godgiven spells into a spellbook! These are
4281 reserved for the followers of the appropriate cults. Handing them
4282 out in a spellbook would violate the balance between different religions.
4283 <br><br>
4284 Note that there is no fundamental difference between the spellbooks
4285 of varying schools (pyromancy, sorcery, evocation, summoning, and
4286 even praying). The difference lies only in the spells they contain.
4287 It is up to you, the mapmaker, to pick the right type of book
4288 for your spells.]]>
4289 </use>
4290 <attribute arch="skill" value="literacy" type="fixed" />
4291 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4292 There are two ways to put spells into a spellbook:
4293 1. Put a spell object in the books inventory. In this case,
4294 treasurelist must be set to &lt;none&gt;.
4295 2. Choose a treasurelist which contains spells.
4296 In that way, a spell will be chosen randomly from the list.
4297 </attribute>
4298 <attribute arch="startequip" editor="godgiven item" type="bool">
4299 A godgiven item vanishes as soon as the player
4300 drops it to the ground.
4301 </attribute>
4302 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4303 This text may contain a nice description
4304 of the spellbook's cover or something.
4305 </attribute>
4306 </type>
4307
4308 <!--####################################################################-->
4309 <type number="90" name="Spinner">
4310 <ignore>
4311 <ignore_list name="non_pickable" />
4312 </ignore>
4313 <description><![CDATA[
4314 Spinners change the direction of spell objects and other projectiles
4315 that fly past. Unlike directors, it does make a difference from what
4316 angle you shoot into the spinner. The direction of objects flying past
4317 is always changed by a certain degree.]]>
4318 </description>
4319 <use><![CDATA[
4320 Spinners are very rarely used. I believe they are quite
4321 confusing and pointless. The only use I can think of is building
4322 some puzzle about where to shoot into spinners to shoot somewhere you
4323 otherwise couldn't.
4324
4325 When placing spinners on a map with magic walls, make sure the spell-
4326 projectiles from magic walls don't get to fly in loops.]]>
4327 </use>
4328 <attribute arch="sp" editor="direction number" type="int">
4329 The spinner will change the direction of flying objects by
4330 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4331 positive values counter clockwise.
4332
4333 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4334 </attribute>
4335 &move_on;
4336 </type>
4337
4338 <!--####################################################################-->
4339 <type number="138" name="Swamp">
4340 <ignore>
4341 <ignore_list name="non_pickable" />
4342 </ignore>
4343 <description><![CDATA[
4344 Swamp areas show a special behaviour:
4345 When a player stands still on a swamp-square for too long,
4346 he will start to sink in and eventually drown and die.
4347 Items dropped on the swamp sink in and dissapear.
4348 Players with knowledge of the woodsman skill are a lot less likely
4349 to die in the swamp.]]>
4350 </description>
4351 <attribute arch="is_floor" value="1" type="fixed" />
4352 <attribute arch="is_wooded" value="1" type="fixed" />
4353 <attribute arch="speed" editor="drowning speed" type="float">
4354 The higher the &lt;drowning speed&gt;, the faster will players and items
4355 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4356 and unexpected death-trap. Players should get a warning before such areas.
4357 </attribute>
4358 &speed_left;
4359 &move_on;
4360 &movement_types_terrain;
4361 <attribute arch="no_magic" editor="no spells" type="bool">
4362 If enabled, it is impossible for players to use (wizard-)
4363 spells on that spot.
4364 </attribute>
4365 <attribute arch="damned" editor="no prayers" type="bool">
4366 If enabled, it is impossible for players to use prayers
4367 on that spot. It also prevents players from saving.
4368 </attribute>
4369 </type>
4370
4371 <!--####################################################################-->
4372 <type number="41" name="Teleporter">
4373 <ignore>
4374 <ignore_list name="non_pickable" />
4375 </ignore>
4376 <description><![CDATA[
4377 When the player walks into a teleporter, he is transferred to a
4378 different location. The main difference to the object-type exit
4379 is the possibility to have teleporters connected to levers/buttons/etc.
4380 Sometimes teleporters are activated even against the players will.
4381 <br><br>
4382 Unlike exits, teleporters can also transfer items and
4383 monsters to different locations on the same map.]]>
4384 </description>
4385 <use><![CDATA[
4386 When creating maps, I guess sooner or later you'll want to have
4387 an invisible teleporter. If using "invisible 1", the teleporter
4388 can still be discovered with the show_invisible spell. And in
4389 some cases you can't place it under the floor to prevent this.
4390 <br><br>
4391 Fortunately, there is a cool trick to make a perfectly invisible
4392 teleporter: You simply add teleporter functionality to the floor
4393 itself. That means: You take the floor arch (e.g. "flagstone"),
4394 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4395 </use>
4396 <attribute arch="slaying" editor="exit path" type="string">
4397 The exit path specifies the map that the player is transferred to.
4398 &lt;exit path&gt; can be an absolute path, beginning with '/'
4399 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4400 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4401 for example I could use the relative path "Fire1"). Use relative
4402 paths whenever possible! Note that upper/lower case must always be
4403 set correctly. However, please use lower case only.
4404
4405 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4406 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4407 monsters and items. In this case, the destined map is automatically
4408 the same map the teleporter is on.
4409 </attribute>
4410 <attribute arch="hp" editor="destination X" type="int">
4411 The exit destinations define the (x, y)-coordinates where the exit
4412 leads to.
4413
4414 If both are set to zero and &lt;exit path&gt; is empty, the player will
4415 get teleported to another, randomly chosen teleporter on the same
4416 map (Slightly confusing for the player though). Make sure there
4417 actually *is* a second one in that case.
4418
4419 If both are set to zero and &lt;exit path&gt; is set, the player will
4420 be transferred to the "default enter location" of the destined map.
4421 The latter can be set in the map-properties as "Enter X/Y". Though,
4422 please DO NOT use that. It turned out to be a source for numerous
4423 map-bugs.
4424 </attribute>
4425 <attribute arch="sp" editor="destination Y" type="int">
4426 The exit destinations define the (x, y)-coordinates where the exit
4427 leads to.
4428
4429 If both are set to zero and &lt;exit path&gt; is empty, the player will
4430 get teleported to another, randomly chosen teleporter on the same
4431 map (Slightly confusing for the player though). Make sure there
4432 actually *is* a second one in that case.
4433
4434 If both are set to zero and &lt;exit path&gt; is set, the player will
4435 be transferred to the "default enter location" of the destined map.
4436 The latter can be set in the map-properties as "Enter X/Y". Though,
4437 please DO NOT use that. It turned out to be a source for numerous
4438 map-bugs.
4439 </attribute>
4440 <attribute arch="connected" editor="connection" type="int">
4441 If a connection value is set, the teleporter will be activated
4442 whenever the connection is triggered. To use this properly,
4443 &lt;activation speed&gt; must be zero.
4444 </attribute>
4445 &activate_on;
4446 <attribute arch="speed" editor="activation speed" type="float">
4447 If the &lt;activation speed&gt; is nonzero, the teleporter will
4448 automatically be activated in regular time-intervals. Hence, the
4449 player can just step on it and gets teleported sooner or later.
4450 The duration between two activates depends on the given value.
4451 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4452
4453 VERY IMPORTANT: If you want to have your teleporter activated via
4454 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4455 </attribute>
4456 &speed_left;
4457 </type>
4458
4459 <!--####################################################################-->
4460 <type number="26" name="Timed Gate">
4461 <ignore>
4462 <ignore_list name="non_pickable" />
4463 </ignore>
4464 <description><![CDATA[
4465 Gates play an important role in Deliantra. Gates can be opened
4466 by activating a button/trigger, by speaking passwords (-> magic_ear)
4467 or carrying special key-objects (-> inventory checker).
4468 Unlike locked doors, gates can get shut again after a player has
4469 passed, which makes them more practical in many cases. Unlike normal
4470 gates, timed gates open when triggered but automatically close again
4471 after some time.]]>
4472 </description>
4473 <use><![CDATA[
4474 Use gates to divide your maps into separated areas. After solving
4475 area A, the player gains access to area B, and so on. Make your
4476 maps more complex than "one-way".]]>
4477 </use>
4478 <attribute arch="no_pick" value="1" type="fixed" />
4479 <attribute arch="connected" editor="connection" type="int">
4480 Whenever the inventory checker is triggered, all objects with identical
4481 &lt;connection&gt; value get activated. This only makes sense together with
4482 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4483 after some time.
4484 </attribute>
4485 &activate_on;
4486 <attribute arch="wc" editor="position state" type="int">
4487 The &lt;position state&gt; defines the position of the gate:
4488 Zero means completely open/down, the "number of animation-steps" (usually
4489 about 6 or 7) means completely closed/up state. I suggest you don't
4490 mess with this value - Leave the default in place.
4491 </attribute>
4492 &movement_types_terrain;
4493 <attribute arch="no_magic" editor="restrict spells" type="bool">
4494 Restricting the use of spells to pass this gate. This has
4495 an effect only if &lt;block view&gt; is disabled.
4496 </attribute>
4497 <attribute arch="damned" editor="restrict prayers" type="bool">
4498 Restricting the use of prayers to pass this door. This has
4499 an effect only if &lt;block view&gt; is disabled.
4500 </attribute>
4501 <attribute arch="hp" editor="open duration" type="int">
4502 Defines the duration the gate remains closed. This only takes effect
4503 if the gate is not connected.
4504 </attribute>
4505 </type>
4506
4507 <!--####################################################################-->
4508 <type number="155" name="Trap">
4509 <ignore>
4510 <attribute arch="no_pick" />
4511 <attribute arch="title" />
4512 <attribute arch="name_pl" />
4513 <attribute arch="weight" />
4514 <attribute arch="value" />
4515 <attribute arch="material" />
4516 <attribute arch="unpaid" />
4517 </ignore>
4518 <description><![CDATA[
4519 A trap is a object that can either do damage or trigger another connected object
4520 when detonated. Traps are like runes except they are not magical in nature,
4521 and generally have either a physical attack or trigger a reaction.
4522 <br><br>
4523 Traps hit any monster or person who steps on them for 'dam' damage in
4524 'attacktype' attacktype and/or trigger a reaction.
4525 <br><br>
4526 Many traps are already defined in the archetypes.]]>
4527 </description>
4528 <use><![CDATA[
4529 Avoid monsters stepping on your traps. For example, a party of orcs setting
4530 off your lightning wall and pit trap is usually a bad idea.]]>
4531 </use>
4532 <attribute arch="no_pick" value="1" type="fixed" />
4533 &move_on;
4534 <attribute arch="level" editor="trap level" type="int">
4535 Level effects how easily a trap may be found and disarmed, and
4536 how much experience the player gets for doing so. Beware: High level
4537 traps can be quite a cheap source of experience! So either make them
4538 tough, or keep the level low.
4539 </attribute>
4540 <attribute arch="Cha" editor="visibility" type="int">
4541 This value determines what fraction of the time the trap is visible:
4542 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4543 how easily the trap may be found.
4544 </attribute>
4545 <attribute arch="hp" editor="number of charges" type="int">
4546 The trap will detonate &lt;number of charges&gt; times before disappearing.
4547 </attribute>
4548 <attribute arch="dam" editor="direct damage" type="int">
4549 &lt;direct damage&gt; specifies how much damage is done by the trap.
4550 This should be set in reasonable relation to the trap's level.
4551 </attribute>
4552 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4553 This attribute defines what attacktype to use for direct damage when
4554 the trap detonates.
4555 </attribute>
4556 <attribute arch="connected" editor="connection" type="int">
4557 When the trap is detonated, all objects with the same
4558 connection value get activated.
4559 </attribute>
4560 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4561 When the trap detonates, this text is displayed to the
4562 victim. For especially powerful or complex traps, create an appropriate
4563 and thrilling description. ;)
4564 </attribute>
4565 </type>
4566
4567 <!--####################################################################-->
4568 <type number="95" name="Trapdoor">
4569 <ignore>
4570 <ignore_list name="non_pickable" />
4571 </ignore>
4572 <description><![CDATA[
4573 Trapdoors are very similar to pits. The difference is that they
4574 can not be closed. Instead, the weight of the object on the
4575 trapdoor determines weither it slams the trapdoor open and falls through
4576 or not.<br>
4577 Once a trapdoor has been opened (by a creature or items of sufficient
4578 weight,) it remains open, acting like an opened pit.]]>
4579 </description>
4580 <use><![CDATA[
4581 Trapdoors should be used in the same fashion as pits:
4582 They should always drop the victims to some kind of lower level. They
4583 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4584 </use>
4585 <attribute arch="no_pick" value="1" type="fixed" />
4586 &move_on;
4587 <attribute arch="weight" editor="hold weight" type="int">
4588 This value defines how much weight the trapdoor can hold.
4589 Once items or creatures are gathered on the trapdoor, with
4590 a total weight surpassing this value, then the trapdoor will
4591 open and things start falling through.
4592 </attribute>
4593 <attribute arch="hp" editor="destination X" type="int">
4594 The trapdoor will transport creatures (and items) randomly into
4595 a two-square radius of the destination coordinates.
4596 If the destination square becomes blocked, the trapdoor will act like
4597 being filled up and not work anymore!
4598 </attribute>
4599 <attribute arch="sp" editor="destination Y" type="int">
4600 The trapdoor will transport creatures (and items) randomly into
4601 a two-square radius of the destination coordinates.
4602 If the destination square becomes blocked, the trapdoor will act like
4603 being filled up and not work anymore!
4604 </attribute>
4605 </type>
4606
4607 <!--####################################################################-->
4608 <type number="4" name="Treasure">
4609 <ignore>
4610 <attribute arch="nrof" />
4611 <attribute arch="title" />
4612 <attribute arch="name_pl" />
4613 <attribute arch="weight" />
4614 <attribute arch="value" />
4615 <attribute arch="material" />
4616 </ignore>
4617 <description><![CDATA[
4618 A treasure-object turns into certain randomitems when the map is loaded
4619 into the game.]]>
4620 </description>
4621 <use><![CDATA[
4622 About usage of the "random-artifact" treasurelist:
4623 This will generate powerful stuff like girdles, xray helmets, special
4624 swords etc. If you put this as reward to your quest, players might be
4625 motivated to do it more than once. BUT, by doing so they will get a huge
4626 number of different artifacts! Besides, players will always seek the place
4627 with the most easy-to-get random artifact and ignore all others.
4628 My advice: Don't use it! Attract players with good fighting experience
4629 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4630 </use>
4631 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4632 This entry determines what kind of treasure will appear. Look into
4633 /crossfire/share/crossfire/treasures for details about existing
4634 treasurelists.
4635 </attribute>
4636 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4637 "Auto-generate" must be set in order to have the treasure be created
4638 when the map is loaded.
4639 If you want to create a random treasure chest, you unset this flag.
4640 That way, the player has to apply the object (the chest), then the
4641 treasure is generated.
4642 </attribute>
4643 <attribute arch="hp" editor="create number" type="int">
4644 "Create number" specifies how many pieces of the given treasurelist
4645 will appear. Note that for every piece there is a chance that nothing is
4646 generated. Also, sometimes there can be stacks of items generated, like
4647 for gems/money.
4648 </attribute>
4649 <attribute arch="exp" editor="quality level" type="int">
4650 The &lt;quality level&gt; will be used for the quality of the generated
4651 treasure instead of the map difficulty (as was done with shops).
4652 If zero/unset, the map difficulty will instead be used.
4653 (Example for comparison: Shop floors generate treasure of
4654 &lt;quality level&gt; 5 per default).
4655 </attribute>
4656 </type>
4657
4658 <!--####################################################################-->
4659 <type number="52" name="Trigger Marker">
4660 <ignore>
4661 <ignore_list name="system_object" />
4662 </ignore>
4663 <description><![CDATA[
4664 A trigger marker is an object that inserts an invisible force (a mark) into a
4665 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4666 &lt;key string&gt; which can be discovered by detectors or inventory
4667 checkers. It is also possible to use markers for removing marks again.
4668 <br><br>
4669 Note that the player has no possibility to "see" his own marks,
4670 except by the effect that they cause on the maps.]]>
4671 </description>
4672 <use><![CDATA[
4673 Markers hold real cool possibilities for map-making. I encourage
4674 you to use them frequently. However there is one negative point
4675 about markers: Players don't "see" what's going on with them. It is
4676 your task, as map-creator, to make sure the player is always well
4677 informed and never confused.
4678 <br><br>
4679 Please avoid infinite markers when they aren't needed. They're
4680 using a little space in the player file after all, so if there
4681 is no real purpose, set an expire time.]]>
4682 </use>
4683 <attribute arch="no_pick" value="1" type="fixed" />
4684 <attribute arch="slaying" editor="key string" type="string">
4685 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4686 If the player already has a force with that &lt;key string&gt;,
4687 there won't be inserted a second one.
4688 </attribute>
4689 <attribute arch="connected" editor="connection" type="int">
4690 Unlike a regular marker this is the connection that triggers this marker to activate.
4691 </attribute>
4692 <attribute arch="food" editor="mark duration" type="int">
4693 This value defines the duration of the force it inserts.
4694 If nonzero, the duration of the player's mark is finite:
4695 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4696 means the mark will stay on the player forever.
4697 </attribute>
4698 <attribute arch="name" editor="delete mark" type="string">
4699 When the player steps onto the marker, all existing forces in
4700 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4701 will be removed. If you don't want to remove any marks, leave
4702 this textfield empty.
4703
4704 Note that the string &lt;delete mark&gt; is set as the name of
4705 this marker. So don't be confused, and remember changing the
4706 name will take effect on the marker's functionality.
4707 </attribute>
4708 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4709 In the moment when the player gets marked, this text is displayed
4710 to him. You should really set a message in any marker you create,
4711 because it's the only way for the player to notice what's going on.
4712 </attribute>
4713 </type>
4714
4715 <!--####################################################################-->
4716 <type number="0" name="Wall">
4717 <required>
4718 <attribute arch="is_floor" value="0" />
4719 <attribute arch="alive" value="0" />
4720 <attribute arch="no_pass" value="1" />
4721 </required>
4722 <ignore>
4723 <attribute arch="nrof" />
4724 <attribute arch="title" />
4725 <attribute arch="name_pl" />
4726 <attribute arch="value" />
4727 <attribute arch="unpaid" />
4728 </ignore>
4729 <description><![CDATA[
4730 Walls usually block passage and sight.]]>
4731 </description>
4732 &movement_types_terrain;
4733 <attribute arch="can_roll" editor="moveable" type="bool">
4734 If set, the object is able to "roll", so it can be pushed around.
4735 This setting is used for boulders and barrels.
4736 </attribute>
4737 <attribute arch="no_magic" editor="restrict spells" 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 <attribute arch="damned" editor="restrict prayers" type="bool">
4742 This takes effect only with &lt;blocksview&gt; disabled.
4743 Restricting the use of spells to pass this wall.
4744 </attribute>
4745 </type>
4746
4747 <!--####################################################################-->
4748 <type number="109" name="Wand &amp; Staff">
4749 <description><![CDATA[
4750 Wands contain a certain spell. The player can apply (ready) and
4751 fire the wand. After a defined number of casts, the wand is
4752 "used up". It is possible to recharge a wand with scrolls of
4753 charging, but usually that isn't worth the cost.]]>
4754 </description>
4755 <use><![CDATA[
4756 Wands are quite seldomly used. The reason prolly is that they're
4757 generally not cost-efficient. Handing out high-level wands with
4758 powerful special spells isn't a good idea either, because of
4759 the recharge ability.
4760 <br><br>
4761 For low levels, staffs of healing/cure and word of recall are
4762 quite desirable though. Ideal rewards for low level quests.]]>
4763 </use>
4764 <attribute arch="sp" editor="spell" type="spell">
4765 The &lt;spell&gt; specifies the contained spell.
4766 </attribute>
4767 <attribute arch="level" editor="casting level" type="int">
4768 The &lt;casting level&gt; of the wand determines it's power.
4769 An average level for wands in shops is about 10.
4770 </attribute>
4771 <attribute arch="food" editor="number of charges" type="int">
4772 The wand can be used &lt;number of charges&gt; times before it is
4773 used up. It can be recharged with scrolls of charging.
4774 </attribute>
4775 <attribute arch="startequip" editor="godgiven item" type="bool">
4776 A godgiven item vanishes as soon as the player
4777 drops it to the ground.
4778 </attribute>
4779 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4780 This text may contain a description of the wand.
4781 </attribute>
4782 </type>
4783
4784 <!--####################################################################-->
4785 <type number="0" name="Weak Wall">
4786 <required>
4787 <attribute arch="is_floor" value="0" />
4788 <attribute arch="alive" value="1" />
4789 <attribute arch="tear_down" value="1" />
4790 </required>
4791 <ignore>
4792 <ignore_list name="non_pickable" />
4793 </ignore>
4794 <description><![CDATA[
4795 A weak wall is a breakable spot amidsts a solid wall. Typically
4796 these weak walls look similar to their solid "relatives" except
4797 for a small crack or little chunks of wall on the ground.]]>
4798 </description>
4799 <use><![CDATA[
4800 If you want to create hidden rooms, using weak walls is alot
4801 better than completely indiscernible passages in a wall.<br>
4802 Anyways, there can be a lot more to weak walls than just finding
4803 them: Rising their defensive stats, weak walls can become a
4804 serious obstacle. An ice wall might only be torn down by a fire
4805 attack for example. A granite wall for instance might be very
4806 hard to destroy.]]>
4807 </use>
4808 <attribute arch="alive" value="1" type="fixed" />
4809 <attribute arch="no_pick" value="1" type="fixed" />
4810 <attribute arch="tear_down" value="1" type="fixed" />
4811 <attribute arch="race" editor="race" type="string">
4812 For weak walls, &lt;race&gt; should always be set to "wall",
4813 unless you create something fancy like a building which
4814 is in fact meant to be a huge animal.
4815 Note that shovels slay walls, so they do tripple damage
4816 against weak walls.
4817 </attribute>
4818 <attribute arch="level" editor="level" type="int">
4819 The &lt;level&gt; of a weak wall works similar to monster levels.
4820 Due to the fact that weak walls cannot attack, the level
4821 is much less important though.
4822 </attribute>
4823 <attribute arch="hp" editor="health points" type="int">
4824 The &lt;health points&gt; of a weak wall define how long it takes to
4825 tear it down. With every successful hit from an opponent,
4826 &lt;health points&gt; get drained.
4827 </attribute>
4828 <attribute arch="maxhp" editor="max health" type="int">
4829 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4830 weak wall can have. Since walls generally don't heal, I doubt
4831 this has much real effect.
4832 </attribute>
4833 <attribute arch="ac" editor="armour class" type="int">
4834 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4835 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4836 </attribute>
4837 &resistances_basic;
4838 </type>
4839
4840 <!--####################################################################-->
4841 <type number="15" name="Weapon">
4842 <description><![CDATA[
4843 Wielding a weapon, the object's stats will directly be inherited to the
4844 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4845 be improved with scrolls.]]>
4846 </description>
4847 <use><![CDATA[
4848 If you create artifacts (equipment) with stats- or resistance-bonus:
4849 Keep playbalance in mind! Such items mustn't be reachable without hard
4850 fighting AND questing.]]>
4851 </use>
4852 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4853 This number is a bitmask, specifying the weapon's attacktypes.
4854 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4855 have no more than one or two attacktypes. Keep in mind that all weapons
4856 can be blessed by the player's diety, thus adding an additional attacktype.
4857
4858 When a player hits a monster with a weapon that has more than one attacktype,
4859 then he will do as much damage as the "best" of his attacktypes does. So,
4860 the more attacktypes you've got, the better your chance to take advantage
4861 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4862 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4863 </attribute>
4864 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4865 The &lt;weapontype&gt; characterizes the weapon's type of physical
4866 attack. It could best be considered a "subclassification"
4867 of the physical attacktype. For now, this is only used for
4868 attack messages!
4869
4870 You should always set this correctly when creating new
4871 weapons for your maps.
4872 </attribute>
4873 <attribute arch="skill" editor="skill name" type="string">
4874 Matching &lt;skill name&gt; of the skill that is required
4875 to use this weapon.
4876 </attribute>
4877 <attribute arch="dam" editor="damage" type="int">
4878 The damage value is used as base value for how much damage the weapon
4879 does per hit. The actual damage involves more dependencies,
4880 like wielder's level and defender's level. Look at existing weapons
4881 to get a feel for the range of weapon damage values.
4882 </attribute>
4883 <attribute arch="slaying" editor="slaying race" type="string">
4884 Slaying means the weapon does tripple (3x) damage to monsters of the
4885 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4886 only monsters of that archtype are hit with tripple damage.
4887
4888 No god blessings are possible for weapons with a race set in this entry
4889 (That's because god blessings add tripple damage against their own
4890 enemy races). Tripple damage is very effective.
4891 </attribute>
4892 <attribute arch="last_sp" editor="weapon speed" type="int">
4893 The weapon speed determines how often the wielder can swing the weapon
4894 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4895 is best (that is lightning- fast). A typical average value is 8.
4896 Speed and damage should be kept in reasonable relation.
4897 </attribute>
4898 <attribute arch="wc" editor="weapon class" type="int">
4899 The weapon class value adds to the overall weapon class of the wielder's
4900 melee attacks. Weapon class improves the chance of hitting the opponent.
4901 </attribute>
4902 <attribute arch="magic" editor="magic bonus" type="int">
4903 For a weapon, magic bonus works just like weapon class, except that
4904 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4905 less useful than direct weapon class value on a weapon.
4906 </attribute>
4907 <attribute arch="item_power" editor="item power" type="int">
4908 The &lt;item power&gt; value measures how "powerful" an artifact is.
4909 Players will only be able to wear equipment with a certain total
4910 amount of &lt;item power&gt;, depending on their own level. This is the
4911 only way to prevent low level players to wear "undeserved" equipment
4912 (like gifts from other players or cheated items).
4913
4914 It is very important to adjust the &lt;item power&gt; value carefully
4915 for every artifact you create! If zero/unset, the Deliantra server will
4916 calculate a provisional value at runtime, but this is never
4917 going to be an accurate measurement of &lt;item power&gt;.
4918 </attribute>
4919 <attribute arch="damned" editor="damnation" type="bool">
4920 A damned weapon cannot be unwielded unless
4921 the curse is removed. Removing damnations is
4922 a tick harder than removing curses.
4923 </attribute>
4924 <attribute arch="cursed" editor="curse" type="bool">
4925 A cursed weapon cannot be unwielded unless
4926 the curse is removed.
4927 </attribute>
4928 <attribute arch="lifesave" editor="save life" type="bool">
4929 An item with this flag enabled will save the players life
4930 for one time: When the player is wearing this item and his
4931 health points reach zero, the item disappears, replenishing
4932 half of the player's health.
4933
4934 An item with &lt;save life&gt; should not have
4935 any decent additional bonuses!
4936 </attribute>
4937 <attribute arch="unique" editor="unique item" type="bool">
4938 Unique items exist only one time on a server. If the item
4939 is taken, lost or destroyed - it's gone for good.
4940 </attribute>
4941 <attribute arch="startequip" editor="godgiven item" type="bool">
4942 A godgiven item vanishes as soon as the player
4943 drops it to the ground.
4944 </attribute>
4945 &player_stat_resist_sections;
4946 <section name="misc">
4947 <attribute arch="luck" editor="luck bonus" type="int">
4948 With positive luck bonus, the player is more likely to
4949 succeed in all sorts of things (spellcasting, praying,...).
4950 Unless the &lt;luck bonus&gt; is very high, the effect will be
4951 barely visible in-game. Luck bonus on one piece of equipment
4952 should never exceed 3, and such bonus should not be too
4953 frequently available.
4954 </attribute>
4955 <attribute arch="hp" editor="health regen." type="int">
4956 Positive &lt;health regen.&gt; bonus speeds up the
4957 player's healing process. Negative values slow it down.
4958 </attribute>
4959 <attribute arch="sp" editor="mana regen." type="int">
4960 Positive &lt;mana regen.&gt; bonus speeds up the
4961 player's mana regeneration. Negative values slow it down.
4962 </attribute>
4963 <attribute arch="grace" editor="grace regen." type="int">
4964 Positive &lt;grace regen.&gt; bonus speeds up the
4965 player's grace regeneration. Negative values slow it down.
4966 Since grace can be regenerated rather easy with praying,
4967 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4968 </attribute>
4969 <attribute arch="food" editor="food bonus" type="int">
4970 Positive &lt;food bonus&gt; slows down the player's digestion,
4971 thus he consumes less food. Negative values speed it up.
4972
4973 Note that food is consumed not only for "being alive", but
4974 also for healing and mana-regeneration.
4975 &lt;food bonus&gt; only affects the amount of food consumed
4976 for "being alive". Hence, even with high &lt;food bonus&gt;,
4977 during a fight a player can run out of food quickly.
4978 </attribute>
4979 <attribute arch="xrays" editor="xray vision" type="bool">
4980 Xray vision allows the player to see through obstacles
4981 in a two-square-wide radius. This is extremely helpful and
4982 desirable, so don't give it away for cheap on equipment.
4983 </attribute>
4984 <attribute arch="stealth" editor="stealth" type="bool">
4985 Stealth allows the player to move silently.
4986 This comes to effect if a player turns himself
4987 invisible and tries to sneak around monsters.
4988 (At least that was the idea behind it)
4989 </attribute>
4990 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4991 If a player is wearing any piece of equipment with
4992 the ability to &lt;reflect spells&gt;, all kinds of
4993 spell-bullets and -beams will bounce off him.
4994 This works only about 90% of all times, to
4995 avoid players being completely immune to certain
4996 types of attacks.
4997
4998 This is a very powerful ability and it
4999 shouldn't be handed out cheap!
5000 </attribute>
5001 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5002 If a player is wearing any piece of equipment with
5003 the ability to &lt;reflect missiles&gt;, all kinds of
5004 projectiles (e.g. arrows, bolts, boulders) will
5005 bounce off him. This works only about 90% of all
5006 times, to avoid players being completely immune to
5007 certain types of attacks.
5008 </attribute>
5009 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5010 Click on the &lt;attuned paths&gt; button to select spellpaths.
5011 The player will get attuned to the specified spellpaths
5012 while wearing this weapon.
5013 </attribute>
5014 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5015 Click on the &lt;repelled paths&gt; button to select spellpaths.
5016 The player will get repelled to the specified spellpaths
5017 while wearing this weapon.
5018 </attribute>
5019 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5020 Click on the &lt;denied paths&gt; button to select spellpaths.
5021 The specified spellpaths will be denied to the player
5022 while wearing this weapon.
5023 </attribute>
5024 </section>
5025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5026 This text describes the weapons's "story". Every decent artifact weapon
5027 should have such a description.
5028 </attribute>
5029 </type>
5030
5031 <type number="116" name="Event Connector">
5032 <description><![CDATA[
5033 Event connectors link specific events that happen to objects to
5034 a crossfire plug-in. They are not used at all in Deliantra.]]>
5035 </description>
5036 </type>
5037
5038 </types>